1 | Totoro Animation Sequence (Totoro is the name of the character animation engine.)
|
---|
2 | Raw link $0C 11 Address of the y-position data in the .raw-file
|
---|
3 | Raw link $10 11 Address of the x-z-position data in the .raw-file
|
---|
4 | Raw link $14 11 Address of the attack data in the .raw-file
|
---|
5 | Raw link $18 11 Address of the damage data in the .raw-file
|
---|
6 | Raw link $1C 11 Address of the motion blur data in the .raw-file
|
---|
7 | Raw link $20 11 Address of the shortcut data in the .raw-file
|
---|
8 | Raw link $24 11 Address of the throw data in the .raw-file
|
---|
9 | Raw link $28 11 Address of the footstep data in the .raw-file
|
---|
10 | Raw link $2C 11 Address of the particle data in the .raw-file
|
---|
11 | Raw link $30 11 Address of the position data in the .raw-file
|
---|
12 | Raw link $34 11 Address of the bodypart animation data in the .raw-file
|
---|
13 | Raw link $38 11 Address of the sound data in the .raw-file
|
---|
14 | Flags $3C 8 Flags; It seems that Oni read it as 4 byte string from left to right; I would read it as 4 seperate bitsets
|
---|
15 | TRAM link $40 8 First direct animation link; this animation follows after a left mouse click (punch)
|
---|
16 | TRAM link $44 8 Second direct animation link; this animation follows after a right mouse click (kick)
|
---|
17 | Used parts $48 8 Used for weapon animations like recoil, reload, draw weapon, etc.
|
---|
18 | Replace parts $4C 8 Used for weapon animations like recoil, reload, draw weapon, etc.
|
---|
19 | Final rotation $50 9 Final rotation; stored as multiples of the number "pi" (3.141592...)
|
---|
20 | Move direction $54 2 Move direction
|
---|
21 | Attack voice sound $56 2 Attack voice sound (f.e. Konokos "Rising fury!")
|
---|
22 | Extent packages $138 4 Amount of packages of the extent data
|
---|
23 | Raw link $13C 11 Address of the extent data in the .raw-file
|
---|
24 | Attack sound $140 10016 Reference to an attack sound (f.e. "slap") of level 0
|
---|
25 | Hard pause $150 2 Hard pause in 1/60 seconds
|
---|
26 | Soft pause $152 2 Soft pause in 1/60 seconds
|
---|
27 | Frames $15E 2 Frames per second
|
---|
28 | Compression $160 2 Compression size
|
---|
29 | Type $162 2 ID for the animation of the opponent
|
---|
30 | Animation Type $164 2 ID for the animation of the opponent
|
---|
31 | From state $166 2 From state
|
---|
32 | To state $168 2 To state
|
---|
33 | Bodyparts $16A 2 Amount of bodyparts
|
---|
34 | Frames $16C 2 Animation length in frames
|
---|
35 | Duration $16E 2 Duration of the animation in frames
|
---|
36 | Varient $170 2 Varient; It seems that Oni read it as 2 byte string from left to right; I would read it as 2 seperate bitsets or as a short
|
---|
37 | Varient end $172 2 Varient end; It seems that Oni read it as 2 byte string from left to right; I would read it as a short
|
---|
38 | Atomic start $174 2 Atomic start
|
---|
39 | Atomic end $176 2 Atomic end
|
---|
40 | End interpolation $178 2 End interpolation
|
---|
41 | Maximal interpolation $17A 2 Maximal interpolation
|
---|
42 | Action frame $17C 6 Action frame; at this frame starts the "real" animation
|
---|
43 | First level $17E 2 First level; the level where you can use this animation the first time
|
---|
44 | Attack packages $182 1 Amount of packages of the attack data
|
---|
45 | Damage packages $183 1 Amount of packages of the damage data
|
---|
46 | Motion blur packages $184 1 Amount of packages of the motion blur data
|
---|
47 | Shortcut packages $185 1 Amount of packages of the shortcut data
|
---|
48 | Footstep packages $186 1 Amount of packages of the footstep data
|
---|
49 | Particle packages $187 1 Amount of packages of the particle data
|
---|