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OBD:TRAM: Difference between revisions

956 bytes added ,  1 February 2007
m
bitsets ^^
mNo edit summary
m (bitsets ^^)
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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> TRAM File
{{OBD_File_Header|align=center|type=TRAM|prev=TRAC|next=TRAS|name=Totoro Animation Sequence|family=Character}}
 
 
<CENTER>[[OBD:TRAC|<==]] <FONT SIZE=5>TRAM File</FONT> [[OBD:TRAS|==>]]<BR>
<FONT SIZE=2>Totoro Animation Sequence - Character File</FONT></CENTER>




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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFC8" | 90 00 08 00
| BGCOLOR="#C8FFC8" | 90 00 08 00
| unknown
| attack,<br>atomic,<br>
| ALIGN=LEFT | flags; Oni read it in this way: 00 08 00 90 = 80090; I would read it as four seperate bytes: 90, 00, 08, 00 (in dec: 144, 0, 8, 0)
| ALIGN=LEFT | flags (listed in, e.g., anim_flags.[[OBD:StNA]])
*0x'''01'''000000 - private1
*0x'''02'''000000 - invulnerable
*0x'''04'''000000 - blockHigh
*0x'''08'''000000 - blockLow
*0x'''10'''000000 - attack
*0x'''20'''000000 - dropWeapon
*0x'''40'''000000 - inAir
*0x'''80'''000000 - atomic
*0x00'''01'''0000 - noTurn
*0x00'''02'''0000 - attackForward
*0x00'''04'''0000 - attackLeft
*0x00'''08'''0000 - attackRight
*0x00'''10'''0000 - attackBackward
*0x00'''20'''0000 - overlay
*0x00'''40'''0000 - dontInterpolateVelocity
*0x00'''80'''0000 - throwSource
*0x0000'''01'''00 - throwTarget
*0x0000'''02'''00 - realWorld
*0x0000'''04'''00 - doAim
*0x0000'''08'''00 - dontAim
*0x0000'''10'''00 - canPickup
*0x0000'''20'''00 - aim360
*0x0000'''40'''00 - disableShield
*0x0000'''80'''00 - noAIPickup
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFFF" | 00 00 00 00
| BGCOLOR="#C8FFFF" | 00 00 00 00
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8FF" | 00 00 00 00
| BGCOLOR="#FFC8FF" | 00 00 00 00
| unknown
| no "used parts"
| ALIGN=LEFT | used parts; Oni reads it as in the light green coloured field above; I would read it as four seperate bytes
| ALIGN=LEFT | "used parts" bitset. Legend is for original 19-bone chars.
*0x'''01'''000000 - pelvis
*0x'''02'''000000 - left thigh
*0x'''04'''000000 - left calf
*0x'''08'''000000 - left foot
*0x'''10'''000000 - right thigh
*0x'''20'''000000 - right calf
*0x'''40'''000000 - right foot
*0x'''80'''000000 - mid
*0x00'''01'''0000 - chest
*0x00'''02'''0000 - neck
*0x00'''04'''0000 - head
*0x00'''08'''0000 - left shoulder
*0x00'''10'''0000 - left arm
*0x00'''20'''0000 - left wrist
*0x00'''40'''0000 - left fist
*0x00'''80'''0000 - right shoulder
*0x0000'''01'''00 - right arm
*0x0000'''02'''00 - right wrist
*0x0000'''04'''00 - right fist
Aiming screen TRAMs "use" several bones here. Other overlay TRAMs use only "chest". Non-overlay TRAMs use none.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8FF" | 00 00 00 00
| BGCOLOR="#FFC8FF" | 00 00 00 00
| unknown
| no "replaced parts"
| ALIGN=LEFT | replace parts; Oni reads it as in the light green coloured field above; I would read it as four seperate bytes
| ALIGN=LEFT | "replaced parts" bitset. Same legend as above. Only overlay TRAMs other than aiming-screen ones "replace" parts.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC800" | 00 00 00 00
| BGCOLOR="#FFC800" | 00 00 00 00
| 0.000000
| 0.000000
| ALIGN=LEFT | final rotation; stored as multiples of the number "pi" (3.141592...)
| ALIGN=LEFT | final rotation in radians (for anims that make you turn)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 01 00
| BGCOLOR="#C800C8" | 01 00
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|}
|}
;Unknown stuff
;Unknown stuff
:0x3C and 0x3E : 2 shorts? or 4 bytes/bitsets?
:(looks like there are very few different values...)
:0x40 and 0x44 : how ''exactly'' do they work?
:0x40 and 0x44 : how ''exactly'' do they work?
:0x48 and 0x4C (only used for overlay anims!)
:floats at 0x58-0xF3, non-zero for attack moves : hitboxes?
:floats at 0x58-0xF3, non-zero for attack moves : hitboxes?
:(isn't ''everything'' from 0x58 to 0x14F attack-only?)
::(isn't ''everything'' from 0x58 to 0x14F attack-only?)


;Notes to self, investigating...
;Notes to self, investigating...
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<HR>
----
<CENTER>[[OBD:TRAC|<==]] <B>TRAM File</B> [[OBD:TRAS|==>]]</CENTER>
----
<HR>
{{OBD_File_Footer|align=center|type=TRAM|prev=TRAC|next=TRAS|name=Totoro Animation Sequence|family=Character}}
 
 
[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> TRAM File