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root/Oni2/oup/structdefs/TRAM.txt
Revision: 37
Committed: Sat Aug 26 19:48:23 2006 UTC (19 years, 1 month ago) by alloc
Content type: text/plain
File size: 6839 byte(s)
Log Message:

File Contents

# Content
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