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