source: oup/releases/0.30a/StructDefs/TRAM.txt@ 11

Last change on this file since 11 was 8, checked in by alloc, 18 years ago

Uploaded old revs and structdefs.

File size: 3.1 KB
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1Totoro Animation Sequence (Totoro is the name of the character animation engine.)
2Raw link $0C 11 Address of the y-position data in the .raw-file
3Raw link $10 11 Address of the x-z-position data in the .raw-file
4Raw link $14 11 Address of the attack data in the .raw-file
5Raw link $18 11 Address of the damage data in the .raw-file
6Raw link $1C 11 Address of the motion blur data in the .raw-file
7Raw link $20 11 Address of the shortcut data in the .raw-file
8Raw link $24 11 Address of the throw data in the .raw-file
9Raw link $28 11 Address of the footstep data in the .raw-file
10Raw link $2C 11 Address of the particle data in the .raw-file
11Raw link $30 11 Address of the position data in the .raw-file
12Raw link $34 11 Address of the bodypart animation data in the .raw-file
13Raw link $38 11 Address of the sound data in the .raw-file
14Flags $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
15TRAM link $40 8 First direct animation link; this animation follows after a left mouse click (punch)
16TRAM link $44 8 Second direct animation link; this animation follows after a right mouse click (kick)
17Used parts $48 8 Used for weapon animations like recoil, reload, draw weapon, etc.
18Replace parts $4C 8 Used for weapon animations like recoil, reload, draw weapon, etc.
19Final rotation $50 9 Final rotation; stored as multiples of the number "pi" (3.141592...)
20Move direction $54 2 Move direction
21Attack voice sound $56 2 Attack voice sound (f.e. Konokos "Rising fury!")
22Extent packages $138 4 Amount of packages of the extent data
23Raw link $13C 11 Address of the extent data in the .raw-file
24Attack sound $140 10016 Reference to an attack sound (f.e. "slap") of level 0
25Hard pause $150 2 Hard pause in 1/60 seconds
26Soft pause $152 2 Soft pause in 1/60 seconds
27Frames $15E 2 Frames per second
28Compression $160 2 Compression size
29Type $162 2 ID for the animation of the opponent
30Animation Type $164 2 ID for the animation of the opponent
31From state $166 2 From state
32To state $168 2 To state
33Bodyparts $16A 2 Amount of bodyparts
34Frames $16C 2 Animation length in frames
35Duration $16E 2 Duration of the animation in frames
36Varient $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
37Varient 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
38Atomic start $174 2 Atomic start
39Atomic end $176 2 Atomic end
40End interpolation $178 2 End interpolation
41Maximal interpolation $17A 2 Maximal interpolation
42Action frame $17C 6 Action frame; at this frame starts the "real" animation
43First level $17E 2 First level; the level where you can use this animation the first time
44Attack packages $182 1 Amount of packages of the attack data
45Damage packages $183 1 Amount of packages of the damage data
46Motion blur packages $184 1 Amount of packages of the motion blur data
47Shortcut packages $185 1 Amount of packages of the shortcut data
48Footstep packages $186 1 Amount of packages of the footstep data
49Particle packages $187 1 Amount of packages of the particle data
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