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XML:StNA: Difference between revisions

370 bytes removed ,  30 March 2021
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__TOC__
__TOC__


[[OBD:File_types|StNA files are obsolete.]] The flags became extracted from the Oni.exe and xml files.
StNA files [[OBD:File_types#Defunct_tags|are obsolete.]] However they were once used to store the names of all animation types, states and flags. The strings below were extracted from the Oni executable and from the three StNA files in level0_Final, and were helpful in understanding the animation system.


===animation flags===
===Animation flags===
<pre>
<pre>
HEX XML
HEX XML
Line 33: Line 33:
000080 NoAIPickup</pre>
000080 NoAIPickup</pre>


 
===Animation states===
===animation states===
<pre>
<pre>
# HEX XML BSL notes
# HEX XML BSL notes
Line 108: Line 107:
68 44 Powerup Powerup
68 44 Powerup Powerup
69 45 Thunderbolt Thunderbolt</pre>
69 45 Thunderbolt Thunderbolt</pre>
<!-- test
46 70-->


===animation types===
===Animation types===
<pre>
<pre>
# HEX XML BSL
# HEX XML BSL
Line 349: Line 346:
232 E8 HitOverlayAI Hit_Overlay_AI not used * **
232 E8 HitOverlayAI Hit_Overlay_AI not used * **
</pre>
</pre>
: * used tool for flag search: [http://mods.oni2.net/node/184 XMLEquality]
: * Tool used for flag searches: [http://mods.oni2.net/node/184 XMLEquality].
: ** applicability not tested
: ** Applicability not tested.
 
 
===Talk===
====unused types====
If unused types are still recognized by engine we could try to apply new animations to them. For example additional throws with Thrown9, Thrown14, and Thrown17.
 
 
====Console_Punch====
* KONOKOconsole_punch (35 frames) is a stretched KONCOMcomb_p clone (16 frames)
* the game doesn't use this file so the type could be also considered as "unused"
* the question remains what this animation was used for; Loser suggests that it was "probably meant to be used for [[XML:BINA/OBJC/CONS#tags|''pushbutton'' type of consoles]]"


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