source: oup/structdefs/TRAM.txt@ 1080

Last change on this file since 1080 was 37, checked in by alloc, 18 years ago
File size: 6.7 KB
Line 
1Totoro Animation Sequence (Totoro is the name of the character animation engine.)
2File id $00 12 File id
3Level id $04 17 Level id
4Raw link $0C 11 Address of the y-position data in the .raw-file
5Raw link $10 11 Address of the x-z-position data in the .raw-file
6Raw link $14 11 Address of the attack data in the .raw-file
7Raw link $18 11 Address of the damage data in the .raw-file
8Raw link $1C 11 Address of the motion blur data in the .raw-file
9Raw link $20 11 Address of the shortcut data in the .raw-file
10Raw link $24 11 Address of the throw data in the .raw-file
11Raw link $28 11 Address of the footstep data in the .raw-file
12Raw link $2C 11 Address of the particle data in the .raw-file
13Raw link $30 11 Address of the position data in the .raw-file
14Raw link $34 11 Address of the bodypart animation data in the .raw-file
15Raw link $38 11 Address of the sound data in the .raw-file
16Flags $3C 4 Flags; it seems that Oni read it as 4 byte string from left to right; I would read it as 4 seperate bitsets
17TRAM link $40 4 First direct animation link; this animation follows after a left mouse click (punch)
18TRAM link $44 4 Second direct animation link; this animation follows after a right mouse click (kick)
19Used parts $48 4 Used parts; used for weapon animations like recoil, reload, draw weapon, etc.
20Replace parts $4C 4 Replace parts; used for weapon animations like recoil, reload, draw weapon, etc.
21Final rotation $50 9 Final rotation; stored as multiples of the number "pi" (3.141592...)
22Move direction $54 2 Move direction
23Attack voice sound $56 14 Attack voice sound (f.e. Konokos "Rising fury!")
24Extent packages $138 4 Amount of packages of the extent data
25Raw link $13C 11 Address of the extent data in the .raw-file
26Attack sound $140 116 Reference to an attack sound (f.e. "slap") of level 0
27Hard pause $150 2 Hard pause in 1/60 seconds
28Soft pause $152 2 Soft pause in 1/60 seconds
29Frames $15E 2 Frames per second
30Compression $160 2 Compression size
31Type $162 2 ID for the animation of the opponent
32Animation Type $164 2 ID for the animation of the opponent
33From state $166 2 From state
34To state $168 2 To state
35Bodyparts $16A 2 Amount of bodyparts
36Frames $16C 2 Animation length in frames
37Duration $16E 2 Duration of the animation in frames
38Varient $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
39Varient 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
40Atomic start $174 2 Atomic start
41Atomic end $176 2 Atomic end
42End interpolation $178 2 End interpolation
43Maximal interpolation $17A 2 Maximal interpolation
44Action frame $17C 14 Action frame; at this frame starts the "real" animation
45First level $17E 2 First level; the level where you can use this animation the first time
46Attack packages $182 1 Amount of packages of the attack data
47Damage packages $183 1 Amount of packages of the damage data
48Motion blur packages $184 1 Amount of packages of the motion blur data
49Shortcut packages $185 1 Amount of packages of the shortcut data
50Footstep packages $186 1 Amount of packages of the footstep data
51Particle packages $187 1 Amount of packages of the particle data
52
53
54*Unknown
55Unknown $08 4 Unknown; always zero
56Unknown $58 9 Unknown; always zero if the attack part doesn't exist
57Unknown $5C 9 Unknown; always 1,000,000,000 if the attack part doesn't exist
58Unknown $60 9 Unknown; always -1,000,000,000 if the attack part doesn't exist
59Unknown $64 9 Unknown; always zero if the attack part doesn't exist
60Unknown $68 9 Unknown; always zero if the attack part doesn't exist
61Unknown $6C 9 Unknown; always zero if the attack part doesn't exist
62Unknown $70 9 Unknown; always zero if the attack part doesn't exist
63Unknown $74 9 Unknown; always zero if the attack part doesn't exist
64Unknown $78 9 Unknown; always zero if the attack part doesn't exist
65Unknown $7C 9 Unknown; always zero if the attack part doesn't exist
66Unknown $80 9 Unknown; always zero if the attack part doesn't exist
67Unknown $84 9 Unknown; always zero if the attack part doesn't exist
68Unknown $88 9 Unknown; always zero if the attack part doesn't exist
69Unknown $8C 9 Unknown; always zero if the attack part doesn't exist
70Unknown $90 9 Unknown; always zero if the attack part doesn't exist
71Unknown $94 9 Unknown; always zero if the attack part doesn't exist
72Unknown $98 9 Unknown; always zero if the attack part doesn't exist
73Unknown $9C 9 Unknown; always zero if the attack part doesn't exist
74Unknown $A0 9 Unknown; always zero if the attack part doesn't exist
75Unknown $A4 9 Unknown; always zero if the attack part doesn't exist
76Unknown $A8 9 Unknown; always zero if the attack part doesn't exist
77Unknown $AC 9 Unknown; always zero if the attack part doesn't exist
78Unknown $B0 9 Unknown; always zero if the attack part doesn't exist
79Unknown $B4 9 Unknown; always zero if the attack part doesn't exist
80Unknown $B8 9 Unknown; always zero if the attack part doesn't exist
81Unknown $BC 9 Unknown; always zero if the attack part doesn't exist
82Unknown $C0 9 Unknown; always zero if the attack part doesn't exist
83Unknown $C4 9 Unknown; always zero if the attack part doesn't exist
84Unknown $C8 9 Unknown; always zero if the attack part doesn't exist
85Unknown $CC 9 Unknown; always zero if the attack part doesn't exist
86Unknown $D0 9 Unknown; always zero if the attack part doesn't exist
87Unknown $D4 9 Unknown; always zero if the attack part doesn't exist
88Unknown $D8 9 Unknown; always zero if the attack part doesn't exist
89Unknown $DC 9 Unknown; always zero if the attack part doesn't exist
90Unknown $E0 9 Unknown; always zero if the attack part doesn't exist
91Unknown $E4 9 Unknown; always zero if the attack part doesn't exist
92Unknown $E8 9 Unknown; always zero if the attack part doesn't exist
93Unknown $EC 9 Unknown; always zero if the attack part doesn't exist
94Unknown $F0 9 Unknown; always zero if the attack part doesn't exist
95Unknown $F4 14 Unknown; always -1 if the attack part doesn't exist
96Unknown $F6 2 Unknown; always zero
97Unknown $F8 9 Unknown
98Unknown $FC 9 Unknown
99Unknown $100 9 Unknown
100Unknown $104 9 Unknown
101Unknown $108 9 Unknown
102Unknown $10C 9 Unknown
103Unknown $110 9 Unknown
104Unknown $114 14 Unknown
105Unknown $116 1 Unknown
106Unknown $117 1 Unknown
107Unknown $118 9 Unknown
108Unknown $11C 9 Unknown
109Unknown $120 9 Unknown
110Unknown $124 9 Unknown
111Unknown $128 9 Unknown
112Unknown $12C 9 Unknown
113Unknown $130 9 Unknown
114Unknown $134 8 Unknown; always zero
115Unknown $154 2 Unknown; it seems that it belongs to the sound part
116Unknown $156 2 Unknown
117Unknown $158 2 Unknown
118Unknown $15A 2 Unknown
119Unknown $15C 2 Unknown
120Unknown $180 1 Unknown
121Unknown $181 1 Unknown
122
123
124*Unused
125Not used $188 10024 Not used
126
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