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{{OBD_File_Header|align=center|type=TRAM|prev=TRAC|next=TRAS|name=Totoro Animation Sequence|family=Character}} | {{OBD_File_Header | align=center | type=TRAM | prev=TRAC | next=TRAS | name=Totoro Animation Sequence | family=Character}} | ||
[[image:tram_all.gif]] | |||
{{Table}} | |||
{{OBDth}} | |||
{{OBDtr| 0x000 | res_id |FF0000| 01 49 07 00 | 1532 | 01865-KONCOMpunch_heavy.TRAM }} | |||
{{OBDtr| 0x004 | lev_id |FFFF00| 01 00 00 00 | 0 | level 0 }} | |||
{{OBDtr| 0x008 | int32 |FFC8C8| 00 00 00 00 | 0 | unknown; always zero }} | |||
{{OBDtr| 0x00C | offset |FFFFC8| A0 B4 80 00 | 00 80 B4 A0 | at this position starts the y-position part (heights) of the pelvis in the raw file }} | |||
{{OBDtr| 0x010 | offset |FFFFC8| E0 B5 80 00 | 00 80 B5 E0 | at this position starts the x-z-position part of the pelvis in the raw file }} | |||
{{OBDtr| 0x014 | offset |FFFFC8| 60 B8 80 00 | 00 80 B8 60 | at this position starts the attack part in the raw file }} | |||
{{OBDtr| 0x018 | offset |FFFFC8| 00 00 00 00 | unused | at this position starts the damage part in the raw file; only tgt throws use it (tgt = target) }} | |||
{{OBDtr| 0x1C | offset |FFFFC8| A0 B8 80 00 | 00 80 B8 A0 | at this position starts the motion blur part in the raw file }} | |||
{{OBDtr| 0x20 | offset |FFFFC8| C0 B8 80 00 | 00 80 B8 C0 | at this position starts the shortcut part in the raw file }} | |||
{{OBDtr| 0x24 | offset |FFFFC8| 00 00 00 00 | unused | at this position starts the throw part in the raw file }} | |||
{{OBDtr| 0x28 | offset |FFFFC8| E0 B8 80 00 | 00 80 B8 E0 | at this position starts the footstep part in the raw file }} | |||
{{OBDtr| 0x2C | offset |FFFFC8| 00 B9 80 00 | 00 80 B9 00 | at this position starts the particle part (trails, dust, etc.) in the raw file }} | |||
{{OBDtr| 0x30 | offset |FFFFC8| 60 B9 80 00 | 00 80 B9 60 | at this position starts the position part in the raw file }} | |||
{{OBDtr| 0x34 | offset |FFFFC8| 00 BD 80 00 | 00 80 BD 00 | at this position starts the bodyparts animation part in the raw file }} | |||
{{OBDtr| 0x38 | offset |FFFFC8| 00 00 00 00 | unused | at this position starts the sound part in the raw file }} | |||
{{OBDtr| 0x3C | bitset32 |C8FFC8| 90 00 08 00 | 144, 0, 8, 0| flags; they're stored in the anim_flags.[[OBD:StNA|StNA]] file; the following bits are possible /values in hex): | |||
: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'''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 | |||
}} | |||
{{OBDtr| 0x40 | link |C8FFFF| 00 00 00 00 | unused | direct animation 0 (link to another TRAM file) }} | |||
{{OBDtr| 0x44 | link |C8FFFF| 00 00 00 00 | unused | direct animation 1 (link to another TRAM file) }} | |||
|-valign=top | |||
|colspan=6|Example to the both rows above: | |||
01855-KONCOMcomb_p_p.TRAM links to: | |||
01856-KONCOMcomb_p_p_p.TRAM (direct animation 0) | |||
01857-KONCOMcomb_p_p_k.TRAM (direct animation 1) | |||
That means, that after Konokos second punch, Oni waits for a third punch or a kick. | |||
{{OBDtr| 0x48 | bitset32 |FFC8FF| 00 00 00 00 | 0 | used parts; legend is for original 19-bone chars; the following bist are possible (values in hex): | |||
: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. | |||
}} | |||
{{OBDtr| 0x4C | bitset |FFC8FF| 00 00 00 00 | 0 | replaced parts; same legend as above; only overlay TRAMs other than aiming-screen ones "replace" parts. }} | |||
{{OBDtr| 0x50 | float |FFC800| 00 00 00 00 | 0.000000 | final rotation in radians (for anims that make you turn) }} | |||
{{OBDtr| 0x54 | int16 |C800C8| 01 00 | 1 | move direction; the following directions are possible: | |||
:0 - nothing | |||
:1 - forward | |||
:2 - backward | |||
:3 - left | |||
:4 - right | |||
}} | |||
{{OBDtr| 0x56 | int16 |C800C8| 00 | 0 | }} | |||
{{OBDtr| 0x48 | bitset |FFC8FF| 00 | 0 | }} | |||
{{OBDtr| 0x48 | bitset |FFC8FF| 00 | 0 | }} | |||
{{OBDtr| 0x48 | bitset |FFC8FF| 00 | 0 | }} | |||
{{OBDtr| 0x48 | bitset |FFC8FF| 00 | 0 | }} | |||
{{OBDtr| 0x48 | bitset |FFC8FF| 00 | 0 | }} | |||
{{OBDtr| 0x48 | bitset |FFC8FF| 00 | 0 | }} | |||
{{OBDtr| 0x48 | bitset |FFC8FF| 00 | 0 | }} | |||
{{OBDtr| 0x48 | bitset |FFC8FF| 00 | 0 | }} | |||
{{OBDtr| 0x48 | bitset |FFC8FF| 00 | 0 | }} | |||
{{OBDtr| 0x48 | bitset |FFC8FF| 00 | 0 | }} | |||
{{OBDtr| 0x2C | offset |C8FFC8| | | }} | |||
{{OBDtr2| 0x04 | char[64]|C8FFC8| Easy | entry name }} | |||
|} | |||
{{OBD_File_Footer | type=TRAM | prev=TRAC | next=TRAS | name=Totoro Animation Sequence | family=Character}} | |||
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| attack,<br>atomic,<br> | | attack,<br>atomic,<br> | ||
| ALIGN=LEFT | flags (listed in, e.g., anim_flags.[[StNA]]) | | ALIGN=LEFT | flags (listed in, e.g., anim_flags.[[StNA]]) | ||
|- 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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