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OBD:TRAM: Difference between revisions

4,869 bytes added ,  13 September 2007
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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]])
*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
|- 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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