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OBD:TRAM: Difference between revisions

91 bytes added ,  28 December 2007
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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) }}
|-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| 0x048 | bitset32 |FFC8FF| 00 00 00 00 | 0          | used parts; legend is for original 19-bone chars; the following bist are possible (values in hex):
{{OBDtr| 0x048 | bitset32 |FFC8FF| 00 00 00 00 | 0          | used parts; legend is for original 19-bone chars; the following bist are possible (values in hex):


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}}
}}
{{OBDtr| 0x172 | char[2]  |FFFFA6| AD DE      | dead        | varient end; unused }}
{{OBDtr| 0x172 | char[2]  |FFFFA6| AD DE      | dead        | varient end; unused }}
{{OBDtr| 0x174 | uint16  |71FFB8| 00 00      | 0          | atomic start }}
{{OBDtr| 0x174 | int16    |71FFB8| 00 00      | 0          | atomic start }}
{{OBDtr| 0x176 | uint16  |71FFB8| FF FF      | 65536      | atomic end }}
{{OBDtr| 0x176 | int16    |71FFB8| FF FF      | -1          | atomic end }}
{{OBDtr| 0x178 | uint16  |0000BF| 00 00      | 0          | end interpolation }}
{{OBDtr| 0x178 | int16    |0000BF| 00 00      | 0          | end interpolation }}
{{OBDtr| 0x17A | uint16  |0000BF| FF FF      | 65536      | maximal interpolation }}
{{OBDtr| 0x17A | int16    |0000BF| FF FF      | -1          | maximal interpolation }}
{{OBDtr| 0x17C | int16    |804040| FF FF      | -1          | action frame }}
{{OBDtr| 0x17C | int16    |804040| FF FF      | -1          | action frame }}
{{OBDtr| 0x17E | int16    |804040| 0A 00      | 10          | first level }}
{{OBDtr| 0x17E | int16    |804040| 0A 00      | 10          | first level }}
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;Direct links
;Direct links
These fields work together with soft pause and hard pause fields when switching animations.
:These fields work together with soft pause and hard pause fields when switching animations. When the current animation has a direct link to the new animation the soft pause and hard pause are both considered to be 0.
When the current animation has a direct link to the new animation the soft pause and hard pause are
 
both considered to be 0.
:Example:
 
: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 if a p_p_p or p_p_k animation follows after a p_p animation there will be no pause between them but for animations other than p_p_p and p_p_k there may be a pause of 'soft pause' frames between them.
 
;0x58-0xF3 - danger zone
;0x58-0xF3 - danger zone
:Second and third floats seem to be ranges (moderate enough to be in regular world units).
:Second and third floats seem to be ranges (moderate enough to be in regular world units).
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