1 |
Totoro Animation Sequence (Totoro is the name of the character animation engine.) |
2 |
Raw link $0C 11 Address of the y-position data in the .raw-file |
3 |
Raw link $10 11 Address of the x-z-position data in the .raw-file |
4 |
Raw link $14 11 Address of the attack data in the .raw-file |
5 |
Raw link $18 11 Address of the damage data in the .raw-file |
6 |
Raw link $1C 11 Address of the motion blur data in the .raw-file |
7 |
Raw link $20 11 Address of the shortcut data in the .raw-file |
8 |
Raw link $24 11 Address of the throw data in the .raw-file |
9 |
Raw link $28 11 Address of the footstep data in the .raw-file |
10 |
Raw link $2C 11 Address of the particle data in the .raw-file |
11 |
Raw link $30 11 Address of the position data in the .raw-file |
12 |
Raw link $34 11 Address of the bodypart animation data in the .raw-file |
13 |
Raw link $38 11 Address of the sound data in the .raw-file |
14 |
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 |
15 |
TRAM link $40 8 First direct animation link; this animation follows after a left mouse click (punch) |
16 |
TRAM link $44 8 Second direct animation link; this animation follows after a right mouse click (kick) |
17 |
Used parts $48 8 Used for weapon animations like recoil, reload, draw weapon, etc. |
18 |
Replace parts $4C 8 Used for weapon animations like recoil, reload, draw weapon, etc. |
19 |
Final rotation $50 9 Final rotation; stored as multiples of the number "pi" (3.141592...) |
20 |
Move direction $54 2 Move direction |
21 |
Attack voice sound $56 2 Attack voice sound (f.e. Konokos "Rising fury!") |
22 |
Extent packages $138 4 Amount of packages of the extent data |
23 |
Raw link $13C 11 Address of the extent data in the .raw-file |
24 |
Attack sound $140 10016 Reference to an attack sound (f.e. "slap") of level 0 |
25 |
Hard pause $150 2 Hard pause in 1/60 seconds |
26 |
Soft pause $152 2 Soft pause in 1/60 seconds |
27 |
Frames $15E 2 Frames per second |
28 |
Compression $160 2 Compression size |
29 |
Type $162 2 ID for the animation of the opponent |
30 |
Animation Type $164 2 ID for the animation of the opponent |
31 |
From state $166 2 From state |
32 |
To state $168 2 To state |
33 |
Bodyparts $16A 2 Amount of bodyparts |
34 |
Frames $16C 2 Animation length in frames |
35 |
Duration $16E 2 Duration of the animation in frames |
36 |
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 |
37 |
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 |
38 |
Atomic start $174 2 Atomic start |
39 |
Atomic end $176 2 Atomic end |
40 |
End interpolation $178 2 End interpolation |
41 |
Maximal interpolation $17A 2 Maximal interpolation |
42 |
Action frame $17C 6 Action frame; at this frame starts the "real" animation |
43 |
First level $17E 2 First level; the level where you can use this animation the first time |
44 |
Attack packages $182 1 Amount of packages of the attack data |
45 |
Damage packages $183 1 Amount of packages of the damage data |
46 |
Motion blur packages $184 1 Amount of packages of the motion blur data |
47 |
Shortcut packages $185 1 Amount of packages of the shortcut data |
48 |
Footstep packages $186 1 Amount of packages of the footstep data |
49 |
Particle packages $187 1 Amount of packages of the particle data |