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root/Oni2/oup/structdefs/TRAM_2.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: 6927 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 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