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{{OBDtr| 0x34 | offset |FFFFC8| 00 BD 80 00 | 00 80 BD 00 | at this position starts the [[OBD:TRAM/raw0x34|bodyparts animation part]] in the raw file }} | {{OBDtr| 0x34 | offset |FFFFC8| 00 BD 80 00 | 00 80 BD 00 | at this position starts the [[OBD:TRAM/raw0x34|bodyparts animation part]] in the raw file }} | ||
{{OBDtr| 0x38 | offset |FFFFC8| 00 00 00 00 | unused | at this position starts the [[OBD:TRAM/raw0x38|sound part]] in the raw file }} | {{OBDtr| 0x38 | offset |FFFFC8| 00 00 00 00 | unused | at this position starts the [[OBD:TRAM/raw0x38|sound part]] in the raw file }} | ||
{{OBDtr| 0x3C | bitset32 |C8FFC8| 90 00 08 00 | 144, 0, 8, 0| flags; they're stored in the anim_flags.[[OBD:StNA|StNA]] file; the following bits are possible | {{OBDtr| 0x3C | bitset32 |C8FFC8| 90 00 08 00 | 144, 0, 8, 0| flags; they're stored in the anim_flags.[[OBD:StNA|StNA]] file; the following bits are possible (values in hex): | ||
:0x'''01''' 00 00 00 - private1 (this bit is not animation related, it is used at runtime to mark that the animation was loaded) | |||
:0x'''02''' 00 00 00 - invulnerable | |||
:0x'''01''' | :0x'''04''' 00 00 00 - blockHigh | ||
:0x'''02''' | :0x'''08''' 00 00 00 - blockLow | ||
:0x'''04''' | :0x'''10''' 00 00 00 - attack | ||
:0x'''08''' | :0x'''20''' 00 00 00 - dropWeapon | ||
:0x'''10''' | :0x'''40''' 00 00 00 - inAir | ||
:0x'''20''' | :0x'''80''' 00 00 00 - atomic | ||
:0x'''40''' | :0x00 '''01''' 00 00 - noTurn | ||
:0x'''80''' | :0x00 '''02''' 00 00 - attackForward | ||
:0x00'''01''' | :0x00 '''04''' 00 00 - attackLeft | ||
:0x00'''02''' | :0x00 '''08''' 00 00 - attackRight | ||
:0x00'''04''' | :0x00 '''10''' 00 00 - attackBackward | ||
:0x00'''08''' | :0x00 '''20''' 00 00 - overlay | ||
:0x00'''10''' | :0x00 '''40''' 00 00 - dontInterpolateVelocity | ||
:0x00'''20''' | :0x00 '''80''' 00 00 - throwSource | ||
:0x00'''40''' | :0x00 00 '''01''' 00 - throwTarget | ||
:0x00'''80''' | :0x00 00 '''02''' 00 - realWorld | ||
: | :0x00 00 '''04''' 00 - doAim | ||
: | :0x00 00 '''08''' 00 - dontAim | ||
: | :0x00 00 '''10''' 00 - canPickup | ||
: | :0x00 00 '''20''' 00 - aim360 | ||
: | :0x00 00 '''40''' 00 - disableShield | ||
: | :0x00 00 '''80''' 00 - noAIPickup | ||
: | |||
: | |||
}} | }} | ||
{{OBDtr| 0x040 | link |C8FFFF| 00 00 00 00 | unused | direct animation 0 (link to another TRAM file) }} | {{OBDtr| 0x040 | link |C8FFFF| 00 00 00 00 | unused | direct animation 0 (link to another TRAM file) }} | ||
{{OBDtr| 0x044 | link |C8FFFF| 00 00 00 00 | unused | direct animation 1 (link to another TRAM file) }} | {{OBDtr| 0x044 | link |C8FFFF| 00 00 00 00 | unused | direct animation 1 (link to another TRAM file) }} | ||
{{OBDtr| 0x048 | bitset32 |FFC8FF| 00 00 00 00 | 0 | used parts; legend is for original 19-bone chars; the following | {{OBDtr| 0x048 | bitset32 |FFC8FF| 00 00 00 00 | 0 | used parts; legend is for original 19-bone chars; the following bits are possible (values in hex): | ||
:0x'''01''' 00 00 00 - pelvis | |||
:0x'''02''' 00 00 00 - left thigh | |||
:0x'''01''' | :0x'''04''' 00 00 00 - left calf | ||
:0x'''02''' | :0x'''08''' 00 00 00 - left foot | ||
:0x'''04''' | :0x'''10''' 00 00 00 - right thigh | ||
:0x'''08''' | :0x'''20''' 00 00 00 - right calf | ||
:0x'''10''' | :0x'''40''' 00 00 00 - right foot | ||
:0x'''20''' | :0x'''80''' 00 00 00 - mid | ||
:0x'''40''' | :0x00 '''01''' 00 00 - chest | ||
:0x'''80''' | :0x00 '''02''' 00 00 - neck | ||
:0x00'''01''' | :0x00 '''04''' 00 00 - head | ||
:0x00'''02''' | :0x00 '''08''' 00 00 - left shoulder | ||
:0x00'''04''' | :0x00 '''10''' 00 00 - left arm | ||
:0x00'''08''' | :0x00 '''20''' 00 00 - left wrist | ||
:0x00'''10''' | :0x00 '''40''' 00 00 - left fist | ||
:0x00'''20''' | :0x00 '''80''' 00 00 - right shoulder | ||
:0x00'''40''' | :0x00 00 '''01''' 00 - right arm | ||
:0x00'''80''' | :0x00 00 '''02''' 00 - right wrist | ||
: | :0x00 00 '''04''' 00 - right fist | ||
: | |||
: | |||
Aiming screen TRAMs "use" several bones here. Other overlay TRAMs use only "chest". Non-overlay TRAMs use none. | Aiming screen TRAMs "use" several bones here. Other overlay TRAMs use only "chest". Non-overlay TRAMs use none. | ||
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{{OBDtr| 0x050 | float |FFC800| 00 00 00 00 | 0.000000 | final rotation in radians (for anims that make you turn) }} | {{OBDtr| 0x050 | float |FFC800| 00 00 00 00 | 0.000000 | final rotation in radians (for anims that make you turn) }} | ||
{{OBDtr| 0x054 | int16 |C800C8| 01 00 | 1 | move direction; the following directions are possible: | {{OBDtr| 0x054 | int16 |C800C8| 01 00 | 1 | move direction; the following directions are possible: | ||
:0 - nothing | :0 - nothing | ||
:1 - forward | :1 - forward | ||
Line 90: | Line 81: | ||
:3 - left | :3 - left | ||
:4 - right | :4 - right | ||
}} | }} | ||
{{OBDtr| 0x056 | int16 |C87C64| 06 00 | 6 | attack sound ("Rising fury!"); the number belongs to the sound slot in the [[OBD:ONCC|ONCC]] file}} | {{OBDtr| 0x056 | int16 |C87C64| 06 00 | 6 | attack sound ("Rising fury!"); the number belongs to the sound slot in the [[OBD:ONCC|ONCC]] file}} | ||
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{{OBDtrBK|End max extent info }} | {{OBDtrBK|End max extent info }} | ||
{{OBDtr| 0x134 | int32 |00C864| 00 00 00 00 | 0 | alternative move direction; used only when the previous move direction field is 0, that means never }} | {{OBDtr| 0x134 | int32 |00C864| 00 00 00 00 | 0 | alternative move direction; used only when the previous move direction field is 0, that means never }} | ||
{{OBDtr| 0x138 | int32 |00C8FF| 18 00 00 00 | 24 | | {{OBDtr| 0x138 | int32 |00C8FF| 18 00 00 00 | 24 | number of elements in the extent part }} | ||
{{OBDtr| 0x13C | offset |C80040| E0 BB 80 00 | 00 80 BB E0 | at this position starts the [[OBD:TRAM/raw0x13C|extent part]] in the raw file | {{OBDtr| 0x13C | offset |C80040| E0 BB 80 00 | 00 80 BB E0 | at this position starts the [[OBD:TRAM/raw0x13C|extent part]] in the raw file }} | ||
{{OBDtrBK|End extent info}} | {{OBDtrBK|End extent info}} | ||
{{OBDtr2|0x140 | char[16] |FFCD96| konflash1 | impact particle name (reference to 01018-.[[OBD:ONIA|ONIA]], which is called up in the [[OBD:ONCC|ONCC]] file) }} | {{OBDtr2|0x140 | char[16] |FFCD96| konflash1 | impact particle name (reference to 01018-.[[OBD:ONIA|ONIA]], which is called up in the [[OBD:ONCC|ONCC]] file) }} | ||
{{OBDtr| 0x150 | int16 |C8C864| 00 00 | 0 | hard pause in 1/60 seconds }} | {{OBDtr| 0x150 | int16 |C8C864| 00 00 | 0 | hard pause in 1/60 seconds }} | ||
{{OBDtr| 0x152 | int16 |C8C864| 12 00 | 18 | soft pause in 1/60 seconds }} | {{OBDtr| 0x152 | int16 |C8C864| 12 00 | 18 | soft pause in 1/60 seconds }} | ||
{{OBDtr| 0x154 | int32 |0096C8| 00 00 00 00 | 0 | | {{OBDtr| 0x154 | int32 |0096C8| 00 00 00 00 | 0 | number of elements in the sound part }} | ||
{{OBDtr| 0x158 | int32 |FF80C0| 00 00 00 00 | 0 | runtime | {{OBDtr| 0x158 | int32 |FF80C0| 00 00 00 00 | 0 | runtime only; pointer to the sound for this animation (initialised from [[OBD:BINA/SABD|SABD]])}} | ||
{{OBDtr| 0x15C | int16 |D0C0AF| 00 00 | 0 | runtime | {{OBDtr| 0x15C | int16 |D0C0AF| 00 00 | 0 | runtime only; sound start frame (initialised from SABD) }} | ||
{{OBDtr| 0x15E | int16 |D0C0AF| 3C 00 | 60 | frames per second }} | {{OBDtr| 0x15E | int16 |D0C0AF| 3C 00 | 60 | frames per second }} | ||
{{OBDtr| 0x160 | int16 |EEDDFF| 06 00 | 6 | compression size }} | {{OBDtr| 0x160 | int16 |EEDDFF| 06 00 | 6 | compression size }} | ||
{{OBDtr| 0x162 | int16 |EEDDFF| 16 00 | 22 | animation type from anim_types.[[OBD:StNA|StNA]] }} | {{OBDtr| 0x162 | int16 |EEDDFF| 16 00 | 22 | animation type (from anim_types.[[OBD:StNA|StNA]]) }} | ||
{{OBDtr| 0x164 | int16 |C5FF8A| 16 00 | 6 | aiming | {{OBDtr| 0x164 | int16 |C5FF8A| 16 00 | 6 | aiming type }} | ||
{{OBDtr| 0x166 | int16 |C5FF8A| 00 00 | 0 | from state }} | {{OBDtr| 0x166 | int16 |C5FF8A| 00 00 | 0 | from state }} | ||
{{OBDtr| 0x168 | int16 |C0C0C0| 07 00 | 7 | to state }} | {{OBDtr| 0x168 | int16 |C0C0C0| 07 00 | 7 | to state }} | ||
{{OBDtr| 0x16A | int16 |C0C0C0| 13 00 | 19 | bodyparts }} | {{OBDtr| 0x16A | int16 |C0C0C0| 13 00 | 19 | number of bodyparts }} | ||
{{OBDtr| 0x16C | int16 |FF0080| 50 00 | 80 | frames }} | {{OBDtr| 0x16C | int16 |FF0080| 50 00 | 80 | number of frames }} | ||
{{OBDtr| 0x16E | int16 |FF0080| 50 00 | 80 | duration in in 1/60 seconds }} | {{OBDtr| 0x16E | int16 |FF0080| 50 00 | 80 | duration in in 1/60 seconds }} | ||
{{OBDtr| 0x170 | bitset16 |FFFFA6| 00 02 | 0, 2 | varient, the following bits are possible: | {{OBDtr| 0x170 | bitset16 |FFFFA6| 00 02 | 0, 2 | varient, the following bits are possible (values in hex): | ||
:0x00 '''01''' - '''SPR'''int animation | |||
:0x00 '''02''' - '''COM'''bat animation | |||
:0x00'''01''' - '''SPR'''int animation | :0x00 '''08''' - '''PIS'''tol animation | ||
:0x00'''02''' - '''COM'''bat animation | :0x00 '''10''' - '''NIN'''ja '''PIS'''tol animation (left-handed) | ||
:0x00'''08''' - '''PIS'''tol animation | :0x00 '''20''' - '''RIF'''le animation | ||
:0x00'''10''' - '''NIN'''ja '''PIS'''tol animation (left-handed) | :0x00 '''40''' - '''NIN'''ja '''RIF'''le animation (left-handed) | ||
:0x00'''20''' - '''RIF'''le animation | :0x00 '''80''' - '''PAN'''ic or '''SCR'''amble animation | ||
:0x00'''40''' - '''NIN'''ja '''RIF'''le animation (left-handed) | |||
:0x00'''80''' - '''PAN'''ic or '''SCR'''amble animation | |||
}} | }} | ||
{{OBDtr| 0x172 | char[2] |FFFFA6| AD DE | dead | varient end; | {{OBDtr| 0x172 | char[2] |FFFFA6| AD DE | dead | "varient end"; ignored }} | ||
{{OBDtr| 0x174 | int16 |71FFB8| 00 00 | 0 | atomic start }} | {{OBDtr| 0x174 | int16 |71FFB8| 00 00 | 0 | atomic start }} | ||
{{OBDtr| 0x176 | int16 |71FFB8| FF FF | -1 | atomic end }} | {{OBDtr| 0x176 | int16 |71FFB8| FF FF | -1 | atomic end }} | ||
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{{OBDtr| 0x17A | int16 |0000BF| FF FF | -1 | maximal interpolation }} | {{OBDtr| 0x17A | int16 |0000BF| FF FF | -1 | maximal interpolation }} | ||
{{OBDtr| 0x17C | int16 |804040| FF FF | -1 | action frame }} | {{OBDtr| 0x17C | int16 |804040| FF FF | -1 | action frame }} | ||
{{OBDtr| 0x17E | int16 |804040| 0A 00 | 10 | first level }} | {{OBDtr| 0x17E | int16 |804040| 0A 00 | 10 | first level where the animation is available }} | ||
{{OBDtr| 0x180 | uint8 |FF22FF| 01 | 1 | first "invulnerable" frame }} | {{OBDtr| 0x180 | uint8 |FF22FF| 01 | 1 | first "invulnerable" frame }} | ||
{{OBDtr| 0x181 | uint8 |FF22FF| 1C | 28 | last "invulnerable" frame }} | {{OBDtr| 0x181 | uint8 |FF22FF| 1C | 28 | last "invulnerable" frame }} | ||
{{OBDtr| 0x182 | uint8 |808080| 02 | 2 | | {{OBDtr| 0x182 | uint8 |808080| 02 | 2 | number of elements in the attack part }} | ||
{{OBDtr| 0x183 | uint8 |808080| 00 | 0 | | {{OBDtr| 0x183 | uint8 |808080| 00 | 0 | number of elements in the take damage part }} | ||
{{OBDtr| 0x184 | uint8 |FFAA82| 01 | 1 | | {{OBDtr| 0x184 | uint8 |FFAA82| 01 | 1 | number of elements in the motion blur part }} | ||
{{OBDtr| 0x185 | uint8 |FFAA82| 01 | 1 | | {{OBDtr| 0x185 | uint8 |FFAA82| 01 | 1 | number of elements in the shortcut part }} | ||
{{OBDtr| 0x186 | uint8 |00D900| 02 | 2 | | {{OBDtr| 0x186 | uint8 |00D900| 02 | 2 | number of elements in the footstep part }} | ||
{{OBDtr| 0x187 | uint8 |00D900| 04 | 4 | | {{OBDtr| 0x187 | uint8 |00D900| 04 | 4 | number of elements in the particle part }} | ||
{{OBDtr| 0x188 | char[24] |CACAFF| AD DE | dead | unused }} | {{OBDtr| 0x188 | char[24] |CACAFF| AD DE | dead | unused }} | ||
|} | |} | ||
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:That means that if a p_p_p or p_p_k animation follows after a p_p animation there will be no pause between them but for animations other than p_p_p and p_p_k there may be a pause of 'soft pause' frames between them. | :That means that if a p_p_p or p_p_k animation follows after a p_p animation there will be no pause between them but for animations other than p_p_p and p_p_k there may be a pause of 'soft pause' frames between them. | ||
; | |||
;Extent info | |||
:The extent information is used by the AI to figure out if an attack can reach the enemy. This information is only present/used if the animation contains attacks. | |||
;From state, to state, animation type, varient, shortcuts | |||
:These are used to find specific animations. Each character has a current animation state and a current varient. When the engine searches for an animation with a specific type it considers those that have a matching "from state" and "varient". For example both "comb_k_k" and "jump_fw_kick" animations have the type "kick" but one can be executed when the character is in the "standing" state and the other can be executed when the character is in "falling back" or "falling forward" states. | |||
: | |||
;Aiming Type | |||
:Aiming type is used to find the aiming animation in [[TRSC]] and normally it is the same as the animation type. In a couple of cases this type is "none" meaning that no aiming animation should be used. It is pretty much equivalent to setting the "don't aim" flag. | |||
: | |||
{{OBD_File_Footer | type=TRAM | prev=TRAC | next=TRAS | name=Totoro Animation Sequence | family=Character}} | {{OBD_File_Footer | type=TRAM | prev=TRAC | next=TRAS | name=Totoro Animation Sequence | family=Character}} |
edits