<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-+-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>
<>-<> Copyright to Dedrick Suddenly© 2011 (Kirbyarm) All rights reserved. <>-<>
<>-<>-<>              Contact information: dedrick@live.ca             <>-<>-<>
<>-<>-<>-<>                   Current Version: 1.01                 <>-<>-<>-<>
<>-<>-<>-<>-<>             Advanced Animal Mechanics             <>-<>-<>-<>-<>
<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-+-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>

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@>--'---,---'---,---'---,---'---,--vv~~@~~vv--'---,---'---,---'---,---'---,--<@
&                                 Introduction                                &
@>--'---,---'---,---'---,---'---,--vv~~@~~vv--'---,---'---,---'---,---'---,--<@
                                    [Intro]

This in-depth guide covers every possible aspect of the animals you as the
player, have the option of taking care of in Harvest Moon 64 (Well, your dog
is not optional, so I might as well write it now). Every statistical change or
benefit, condition change probabilities, affection changes, happiness changes,
quality of produce, and life or death variables will be listed here in
full detail for your viewing and playing pleasure. The happiness changes are
exceptionally useful to know, as the changes are drastic and even being 5
points under maximum Happiness will result in you failing to get the Party
Picture during evaluation. Conveniently included, are the buying and selling
prices for each animal, which when selling, the price varies based on the
affection of your barn animal.

@>--'---,---'---,---'---,---'---,--vv~~@~~vv--'---,---'---,---'---,---'---,--<@
&                               Version History                               &
@>--'---,---'---,---'---,---'---,--vv~~@~~vv--'---,---'---,---'---,---'---,--<@
                                    [Versi]

Version 1.00 - May 30th, 2011
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

I only expect to release this document once, in terms of content as I'm very
certain I've uncovered everything right down to the programming aspect of it
all. Updates will likely be grammatical and / or spelling fixes, or otherwise
information I either discover myself, or I'm informed of and tests prove such
information to be positive and accurate.

I completed all of this work beforehand, as I'm simply not the type of guy
that likes to submit half or partially completed work, thus the only date I
really have to provide at this time is the release date to GameFAQs.

This initial release took somewhere around 100 hours of work to compose and
analyze the game while recording and organizing the information into a decently
readable format.

Version 1.01 - June 7th, 2011
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Minor grammatical and alignment changes.

@>--'---,---'---,---'---,---'---,--vv~~@~~vv--'---,---'---,---'---,---'---,--<@
&                              Table Of Contents                              &
@>--'---,---'---,---'---,---'---,--vv~~@~~vv--'---,---'---,---'---,---'---,--<@
                                    [Table]

  1) Introduction...................................................[Intro]
  2) Version History................................................[Versi]
  3) Advanced Animal Mechanics......................................[Anima]

   a) Animal Buying Prices..........................................[Buyin]
   b) Animal Selling Prices.........................................[Selli]
   c) Animal Barn Stock Conditions & Quality........................[Produ]
   d) Stock Selling Prices..........................................[Stock]

   e) Condition Mechanics...........................................[Condi]
    i) Extra condition mechanics....................................[Extra]

   f) Affection Mechanics...........................................[Affec]
    i) Exploit & Glitch Information.................................[Explo]

   g) Growth & Birth Mechanics......................................[Growt]
   h) Affects on the Happiness Meter................................[Happy]

  4) Credits........................................................[Credi]
  5) Copyright......................................................[Copyr]

@>--'---,---'---,---'---,---'---,--vv~~@~~vv--'---,---'---,---'---,---'---,--<@
&                          Advanced Animal Mechanics                          &
@>--'---,---'---,---'---,---'---,--vv~~@~~vv--'---,---'---,---'---,---'---,--<@
                                    [Anima]

There are 5 animals in Harvest Moon 64 that the player is able to care for.
Cows, sheep, chickens, a dog, and a horse. Three of these kinds can die, and
thus be purchased multiple times, or even bred to save you the trouble of
purchasing it. These are the cows, sheep, and chickens. The Livestock Dealer
named Doug, can be found in the eastern-most building of the Green Ranch
screen. The store is closed on Thursday, and is open from 8:00 am - 4:59 pm any
other day of the week except during festivals. The Livestock Dealer also sells
fodder (should you need to feed your cows / sheep and you have none left or no
grass is available to cut to increase your fodder count). The Livestock Dealer
also sells chicken feed, which is the only way to feed your chicken if it is
left indoors our even outdoors when it is raining. The Livestock Dealer also
sells Medicine, which is used to cure a cow or sheep from Sick condition when
it turns to that condition. The Livestock dealer also sells Miracle Potions
which can be used on a cow when it is in Happy condition or Normal condition to
impregnate the cow, which will soon after have birth to a new baby calf.

G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G~G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G
$                            Animal Buying Prices                             $
G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G~G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G
                                    [Buyin]

Chicken - 1,500G

Sheep - 4,000G

Cow - 6,000G

G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G~G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G
$                            Animal Selling Prices                            $
G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G~G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G
                                    [Selli]

Cows:

-The cow you wish to sell must be an adult

Default price is 6,500G for a fully grown cow. This is affected only by what
type of milk the cow produces.

 Small milk - No bonus
 Medium milk - 500G bonus
 Large milk - 1,000G bonus
 Golden milk - 2,000G bonus

For example, if the cow is producing golden milk, that would be 6,500 + 2,000
which is 8,500G total sell value.

Sheep:

-The sheep you wish to sell must be an adult
-The sheep you wish to sell must not be sheared (has to be able to be sheared)

Default price is 4,200G for a fully grown sheep. This is affected only by what
its affection level is.

 0 - 99 affection - No bonus
 100 - 199 affection - 400G bonus
 200 - 255 affection - 1,000G bonus

For example, if the sheep is at 198 affection (which produces high quality
wool, as funny as that may be) that would be 4,200G + 400G which is 4,600G
total sell value.

Chickens:

 500G, but the chicken must be an adult otherwise you cannot sell it.

G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G~G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G
$                    Animal Barn Stock Conditions & Quality                   $
G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G~G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G
                                    [Produ]

This section only applies to cows, sheep and chickens. Cows, sheep and
chickens. Cows can produce four different types of milk depending on how high
their affection is. One of the four milks is not based on affection and
overrides affection requirements in every possible aspect, even if affection
drops to 0. The sheep have 2 types of wool, normal wool and high-quality wool.
These animals will not generate any stock unless they are adults, no
exceptions.

Cows:

Small Milk is 0 - 150 affection.
Medium Milk is 151 - 220 affection.
Large milk is 221 - 255 affection.

Gold milk is not based on affection. Every year there is a Cow Festival you
have the option of entering a cow into, and if the cow you enter wins the
festival contest, it permanently gains the ability to produce this special type
of milk. Thus it is possible to have 8 cows producing golden milk, if they all
win the Cow Festival over the course of 8 years. Worth it? Oh, yes! See the
stock selling prices section for details.

Requirements to win Cow Festival
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-The cow must be an adult to enter
-The cow must have 240 or higher affection to win
-You must have placed at least 60 milks of any type into the shipping box,
total (small, medium, large, or gold).

Note: Cows can be milked once per day. As an interesting additional note, if
you have the empty bottle item as use it on a cow, you can extract milk from
the cow into the bottle unlimited times. You cannot sell it, but you can drink
it for a free and unlimited source of stamina during the day at any time.

Sheep:

Regular Wool is 0 - 197 affection.
High-quality Wool is 198 - 255 affection.

Note: Sheep can be sheared once per week. Their wool grows back from the day
you cut it, after you sleep seven times.

Chickens:

Eggs - Must have fed the chicken the previous day, and they also must not be in
Starved condition.

Note: Chickens produce one egg every day, but if you do not feed them they will
not produce any eggs for 2 days. For example, if you do not feed them on day 1,
then day 2 they will not produce an egg. If this happens and you feed them on
day 2, then on day 3 they will return to Normal condition but will not produce
an egg. Feed them on day 3 as well, and on day 4, they will produce eggs, once
more.

G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G~G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G
$                             Stock Selling Prices                            $
G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G~G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G$G
                                    [Stock]

This section only applies to cows, sheep and chickens.

Cows:

 Small Milk - 100G
 Medium Milk - 150G
 Large Milk - 300G
 Golden Milk - 500G

Sheep:

 Regular Wool - 900G
 High-quality Wool - 1,800G

Chickens:

 Egg - 50G

Maximized income:

Small Milk producing cow - 12,000G per year.
Medium Milk producing cow - 18,000G per year.
Large Milk producing cow - 36,000G per year.
Golden Milk producing cow - 60,000G per year.

Regular Wool producing sheep - 15,428G per year.
High-quality Wool producing sheep - 30,840G per year.

Chicken - 6,000G per year.

8 Small Milk cows - 96,000G per year.
8 Medium Milk cows - 144,000G per year.
8 Large Milk cows - 288,000G per year.
8 Golden Milk cows - 480,000G per year.

8 Regular Wool sheep - 123,424G per year.
8 High-quality Wool sheep - 246,720G per year.

6 chickens - 36,000G per year.

HM64HM64HM64HM64HM64HM64HM64HM64HM64xXx~xXxHM64HM64HM64HM64HM64HM64HM64HM64HM64
|                             Condition Mechanics                             |
HM64HM64HM64HM64HM64HM64HM64HM64HM64xXx~xXxHM64HM64HM64HM64HM64HM64HM64HM64HM64
                                    [Condi]

This section only applies to cows, sheep and chickens.

Animals in their infant stage (young / not adults) do not use the condition
system ever, with the exception of chicks because they can reach condition 02
which is Dead condition within the chicken bytes if you sleep during a typhoon
and the chick was outside.

Chicks do not have any conditions besides Normal and Dead. Nothing will ever
effect their growth or condition in any way, besides typhoons killing them
(which is a 100% chance of killing them and adult chickens by the way). It is
absolutely pointless to waste chicken feed on them when they are indoors. They
are just fine outdoors overnight on bad weather days of any kind except
typhoons.

Calves (infant cows) have only one condition and thus it never changes. That
condition is 00, which is Normal. They are immune to typhoons, but suffer a
major affection loss.

Infant / baby sheep have only one condition and thus it never changes. That
condition is 00, which is Normal. They are immune to typhoons, but suffer a
major affection loss.

Cows:

Cows have 5 conditions. 00 is Normal. 01 is Happy. 02 is Mad. 03 is Sick. 04 is
Dead.

When you sleep and the cow is indoors:

-If the cow is indoors, has been fed, and is in Normal condition, it will
remain in Normal condition.

-If the cow is indoors, has not been fed, and is in Normal condition, there is
a 50% chance it will either remain in Normal condition or turn to Sick
condition.

-If the cow is indoors, has been fed, and is in Happy condition, it will remain
in Happy condition for three days if you sleep with these prerequisites, then
the cow will return to Normal condition and all regular formulas begin to apply
once more.

-If the cow is indoors, has not been fed, and is in Happy condition, it will
remain in Happy condition for three days if you sleep with these prerequisites,
then the cow will return to Normal condition and all regular formulas begin to
apply once more.

-If the cow is indoors, has been fed, and is in Mad condition, it will remain
in Mad condition for three days if you sleep with these prerequisites, then the
cow will return to Normal condition and all regular formulas begin to apply
once more.

-If the cow is indoors, has not been fed, and is in Mad condition, it will
remain in Mad condition and not affect the counter of how many days it has been
fed since it turned to Mad condition.

When you sleep and it is sunny:

-If the cow is outdoors, has fully grown grass to feed on, and is in Normal
condition, there is a 15% chance it will turn to Happy condition.

-If the cow is outdoors, has no grass to feed on, and is in Normal condition,
there is a 50% chance it will either remain in Normal condition or turn to Sick
condition.

-If the cow is outdoors, has fully grown grass to feed on, and is in Happy
condition, it will remain in Happy condition for three days if you sleep with
these prerequisites, then the cow will return to Normal condition and all
regular formulas begin to apply once more.

-If the cow is outdoors, has no grass to feed on, and is in Happy condition, it
will remain in Happy condition for three days if you sleep with these
prerequisites, then the cow will return to Normal condition and all regular
formulas begin to apply once more.

-If the cow is outdoors, has fully grown grass to feed on, and is in Mad
condition, it will remain in Mad condition for three days if you sleep with
these prerequisites, then the cow will return to Normal condition and all
regular formulas begin to apply once more.

-If the cow is outdoors, has no grass to feed on, and is in Mad condition, it
will remain in Mad condition and not affect the counter of how many days it has
been fed since it turned to Mad condition.

When you sleep and it is rainy:

-If the cow is outdoors, has fully grown grass to feed on, and is in Normal
condition, there is a 10% chance it will turn to Mad condition and a 10% chance
it will turn to Sick condition, otherwise it will remain in Normal condition.

-If the cow is outdoors, has no grass to feed on, and is in Normal condition,
there is a 10% chance it will turn to Mad condition and a 10% chance it will
turn to Sick condition, otherwise it will remain in Normal condition.

-If the cow is outdoors, has fully grown grass to feed on, and is in Happy
condition, it will remain in Happy condition for three days if you sleep with
these prerequisites, then the cow will return to Normal condition and all
regular formulas begin to apply once more. However, the regular formula applies
where there is a 10% chance it will turn to Mad condition and a 10% chance it
will turn to Sick condition.

-If the cow is outdoors, has no grass to feed on, and is in Happy condition, it
will remain in Happy condition for three days if you sleep with these
prerequisites, then the cow will return to Normal condition and all regular
formulas begin to apply once more. However, the regular formula applies where
there is a 10% chance it will turn to Mad condition and a 10% chance it will
turn to Sick condition.

-If the cow is outdoors, has fully grown grass to feed on, and is in Mad
condition, it will remain in Mad condition for three days if you sleep with
these prerequisites, then the cow will return to Normal condition and all
regular formulas begin to apply once more. However (and it is highly likely
within the three days the % chance will occur), the regular formula applies
where there is 10% chance it will turn to Sick condition.

-If the cow is outdoors, has no grass to feed on, and is in Mad condition, it
will remain in Mad condition and not affect the counter of how many days it has
been fed since it turned to Mad condition. However (and it is highly likely
within the three days the % chance will occur), the regular formula applies
where there is 10% chance it will turn to Sick condition.

When you sleep and it is snowy or during a typhoon:

-If the cow is outdoors, has fully grown grass to feed on, and is in Normal
condition, there is a 10% chance it will turn to Mad condition, a 10% chance it
will turn to Sick condition, and a 10% chance it will turn to Happy condition,
otherwise it will remain in Normal condition.

-If the cow is outdoors, has no grass to feed on, and is in Normal condition,
there is a 10% chance it will turn to Mad condition, a 10% chance it will turn
to Sick condition, otherwise it will remain in Normal condition.

-If the cow is outdoors, has fully grown grass to feed on, and is in Happy
condition, it will remain in Happy condition for three days if you sleep with
these prerequisites, then the cow will return to Normal condition and all
regular formulas begin to apply once more. However, the regular formula applies
where there is a 10% chance it will turn to Mad condition and a 10% chance it
will turn to Sick condition.

-If the cow is outdoors, has no grass to feed on, and is in Happy condition, it
will remain in Happy condition for three days if you sleep with these
prerequisites, then the cow will return to Normal condition and all regular
formulas begin to apply once more. However, the regular formula applies where
there is a 10% chance it will turn to Mad condition and a 10% chance it will
turn to Sick condition.

-If the cow is outdoors, has fully grown grass to feed on, and is in Mad
condition, it will remain in Mad condition for three days if you sleep with
these prerequisites, then the cow will return to Normal condition and all
regular formulas begin to apply once more. However (and it is highly likely
within the three days the % chance will occur), the regular formula applies
where there is 10% chance it will turn to Sick condition.

-If the cow is outdoors, has no grass to feed on, and is in Mad condition, it
will remain in Mad condition and not affect the counter of how many days it has
been fed since it turned to Mad condition. However (and it is highly likely
within the three days the % chance will occur), the regular formula applies
where there is 10% chance it will turn to Sick condition.

Sheep:

Sheep have 3 conditions. 00 is Normal. 03 is Sick. 04 is Dead.

When you sleep and the sheep is indoors:

-If the sheep is indoors, has been fed, and is in Normal condition, it will
remain in Normal condition.

-If the sheep is indoors, has not been fed, and is in Normal condition, there
is a 50% chance it will either remain in Normal condition or turn to Sick
condition.

When you sleep and it is sunny:

-If the sheep is outdoors, has fully grown grass to feed on, and is in Normal
condition, it will remain in Normal condition.

-If the sheep is outdoors, has no grass to feed on, and is Normal condition,
there is a 50% chance it will either remain in Normal condition, or turn to
Sick condition.

When you sleep and it is rainy, snowy or it is a typhoon:

-If the sheep is outdoors, has fully grown grass to feed on, and is in Normal
condition, there is a 60% chance it will turn to Sick condition, otherwise it
will remain in Normal condition.

-If the sheep is outdoors, has no grass to feed on, and is in Normal condition,
there is a 10% chance it will turn to Sick condition, otherwise it will remain
in Normal condition.

Note: Notice the programmer's error on this. They accidentally got it
backwards, where the chance to become sick when there is no food should be the
higher value, but on rainy days it is actually better if they have no grass in
terms of chances to get sick. Best solution is to put them indoors during bad
weather anyways. Sick condition is costly either way.

Final notes:

-The season (looking at Winter in particular) does not make any difference
whatsoever when left outdoors overnight. The only thing that is worth noting is
that grass does not grow in Winter, but if you had fully grown grass when
Winter started, it will remain as fully grown and able to be eaten by the cows
or sheep.

-Interestingly enough, cows can still become Happy when you leave them outdoors
on snowy days, but the chance is equal between Mad, Sick, and Happy occurring.

-When a cow becomes Happy, you do not require feeding it for three days, as it
becomes immune to the chance system that turns a cow to Sick condition by 50%
when normally left unfed indoors or outdoors. Good to know.

-When a cow becomes Mad, it will stay in this condition if it is unfed...
forever! (unless left out in bad weather, it could get sick). This is an
effective way to make your cow immune to death.

-If the cow or sheep is indoors or outdoors, and is in Sick condition, it will
remain in Sick condition regardless of how you care for it until you purchase a
medicine from the Livestock Dealer for 1,000G each. Using the medicine on a
Sick cow or sheep results in it returning to Normal condition instantly and all
regular formulas begin to apply from that moment on. If you sleep 7 times with
the cow or sheep in Sick condition, it will die.

Chickens:

Chickens have 3 conditions. 00 is Normal. 01 is Starved. 02 is Dead.

When you sleep and the chicken is indoors:

-If the chicken is indoors, has been fed, and is in Normal condition, it will
remain in Normal condition and it will produce an egg.

-If the chicken is indoors, has been fed, and is in Starved condition, it will
return to Normal condition and it will not produce an egg.

-If the chicken is indoors, has not been fed, and is in Normal condition, it
will turn to Starved condition and it will no produce an egg.

-If the chicken is indoors, has not been fed, and is in Starved condition, it
will remain in Starved condition and the Starvation Counter will increase by
one, and it will not produce an egg.

-If the chicken is indoors, has not been fed, and is in Starved condition, and
the Starvation Counter is 2, the chicken will die and cease to exist.

When you sleep on a day that is sunny or snowy:

-If the chicken is outdoors, you do not need to feed it, and it does not feed
on fully grown grass, nor does it even need to feed on it. It will simply
produce an egg outdoors instead, if when you slept it was in Normal condition.
Sleeping while it is in Starved condition and outdoors, will result in it
returning to Normal condition.

Note: For some reason rainy days don't allow chickens to feed but oddly enough
it being Winter and snowing they will manage to find food somehow.

When you sleep on a day that is rainy:

-If the chicken is outdoors, it will not find food when it is raining outside
and will turn to Starved condition. Also, it skips the regular system of only
increasing the Starvation Counter when you sleep while it is in Starved
condition only. Instead, it immediately goes to 1 in sync with the Starved
condition occurring. If you leave it outside for more rainy nights, the counter
will continue to increase by 1 until it reaches 3, then the chickens dies as
usual.

When you sleep on a day that had a typhoon:

-If the chicken is outdoors, it will die. Period.

Note: These results for chickens are of 100% chance to occur, no exceptions.

&%&%&%&%&%&%&%&%&%&%&%&%&%&%&
% Extra condition mechanics %
&%&%&%&%&%&%&%&%&%&%&%&%&%&%&
[Extra]

To simplify the odds and ends of weather changes, basically when you leave a
cow outside in the rain, it can become Sick or Mad. When leave a sheep outside
in the rain, it can become Sick. If you leave a cow outside in sunny
conditions, it can become Happy when fed or Sick when unfed. A sheep can only
become Sick if unfed during sunny conditions. Being inside the barn when you
sleep cancels out all weather condition change possibilities. A cow being left
out in snowy conditions or during a typhoon could result in the cow becoming
Mad, Sick, or even Happy. A sheep, only has a chance to become Sick. Chicks and
chickens will die in typhoons when left outside and you sleep, 100% of the
time. Medicine cures sickness. Time cures Mad and Happy conditions. Feeding
cures Starved for chickens.

There is a special Condition Counter for every animal, excluding the dog and
the horse. For the chickens, this is called the Starved Counter, and increments
by 1 every day the chicken is in Starved condition, and when the numbers
reaches 3, the chicken will die. Chicks do not use the Starved Counter.

The Condition Counter for cows and sheep work quite a bit differently than
chicken's counter. When a cow or sheep gets Sick, the counter will begin at 0
(or sometimes 1 when glitchy weather affection abnormalities take place) and
when this counter reaches number 7, the cow or sheep will die.

There is also two more uses for the Condition Counter when it comes to cows
only. When a cow is Mad, the counter starts at 0 (or 1 due to above noted
glitches) and when it reaches 3 (won't actually hit 3, it will go from 2 and
reset to 0), the cow is no longer Mad and returns to Normal condition. Only
during the Mad condition, will the counter freeze for any reason (as in not
increment when you sleep, like it should). This happens when a Mad cow is
unfed. When it is fed however, it not only gains a nice affection boost (+16)
but the counter also increments.

The final use for the Condition Counter is when a cow turns to Happy condition.
When Happy, the counter ALWAYS starts at 0, because becoming Happy doesn't
glitch or interfere with any of the strange weather abnormalities, and also,
being fed or unfed while happy does not matter whatsoever. The counter will not
freeze for any reason. When it reaches 3 (again 2, then resets to 0), the cow
will return to Normal condition.

When a cow or sheep is Sick, using the medicine on it does not change affection
whatsoever, but it 100% of the time resets this Condition Counter to 0.

Similarly with chickens, if a chicken in Starved condition, with a Starved
Counter of 2 (one more day until death), as an example is fed that day, the
Starved Counter will reset to 0 immediately, and when you wake up, the chicken
will not produce an egg (until the next day if fed again), but will no longer
be in Starved Condition.

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|                             Affection Mechanics                             |
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                                    [Affec]

This section applies to the dog, the horse, cows, and sheep.

Cows:

Daily actions when in Normal condition:

Talking to the cow results in +1 affection.
Brushing the cow results in +2 affection.
Milking the cow results in +1 affection.

Daily actions when in Happy condition:

Talking to the cow results in +2 affection.
Brushing the cow results in +4 affection.
Milking the cow results in +2 affection.

Daily actions when in Mad or Sick condition:

Talking to the cow results in 0 affection.
Brushing the cow results in +1 affection.
Milking the cow results in 0 affection. (Also results in getting no milk)

Note: These actions can only be performed once per day for an affection boost.
Milking can only be performed once per day with or without the affection boost.
However, you can take the empty bottle you buy from the Flower Festival and use
it on a cow for unlimited milk. Good source of free and unlimited stamina for
no cost of G or time.

Attacking a cow with a tool:

-If the cow is in Normal condition, and remains in Normal condition, the cow
loses affection by -10.

-If the cow is in Normal condition, and turns to Mad condition, the cow gains
affection by +30.

-If the cow is in Mad condition, and remains in Mad condition, the cow gains
affection by +20.

-If the cow is in Happy condition, and turns to Mad condition, the cow gains
affection by +45.

-If the cow is in Happy condition, and remains in Happy condition, the cow
gains affection by +5.

-If the cow is in Sick condition, and remains in Sick condition, the cow gains
affection by +20.

-If the cow is in Sick condition, and turns to Mad condition (possible, but
slim chance), the cow gains +60 affection.

+60 is possible if the cow is already Mad, and you attack it and the game gives
the cow Mad status again which is +20 (attacking it while Mad) and +40
(becoming Mad) combined.

Note: This can be performed unlimited times per day.

When you sleep and the cow is indoors:

-If unfed, and the cow remains in Normal condition, the cow loses affection by
-9. X1

-If unfed, and the cow is in Mad condition, the cow gains affection by +2. X1

-If unfed, and the cow turns to Sick condition, the cow gains affection by +51.
X1

-If fed, and the cow is in Mad condition, the cow gains affection by +18. X1

-If the cow is in Normal condition (being fed or not fed does not matter), the
cow loses affection by -1. X1

-If the cow is in Happy condition (being fed or not fed does not matter), there
is no affection change (0). X1

-If the cow is in Sick condition (being fed or not fed does not matter), the
cow gains affection by +2. X1

Note: On a night you sleep where a cow's condition returns to Normal (only
possible when Happy or Mad), they will receive the affection as if they were in
the condition before the change. Example, you sleep with a fed or unfed cow
that returns to Normal condition in the morning, there will be no affection
change. Another example, if it is Mad and fed and returns to Normal condition
in the morning, it will gain +18 that night, even though the following morning
it has returned to Normal condition.

When you sleep, it is sunny and the cow is outdoors:

-If unfed, and the cow is in Normal condition, then remains in Normal
condition, the cow loses affection by -8. X1

-If unfed, and the cow is in Normal condition, then turns to Sick condition,
the cow gains affection by +52. X1

-If fed, and the cow is in Normal condition, then remains in Normal condition,
there is no affection change. (0) X1

-If fed, and the cow is in Normal condition, then turns to Happy condition, the
cow gains affection by +60. X1

-If unfed, and the cow is in Mad condition, then remains in Mad condition,
there is no affection change (0). X1

-If unfed, and the cow is in Happy condition, then remains in Happy condition,
there is no affection change (0). X1

-If unfed, and the cow is in Happy condition, then returns to Normal condition,
there is no affection change (0). X1

-If fed, and the cow is in Mad condition, then remains in Mad condition, the
cows gains affection by +16. X1

-If fed, and the cow is in Mad condition, then returns to Normal condition, the
cows gains affection by +16. X1

-If fed, and the cow is in Happy condition, then remains in Happy condition,
there is no affection change (0). X1

-If fed, and the cow is in Happy condition, then returns to Normal condition,
there is no affection change (0). X1

-If the cow is in Sick condition (being fed or not fed does not matter), the
cow gains affection by +2. X1

When you sleep, it is rainy and the cow is outdoors:

-If unfed, and the cow is in Normal condition, then remains in Normal
condition, the cow loses affection by -8. X1

-If unfed, and the cow is in Normal condition, then turns to Mad condition, the
cow gains affection by +40. X1

-If unfed, and the cow is in Normal condition, then turns to Sick condition
from, the cow gains affection by +52. X1

-If unfed, and the cow is in Happy condition, then remains in Happy condition,
there is no affection change (0). X1

-If unfed, and the cow is in Happy condition, then returns to Normal condition,
there is no affection change (0). X1

-If unfed, and the cow is in Happy condition, then turns to Sick condition, the
cow gains affection by +60. X1

-If unfed, and the cow is in Mad condition, then remains in Mad condition,
there is no affection change (0). X1

-If unfed, and the cow is in Mad condition, then turns to Sick condition, the
cow gains affection by +60. X1

-If the cow is in Sick condition (being fed or not fed does not matter), the
cow gains affection by +2. X1

+100 is possible when unfed. (Sick from Normal) X2
+60 is possible when unfed. (Sick from Normal) X2

Note: When a cow is Mad and it is rainy, there is a chance the Condition
Counter will reset to 0 and the Mad status will be added again, and thus result
in a +40 of affection. (X0)

Note: Cows cannot eat grass outside when it is raining!

When you sleep, it is snowy and the cow is outdoors:

-If unfed, and the cow is in Normal condition, then remains in Normal
condition, the cow loses affection by -8. X1

-If unfed, and the cow is in Normal condition, then turns to Mad condition, the
cow gains affection by +40. X1

-If unfed, and the cow is in Normal condition, then turns to Sick condition
from, the cow gains affection by +52. X1

-If fed, and the cow is in Normal condition, then remains in Normal condition,
there is no affection change (0). X1

-If fed, and the cow is in Normal condition, then turns to Happy condition, the
cow gains affection by +60. X1

-If fed, and the cow is in Normal condition, then turns to Mad condition, the
cow gains affection by +56. X2

-If fed, and the cow is in Normal condition, then turns to Sick condition, the
cow gains affection by +60. X2

-If unfed, and the cow is in Happy condition, then remains in Happy condition,
there is no affection change (0). X1

-If unfed, and the cow is in Happy condition, then returns to Normal condition,
there is no affection change (0). X1

-If unfed, and the cow is in Happy condition, then turns to Mad condition, the
cow gains affection by +40. X0

-If unfed, and the cow is in Happy condition, then turns to Sick condition, the
cow gains affection by +60. X1

-If fed, and the cow is in Happy condition, then remains in Happy condition,
there is no affection change (0). X1

-If fed, and the cow is in Happy condition, then returns to Normal condition,
there is no affection change (0). X1

-If fed, and the cow is in Happy condition, then turns to Mad condition, the
cow gains affection by +56. X1

-If fed, and the cow is in Happy condition, then turns to Sick condition, the
cow gains affection by +60. X1

-If unfed, and the cow is in Mad condition, then remains in Mad condition,
there is no affection change (0). X1

-If unfed, and the cow is in Mad condition, then turns to Sick condition, the
cow gains affection by +60. X1

-If fed, and the cow is in Mad condition, then remains in Mad condition, the
cow gains affection by +16. X1

-If fed, and the cow is in Mad condition, then returns to Normal condition, the
cows gains affection by +16. X1

-If fed, and the cow is in Mad condition, then turns to Sick condition, the cow
gains affection by +60. X1

-If the cow is in Sick condition (being fed or not fed does not matter), the
cow gains affection by +2. X1

+100 is possible fed or unfed. (Sick from Normal) X2
+60 is possible if fed only. (Sick from Normal) X2

Note: When a cow is Mad and it is snowy, there is a chance the Condition
Counter will reset to 0 and the Mad status will be added again, and thus result
in a +40 of affection when unfed, and +56 when fed. (X0)

When you sleep, it is during a typhoon and the cow is outdoors:

-If unfed, and the cow is in Normal condition, then remains in Normal
condition, the cow loses affection by -8. X1

-If unfed, and the cow is in Normal condition, then turns to Mad condition, the
cow gains affection by +40. X1

-If unfed, and the cow is in Normal condition, then turns to Sick condition
from, the cow gains affection by +52. X1

-If fed, and the cow is in Normal condition, then remains in Normal condition,
there is no affection change (0). X1

-If fed, and the cow is in Normal condition, then turns to Happy condition, the
cow gains affection by +60. X1

-If fed, and the cow is in Normal condition, then turns to Mad condition, the
cow gains affection by +56. X2

-If fed, and the cow is in Normal condition, then turns to Sick condition, the
cow gains affection by +60. X2

-If unfed, and the cow is in Happy condition, then remains in Happy condition,
there is no affection change (0). X1

-If unfed, and the cow is in Happy condition, then returns to Normal condition,
there is no affection change (0). X1

-If unfed, and the cow is in Happy condition, then turns to Mad condition, the
cow gains affection by +40. X0

-If unfed, and the cow is in Happy condition, then turns to Sick condition, the
cow gains affection by +60. X1

-If fed, and the cow is in Happy condition, then remains in Happy condition,
there is no affection change (0). X1

-If fed, and the cow is in Happy condition, then returns to Normal condition,
there is no affection change (0). X1

-If fed, and the cow is in Happy condition, then turns to Mad condition, the
cow gains affection by +40. X1

-If fed, and the cow is in Happy condition, then turns to Sick condition, the
cow gains affection by +60. X1

-If unfed, and the cow is in Mad condition, then remains in Mad condition,
there is no affection change (0). X1

-If unfed, and the cow is in Mad condition, then turns to Sick condition, the
cow gains affection by +60. X1

-If fed, and the cow is in Mad condition, then remains in Mad condition, the
cow gains affection by +16.

-If fed, and the cow is in Mad condition, then returns to Normal condition, the
cow gains affection by +16.

-If fed, and the cow is in Mad condition, then turns to Sick condition, the cow
gains affection by +60.

-If the cow is in Sick condition (being fed or not fed does not matter), the
cow gains affection by +2. X1

+100 is possible fed or unfed. (Sick from Normal) X2
+60 is possible if fed only. (Sick from Normal) X2

Note: When a cow is Mad and it is during a typhoon, there is a chance the
Condition Counter will reset to 0 and the Mad status will be added again, and
thus result in a +40 of affection when unfed, and +56 when fed. (X0)

Sheep:

Daily actions when in Normal condition:

Talking to the sheep results in +1 affection.
Brushing the sheep results in +2 affection.
Shearing the sheep results in +2 affection.

Daily actions when in Sick condition:

Talking to the sheep results in 0 affection.
Brushing the sheep results in +1 affection.
Shearing the sheep results in +1 affection.

Note: You can only shear a sheep once every 7 days, if you try to shear it
while it has no wool to shear (within the 7 day regeneration time), it will
result in no affection gain, nor wool gain.

Attacking a sheep with a tool:

-If the sheep is in Normal condition, the sheep loses affection by -10.
-If the sheep is in Sick condition, the sheep gains affection by +20.

Note: This can be performed unlimited times per day.

When you sleep and the sheep is indoors:

-If unfed, and the sheep is in Normal condition, then remains in Normal
condition, the sheep loses affection by -9. X1

-If unfed, and the sheep is in Normal condition, then turns to Sick condition,
the sheep gains affection by +51. X1

-If fed, and the sheep is in Normal condition, then remains in Normal
condition, the sheep loses affection by -1. X1

-If the sheep is in Sick condition (being fed or not fed does not matter), the
sheep gains affection by +2. X1

When you sleep, it is sunny and the sheep is outdoors:

-If unfed, and the sheep is in Normal condition, then remains in Normal
condition, the sheep loses affection by -8. X1

-If unfed, and the sheep is in Normal condition, then turns to Sick condition,
the sheep gains affection by +52. X1

-If fed, and the sheep is in Normal condition, then remains in Normal
condition, there is no affection change (0). X1

-If the sheep is in Sick condition (being fed or not fed does not matter),
there is no affection change (0). X1

When you sleep, it is rainy and the sheep is outdoors:

-If unfed, and the sheep is in Normal condition, then remains in Normal
condition, the sheep loses affection by -8. X1

-If unfed, and the sheep is in Normal condition, then turns to Sick condition,
the sheep gains affection by +52. X1

-If the sheep is in Sick condition in the rain, the sheep oddly gains affection
by +40. X1

Note: The game has a 100% chance to make a sheep Mad while it is left outside
Sick during a rainy night for some reason. But since Sick has priority over
Mad, it completely overrides it and negates the Mad status altogether, but the
sheep still gains the affection from gaining the Mad condition even for that
split moment in time.

+60 is possible when unfed only. (Sick from Normal) X2

When you sleep, it is snowy and the sheep is outdoors:

-If unfed, and the sheep is in Normal condition, then remains in Normal
condition, the sheep loses affection by -8. X1

-If unfed, and the sheep is in Normal condition, then turns to Sick condition,
the sheep gains affection by +52. X1

-If fed, and the sheep is in Normal condition, then remains in Normal
condition, there is no affection change (0). X1

-If fed, and the sheep is in Normal condition, then turns to Sick condition,
the sheep gains affection by +60. X2

-If the sheep is in Sick condition while snowy, the sheep oddly gains affection
by +40. X1

Note: The game has a 100% chance to make a sheep Mad while it is left outside
Sick during a snowy night for some reason. But since Sick has priority over
Mad, it completely overrides it and negates the Mad status altogether, but the
sheep still gains the affection from gaining the Mad condition even for that
split moment in time.

+40 is possible when fed only. (Sick from Normal) X2
+60 is possible when unfed only. (Sick from Normal) X2

When you sleep, it is during a typhoon and the sheep is outdoors:

-If unfed, and the sheep is in Normal condition, then remains in Normal
condition, the sheep loses affection by -8. X1

-If unfed, and the sheep is in Normal condition, then turns to Sick condition,
the sheep gains affection by +52. X1

-If fed, and the sheep is in Normal condition, then remains in Normal
condition, there is no affection change (0). X1

-If fed, and the sheep is in Normal condition, then turns to Sick condition,
the sheep gains affection by +60. X2

-If the sheep is in Sick condition while snowy, the sheep oddly gains affection
by +60. X1

Note: The game has a 100% chance give the sheep Sick condition a second time
when left outside during a typhoon. This does not affect the Condition Counter.

+60 is possible when unfed only. (Sick from Normal) X2

Calves and infant sheep:

When a calf or infant sheep is indoors and you sleep during any weather is
always loses affection, nothing ever stops this from happening. It decreases by
-1 point per night.

When a calf or infant sheep is outdoors and you sleep during bad weather it
loses affection, but when left out in sunny conditions, these young animals
will not lose any affection, which is the only known way to prevent the daily
-1 from these types.

 Sunny is 0 affection.
 Raining is -20 affection.
 Snowing is -20 affection.
 Typhoon is -30 affection.

Dog and Horse:

Talking to the dog (picking it up) results in +1 affection.
Whistling for the dog (C-Right) results in +1 affection.
Sleeping when unfed results in -1 affection.
Sleeping when fed results in +1 affection.

Talking to the horse (mounting, when it is an adult) results in +1 affection.
Whistling for the horse (C-Left) results in +1 affection.
Brushing the horse results in +2 affection.
Sleeping results in a -1 affection. 

Note: Obviously the sleeping affection changes are not optional, and they will
always occur 100% of the time. You can't get both the fed AND unfed when you
sleep dog affection changes, just one or the other. To feed your dog, place any
edible item in the dog food tray near its house. When whistling, you must be on
the same screen as the dog or horse, a good indicator that you succeeded is
hearing the dog bark or the horse neigh.

Attacking the dog with a tool results in -8 affection.
Attacking the horse with a tool results in -8 affection.

Note: You can attack the dog or horse unlimited times per day.

Final notes:

Being friends with the Harvest Sprites does not have any involvement to the
animal barn in any way. If a typhoon occurs and your animals are indoors, they
will be fed 100% of the time because you weren't able to go outdoors and do it
yourself. Simple programming on this one.

Cows or sheep or chickens, cannot find food when left outside and it is either
raining or the cow / sheep are in Sick condition. This is 100%.

A cow can become Happy during snowy conditions or even a typhoon! (But not
rain, because it can't find food due to a glitch).

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|                        Exploit & Glitch Information                         |
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                                    [Explo]

Obviously this game is extremely bugged when it comes to the animal's negative
condition where 95% of the time the affection is a + instead of a -, and thus
you can easily maximize an animal's affection with very little effort, even
within one day and no time has passed assuming you are inside the barn. Since
your cow getting Sick or Mad causes it not to produce milk, that is in fact the
disadvantage the developers intended on for bringing some sort of penalty to
the players. They did mess up the affection gain / loss system, however it
cannot be considered cheating or exploiting a glitch if you accidentally forget
to feed a cow or sheep and it gets sick, similarly to animals dying or
suffering conditional changes by accidentally leaving them outside in poor
weather conditions. So what would be considered exploiting the affection boosts
from negative unintended conditions? Attacking the animal while it is Sick or
Mad repeatedly, or using the cure sickness for free trick I have just
discovered where hitting your cow enough times while it is sick, with a slim
chance, will result in it turning to Mad condition, but still gaining hefty
amounts of affection. These are exploits and must be avoided in a legitimate
play through.

As for the mechanics of the sporatic and rather random systems where the cows
and sheep gain extremely weird or seemingly combined amounts of affection when
leaving them outside during certain weather conditions and also whether or not
they have been fed; when you see the +100, the cow received two condition
changes that night, Mad and Sick, and ends up being Sick as the final result
always, and even worse, the Condition Counter before it dies for being Sick too
long increases 1 extra point more than it should, resulting in only 6 days to
cure it, instead of the usual 7. For the +60, the cow gets Sick from weather
before it gets Sick from being unfed, and overrides getting Sick from being
unfed. For the +56 when a cow gets Mad, that is an unusual draw where the cow
gets Mad twice, gains the affection for getting Mad once, and also ticks the
Condition Counter up one more point than it should, thus the game decides that
if there is food available, the cow will be considered fed, and a Mad cow being
fed always results in +16 affection. A friend of mine devised a theory where he
strongly believed gaining Mad condition on a cow granted +48, because when
unfed, the usual subtraction (actually NOT glitched) is a -8, and +56 seemingly
looks like getting Mad + being fed... however this has been proven untrue, as
an animal never gains +8 from being fed. Also, when attacking a Normal cow, and
it gets mad it results in an even +40 affection, glitching it to receive Mad
status again from attacking an already Mad cow results in the usual +20
affection for attacking a Mad cow, and adds the +40 for becoming Mad again for
a total of +60, therefore the cow does not even gain +48 for becoming mad. Nice
try, Sam Van Dam.

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|                           Growth & Birth Mechanics                          |
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                                    [Growt]

This section applies to the horse, chickens, cows, and sheep.

Chickens:

When you place an egg on the incubator, a byte is triggered which deems it as
present and that it exists. There is a counter for when it will hatch into a
chick, and when there is no egg on the incubator, it is defaulted at a value of
3. Placing an agg to be incubated results in this counter being reset to 0.
Every night you sleep, no matter how you care for your chickens (can leave them
inside or outside, can feed them or not feed them, they can even die and the
counter will not be affected) this counter will increase by 1. So placing an
egg, sleeping three times results in the counter becoming a value of 3, and at
this point you will have a new chick in the coop and the incubator byte will
reset to there being no egg on it, obviously. Therefore it takes 3 sleeps to
hatch an egg.

Once a chick has hatched from the egg, you must enter the coop and name it in
order to trigger the age counter for it to progress into an adult chicken. When
you sleep 7 times after triggering the counter to increment daily, it will have
grown into an adult chicken. You do not need to care for it or feed it in any
way to keep this counter going. It can be left outside in any season or any
weather except typhoons to continue its growth, or you can just leave it
indoors and even when it typhoons they will grow.

Therefore, if you trigger the naming of the chick as soon as possible, you can
have an adult chicken 10 sleeps after placing an egg on the incubator.

Sheep:

When an infant sheep is purchased they begin at 0 days old. After 15 sleeps,
they grow into adult sheep. Basically, the infant sheep's age byte has to be 0E
and become 0F (which instead of turning to 0F it actually returns to 00) and on
that morning it will have grown into an adult sheep. There are no sheep
pregnancies.

Therefore, you can have an adult sheep 15 sleeps after purchasing a sheep from
the Livestock Dealer.

Cows:

When a cow is born or purchased they begin at 0 days old.

When an adult cow gets pregnant by purchasing a Miracle Potion from the
Livestock Dealer and using it like a tool on the cow you wish to impregnate, it
activates the adult cow's main age counter byte to begin incrementing from 0
the next time you sleep. When this changes from 14 to 15 (20 to 21 days),
instead of showing the byte at 15, it resets to 00 and a baby calf is born in
the lowest # empty slot of the animal barn available for it to take the place
of. The baby calf's age will NOT begin to increment until you enter the animal
barn and name the new cow. Once this is triggered, the baby calf will begin to
age.

For a baby calf, once its age byte has changed from 0D to 0E (13 to 14 days),
the cow will grow up from a baby calf to an infant cow / regular calf. Keeping
in mind this calf is still not an adult, it's one step closer to being one.
Once a regular calf, the age byte resets to 0 for the next growth stage
increments.

For a regular calf, once its age byte has changed from 14 to 15 (20 to 21
days), the calf will grow up to an adult cow, finally!

Therefore, you can have an adult cow in 56 sleeps once you have used a Miracle
Potion on another adult cow to impregnate it.

Therefore, you can have an adult cow in 21 sleeps after purchasing a cow from
the Livestock Dealer.

Horse:

When you first obtain the horse, it begins with the age byte for it at a value
of 00. When this value reach 14 (20 days old), the horse permanently grows into
an adult horse.

Therefore, sleeping 20 times once you have the horse and have named it, results
in having a fully grown horse, which you can now enter in any of the seasonal
Horse Race events.

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|                        Affects on the Happiness Meter                       |
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                                    [Happy]

This section only applies to cows, sheep, and chickens.

Cows:

When a cow turns to Happy condition, there is a +5 Happiness increase.

When a cow turns to Mad condition, there is a -5 Happiness decrease.

When a cow turns to Sick condition, there is a -10 Happiness decrease. (Doesn't
matter if it's from being unfed indoors or outdoors, or from weather).

When you cure a cow from Sick condition and it returns to Normal condition,
there is no Happiness change.

When a cow returns to Normal condition from Mad or Happy conditions, there is
no Happiness change.

When a cow dies, this results in a -50 Happiness decrease! Watch out for that!

Sheep:

When a sheep turns to Sick condition, there is a -10 Happiness decrease.
(Doesn't matter if it's from being unfed indoors or outdoors, or from weather).

When you cure a sheep from Sick condition and it returns to Normal condition,
there is no Happiness change.

When a sheep dies, this results in a -50 Happiness decrease! Watch out for
that!

Chickens:

When a chicken turns to Starved condition, there is no Happiness change.

When a chicken dies from starvation, this results in a -50 Happiness decrease!
Watch out for that!

When a chicken dies from being outside during a typhoon, this results in a -40
Happiness decrease! Watch out for that!

When a chick dies from being outside during a typhoon, this results in a -30
Happiness decrease! Watch out for that!

Calves, baby cows, infant sheep, and chicks:

Even if you leave baby cows, calves, and infant sheep outdoors during bad
weather, including a typhoon, there will be no change in Happiness whatsoever.
No need to worry about the Happiness Meter in these instances.

However, since chicks can die in typhoons, you can lose Happiness from them
dying (-30 affection decrease for a deceased chick to typhoon). Chicks cannot
turn to Starved condition, or die of starvation, therefore they will not
receive Happiness changes in this instance, just like all of the other young
animals.

@>--'---,---'---,---'---,---'---,--vv~~@~~vv--'---,---'---,---'---,---'---,--<@
&                                   Credits                                   &
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                                    [Credi]

Firstly, I took the responsibility of making this document on my own. The
information I have collected and listed, was created by my own hands, and
the ideas were of my own as well. No particular people were contacted in the
making of this document, nor were any other sources analyzed or read in order
to write this document.

Sam Van Dam, this shout-out is for you, sir. Thank you!

Next, I have to thank the makers of the Cheat Engine software, which allowed me
to view any and every byte within the game to closely monitor values as they
change in real time, right to the millisecond! This program is the magic behind
all of my testing and statistical information, everything from pointer scans,
to memory region access programming routes. Thank you!

Next, I must thank the staff of GameFAQs for looking over the document and
considering it for approval.

Next, I must thank Victor Interactive Software, the developer team that created
this wonderful game for us all to play and enjoy however we see fit without
having to worry about things like if the next boss will kill us or anything
like that!

Finally, I credit myself for the hard work put into the data collection. I'm
only satisfied when I do all of this number crunching myself, as it seems in
the past when verifying someone else's work I ALWAYS seem to find errors..
and of course for writing this document.

    <->  <--> <->  <--->  <----><-->    <--><--->   <--->    <--->    <--->    
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    |+| /+/   |X| |X| |X\ |X| \X\ \X\  /X/ |X| |X| |X| |X|   |X|\X\  /X/|X|    
    |+|/+/    |X| |X| |X| |X| /X/  \X\/X/  |X| |X| |X| |X|   |X| \X\/X/ |X|    
    |++++     |X| |X___X| |X|/X/    \XX/   |X___X| |X___X|   |X|  \XX/  |X|    
    |+|\+\    |X| |X| \X\ |X|\X\     ||    |X| |X| |X| \X\   |X|   \/   |X|    
    |+| \+\   |X| |X|  \X\|X| \X\    ||    |X| |X| |X|  \X\  |X|        |X|    
    |+|  \+\  |X| |X|   \X\X| /X/    ||    |X| |X| |X|   \X\ |X| ©      |X|    
    <->  <--> <-> <->   <--->/X/     <>    <-> <-> <->   <--><->        <->    

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&                                  Copyright                                  &
@>--'---,---'---,---'---,---'---,--vv~~@~~vv--'---,---'---,---'---,---'---,--<@
                                    [Copyr]

<>-<>-<>  Copyright to Dedrick Suddenly© 2011 (Kirbyarm) All rights reserved.

<>-<>     Permission to host this guide unedited on your website may be
          requested, and if permission is not given, you do not have the right
          to host it. Duplication, distribution, or editing is allowed for
          personal use ONLY for your own benefit. Information in this guide
          isn't to be taken for your own work of similar nature. Tactics,
          strategies, lists, and ASCII art that is solely created by Kirbyarm
          are not to be ripped, stolen, copied to your own work, or otherwise
          taken credit for in some form of work of your own.

<>        Contact information for reporting errors or bugs in-game, or
          otherwise errors in this guide, positive feedback, criticism,
          suggestions, typos, or to express your gratitude.. use this e-mail:

                                dedrick@live.ca

<>        Lastly, the Boards on GameFAQs are used frequently. Should you ask
          questions there, I'll do my best to answer them in a timely fashion.
          Thank you for reading, and I hope the information in this guide was
          both helpful and enjoyable to you.