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