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OBD:TRAM: Difference between revisions

299 bytes removed ,  24 March 2007
m
danger etc
m (SCReam fix SCRamble, could be SCuRry, *who cares*? ^^)
m (danger etc)
Line 73: Line 73:
| BGCOLOR="#C8FFC8" | 90 00 08 00
| BGCOLOR="#C8FFC8" | 90 00 08 00
| attack,<br>atomic,<br>
| attack,<br>atomic,<br>
| ALIGN=LEFT | flags (listed in, e.g., anim_flags.[[OBD:StNA]])
| ALIGN=LEFT | flags (listed in, e.g., anim_flags.[[StNA]])
*0x'''01'''000000 - private1 (this bit is not animation related, it is used at runtime to mark that the animation was loaded)
*0x'''01'''000000 - private1 (this bit is not animation related, it is used at runtime to mark that the animation was loaded)
*0x'''02'''000000 - invulnerable
*0x'''02'''000000 - invulnerable
Line 153: Line 153:
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| 25.941187
| 25.941187
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | maximum "danger"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | DE E9 1A 40
| BGCOLOR="#B0C3D4" | DE E9 1A 40
| 2.420524
| 2.420524
| ALIGN=LEFT | unknown; always 1,000,000,000 if the attack part doesn't exist
| ALIGN=LEFT | "danger" min range (world units)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 95 34 D3 41
| BGCOLOR="#B0C3D4" | 95 34 D3 41
| 26.400675
| 26.400675
| ALIGN=LEFT | unknown; always -1,000,000,000 if the attack part doesn't exist
| ALIGN=LEFT | "danger" max range (world units)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| 25.941187
| 25.941187
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 0° (front)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| 25.941187
| 25.941187
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 10°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| 25.941187
| 25.941187
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 20°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| 25.941187
| 25.941187
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 30°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 9D E4 11 41
| BGCOLOR="#B0C3D4" | 9D E4 11 41
| 9.118314
| 9.118314
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 40°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 14 BA 04 41
| BGCOLOR="#B0C3D4" | 14 BA 04 41
| 8.295429
| 8.295429
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 50°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 6B 77 D4 40
| BGCOLOR="#B0C3D4" | 6B 77 D4 40
| 6.639577
| 6.639577
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 60°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 50 5A B3 40
| BGCOLOR="#B0C3D4" | 50 5A B3 40
| 5.604774
| 5.604774
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 70°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 74 4B 9C 40
| BGCOLOR="#B0C3D4" | 74 4B 9C 40
| 4.884211
| 4.884211
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 80°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | DF 37 87 40
| BGCOLOR="#B0C3D4" | DF 37 87 40
| 4.225570
| 4.225570
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 90° (left)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 70 75 84 40
| BGCOLOR="#B0C3D4" | 70 75 84 40
| 4.139336
| 4.139336
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 100°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 8E ED 6A 40
| BGCOLOR="#B0C3D4" | 8E ED 6A 40
| 3.670749
| 3.670749
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 110°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 16 40 5F 40
| BGCOLOR="#B0C3D4" | 16 40 5F 40
| 3.488286
| 3.488286
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 120°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 16 40 5F 40
| BGCOLOR="#B0C3D4" | 16 40 5F 40
| 3.488286
| 3.488286
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 130°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | BF CD 45 40
| BGCOLOR="#B0C3D4" | BF CD 45 40
| 3.090683
| 3.090683
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 140°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 34 2B 49 40
| BGCOLOR="#B0C3D4" | 34 2B 49 40
| 3.143262
| 3.143262
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 150°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 34 2B 49 40
| BGCOLOR="#B0C3D4" | 34 2B 49 40
| 3.143262
| 3.143262
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 160°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 34 2B 49 40
| BGCOLOR="#B0C3D4" | 34 2B 49 40
| 3.143262
| 3.143262
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 170°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 5A D8 6D 40
| BGCOLOR="#B0C3D4" | 5A D8 6D 40
| 3.716330
| 3.716330
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 180° (back)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 5A D8 6D 40
| BGCOLOR="#B0C3D4" | 5A D8 6D 40
| 3.716330
| 3.716330
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 190°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 5A D8 6D 40
| BGCOLOR="#B0C3D4" | 5A D8 6D 40
| 3.716330
| 3.716330
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 200°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 8F D9 96 40
| BGCOLOR="#B0C3D4" | 8F D9 96 40
| 4.714057
| 4.714057
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 210°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 8F D9 96 40
| BGCOLOR="#B0C3D4" | 8F D9 96 40
| 4.714057
| 4.714057
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 220°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | B7 7B AB 40
| BGCOLOR="#B0C3D4" | B7 7B AB 40
| 5.358852
| 5.358852
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 230°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | F0 81 BF 40
| BGCOLOR="#B0C3D4" | F0 81 BF 40
| 5.984612
| 5.984612
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 240°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 98 95 E3 40
| BGCOLOR="#B0C3D4" | 98 95 E3 40
| 7.112011
| 7.112011
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 250°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 98 95 E3 40
| BGCOLOR="#B0C3D4" | 98 95 E3 40
| 7.112011
| 7.112011
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 260°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 98 95 E3 40
| BGCOLOR="#B0C3D4" | 98 95 E3 40
| 7.112011
| 7.112011
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 270° (right)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 98 95 E3 40
| BGCOLOR="#B0C3D4" | 98 95 E3 40
| 7.112011
| 7.112011
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 280°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 98 95 E3 40
| BGCOLOR="#B0C3D4" | 98 95 E3 40
| 7.112011
| 7.112011
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 290°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 98 95 E3 40
| BGCOLOR="#B0C3D4" | 98 95 E3 40
| 7.112011
| 7.112011
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 300°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | ED E7 14 41
| BGCOLOR="#B0C3D4" | ED E7 14 41
| 9.306623
| 9.306623
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 310°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | D4 2E 9E 41
| BGCOLOR="#B0C3D4" | D4 2E 9E 41
| 19.772865
| 19.772865
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 320°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 8F FB CC 41
| BGCOLOR="#B0C3D4" | 8F FB CC 41
| 25.622831
| 25.622831
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 330°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| 25.941187
| 25.941187
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 340°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
| 25.941187
| 25.941187
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
| ALIGN=LEFT | "danger" at 350°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#E7CEA5" | 05 00
| BGCOLOR="#E7CEA5" | 05 00
Line 311: Line 311:
| ALIGN=LEFT | unknown; always -1 if the attack part doesn't exist
| ALIGN=LEFT | unknown; always -1 if the attack part doesn't exist
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFDDDD" | 00 00
| BGCOLOR="#FFDDDD" | 00
| 0
| ALIGN=LEFT | unknown; always zero
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFDDDD" | 00
| 0
| 0
| ALIGN=LEFT | unknown; always zero
| ALIGN=LEFT | unknown; always zero
Line 345: Line 349:
| BGCOLOR="#EBEBEB" | 2F 00
| BGCOLOR="#EBEBEB" | 2F 00
| 47
| 47
| ALIGN=LEFT | unknown
| ALIGN=LEFT | unknown (-1 if no attack part of if it's a "thrown" anim)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#8C8CCC" | 01
| BGCOLOR="#8C8CCC" | 01
Line 389: Line 393:
| BGCOLOR="#00C8FF" | 18 00 00 00
| BGCOLOR="#00C8FF" | 18 00 00 00
| 24
| 24
| ALIGN=LEFT | unknown; Oni Tools 1.51 says that  this is the size of the following extent part in the raw file; I doubt it; maybe it's the amount of packages
| ALIGN=LEFT | amount of packages of the extent part
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C80040" | E0 BB 80 00
| BGCOLOR="#C80040" | E0 BB 80 00
| 80 BB E0
| 80 BB E0
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/raw0x13C|extent part]] in the raw file
| ALIGN=LEFT | offset of [[OBD:TRAM/raw0x13C|extent part]] in raw/sep
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFCD96" COLSPAN=2 | <TT>konflash1</TT>
| BGCOLOR="#FFCD96" COLSPAN=2 | <TT>konflash1</TT>
Line 537: Line 541:
| ALIGN=LEFT | not used
| ALIGN=LEFT | not used
|}
|}
;Unknown stuff
;Direct links
:0x40 and 0x44 : how ''exactly'' do they work?
:0x40 and 0x44 : how ''exactly'' do they work?
:floats at 0x58-0xF3, non-zero for attack moves : hitboxes?
::Apparently, the punch/kick triggering has nothing to do with the field where the link is placed.
::(isn't ''everything'' from 0x58 to 0x14F attack-only?)
::Those anims are just "made available" (bypassing lookups), and the rest is handled "somehow"...
 
::(according to animtype of available anim and key pressed, maybe with some kind of transition)
;Notes to self, investigating...
::[[User:Geyser|geyser]] 06:28, 24 March 2007 (CET)
;0x58-0xF3 - danger zone
:Second and third floats seem to be ranges (moderate enough to be in regular world units).
:Last 36 are amounts/probabilities of damage in 36 equal sectors around the character.
::(often much too large to be ''ranges'' in world units)
:First float (at 0x58) looks like a normalisation constant: danger amount/normalisation = probability.
:If you're in one of the 36 angular sectors within the min and max ranges,
::dividing the danger amount by the normalisation gives you the probability of being hit.
:"Probably" ^^
::[[User:Geyser|geyser]] 06:28, 24 March 2007 (CET)
;0xF4-0x113 and 0x114-0x133
:similar to each other? not quite...
:exception for "thrown" anims = friend/foe distinction?
:maybe check IDs against [[OBD:BINA/OBJC/MELE|MELE]] stuff...
::[[User:Geyser|geyser]] 06:28, 24 March 2007 (CET)
;Rather old notes to self...
:0x164 is usually the same as 0x162 (type) except for :
:0x164 is usually the same as 0x162 (type) except for :
:*KONRIFrun_slide_getup, KONRIFrun_slide_run
:*KONRIFrun_slide_getup, KONRIFrun_slide_run