OBD:TRAM: Difference between revisions

From OniGalore
Jump to navigation Jump to search
m (danger etc)
m (old nonsense with konflash1)
Line 400: Line 400:
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFCD96" COLSPAN=2 | <TT>konflash1</TT>
| BGCOLOR="#FFCD96" COLSPAN=2 | <TT>konflash1</TT>
| ALIGN=LEFT | attack sound ("slap")
| ALIGN=LEFT | special impact label (looked up in [[ONIA]])
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 00 00
| BGCOLOR="#C8C864" | 00 00

Revision as of 05:30, 24 March 2007

ONI BINARY DATA
TRAC << Other file types >> TRAS
TRAM : Totoro Animation Sequence
switch to XML:TRAM page
Overview @ Oni Stuff
OBD.png


tram_all.gif


Hex Translation Meaning
01 49 07 00 4392 01865-KONCOMpunch_heavy.TRAM
01 00 00 00 0 level 0
00 00 00 00 0 unknown; always zero
A0 B4 80 00 80 B4 A0 at this position starts the y-position part (heights) of the pelvis in the raw file
E0 B5 80 00 80 B5 E0 at this position starts the x-z-position part of the pelvis in the raw file
60 B8 80 00 80 B8 60 at this position starts the attack part in the raw file
00 00 00 00 not used at this position starts the damage part in the raw file; only tgt throws use it (tgt = target)
A0 B8 80 00 80 B8 A0 at this position starts the motion blur part in the raw file
C0 B8 80 00 80 B8 C0 at this position starts the shortcut part in the raw file
00 00 00 00 not used at this position starts the throw part in the raw file
E0 B8 80 00 80 B8 E0 at this position starts the footstep part in the raw file
00 B9 80 00 80 B9 00 at this position starts the particle part (trails, dust, etc.) in the raw file
60 B9 80 00 80 B9 60 at this position starts the position part in the raw file
00 BD 80 00 80 BD 00 at this position starts the bodyparts animation part in the raw file
00 00 00 00 not used at this position starts the sound part in the raw file
90 00 08 00 attack,
atomic,
flags (listed in, e.g., anim_flags.StNA)
  • 0x01000000 - private1 (this bit is not animation related, it is used at runtime to mark that the animation was loaded)
  • 0x02000000 - invulnerable
  • 0x04000000 - blockHigh
  • 0x08000000 - blockLow
  • 0x10000000 - attack
  • 0x20000000 - dropWeapon
  • 0x40000000 - inAir
  • 0x80000000 - atomic
  • 0x00010000 - noTurn
  • 0x00020000 - attackForward
  • 0x00040000 - attackLeft
  • 0x00080000 - attackRight
  • 0x00100000 - attackBackward
  • 0x00200000 - overlay
  • 0x00400000 - dontInterpolateVelocity
  • 0x00800000 - throwSource
  • 0x00000100 - throwTarget
  • 0x00000200 - realWorld
  • 0x00000400 - doAim
  • 0x00000800 - dontAim
  • 0x00001000 - canPickup
  • 0x00002000 - aim360
  • 0x00004000 - disableShield
  • 0x00008000 - noAIPickup
00 00 00 00 not used direct animation 0 (link to a TRAM file)
00 00 00 00 not used direct animation 1 (link to a TRAM file)
Example to the both rows above:

01855-KONCOMcomb_p_p.TRAM links to:
01856-KONCOMcomb_p_p_p.TRAM (direct animation 0)
01857-KONCOMcomb_p_p_k.TRAM (direct animation 1)

That means, that after Konokos second punch, Oni waits for a third punch or a kick.

00 00 00 00 no "used parts" "used parts" bitset. Legend is for original 19-bone chars.
  • 0x01000000 - pelvis
  • 0x02000000 - left thigh
  • 0x04000000 - left calf
  • 0x08000000 - left foot
  • 0x10000000 - right thigh
  • 0x20000000 - right calf
  • 0x40000000 - right foot
  • 0x80000000 - mid
  • 0x00010000 - chest
  • 0x00020000 - neck
  • 0x00040000 - head
  • 0x00080000 - left shoulder
  • 0x00100000 - left arm
  • 0x00200000 - left wrist
  • 0x00400000 - left fist
  • 0x00800000 - right shoulder
  • 0x00000100 - right arm
  • 0x00000200 - right wrist
  • 0x00000400 - right fist

Aiming screen TRAMs "use" several bones here. Other overlay TRAMs use only "chest". Non-overlay TRAMs use none.

00 00 00 00 no "replaced parts" "replaced parts" bitset. Same legend as above. Only overlay TRAMs other than aiming-screen ones "replace" parts.
00 00 00 00 0.000000 final rotation in radians (for anims that make you turn)
01 00 1 move direction
06 00 6 attack sound ("Rising fury!")
8D 87 CF 41 25.941187 maximum "danger"
DE E9 1A 40 2.420524 "danger" min range (world units)
95 34 D3 41 26.400675 "danger" max range (world units)
8D 87 CF 41 25.941187 "danger" at 0° (front)
8D 87 CF 41 25.941187 "danger" at 10°
8D 87 CF 41 25.941187 "danger" at 20°
8D 87 CF 41 25.941187 "danger" at 30°
9D E4 11 41 9.118314 "danger" at 40°
14 BA 04 41 8.295429 "danger" at 50°
6B 77 D4 40 6.639577 "danger" at 60°
50 5A B3 40 5.604774 "danger" at 70°
74 4B 9C 40 4.884211 "danger" at 80°
DF 37 87 40 4.225570 "danger" at 90° (left)
70 75 84 40 4.139336 "danger" at 100°
8E ED 6A 40 3.670749 "danger" at 110°
16 40 5F 40 3.488286 "danger" at 120°
16 40 5F 40 3.488286 "danger" at 130°
BF CD 45 40 3.090683 "danger" at 140°
34 2B 49 40 3.143262 "danger" at 150°
34 2B 49 40 3.143262 "danger" at 160°
34 2B 49 40 3.143262 "danger" at 170°
5A D8 6D 40 3.716330 "danger" at 180° (back)
5A D8 6D 40 3.716330 "danger" at 190°
5A D8 6D 40 3.716330 "danger" at 200°
8F D9 96 40 4.714057 "danger" at 210°
8F D9 96 40 4.714057 "danger" at 220°
B7 7B AB 40 5.358852 "danger" at 230°
F0 81 BF 40 5.984612 "danger" at 240°
98 95 E3 40 7.112011 "danger" at 250°
98 95 E3 40 7.112011 "danger" at 260°
98 95 E3 40 7.112011 "danger" at 270° (right)
98 95 E3 40 7.112011 "danger" at 280°
98 95 E3 40 7.112011 "danger" at 290°
98 95 E3 40 7.112011 "danger" at 300°
ED E7 14 41 9.306623 "danger" at 310°
D4 2E 9E 41 19.772865 "danger" at 320°
8F FB CC 41 25.622831 "danger" at 330°
8D 87 CF 41 25.941187 "danger" at 340°
8D 87 CF 41 25.941187 "danger" at 350°
05 00 5 unknown; always -1 if the attack part doesn't exist
00 0 unknown; always zero
00 0 unknown; always zero
00 00 00 BF -0.500000 unknown
1E 85 6B BF -0.920000 unknown
19 47 0C 41 8.767358 unknown
EB 51 F0 40 7.510000 unknown
D7 A3 14 41 9.290000 unknown
0A D7 3B 41 11.740000 unknown
5E 93 BF 40 5.986739 unknown
2F 00 47 unknown (-1 if no attack part of if it's a "thrown" anim)
01 1 unknown
16 22 unknown
85 EB 51 BF -1.850000 unknown
E1 7A 7C C1 -3.900000 unknown
69 61 BF 40 16.874636 unknown
70 3D 22 41 10.510000 unknown
47 E1 3A 40 8.860000 unknown
33 33 DB 40 18.460000 unknown
F7 C0 2E 3E 0.055320 unknown
00 00 00 00 0 unknown; always zero
18 00 00 00 24 amount of packages of the extent part
E0 BB 80 00 80 BB E0 offset of extent part in raw/sep
konflash1 special impact label (looked up in ONIA)
00 00 0 hard pause in 1/60 seconds
12 00 12 soft pause in 1/60 seconds
00 00 0 unknown; it seems that it belongs to the sound part
00 00 0 unknown
00 00 0 unknown
00 00 0 unknown
00 00 0 unknown
3C 00 60 frames per second
06 00 6 compression size
16 00 22 type; animation type from anim_types.StNA
16 00 22 aiming type; animation type from anim_types.StNA
00 00 0 from state
07 00 7 to state
13 00 19 bodyparts
50 00 50 frames
50 00 50 duration in in 1/60 seconds
00 02 unknown varient, a bitset
  • 0x0001 - SPRint animation
  • 0x0002 - COMbat animation
  • 0x0008 - PIStol animation
  • 0x0010 - NINja PIStol animation (left-handed)
  • 0x0020 - RIFle animation
  • 0x0040 - NINja RIFle animation (left-handed)
  • 0x0080 - PANic or SCRamble animation
AD DE dead varient end; Oni read it in this way: DE AD = dead; I would read it as a short: AD DE (not used)
00 00 0 atomic start
FF FF 65535 atomic end
00 00 0 end interpolation
FF FF 65535 maximal interpolation
FF FF -1 action frame
0A 00 10 first level
01 1 unknown
1C 28 unknown
02 2 amount of attacks
00 0 amount of take damage
01 1 amount of motion blur
01 1 amount of shortcuts
02 2 amount of footsteps
04 4 amount of particles
AD DE dead not used
Direct links
0x40 and 0x44 : how exactly do they work?
Apparently, the punch/kick triggering has nothing to do with the field where the link is placed.
Those anims are just "made available" (bypassing lookups), and the rest is handled "somehow"...
(according to animtype of available anim and key pressed, maybe with some kind of transition)
geyser 06:28, 24 March 2007 (CET)
0x58-0xF3 - danger zone
Second and third floats seem to be ranges (moderate enough to be in regular world units).
Last 36 are amounts/probabilities of damage in 36 equal sectors around the character.
(often much too large to be ranges in world units)
First float (at 0x58) looks like a normalisation constant: danger amount/normalisation = probability.
If you're in one of the 36 angular sectors within the min and max ranges,
dividing the danger amount by the normalisation gives you the probability of being hit.
"Probably" ^^
geyser 06:28, 24 March 2007 (CET)
0xF4-0x113 and 0x114-0x133
similar to each other? not quite...
exception for "thrown" anims = friend/foe distinction?
maybe check IDs against MELE stuff...
geyser 06:28, 24 March 2007 (CET)
Rather old notes to self...
0x164 is usually the same as 0x162 (type) except for :
  • KONRIFrun_slide_getup, KONRIFrun_slide_run
  • KONPISstartle_lt1, KONPISstartle_rt1
  • KONRIFstartle_lt1, KONRIFstartle_rt1
  • STRRIFrun_slide_getup, STRIKElev3_startle
  • STRPISstartle_lt1, STRPISstartle_rt1
  • STRRIFstartle_lt1, STRRIFstartle_rt1
  • STRPISstartle_lt2, STRPISstartle_rt2
  • STRRIFstartle_lt2, STRRIFstartle_rt2
  • COMPISstartle_lt1, KONPISstartle_rt1
  • COMRIFstartle_lt1, KONRIFstartle_rt1
  • COMPISstartle_lt2, COMPISstartle_rt2
  • COMRIFstartle_lt2, COMRIFstartle_rt2
(for all these, 0x164 is null : "None")




ONI BINARY DATA
TRAC << Other file types >> TRAS
TRAM : Totoro Animation Sequence
Character file