18,700
edits
(flags: brought in notes from Loser on the talk page, plus elaborations of my own) |
m (wording, formatting, added some section links) |
||
Line 2: | Line 2: | ||
[[ | [[Image:Tram_all.gif]] | ||
Line 85: | Line 85: | ||
}} | }} | ||
{{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); see {{SectionLink||Direct links}} }} | ||
{{OBDtr| 0x048 | bitset32 |FFC8FF| 00 00 00 00 | 0 | used body parts; for original 19-bone hierarchy the bit layout is as follows: | {{OBDtr| 0x048 | bitset32 |FFC8FF| 00 00 00 00 | 0 | used body parts; for original 19-bone hierarchy the bit layout is as follows: | ||
:0x000000'''01''' - pelvis | :0x000000'''01''' - pelvis | ||
Line 106: | Line 106: | ||
:0x00'''02'''0000 - right wrist | :0x00'''02'''0000 - right wrist | ||
:0x00'''04'''0000 - right fist | :0x00'''04'''0000 - right fist | ||
Aiming screen TRAMs | Aiming screen TRAMs use several bones here. Other overlay TRAMs use only "chest". Non-overlay TRAMs use none. | ||
}} | }} | ||
{{OBDtr| 0x04C | bitset32 |FFC8FF| 00 00 00 00 | 0 | replaced parts; same bitset layout as above; only overlay TRAMs other than aiming-screen ones | {{OBDtr| 0x04C | bitset32 |FFC8FF| 00 00 00 00 | 0 | replaced parts; same bitset layout as above; only overlay TRAMs other than aiming-screen ones replace parts. }} | ||
{{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 | main moving direction; the following directions are possible: | {{OBDtr| 0x054 | int16 |C800C8| 01 00 | 1 | main moving direction; the following directions are possible: | ||
Line 116: | Line 116: | ||
:3 - left | :3 - left | ||
:4 - right | :4 - right | ||
:5 - 360 (unused?) | :5 - 360 (unused? even Devil Spin Kick uses "forward") | ||
}} | }} | ||
{{OBDtr| 0x056 | uint16 |C87C64| 06 00 | 6 | {{OBDtr| 0x056 | uint16 |C87C64| 06 00 | 6 | vocalization type (-1 if unused); references one of the 10 vocalization slots in [[OBD:ONCC|ONCC]] | ||
:0 - taunt | :0 - taunt | ||
:1 - alert | :1 - alert | ||
Line 130: | Line 130: | ||
:9 - super4 | :9 - super4 | ||
In this case the value 6 triggers Konoko's "superpunch" vocalization, "Rising fury!" }} | In this case the value 6 triggers Konoko's "superpunch" vocalization, "Rising fury!" }} | ||
{{OBDtrBK|Extent info}} | {{OBDtrBK|Extent info}}<br>See {{SectionLink||Extent info}} for explanation | ||
{{OBDtr| 0x058 | float |B0C3D4| 8D 87 CF 41 | 25.941187 | max horizontal extent of the attack }} | {{OBDtr| 0x058 | float |B0C3D4| 8D 87 CF 41 | 25.941187 | max horizontal extent of the attack }} | ||
{{OBDtr| 0x05C | float |B0C3D4| DE E9 1A 40 | 2.420524 | min Y of the attack }} | {{OBDtr| 0x05C | float |B0C3D4| DE E9 1A 40 | 2.420524 | min Y of the attack }} | ||
Line 174: | Line 174: | ||
{{OBDtr| 0x152 | uint16 |C8C864| 12 00 | 18 | soft pause in game ticks (1/60 seconds) }} | {{OBDtr| 0x152 | uint16 |C8C864| 12 00 | 18 | soft pause in game ticks (1/60 seconds) }} | ||
{{OBDtr| 0x154 | int32 |0096C8| 00 00 00 00 | 0 | number of elements in the sound part }} | {{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 only; pointer to the sound for this animation ( | {{OBDtr| 0x158 | int32 |FF80C0| 00 00 00 00 | 0 | runtime only; pointer to the sound for this animation (from [[OBD:BINA/SABD|SABD]])}} | ||
{{OBDtr| 0x15C | int16 |D0C0AF| 00 00 | 0 | runtime only; sound start frame ( | {{OBDtr| 0x15C | int16 |D0C0AF| 00 00 | 0 | runtime only; sound start frame (from SABD) }} | ||
{{OBDtr| 0x15E | int16 |D0C0AF| 3C 00 | 60 | animation frame rate ( | {{OBDtr| 0x15E | int16 |D0C0AF| 3C 00 | 60 | animation frame rate (always 60?) }} | ||
{{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 | {{OBDtr| 0x162 | int16 |EEDDFF| 16 00 | 22 | animation type (from [[XML:StNA|StNA]]) }} | ||
{{OBDtr| 0x164 | int16 |C5FF8A| 16 00 | 22 | aiming type }} | {{OBDtr| 0x164 | int16 |C5FF8A| 16 00 | 22 | aiming type from StNA }} | ||
{{OBDtr| 0x166 | int16 |C5FF8A| 00 00 | 0 | from state }} | {{OBDtr| 0x166 | int16 |C5FF8A| 00 00 | 0 | from state; see {{SectionLink||From state, to state, animation type, variant, shortcuts}} }} | ||
{{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 | number of | {{OBDtr| 0x16A | int16 |C0C0C0| 13 00 | 19 | number of body parts }} | ||
{{OBDtr| 0x16C | int16 |FF0080| 50 00 | 80 | number of frames | {{OBDtr| 0x16C | int16 |FF0080| 50 00 | 80 | number of frames }} | ||
{{OBDtr| 0x16E | int16 |FF0080| 50 00 | 80 | duration in game ticks (1/60 seconds) }} | {{OBDtr| 0x16E | int16 |FF0080| 50 00 | 80 | duration in game ticks (1/60 seconds) }} | ||
{{OBDtr| 0x170 | bitset16 |FFFFA6| 00 02 | 0x0200 <nowiki>=</nowiki> COM| variant, the following bits are possible (values in hex): | {{OBDtr| 0x170 | bitset16 |FFFFA6| 00 02 | 0x0200 <nowiki>=</nowiki> COM| variant, the following bits are possible (values in hex): | ||
:0x'''01'''00 - "sprint" ('''SPR'''int animation) | :0x'''01'''00 - "sprint" ('''SPR'''int animation) | ||
:0x'''02'''00 - "fight" ('''COM'''bat animation) | :0x'''02'''00 - "fight" ('''COM'''bat animation) | ||
:0x'''04'''00 - "shoulder" (not used by the engine; | :0x'''04'''00 - "shoulder" (not used by the engine; apparently used at one time for weapons like [[:Image:Pre-beta enigma 5.png|rocket launchers]]) | ||
:0x'''08'''00 - "righty pistol" ('''PIS'''tol animation) | :0x'''08'''00 - "righty pistol" ('''PIS'''tol animation) | ||
:0x'''10'''00 - "lefty pistol" ('''NIN'''ja '''PIS'''tol animation) | :0x'''10'''00 - "lefty pistol" ('''NIN'''ja '''PIS'''tol animation) | ||
Line 199: | Line 199: | ||
{{OBDtr| 0x176 | uint16 |71FFB8| FF FF | 65535 | atomic end }} | {{OBDtr| 0x176 | uint16 |71FFB8| FF FF | 65535 | atomic end }} | ||
{{OBDtr| 0x178 | uint16 |0000BF| 00 00 | 0 | end interpolation }} | {{OBDtr| 0x178 | uint16 |0000BF| 00 00 | 0 | end interpolation }} | ||
{{OBDtr| 0x17A | uint16 |0000BF| FF FF | 65535 | | {{OBDtr| 0x17A | uint16 |0000BF| FF FF | 65535 | maximum interpolation }} | ||
{{OBDtr| 0x17C | uint16 |804040| FF FF | 65535 | action frame }} | {{OBDtr| 0x17C | uint16 |804040| FF FF | 65535 | action frame; e.g. when weapon theft occurs in a disarm anim }} | ||
{{OBDtr| 0x17E | uint16 |804040| 0A 00 | 10 | first level where the animation is available }} | {{OBDtr| 0x17E | uint16 |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 | number of elements in the attack part }} | {{OBDtr| 0x182 | uint8 |808080| 02 | 2 | number of elements in the attack part above }} | ||
{{OBDtr| 0x183 | uint8 |808080| 00 | 0 | number of elements in the take damage part }} | {{OBDtr| 0x183 | uint8 |808080| 00 | 0 | number of elements in the take damage part above }} | ||
{{OBDtr| 0x184 | uint8 |FFAA82| 01 | 1 | number of elements in the motion blur part }} | {{OBDtr| 0x184 | uint8 |FFAA82| 01 | 1 | number of elements in the motion blur part above }} | ||
{{OBDtr| 0x185 | uint8 |FFAA82| 01 | 1 | number of elements in the shortcut part }} | {{OBDtr| 0x185 | uint8 |FFAA82| 01 | 1 | number of elements in the shortcut part above }} | ||
{{OBDtr| 0x186 | uint8 |00D900| 02 | 2 | number of elements in the footstep part }} | {{OBDtr| 0x186 | uint8 |00D900| 02 | 2 | number of elements in the footstep part above }} | ||
{{OBDtr| 0x187 | uint8 |00D900| 04 | 4 | number of elements in the particle part }} | {{OBDtr| 0x187 | uint8 |00D900| 04 | 4 | number of elements in the particle part above }} | ||
{{OBDtr| 0x188 | char[24] |CACAFF| AD DE | dead | unused (not part of the template) }} | {{OBDtr| 0x188 | char[24] |CACAFF| AD DE | dead | unused (not part of the template) }} | ||
|} | |} | ||
Line 248: | Line 248: | ||
==Limitations on animation length== | ==Limitations on animation length== | ||
Frame counts in Oni's TRAM are either absolute frame counts since the beginning of the animation, or intervals between events or keyframes. | Frame counts in Oni's TRAM are either absolute frame counts since the beginning of the animation, or intervals between events or keyframes. | ||
:(The following analysis assumes | :(The following analysis assumes 60 fps as an animation's frame rate. If the frame rate can be reduced, the limiting time amounts will increase accordingly.) | ||
===16-bit frame counts=== | ===16-bit frame counts=== | ||
Most typically a frame count is an unsigned 16-bit integer, which allows for a comfortable range of 65535 frames = 1092.25 seconds = 18 m 12.25 s. Even if the integer is accidentally parsed as 16-bit ''signed'', the wraparound to negative values only happens after 32767 frames = 546. | Most typically a frame count is an unsigned 16-bit integer, which allows for a comfortable range of 65535 frames = 1092.25 seconds = 18 m 12.25 s. Even if the integer is accidentally parsed as 16-bit ''signed'', the wraparound to negative values only happens after 32767 frames = 546.13̅ seconds = 9 m 6.13̅ s. Oni has other contexts where frame counts are stored as 16-bit integers, e.g., [[OBD:SNDD|SNDD]] and [[OBD:OBAN|OBAN]]. | ||
===8-bit frame counts=== | ===8-bit frame counts=== | ||
Some of the frame counts inside a TRAM are stored as 8-bit integers (unsigned), which reduces the range to 255 frames = 4.25 seconds (or, in the event of signed interpretation, 127 frames = 2. | Some of the frame counts inside a TRAM are stored as 8-bit integers (unsigned), which reduces the range to 255 frames = 4.25 seconds (or, in the event of signed interpretation, 127 frames = 2.116̅ seconds).<br> | ||
The contexts where 8-bit frame counts occur are as follows. | |||
*[[OBD:TRAM/raw0x1C|Motion blur]], "Lifetime" and "Interval", meaning that "ghosts" can be spawned no more than 4.25 seconds apart and can last no more than 4.25 seconds before disappearing (LIMITATION SEVERITY: MINOR) | *[[OBD:TRAM/raw0x1C|Motion blur]], "Lifetime" and "Interval", meaning that "ghosts" can be spawned no more than 4.25 seconds apart and can last no more than 4.25 seconds before disappearing (LIMITATION SEVERITY: MINOR) | ||
*[[OBD:TRAM/raw0x34|Rotation data]], intervals between a bone's keyframes, meaning that rotation keyframes for a bone cannot be more than 4.25 seconds apart. (LIMITATION SEVERITY: MINOR) | *[[OBD:TRAM/raw0x34|Rotation data]], intervals between a bone's keyframes, meaning that rotation keyframes for a bone cannot be more than 4.25 seconds apart. (LIMITATION SEVERITY: MINOR) | ||
Line 268: | Line 270: | ||
For a size-6 animation, the "average N" for the first 18 tracks cannot exceed 518.96, so that 126N+108 stays below 65497. For a size-16 animation, this "average N" for the first 18 tracks must not exceed 213.1013, so that 306N+288 stays below 65497. | For a size-6 animation, the "average N" for the first 18 tracks cannot exceed 518.96, so that 126N+108 stays below 65497. For a size-16 animation, this "average N" for the first 18 tracks must not exceed 213.1013, so that 306N+288 stays below 65497. | ||
For an animation that has a keyframe for every bone at each game tick, a 518-frame duration corresponds to 8. | For an animation that has a keyframe for every bone at each game tick, a 518-frame duration corresponds to 8.63̅ seconds, whereas 213 frames = 3.55 seconds. Typically, however, rotation tracks will have significant keyframe reduction, e.g., Konoko's "Rising Fury!" lasts 80 frames but the pelvis rotation has only 23 keyframe intervals. Assuming 4:1 keyframe reduction for typical animations, this means that the 16-bit offset won't be an issue (for size-6 animations) unless the animation is longer than about 30 seconds. | ||
==PS2 implementation== | ==PS2 implementation== | ||
Line 331: | Line 333: | ||
{{OBDtr| 0x020 | offset |FFFFC8| C0 F4 0F 00 | 0x000FF4C0 | .raw-address of the [[OBD:TRAM/raw0x30|position data]] (for basic prediction) }} | {{OBDtr| 0x020 | offset |FFFFC8| C0 F4 0F 00 | 0x000FF4C0 | .raw-address of the [[OBD:TRAM/raw0x30|position data]] (for basic prediction) }} | ||
{{OBDtr| 0x024 | offset |FFFFC8| 40 F7 0F 00 | 0x000FF740 | .raw-address of the [[OBD:TRAM/raw0x34|rotations]] (of all body parts) }} | {{OBDtr| 0x024 | offset |FFFFC8| 40 F7 0F 00 | 0x000FF740 | .raw-address of the [[OBD:TRAM/raw0x34|rotations]] (of all body parts) }} | ||
{{OBDtr| 0x028 | bitset32 |C8FFC8| 90 00 08 00 | attack, atomic, dontAim| flags (same as PC/Mac 0x03C) }} | {{OBDtr| 0x028 | bitset32 |C8FFC8| 90 00 08 00 | attack, atomic, dontAim | flags (same as PC/Mac 0x03C) }} | ||
{{OBDtr| 0x02C | bitset32 |FFC8FF| 00 00 00 00 | 0 | used body parts; used mostly by aiming overlays (same as PC/Mac 0x048) }} | {{OBDtr| 0x02C | bitset32 |FFC8FF| 00 00 00 00 | 0 | used body parts; used mostly by aiming overlays (same as PC/Mac 0x048) }} | ||
{{OBDtr| 0x030 | bitset32 |FFC8FF| 00 00 00 00 | 0 | replaced parts; used by non-aiming overlays (same as PC/Mac 0x04C) }} | {{OBDtr| 0x030 | bitset32 |FFC8FF| 00 00 00 00 | 0 | replaced parts; used by non-aiming overlays (same as PC/Mac 0x04C) }} | ||
Line 337: | Line 339: | ||
{{OBDtr| 0x036 | int16 |FF00FF| 00 00 | 1 | unknown }} | {{OBDtr| 0x036 | int16 |FF00FF| 00 00 | 1 | unknown }} | ||
{{OBDtr| 0x038 | int16 |EEDDFF| 06 00 | 6 | compression size }} | {{OBDtr| 0x038 | int16 |EEDDFF| 06 00 | 6 | compression size }} | ||
{{OBDtr| 0x03A | int16 |EEDDFF| 16 00 | 22 | animation type (from | {{OBDtr| 0x03A | int16 |EEDDFF| 16 00 | 22 | animation type (from [[XML:StNA|StNA]]) }} | ||
{{OBDtr| 0x03C | int16 |C5FF8A| 16 00 | 22 | aiming type }} | {{OBDtr| 0x03C | int16 |C5FF8A| 16 00 | 22 | aiming type }} | ||
{{OBDtr| 0x03E | int16 |C5FF8A| 00 00 | 0 | from state }} | {{OBDtr| 0x03E | int16 |C5FF8A| 00 00 | 0 | from state }} | ||
{{OBDtr| 0x040 | int16 |C0C0C0| 07 00 | 7 | to state }} | {{OBDtr| 0x040 | int16 |C0C0C0| 07 00 | 7 | to state }} | ||
{{OBDtr| 0x042 | int16 |FF0080| 50 00 | 80 | number of frames ( | {{OBDtr| 0x042 | int16 |FF0080| 50 00 | 80 | number of frames (animations are locked to 60 fps) }} | ||
{{OBDtr| 0x044 | bitset16 |FFFFA6| 00 02 | 0x0200 <nowiki>=</nowiki> COM| variant (same as PC/Mac 0x170) }} | {{OBDtr| 0x044 | bitset16 |FFFFA6| 00 02 | 0x0200 <nowiki>=</nowiki> COM| variant (same as PC/Mac 0x170) }} | ||
{{OBDtr| 0x046 | char[2] |FFFFA6| AD DE | dead | "varient end"; ignored by the engine }} | {{OBDtr| 0x046 | char[2] |FFFFA6| AD DE | dead | "varient end"; ignored by the engine }} | ||
Line 349: | Line 351: | ||
{{OBDtr| 0x04D | uint8 |FFAA82| 01 | 1 | number of elements in the shortcut part }} | {{OBDtr| 0x04D | uint8 |FFAA82| 01 | 1 | number of elements in the shortcut part }} | ||
{{OBDtr| 0x04E | uint8 |00D900| 02 | 2 | number of elements in the footstep part }} | {{OBDtr| 0x04E | uint8 |00D900| 02 | 2 | number of elements in the footstep part }} | ||
{{OBDtr| 0x04F | uint8 |C0C0C0| 13 | 19 | number of | {{OBDtr| 0x04F | uint8 |C0C0C0| 13 | 19 | number of body parts? }} | ||
{{OBDtr| 0x050 | char[16] |CACAFF| AD DE | dead | unused (not part of the template) }} | {{OBDtr| 0x050 | char[16] |CACAFF| AD DE | dead | unused (not part of the template) }} | ||
|} | |} | ||
Line 364: | Line 366: | ||
|00|00|00|00|FF|FF|FF|FF|C3|C3|C3|C3|C3|C3|C3|C3| | |00|00|00|00|FF|FF|FF|FF|C3|C3|C3|C3|C3|C3|C3|C3| | ||
|00|00|00|00|00|00|00|00|D4|D4|D4|D4|D4|D4|D4|D4| | |00|00|00|00|00|00|00|00|D4|D4|D4|D4|D4|D4|D4|D4| | ||
| | |ºEºººººº ÏAÞéº@ | ||
}} | }} | ||
{{HexRow|0x010| | {{HexRow|0x010| | ||
Line 378: | Line 380: | ||
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | |C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | ||
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | |D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | ||
| | | ÏAºººººººººººº | ||
}} | }} | ||
{{HexRow|0x030| | {{HexRow|0x030| | ||
Line 385: | Line 387: | ||
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | |C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | ||
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | |D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x040| | {{HexRow|0x040| | ||
Line 392: | Line 394: | ||
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | |C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | ||
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | |D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x050| | {{HexRow|0x050| | ||
Line 399: | Line 401: | ||
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | |C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | ||
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | |D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x0060| | {{HexRow|0x0060| | ||
Line 406: | Line 408: | ||
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | |C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | ||
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | |D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x070| | {{HexRow|0x070| | ||
Line 413: | Line 415: | ||
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | |C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | ||
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | |D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x080| | {{HexRow|0x080| | ||
Line 420: | Line 422: | ||
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | |C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | ||
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | |D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x090| | {{HexRow|0x090| | ||
Line 427: | Line 429: | ||
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | |C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3| | ||
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | |D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x0A0| | {{HexRow|0x0A0| | ||
Line 434: | Line 436: | ||
|C3|C3|C3|C3|CE|CE|DD|DD|AA|AA|AA|AA|AA|AA|AA|AA| | |C3|C3|C3|C3|CE|CE|DD|DD|AA|AA|AA|AA|AA|AA|AA|AA| | ||
|D4|D4|D4|D4|A5|A5|DD|DD|AA|AA|AA|AA|AA|AA|AA|AA| | |D4|D4|D4|D4|A5|A5|DD|DD|AA|AA|AA|AA|AA|AA|AA|AA| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x0B0| | {{HexRow|0x0B0| | ||
Line 441: | Line 443: | ||
|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA| | |AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA| | ||
|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA| | |AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x0C0| | {{HexRow|0x0C0| | ||
Line 448: | Line 450: | ||
|AA|AA|AA|AA|EB|EB|8C|00|F0|F0|F0|F0|F0|F0|F0|F0| | |AA|AA|AA|AA|EB|EB|8C|00|F0|F0|F0|F0|F0|F0|F0|F0| | ||
|AA|AA|AA|AA|EB|EB|CC|C8|96|96|96|96|96|96|96|96| | |AA|AA|AA|AA|EB|EB|CC|C8|96|96|96|96|96|96|96|96| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x0D0| | {{HexRow|0x0D0| | ||
Line 455: | Line 457: | ||
|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0| | |F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0| | ||
|96|96|96|96|96|96|96|96|96|96|96|96|96|96|96|96| | |96|96|96|96|96|96|96|96|96|96|96|96|96|96|96|96| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x0E0| | {{HexRow|0x0E0| | ||
Line 462: | Line 464: | ||
|F0|F0|F0|F0|C8|C8|C8|C8|C8|C8|C8|C8|00|00|00|00| | |F0|F0|F0|F0|C8|C8|C8|C8|C8|C8|C8|C8|00|00|00|00| | ||
|96|96|96|96|64|64|64|64|FF|FF|FF|FF|40|40|40|40| | |96|96|96|96|64|64|64|64|FF|FF|FF|FF|40|40|40|40| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x0F0| | {{HexRow|0x0F0| | ||
Line 469: | Line 471: | ||
|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF| | |FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF| | ||
|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8| | |C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x100| | {{HexRow|0x100| | ||
Line 476: | Line 478: | ||
|FF|FF|FF|FF|FF|FF|FF|FF|CD|CD|CD|CD|CD|CD|CD|CD| | |FF|FF|FF|FF|FF|FF|FF|FF|CD|CD|CD|CD|CD|CD|CD|CD| | ||
|C8|C8|C8|C8|C8|C8|C8|C8|96|96|96|96|96|96|96|96| | |C8|C8|C8|C8|C8|C8|C8|C8|96|96|96|96|96|96|96|96| | ||
| | |ººººººººkonflash | ||
}} | }} | ||
{{HexRow|0x110| | {{HexRow|0x110| | ||
Line 483: | Line 485: | ||
|CD|CD|CD|CD|CD|CD|CD|CD|FF|FF|FF|FF|FF|FF|FF|FF| | |CD|CD|CD|CD|CD|CD|CD|CD|FF|FF|FF|FF|FF|FF|FF|FF| | ||
|96|96|96|96|96|96|96|96|FF|FF|FF|FF|FF|FF|FF|FF| | |96|96|96|96|96|96|96|96|FF|FF|FF|FF|FF|FF|FF|FF| | ||
| | |1ººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x120| | {{HexRow|0x120| | ||
Line 490: | Line 492: | ||
|C8|C8|C8|C8|96|96|96|96|80|80|80|80|C8|C8|C8|C8| | |C8|C8|C8|C8|96|96|96|96|80|80|80|80|C8|C8|C8|C8| | ||
|00|00|00|00|C8|C8|C8|C8|C0|C0|C0|C0|64|64|64|64| | |00|00|00|00|C8|C8|C8|C8|C0|C0|C0|C0|64|64|64|64| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
{{HexRow|0x130| | {{HexRow|0x130| | ||
Line 497: | Line 499: | ||
|40|40|40|40|7C|7C|80|80|AA|D9|22|22|CA|CA|CA|CA| | |40|40|40|40|7C|7C|80|80|AA|D9|22|22|CA|CA|CA|CA| | ||
|40|40|40|40|64|64|80|80|82|00|FF|FF|FF|FF|FF|FF| | |40|40|40|40|64|64|80|80|82|00|FF|FF|FF|FF|FF|FF| | ||
| | |ºººººººººººººººº | ||
}} | }} | ||
|} | |} |