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 |
|