[8] | 1 | Totoro Animation Sequence (Totoro is the name of the character animation engine.)
|
---|
| 2 | File id $00 12 File id
|
---|
| 3 | Level id $04 17 Level id
|
---|
| 4 | Unknown $08 4 Unknown; always zero
|
---|
| 5 | Raw link $0C 11 Address of the y-position data in the .raw-file
|
---|
| 6 | Raw link $10 11 Address of the x-z-position data in the .raw-file
|
---|
| 7 | Raw link $14 11 Address of the attack data in the .raw-file
|
---|
| 8 | Raw link $18 11 Address of the damage data in the .raw-file
|
---|
| 9 | Raw link $1C 11 Address of the motion blur data in the .raw-file
|
---|
| 10 | Raw link $20 11 Address of the shortcut data in the .raw-file
|
---|
| 11 | Raw link $24 11 Address of the throw data in the .raw-file
|
---|
| 12 | Raw link $28 11 Address of the footstep data in the .raw-file
|
---|
| 13 | Raw link $2C 11 Address of the particle data in the .raw-file
|
---|
| 14 | Raw link $30 11 Address of the position data in the .raw-file
|
---|
| 15 | Raw link $34 11 Address of the bodypart animation data in the .raw-file
|
---|
| 16 | Raw link $38 11 Address of the sound data in the .raw-file
|
---|
| 17 | Flags 1 $3C 10 Flags 1 in connection to the anim_flags.StNA file
|
---|
| 18 | Flags 2 $3D 10 Flags 2 in connection to the anim_flags.StNA file
|
---|
| 19 | Flags 3 $3E 10 Flags 3 in connection to the anim_flags.StNA file
|
---|
| 20 | Unknown $3F 1 Unknown; always the same
|
---|
| 21 | TRAM link $40 12 First direct animation link; this animation follows after a left mouse click (punch)
|
---|
| 22 | TRAM link $44 12 Second direct animation link; this animation follows after a right mouse click (kick)
|
---|
| 23 | Used parts $48 4 Used parts; used for weapon animations like recoil, reload, draw weapon, etc.
|
---|
| 24 | Replace parts $4C 4 Replace parts; used for weapon animations like recoil, reload, draw weapon, etc.
|
---|
| 25 | Final rotation $50 9 Final rotation; stored as multiples of the number "pi" (3.141592...)
|
---|
| 26 | Move direction $54 2 Move direction
|
---|
| 27 | Attack voice sound $56 14 Attack voice sound (f.e. Konokos "Rising fury!")
|
---|
| 28 | Unknown $58 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 29 | Unknown $5C 9 Unknown; always 1,000,000,000 if the attack part doesn't exist
|
---|
| 30 | Unknown $60 9 Unknown; always -1,000,000,000 if the attack part doesn't exist
|
---|
| 31 | Unknown $64 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 32 | Unknown $68 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 33 | Unknown $6C 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 34 | Unknown $70 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 35 | Unknown $74 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 36 | Unknown $78 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 37 | Unknown $7C 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 38 | Unknown $80 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 39 | Unknown $84 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 40 | Unknown $88 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 41 | Unknown $8C 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 42 | Unknown $90 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 43 | Unknown $94 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 44 | Unknown $98 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 45 | Unknown $9C 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 46 | Unknown $A0 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 47 | Unknown $A4 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 48 | Unknown $A8 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 49 | Unknown $AC 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 50 | Unknown $B0 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 51 | Unknown $B4 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 52 | Unknown $B8 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 53 | Unknown $BC 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 54 | Unknown $C0 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 55 | Unknown $C4 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 56 | Unknown $C8 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 57 | Unknown $CC 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 58 | Unknown $D0 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 59 | Unknown $D4 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 60 | Unknown $D8 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 61 | Unknown $DC 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 62 | Unknown $E0 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 63 | Unknown $E4 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 64 | Unknown $E8 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 65 | Unknown $EC 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 66 | Unknown $F0 9 Unknown; always zero if the attack part doesn't exist
|
---|
| 67 | Unknown $F4 14 Unknown; always -1 if the attack part doesn't exist
|
---|
| 68 | Unknown $F6 2 Unknown; always zero
|
---|
| 69 | Unknown $F8 9 Unknown
|
---|
| 70 | Unknown $FC 9 Unknown
|
---|
| 71 | Unknown $100 9 Unknown
|
---|
| 72 | Unknown $104 9 Unknown
|
---|
| 73 | Unknown $108 9 Unknown
|
---|
| 74 | Unknown $10C 9 Unknown
|
---|
| 75 | Unknown $110 9 Unknown
|
---|
| 76 | Unknown $114 14 Unknown
|
---|
| 77 | Unknown $116 1 Unknown
|
---|
| 78 | Unknown $117 1 Unknown
|
---|
| 79 | Unknown $118 9 Unknown
|
---|
| 80 | Unknown $11C 9 Unknown
|
---|
| 81 | Unknown $120 9 Unknown
|
---|
| 82 | Unknown $124 9 Unknown
|
---|
| 83 | Unknown $128 9 Unknown
|
---|
| 84 | Unknown $12C 9 Unknown
|
---|
| 85 | Unknown $130 9 Unknown
|
---|
| 86 | Unknown $134 8 Unknown; always zero
|
---|
| 87 | Extent packages $138 4 Amount of packages of the extent data
|
---|
| 88 | Raw link $13C 11 Address of the extent data in the .raw-file
|
---|
| 89 | Attack sound $140 116 Reference to an attack sound (f.e. "slap") of level 0
|
---|
| 90 | Hard pause $150 2 Hard pause in 1/60 seconds
|
---|
| 91 | Soft pause $152 2 Soft pause in 1/60 seconds
|
---|
| 92 | Unknown $154 2 Unknown; it seems that it belongs to the sound part
|
---|
| 93 | Unknown $156 2 Unknown
|
---|
| 94 | Unknown $158 2 Unknown
|
---|
| 95 | Unknown $15A 2 Unknown
|
---|
| 96 | Unknown $15C 2 Unknown
|
---|
| 97 | Frames $15E 2 Frames per second
|
---|
| 98 | Compression $160 2 Compression size
|
---|
| 99 | Type $162 2 ID for the animation of the opponent
|
---|
| 100 | Animation Type $164 2 ID for the animation of the opponent
|
---|
| 101 | From state $166 2 From state
|
---|
| 102 | To state $168 2 To state
|
---|
| 103 | Bodyparts $16A 2 Amount of bodyparts
|
---|
| 104 | Frames $16C 2 Animation length in frames
|
---|
| 105 | Duration $16E 2 Duration of the animation in frames
|
---|
| 106 | 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
|
---|
| 107 | 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
|
---|
| 108 | Atomic start $174 2 Atomic start
|
---|
| 109 | Atomic end $176 2 Atomic end
|
---|
| 110 | End interpolation $178 2 End interpolation
|
---|
| 111 | Maximal interpolation $17A 2 Maximal interpolation
|
---|
| 112 | Action frame $17C 14 Action frame; at this frame starts the "real" animation
|
---|
| 113 | First level $17E 2 First level; the level where you can use this animation the first time
|
---|
| 114 | Unknown $180 1 Unknown
|
---|
| 115 | Unknown $181 1 Unknown
|
---|
| 116 | Attack packages $182 1 Amount of packages of the attack data
|
---|
| 117 | Damage packages $183 1 Amount of packages of the damage data
|
---|
| 118 | Motion blur packages $184 1 Amount of packages of the motion blur data
|
---|
| 119 | Shortcut packages $185 1 Amount of packages of the shortcut data
|
---|
| 120 | Footstep packages $186 1 Amount of packages of the footstep data
|
---|
| 121 | Particle packages $187 1 Amount of packages of the particle data
|
---|
| 122 | Not used $188 10024 Not used
|
---|