More on the Axie Genome
In my previous post, Sequencing the Axie Genome, I discussed breaking down the Axie genome into basic 32-bit pieces. Looking at the gene by dividing it into 8 blocks made analysis simpler but left out some details. In this post, I’ll take a closer look at those details that I previously glossed over.
As mentioned previously, Classes are stored in the first group (from the left — I know backwards from typical binary analysis, but I’m going to annotate things based on visual location). Specifically, the first 4 bits define the class. Since 4 bits are being used, this allows Axie Infinity to create up to 16 classes — if they wanted to. Above, you can see that the binary values simply represent the numbers 0 through 5.
In the previous article, I completely glossed over the specifics of each Axie part and only showed that each part was defined by some binary value. At the time, I hadn’t even bothered to look at the values before I hastily wrote up my article.
As a refresher, each Axie has 6 parts defined in the third through eighth groups: eyes, mouth, ears, horn, back, and tail. Currently, we know that a part can be mystic and has a class type. The first 2 bits tell you if a part is a mystic or not. In binary, that is either “00” or “11”. The next 4 bits tell you what class the part belongs to and the values here correlate with the values defined in the Class part of the gene that discussed earlier. Finally, the next 5 bits identify each named part.
You’ll notice that both the mystic and non-mystic part have the same part value — the only difference is the “11" mystic identifier. At this time, it appears that there are only 2–3 parts per class+type and only one mystic per class+type.
Everyone wants to know how many colors there are! At present, it looks like there are 20 distinct colors. Interestingly, the color of an Axie is defined by both a color code and its class. Each class has 5 possible colors…wait 6 classes times 5 colors is 30 colors, right? Nope! It appears that every class can be white or black(-ish) plus 3 additional colors. So even though every class can be 5 colors, black and white overlap for each class leaving us with only 20 distinct colors.
I’ve updated the gene page to include these colors, so you can check out all of the colors there. As you can see from the above image, colors are defined by 4-bits in the second group — specifically, bits 9–12 (from the right).
When I wrote the previous article, I hadn’t even noticed that each Axie has a unique pattern on its back (axe tat?)…actually I did notice, but I thought they were part of the ear pattern or something.
In order to figure out how many patterns there are, I crudely assumed that each pattern has a different bounding box dimension (draw a box around the outer most pixels of an image to get a bounding box). Therefore, when I cropped out images of the pattern I grouped like-sized patterns together and generated the gene masks based on those dimensions. Using this method, it appears that there are 12 distinct back patterns plus the fuzzy pattern (let me know if my method left some out). There may also be a “no-pattern”, but doing a quick search through the Axie encyclopedia didn’t turn up any patternless Axie (unless you count barely visible patterns on white Axie!).
Similar to the colors, patterns are defined by 4 bits in the second main group, however, they are represented by the 5th-8th bits (from the left).
That’s it for now. I’ll try to post updates when new info comes out…I know there are other things that may be present like recessive genes and fighting stats, but I may wait until those things are better surfaced in the game before analyzing more.
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