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OBD:TRAM: Difference between revisions

23 bytes added ,  27 October 2023
m
wording, formatting, added some section links
(flags: brought in notes from Loser on the talk page, plus elaborations of my own)
m (wording, formatting, added some section links)
 
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[[image:tram_all.gif]]
[[Image:Tram_all.gif]]




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}}
}}
{{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
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:0x00'''02'''0000 - right wrist
:0x00'''02'''0000 - right wrist
:0x00'''04'''0000 - right fist
:0x00'''04'''0000 - 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.
}}
}}
{{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| 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:
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: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 <nowiki>=</nowiki> superpunch | vocalization type (-1 if unused); references one of the 10 vocalization slots in [[OBD:ONCC|ONCC]]
{{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
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: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 }}
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{{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 (initialised from [[OBD:BINA/SABD|SABD]])}}
{{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 (initialised from SABD) }}
{{OBDtr| 0x15C | int16    |D0C0AF| 00 00      | 0          | runtime only; sound start frame (from SABD) }}
{{OBDtr| 0x15E | int16    |D0C0AF| 3C 00      | 60          | animation frame rate (typically 60 frames per second) }}
{{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 anim_types.[[OBD:StNA|StNA]]) }}
{{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 bodyparts }}
{{OBDtr| 0x16A | int16    |C0C0C0| 13 00      | 19          | number of body parts }}
{{OBDtr| 0x16C | int16    |FF0080| 50 00      | 80          | number of frames (at possibly custom frame rate) }}
{{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; possibly for [[:Image:Pre-beta enigma 5.png|rocket launchers]])
: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)
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{{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      | maximal interpolation }}
{{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) }}
|}
|}
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==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 60fps as an animation's frame rate. If the framerate can be reduced, the limiting time amounts will increase accordingly.)
:(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 = 546.1<span style="text-decoration:overline;">3</span> seconds = 9 m 6.1<span style="text-decoration:overline;">3</span> s. Oni has other contexts where frame counts are stored as 16-bit integers, e.g., [[OBD:SNDD|SNDD]] and [[OBD:OBAN|OBAN]].
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 = 2.11<span style="text-decoration:overline;">6</span> seconds).<br />The contexts where 8-bit frame counts occur are as follows.
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)
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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 8.6<span style="text-decoration:overline;">3</span> 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.
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==
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{{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) }}
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{{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 anim_types.[[OBD:StNA|StNA]]) }}
{{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 (frame rate hardcoded at 60 Hz) }}
{{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 }}
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{{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 bodyparts? }}
{{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) }}
|}
|}
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|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|
|°E°°°°°° ÏAÞé°@
|ºEºººººº ÏAÞéº@
}}
}}
{{HexRow|0x010|
{{HexRow|0x010|
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|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|
ÏA°°°°°°°°°°°°
ÏAºººººººººººº
}}
}}
{{HexRow|0x030|
{{HexRow|0x030|
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|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|
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|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|
|°°°°°°°°konflash
|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|
|1°°°°°°°°°°°°°°°
|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
}}
}}
|}
|}