| 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 |