| 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 |
Unknown $08 4 Unknown; always zero |
| 5 |
Raw link $0C 11 Address of the y-position data in the .raw-file |
| 6 |
Raw link $10 11 Address of the x-z-position data in the .raw-file |
| 7 |
Raw link $14 11 Address of the attack data in the .raw-file |
| 8 |
Raw link $18 11 Address of the damage data in the .raw-file |
| 9 |
Raw link $1C 11 Address of the motion blur data in the .raw-file |
| 10 |
Raw link $20 11 Address of the shortcut data in the .raw-file |
| 11 |
Raw link $24 11 Address of the throw data in the .raw-file |
| 12 |
Raw link $28 11 Address of the footstep data in the .raw-file |
| 13 |
Raw link $2C 11 Address of the particle data in the .raw-file |
| 14 |
Raw link $30 11 Address of the position data in the .raw-file |
| 15 |
Raw link $34 11 Address of the bodypart animation data in the .raw-file |
| 16 |
Raw link $38 11 Address of the sound data in the .raw-file |
| 17 |
Flags 1 $3C 10 Flags 1 in connection to the anim_flags.StNA file |
| 18 |
Flags 2 $3D 10 Flags 2 in connection to the anim_flags.StNA file |
| 19 |
Flags 3 $3E 10 Flags 3 in connection to the anim_flags.StNA file |
| 20 |
Unknown $3F 1 Unknown; always the same |
| 21 |
TRAM link $40 12 First direct animation link; this animation follows after a left mouse click (punch) |
| 22 |
TRAM link $44 12 Second direct animation link; this animation follows after a right mouse click (kick) |
| 23 |
Used parts $48 4 Used parts; used for weapon animations like recoil, reload, draw weapon, etc. |
| 24 |
Replace parts $4C 4 Replace parts; used for weapon animations like recoil, reload, draw weapon, etc. |
| 25 |
Final rotation $50 9 Final rotation; stored as multiples of the number "pi" (3.141592...) |
| 26 |
Move direction $54 2 Move direction |
| 27 |
Attack voice sound $56 14 Attack voice sound (f.e. Konokos "Rising fury!") |
| 28 |
Unknown $58 9 Unknown; always zero if the attack part doesn't exist |
| 29 |
Unknown $5C 9 Unknown; always 1,000,000,000 if the attack part doesn't exist |
| 30 |
Unknown $60 9 Unknown; always -1,000,000,000 if the attack part doesn't exist |
| 31 |
Unknown $64 9 Unknown; always zero if the attack part doesn't exist |
| 32 |
Unknown $68 9 Unknown; always zero if the attack part doesn't exist |
| 33 |
Unknown $6C 9 Unknown; always zero if the attack part doesn't exist |
| 34 |
Unknown $70 9 Unknown; always zero if the attack part doesn't exist |
| 35 |
Unknown $74 9 Unknown; always zero if the attack part doesn't exist |
| 36 |
Unknown $78 9 Unknown; always zero if the attack part doesn't exist |
| 37 |
Unknown $7C 9 Unknown; always zero if the attack part doesn't exist |
| 38 |
Unknown $80 9 Unknown; always zero if the attack part doesn't exist |
| 39 |
Unknown $84 9 Unknown; always zero if the attack part doesn't exist |
| 40 |
Unknown $88 9 Unknown; always zero if the attack part doesn't exist |
| 41 |
Unknown $8C 9 Unknown; always zero if the attack part doesn't exist |
| 42 |
Unknown $90 9 Unknown; always zero if the attack part doesn't exist |
| 43 |
Unknown $94 9 Unknown; always zero if the attack part doesn't exist |
| 44 |
Unknown $98 9 Unknown; always zero if the attack part doesn't exist |
| 45 |
Unknown $9C 9 Unknown; always zero if the attack part doesn't exist |
| 46 |
Unknown $A0 9 Unknown; always zero if the attack part doesn't exist |
| 47 |
Unknown $A4 9 Unknown; always zero if the attack part doesn't exist |
| 48 |
Unknown $A8 9 Unknown; always zero if the attack part doesn't exist |
| 49 |
Unknown $AC 9 Unknown; always zero if the attack part doesn't exist |
| 50 |
Unknown $B0 9 Unknown; always zero if the attack part doesn't exist |
| 51 |
Unknown $B4 9 Unknown; always zero if the attack part doesn't exist |
| 52 |
Unknown $B8 9 Unknown; always zero if the attack part doesn't exist |
| 53 |
Unknown $BC 9 Unknown; always zero if the attack part doesn't exist |
| 54 |
Unknown $C0 9 Unknown; always zero if the attack part doesn't exist |
| 55 |
Unknown $C4 9 Unknown; always zero if the attack part doesn't exist |
| 56 |
Unknown $C8 9 Unknown; always zero if the attack part doesn't exist |
| 57 |
Unknown $CC 9 Unknown; always zero if the attack part doesn't exist |
| 58 |
Unknown $D0 9 Unknown; always zero if the attack part doesn't exist |
| 59 |
Unknown $D4 9 Unknown; always zero if the attack part doesn't exist |
| 60 |
Unknown $D8 9 Unknown; always zero if the attack part doesn't exist |
| 61 |
Unknown $DC 9 Unknown; always zero if the attack part doesn't exist |
| 62 |
Unknown $E0 9 Unknown; always zero if the attack part doesn't exist |
| 63 |
Unknown $E4 9 Unknown; always zero if the attack part doesn't exist |
| 64 |
Unknown $E8 9 Unknown; always zero if the attack part doesn't exist |
| 65 |
Unknown $EC 9 Unknown; always zero if the attack part doesn't exist |
| 66 |
Unknown $F0 9 Unknown; always zero if the attack part doesn't exist |
| 67 |
Unknown $F4 14 Unknown; always -1 if the attack part doesn't exist |
| 68 |
Unknown $F6 2 Unknown; always zero |
| 69 |
Unknown $F8 9 Unknown |
| 70 |
Unknown $FC 9 Unknown |
| 71 |
Unknown $100 9 Unknown |
| 72 |
Unknown $104 9 Unknown |
| 73 |
Unknown $108 9 Unknown |
| 74 |
Unknown $10C 9 Unknown |
| 75 |
Unknown $110 9 Unknown |
| 76 |
Unknown $114 14 Unknown |
| 77 |
Unknown $116 1 Unknown |
| 78 |
Unknown $117 1 Unknown |
| 79 |
Unknown $118 9 Unknown |
| 80 |
Unknown $11C 9 Unknown |
| 81 |
Unknown $120 9 Unknown |
| 82 |
Unknown $124 9 Unknown |
| 83 |
Unknown $128 9 Unknown |
| 84 |
Unknown $12C 9 Unknown |
| 85 |
Unknown $130 9 Unknown |
| 86 |
Unknown $134 8 Unknown; always zero |
| 87 |
Extent packages $138 4 Amount of packages of the extent data |
| 88 |
Raw link $13C 11 Address of the extent data in the .raw-file |
| 89 |
Attack sound $140 116 Reference to an attack sound (f.e. "slap") of level 0 |
| 90 |
Hard pause $150 2 Hard pause in 1/60 seconds |
| 91 |
Soft pause $152 2 Soft pause in 1/60 seconds |
| 92 |
Unknown $154 2 Unknown; it seems that it belongs to the sound part |
| 93 |
Unknown $156 2 Unknown |
| 94 |
Unknown $158 2 Unknown |
| 95 |
Unknown $15A 2 Unknown |
| 96 |
Unknown $15C 2 Unknown |
| 97 |
Frames $15E 2 Frames per second |
| 98 |
Compression $160 2 Compression size |
| 99 |
Type $162 2 ID for the animation of the opponent |
| 100 |
Animation Type $164 2 ID for the animation of the opponent |
| 101 |
From state $166 2 From state |
| 102 |
To state $168 2 To state |
| 103 |
Bodyparts $16A 2 Amount of bodyparts |
| 104 |
Frames $16C 2 Animation length in frames |
| 105 |
Duration $16E 2 Duration of the animation in frames |
| 106 |
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 |
| 107 |
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 |
| 108 |
Atomic start $174 2 Atomic start |
| 109 |
Atomic end $176 2 Atomic end |
| 110 |
End interpolation $178 2 End interpolation |
| 111 |
Maximal interpolation $17A 2 Maximal interpolation |
| 112 |
Action frame $17C 14 Action frame; at this frame starts the "real" animation |
| 113 |
First level $17E 2 First level; the level where you can use this animation the first time |
| 114 |
Unknown $180 1 Unknown |
| 115 |
Unknown $181 1 Unknown |
| 116 |
Attack packages $182 1 Amount of packages of the attack data |
| 117 |
Damage packages $183 1 Amount of packages of the damage data |
| 118 |
Motion blur packages $184 1 Amount of packages of the motion blur data |
| 119 |
Shortcut packages $185 1 Amount of packages of the shortcut data |
| 120 |
Footstep packages $186 1 Amount of packages of the footstep data |
| 121 |
Particle packages $187 1 Amount of packages of the particle data |
| 122 |
Not used $188 10024 Not used |