| 1 |
AddExtension('ONCC','Oni character class'); |
| 2 |
AddEntry('ONCC','TXMP link',$28,8,'Shadow texture'); |
| 3 |
AddEntry('ONCC','Regeneration time',$64,2,'Regeneration time of one health point in 1/60 seconds if you use an hypo'); |
| 4 |
AddEntry('ONCC','Hurt light sound',$98,10032,'Reference to an OSBD file of level 0'); |
| 5 |
AddEntry('ONCC','Hurt medium sound',$B8,10032,'Reference to an OSBD file of level 0'); |
| 6 |
AddEntry('ONCC','Hurt heavy sound',$D8,10032,'Reference to an OSBD file of level 0'); |
| 7 |
AddEntry('ONCC','Death sound',$F8,10032,'Reference to an OSBD file of level 0'); |
| 8 |
AddEntry('ONCC','Taunt sound query',$2B0,10,'00 = not used; 64 = used'); |
| 9 |
AddEntry('ONCC','"Who''s there?" sound query',$2B1,10,'00 = not used; 64 = used'); |
| 10 |
AddEntry('ONCC','"I see you" sound query',$2B2,10,'00 = not used; 64 = used'); |
| 11 |
AddEntry('ONCC','"You lose" sound query',$2B3,10,'00 = not used; 64 = used'); |
| 12 |
AddEntry('ONCC','"Where are you?" sound query',$2B4,10,'00 = not used; 64 = used'); |
| 13 |
AddEntry('ONCC','"Why is this happenung?" sound query',$2B5,10,'00 = not used; 64 = used'); |
| 14 |
AddEntry('ONCC','Superpunch sound query',$2B6,10,'00 = not used; 64 = used'); |
| 15 |
AddEntry('ONCC','Superkick sound query',$2B7,10,'00 = not used; 64 = used'); |
| 16 |
AddEntry('ONCC','Super3 sound query',$2B8,10,'00 = not used; 64 = used'); |
| 17 |
AddEntry('ONCC','Super4 sound query',$2B9,10,'00 = not used; 64 = used'); |
| 18 |
AddEntry('ONCC','Taunt sound',$2BC,10032,'Reference to a SNDD file of level 0'); |
| 19 |
AddEntry('ONCC','"Who''s there?" sound',$2DC,10032,'Reference to a SNDD file of level 0'); |
| 20 |
AddEntry('ONCC','"I see you" sound',$2FC,10032,'Reference to a SNDD file of level 0'); |
| 21 |
AddEntry('ONCC','"You lose" sound',$31C,10032,'Reference to a SNDD file of level 0'); |
| 22 |
AddEntry('ONCC','"Where are you?" sound',$33C,10032,'Reference to a SNDD file of level 0'); |
| 23 |
AddEntry('ONCC','"Why is this happenung?" sound',$35C,10032,'Reference to a SNDD file of level 0'); |
| 24 |
AddEntry('ONCC','Superpunch sound',$37C,10032,'Reference to a SNDD file of level 0'); |
| 25 |
AddEntry('ONCC','Superkick sound',$39C,10032,'Reference to a SNDD file of level 0'); |
| 26 |
AddEntry('ONCC','Super3 sound',$3BC,10032,'Reference to a SNDD file of level 0'); |
| 27 |
AddEntry('ONCC','Super4 sound',$3DC,10032,'Reference to a SNDD file of level 0'); |
| 28 |
AddEntry('ONCC','Eyeshot',$3FC,9,'The max. distance where the AI can see you'); |
| 29 |
AddEntry('ONCC','Earshot',$400,9,'The max. distance where the AI can hear you'); |
| 30 |
AddEntry('ONCC','ONCV link',$434,8,'Character varient link'); |
| 31 |
AddEntry('ONCC','ONCP link',$438,8,'Character particle array link; useless?'); |
| 32 |
AddEntry('ONCC','ONIA link',$43C,8,'Character impact array link; useless?'); |
| 33 |
AddEntry('ONCC','Unknown',$444,10016,'Maybe the weight of the character?'); |
| 34 |
AddEntry('ONCC','Footstep walk impact',$454,10128,'Reference to the a Impt file of level 0'); |
| 35 |
AddEntry('ONCC','Footstep run impact',$4D6,10128,'Reference to the a Impt file of level 0'); |
| 36 |
AddEntry('ONCC','Footstep crouch impact',$558,10128,'Reference to the a Impt file of level 0'); |
| 37 |
AddEntry('ONCC','Fall slide impact',$5DA,10128,'Reference to the a Impt file of level 0'); |
| 38 |
AddEntry('ONCC','Fall land impact',$65C,10128,'Reference to the a Impt file of level 0'); |
| 39 |
AddEntry('ONCC','Fall land hard impact',$6DE,10128,'Reference to the a Impt file of level 0'); |
| 40 |
AddEntry('ONCC','Fall knockdown impact',$760,10128,'Reference to the a Impt file of level 0'); |
| 41 |
AddEntry('ONCC','Fall knockdown impact',$7E2,10128,'Reference to the a Impt file of level 0'); |
| 42 |
AddEntry('ONCC','Fall knockdown impact',$864,10128,'Reference to the a Impt file of level 0'); |
| 43 |
AddEntry('ONCC','Footstep turn impact',$8E6,10128,'Reference to the a Impt file of level 0'); |
| 44 |
AddEntry('ONCC','Footstep run start impact',$968,10128,'Reference to the a Impt file of level 0'); |
| 45 |
AddEntry('ONCC','Footstep single step impact',$9EA,10128,'Reference to the a Impt file of level 0'); |
| 46 |
AddEntry('ONCC','Footstep run stop impact',$A6C,10128,'Reference to the a Impt file of level 0'); |
| 47 |
AddEntry('ONCC','Footstep walk stop impact',$AEE,10128,'Reference to the a Impt file of level 0'); |
| 48 |
AddEntry('ONCC','Footstep run sprint impact',$B70,10128,'Reference to the a Impt file of level 0'); |
| 49 |
AddEntry('ONCC','Unknown',$BF4,10064,'special death particles; only the mad bomber use it'); |
| 50 |
AddEntry('ONCC','TRBS link',$C3C,8,'Body set link'); |
| 51 |
AddEntry('ONCC','TRMA link',$C40,8,'Texture map array link'); |
| 52 |
AddEntry('ONCC','CBPM link',$C44,8,'Body part material link'); |
| 53 |
AddEntry('ONCC','CBPI link',$C48,8,'Body part impact link'); |
| 54 |
AddEntry('ONCC','Basic health',$C58,4,'Extra health informations are stored in the Character.BINA files'); |
| 55 |
AddEntry('ONCC','Minimal body size factor',$C5C,9,'Minimal body size factor'); |
| 56 |
AddEntry('ONCC','Maximal body size factor',$C60,9,'Maximal body size factor'); |
| 57 |
AddEntry('ONCC','TRAC link',$C88,8,'Animation collection link'); |
| 58 |
AddEntry('ONCC','TRSC link',$C8C,8,'Screen (aiming) collection link'); |
| 59 |
|
| 60 |
AddExtension('TRAM','Totoro Animation Sequence (Totoro is the name of the character animation engine.)'); |
| 61 |
AddEntry('TRAM','Raw link',$0C,11,'Address of the y-position data in the .raw-file'); |
| 62 |
AddEntry('TRAM','Raw link',$10,11,'Address of the x-z-position data in the .raw-file'); |
| 63 |
AddEntry('TRAM','Raw link',$14,11,'Address of the attack data in the .raw-file'); |
| 64 |
AddEntry('TRAM','Raw link',$18,11,'Address of the damage data in the .raw-file'); |
| 65 |
AddEntry('TRAM','Raw link',$1C,11,'Address of the motion blur data in the .raw-file'); |
| 66 |
AddEntry('TRAM','Raw link',$20,11,'Address of the shortcut data in the .raw-file'); |
| 67 |
AddEntry('TRAM','Raw link',$24,11,'Address of the throw data in the .raw-file'); |
| 68 |
AddEntry('TRAM','Raw link',$28,11,'Address of the footstep data in the .raw-file'); |
| 69 |
AddEntry('TRAM','Raw link',$2C,11,'Address of the particle data in the .raw-file'); |
| 70 |
AddEntry('TRAM','Raw link',$30,11,'Address of the position data in the .raw-file'); |
| 71 |
AddEntry('TRAM','Raw link',$34,11,'Address of the bodypart animation data in the .raw-file'); |
| 72 |
AddEntry('TRAM','Raw link',$38,11,'Address of the sound data in the .raw-file'); |
| 73 |
AddEntry('TRAM','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'); |
| 74 |
AddEntry('TRAM','TRAM link',$40,8,'First direct animation link; this animation follows after a left mouse click (punch)'); |
| 75 |
AddEntry('TRAM','TRAM link',$44,8,'Second direct animation link; this animation follows after a right mouse click (kick)'); |
| 76 |
AddEntry('TRAM','Used parts',$48,8,'Used for weapon animations like recoil, reload, draw weapon, etc.'); |
| 77 |
AddEntry('TRAM','Replace parts',$4C,8,'Used for weapon animations like recoil, reload, draw weapon, etc.'); |
| 78 |
AddEntry('TRAM','Final rotation',$50,9,'Final rotation; stored as multiples of the number "pi" (3.141592...)'); |
| 79 |
AddEntry('TRAM','Move direction',$54,2,'Move direction'); |
| 80 |
AddEntry('TRAM','Attack voice sound',$56,2,'Attack voice sound (f.e. Konoko''s "Rising fury!")'); |
| 81 |
AddEntry('TRAM','Extent packages',$138,4,'Amount of packages of the extent data'); |
| 82 |
AddEntry('TRAM','Raw link',$13C,11,'Address of the extent data in the .raw-file'); |
| 83 |
AddEntry('TRAM','Attack sound',$140,10016,'Reference to an attack sound (f.e. "slap") of level 0'); |
| 84 |
AddEntry('TRAM','Hard pause',$150,2,'Hard pause in 1/60 seconds'); |
| 85 |
AddEntry('TRAM','Soft pause',$152,2,'Soft pause in 1/60 seconds'); |
| 86 |
AddEntry('TRAM','Frames',$15E,2,'Frames per second'); |
| 87 |
AddEntry('TRAM','Compression',$160,2,'Compression size'); |
| 88 |
AddEntry('TRAM','Type',$162,2,'ID for the animation of the opponent'); |
| 89 |
AddEntry('TRAM','Animation Type',$164,2,'ID for the animation of the opponent'); |
| 90 |
AddEntry('TRAM','From state',$166,2,'From state'); |
| 91 |
AddEntry('TRAM','To state',$168,2,'To state'); |
| 92 |
AddEntry('TRAM','Bodyparts',$16A,2,'Amount of bodyparts'); |
| 93 |
AddEntry('TRAM','Frames',$16C,2,'Animation length in frames'); |
| 94 |
AddEntry('TRAM','Duration',$16E,2,'Duration of the animation in frames'); |
| 95 |
AddEntry('TRAM','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'); |
| 96 |
AddEntry('TRAM','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'); |
| 97 |
AddEntry('TRAM','Atomic start',$174,2,'Atomic start'); |
| 98 |
AddEntry('TRAM','Atomic end',$176,2,'Atomic end'); |
| 99 |
AddEntry('TRAM','End interpolation',$178,2,'End interpolation'); |
| 100 |
AddEntry('TRAM','Maximal interpolation',$17A,2,'Maximal interpolation'); |
| 101 |
AddEntry('TRAM','Action frame',$17C,6,'Action frame; at this frame starts the "real" animation'); |
| 102 |
AddEntry('TRAM','First level',$17E,2,'First level; the level where you can use this animation the first time'); |
| 103 |
AddEntry('TRAM','Attack packages',$182,1,'Amount of packages of the attack data'); |
| 104 |
AddEntry('TRAM','Damage packages',$183,1,'Amount of packages of the damage data'); |
| 105 |
AddEntry('TRAM','Motion blur packages',$184,1,'Amount of packages of the motion blur data'); |
| 106 |
AddEntry('TRAM','Shortcut packages',$185,1,'Amount of packages of the shortcut data'); |
| 107 |
AddEntry('TRAM','Footstep packages',$186,1,'Amount of packages of the footstep data'); |
| 108 |
AddEntry('TRAM','Particle packages',$187,1,'Amount of packages of the particle data'); |