| 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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