[8] | 1 | Totoro Animation Sequence (Totoro is the name of the character animation engine.)
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| 2 | Raw link $0C 11 Address of the y-position data in the .raw-file
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| 3 | Raw link $10 11 Address of the x-z-position data in the .raw-file
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| 4 | Raw link $14 11 Address of the attack data in the .raw-file
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| 5 | Raw link $18 11 Address of the damage data in the .raw-file
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| 6 | Raw link $1C 11 Address of the motion blur data in the .raw-file
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| 7 | Raw link $20 11 Address of the shortcut data in the .raw-file
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| 8 | Raw link $24 11 Address of the throw data in the .raw-file
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| 9 | Raw link $28 11 Address of the footstep data in the .raw-file
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| 10 | Raw link $2C 11 Address of the particle data in the .raw-file
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| 11 | Raw link $30 11 Address of the position data in the .raw-file
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| 12 | Raw link $34 11 Address of the bodypart animation data in the .raw-file
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| 13 | Raw link $38 11 Address of the sound data in the .raw-file
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| 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
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| 15 | TRAM link $40 8 First direct animation link; this animation follows after a left mouse click (punch)
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| 16 | TRAM link $44 8 Second direct animation link; this animation follows after a right mouse click (kick)
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| 17 | Used parts $48 8 Used for weapon animations like recoil, reload, draw weapon, etc.
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| 18 | Replace parts $4C 8 Used for weapon animations like recoil, reload, draw weapon, etc.
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| 19 | Final rotation $50 9 Final rotation; stored as multiples of the number "pi" (3.141592...)
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| 20 | Move direction $54 2 Move direction
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| 21 | Attack voice sound $56 2 Attack voice sound (f.e. Konokos "Rising fury!")
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| 22 | Extent packages $138 4 Amount of packages of the extent data
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| 23 | Raw link $13C 11 Address of the extent data in the .raw-file
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| 24 | Attack sound $140 116 Reference to an attack sound (f.e. "slap") of level 0
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| 25 | Hard pause $150 2 Hard pause in 1/60 seconds
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| 26 | Soft pause $152 2 Soft pause in 1/60 seconds
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| 27 | Frames $15E 2 Frames per second
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| 28 | Compression $160 2 Compression size
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| 29 | Type $162 2 ID for the animation of the opponent
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| 30 | Animation Type $164 2 ID for the animation of the opponent
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| 31 | From state $166 2 From state
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| 32 | To state $168 2 To state
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| 33 | Bodyparts $16A 2 Amount of bodyparts
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| 34 | Frames $16C 2 Animation length in frames
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| 35 | Duration $16E 2 Duration of the animation in frames
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| 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
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| 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
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| 38 | Atomic start $174 2 Atomic start
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| 39 | Atomic end $176 2 Atomic end
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| 40 | End interpolation $178 2 End interpolation
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| 41 | Maximal interpolation $17A 2 Maximal interpolation
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| 42 | Action frame $17C 6 Action frame; at this frame starts the "real" animation
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| 43 | First level $17E 2 First level; the level where you can use this animation the first time
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| 44 | Attack packages $182 1 Amount of packages of the attack data
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| 45 | Damage packages $183 1 Amount of packages of the damage data
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| 46 | Motion blur packages $184 1 Amount of packages of the motion blur data
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| 47 | Shortcut packages $185 1 Amount of packages of the shortcut data
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| 48 | Footstep packages $186 1 Amount of packages of the footstep data
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| 49 | Particle packages $187 1 Amount of packages of the particle data
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