OBD:TRAM: Difference between revisions
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*[[OBD:TRAM/raw0x1C|Motion blur]], "Lifetime" and "Interval", meaning that "ghosts" can be spawned no more than 4.25 seconds apart and can last no more than 4.25 seconds before disappearing (LIMITATION SEVERITY: MINOR) | *[[OBD:TRAM/raw0x1C|Motion blur]], "Lifetime" and "Interval", meaning that "ghosts" can be spawned no more than 4.25 seconds apart and can last no more than 4.25 seconds before disappearing (LIMITATION SEVERITY: MINOR) | ||
*[[OBD:TRAM/raw0x34|Rotation data]], intervals between a bone's keyframes, meaning that rotation keyframes for a bone cannot be more than 4.25 seconds apart. (LIMITATION SEVERITY: MINOR) | *[[OBD:TRAM/raw0x34|Rotation data]], intervals between a bone's keyframes, meaning that rotation keyframes for a bone cannot be more than 4.25 seconds apart. (LIMITATION SEVERITY: MINOR) | ||
*" | *"Max/farthest extent info" (main TRAM file, see above): the "attack frame offset from the attack with index 0" is an 8-bit frame interval, meaning that attacks belonging to a same TRAM cannot be more than 4.25 seconds apart, or the extent of the later attacks may not be taken into account properly by the AI. (LIMITATION SEVERITY: Can be an issue for very long special moves or throws, where damage is dealt both at the beginning and at the end of the animation.) | ||
*"Invulnerable" range (main TRAM file, see above): The invulnerability range is a pair of 8-bit frame indices, meaning that the invulnerability range cannot extend past 4.25 seconds. (LIMITATION SEVERITY: Can be an issue for very long crowd-clearing moves, like a much longer "Whirling Dervish" (ELICOMpunch_heavy) or long versions of Muro's "Breakdancer" or "Helicopter" moves; a possible workaround is to set invulnerability for the whole animation rather than for an 8-bit frame range) | *"Invulnerable" range (main TRAM file, see above): The invulnerability range is a pair of 8-bit frame indices, meaning that the invulnerability range cannot extend past 4.25 seconds. (LIMITATION SEVERITY: Can be an issue for very long crowd-clearing moves, like a much longer "Whirling Dervish" (ELICOMpunch_heavy) or long versions of Muro's "Breakdancer" or "Helicopter" moves; a possible workaround is to set invulnerability for the whole animation rather than for an 8-bit frame range) | ||
Revision as of 18:23, 5 January 2022
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Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x000 | res_id | 01 49 07 00 | 1532 | 01865-KONCOMpunch_heavy.TRAM |
0x004 | lev_id | 01 00 00 00 | 0 | level 0 |
0x008 | int32 | 00 00 00 00 | 0 | runtime only; pointer to animation name |
0x00C | offset | A0 B4 80 00 | 00 80 B4 A0 | at this position starts the y-position part (heights) of the pelvis in the raw file |
0x010 | offset | E0 B5 80 00 | 00 80 B5 E0 | at this position starts the x-z-position part of the pelvis in the raw file |
0x014 | offset | 60 B8 80 00 | 00 80 B8 60 | at this position starts the attack part in the raw file |
0x018 | offset | 00 00 00 00 | unused | at this position starts the damage part in the raw file; only tgt throws use it (tgt = target) |
0x1C | offset | A0 B8 80 00 | 00 80 B8 A0 | at this position starts the motion blur part in the raw file |
0x20 | offset | C0 B8 80 00 | 00 80 B8 C0 | at this position starts the shortcut part in the raw file |
0x24 | offset | 00 00 00 00 | unused | at this position starts the throw part in the raw file |
0x28 | offset | E0 B8 80 00 | 00 80 B8 E0 | at this position starts the footstep part in the raw file |
0x2C | offset | 00 B9 80 00 | 00 80 B9 00 | at this position starts the particle part (trails, dust, etc.) in the raw file |
0x30 | offset | 60 B9 80 00 | 00 80 B9 60 | at this position starts the position part in the raw file |
0x34 | offset | 00 BD 80 00 | 00 80 BD 00 | at this position starts the bodyparts animation part in the raw file |
0x38 | offset | 00 00 00 00 | unused | at this position starts the sound part in the raw file |
0x3C | bitset32 | 90 00 08 00 | 144, 0, 8, 0 | flags; they're stored in the anim_flags.StNA file; the following bits are possible (values in hex):
|
0x040 | link | 00 00 00 00 | unused | direct animation 0 (link to another TRAM file) |
0x044 | link | 00 00 00 00 | unused | direct animation 1 (link to another TRAM file) |
0x048 | bitset32 | 00 00 00 00 | 0 | used parts; legend is for original 19-bone chars; the following bits are possible (values in hex):
Aiming screen TRAMs "use" several bones here. Other overlay TRAMs use only "chest". Non-overlay TRAMs use none. |
0x04C | bitset32 | 00 00 00 00 | 0 | replaced parts; same legend as above; only overlay TRAMs other than aiming-screen ones "replace" parts. |
0x050 | float | 00 00 00 00 | 0.000000 | final rotation in radians (for anims that make you turn) |
0x054 | int16 | 01 00 | 1 | main attack direction; the following directions are possible:
|
0x056 | uint16 | 06 00 | 6 | attack sound ("Rising fury!"); the number belongs to the sound slot in the ONCC file |
Extent info | ||||
0x058 | float | 8D 87 CF 41 | 25.941187 | max horizontal extent of the attack |
0x05C | float | DE E9 1A 40 | 2.420524 | min Y of the attack |
0x060 | float | 95 34 D3 41 | 26.400675 | max Y of the attack |
0x064 | float | 8D 87 CF 41 | 25.941187 | max horizontal extent at 0° (front) |
... | ... | ... | ... | ... |
0x088 | float | DF 37 87 40 | 4.225570 | max horizontal extent at 90° (left) |
... | ... | ... | ... | ... |
0x0AC | float | 5A D8 6D 40 | 3.716330 | max horizontal extent at 180° (back) |
... | ... | ... | ... | ... |
0x0D0 | float | 98 95 E3 40 | 7.112011 | max horizontal extent at 270° (right) |
... | ... | ... | ... | ... |
0x0F0 | float | 8D 87 CF 41 | 25.941187 | max horizontal extent at 350° |
First extent info - information about the first extent in the extent part | ||||
0x0F4 | int16 | 05 00 | 5 | frame; -1 if the attack part does not exist |
0x0F6 | int8 | 00 | 0 | attack index; always 0 |
0x0F7 | int8 | 00 | 0 | attack frame offset; always 0 |
0x0F8 | float | 00 00 00 BF | -0.500000 | x location of the pelvis |
0x0FC | float | 1E 85 6B BF | -0.920000 | z location of the pelvis |
0x100 | float | 19 47 0C 41 | 8.767358 | y location of the pelvis |
0x104 | float | EB 51 F0 40 | 7.510000 | extent length |
0x108 | float | D7 A3 14 41 | 9.290000 | extent min Y |
0x10C | float | 0A D7 3B 41 | 11.740000 | extent max Y |
0x110 | float | 5E 93 BF 40 | 5.986739 | extent angle (in radians) |
Farthest extent info - information about the farthest reaching extent in the extent part | ||||
0x114 | int16 | 2F 00 | 47 | frame; -1 if the attack part doesn't exist or the attack part exists and it's a tgt animation (tgt = target) |
0x116 | int8 | 01 | 1 | attack index to which the max extent belongs |
0x117 | int8 | 16 | 22 | attack frame offset from the attack with index 0 |
0x118 | float | 85 EB 51 BF | -1.850000 | x location of the pelvis |
0x11C | float | E1 7A 7C C1 | -3.900000 | z location of the pelvis |
0x120 | float | 69 61 BF 40 | 16.874636 | y location of the pelvis |
0x124 | float | 70 3D 22 41 | 10.510000 | extent length |
0x128 | float | 47 E1 3A 40 | 8.860000 | extent min Y |
0x12C | float | 33 33 DB 40 | 18.460000 | extent max Y |
0x130 | float | F7 C0 2E 3E | 0.055320 | extent angle |
End max extent info | ||||
0x134 | int32 | 00 00 00 00 | 0 | alternative move direction; used only when the previous move direction field is 0, that means never |
0x138 | int32 | 18 00 00 00 | 24 | number of elements in the extent part |
0x13C | offset | E0 BB 80 00 | 00 80 BB E0 | at this position starts the extent part in the raw file |
End extent info | ||||
0x140 | char[16] | konflash1 | impact particle name (reference to 01018-.ONIA, which is called up in the ONCC file) | |
0x150 | uint16 | 00 00 | 0 | hard pause in 1/60 seconds |
0x152 | uint16 | 12 00 | 18 | soft pause in 1/60 seconds |
0x154 | int32 | 00 00 00 00 | 0 | number of elements in the sound part |
0x158 | int32 | 00 00 00 00 | 0 | runtime only; pointer to the sound for this animation (initialised from SABD) |
0x15C | int16 | 00 00 | 0 | runtime only; sound start frame (initialised from SABD) |
0x15E | int16 | 3C 00 | 60 | frames per second |
0x160 | int16 | 06 00 | 6 | compression size |
0x162 | int16 | 16 00 | 22 | animation type (from anim_types.StNA) |
0x164 | int16 | 16 00 | 6 | aiming type |
0x166 | int16 | 00 00 | 0 | from state |
0x168 | int16 | 07 00 | 7 | to state |
0x16A | int16 | 13 00 | 19 | number of bodyparts |
0x16C | int16 | 50 00 | 80 | number of frames |
0x16E | int16 | 50 00 | 80 | duration in in 1/60 seconds |
0x170 | bitset16 | 00 02 | 0, 2 | varient, the following bits are possible (values in hex):
|
0x172 | char[2] | AD DE | dead | "varient end"; ignored |
0x174 | uint16 | 00 00 | 0 | atomic start |
0x176 | uint16 | FF FF | 65535 | atomic end |
0x178 | uint16 | 00 00 | 0 | end interpolation |
0x17A | uint16 | FF FF | 65535 | maximal interpolation |
0x17C | uint16 | FF FF | 65535 | action frame |
0x17E | uint16 | 0A 00 | 10 | first level where the animation is available |
0x180 | uint8 | 01 | 1 | first "invulnerable" frame |
0x181 | uint8 | 1C | 28 | last "invulnerable" frame |
0x182 | uint8 | 02 | 2 | number of elements in the attack part |
0x183 | uint8 | 00 | 0 | number of elements in the take damage part |
0x184 | uint8 | 01 | 1 | number of elements in the motion blur part |
0x185 | uint8 | 01 | 1 | number of elements in the shortcut part |
0x186 | uint8 | 02 | 2 | number of elements in the footstep part |
0x187 | uint8 | 04 | 4 | number of elements in the particle part |
0x188 | char[24] | AD DE | dead | unused |
Direct links
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.
- 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.
Extent info
The extent information is used by the AI to figure out if an attack can reach the enemy. This information is only present/used if the animation contains attacks. Many of the fields in the extent information can be computed from other available information like the attack/position/extent parts. The only "unique" information here is the "max horizontal extent 0° ... 360°" array and the extent part count/offset fields. The alternate move direction does not appear to be ever used.
From state, to state, animation type, variant, shortcuts
These are used to find specific animations. Each character has a current animation state and a current "varient". When the engine searches for an animation with a specific type it considers those that have a matching "from state" and "varient". For example both "comb_k_k" and "jump_fw_kick" animations have the type "kick" but one can be executed when the character is in the "standing" state and the other can be executed when the character is in "falling back" or "falling forward" states.
Aiming Type
Aiming type is used to find the aiming animation in TRSC and normally it is the same as the animation type. In a couple of cases this type is "none" meaning that no aiming animation should be used. It is pretty much equivalent to setting the "don't aim" flag.
Particles
While Oni can store a number as large as 255 in 0x187, Oni only allocates memory for 16 particles per TRAM, and it does not check to make sure that the actual number of particles is ≤ 16. Thus you can easily crash Oni by initiating a move which has 17 particles attached.
Limitations on animation length
Frame counts in Oni's TRAM are either absolute frame counts since the beginning of the animation, or intervals between events or keyframes.
- (The following analysis assumes 60fps as an animation's frame rate. If the framerate can be reduced, the limiting time amounts will increase accordingly.)
16-bit frame counts
Most typically a frame count is an unsigned 16-bit integer, which allows for a comfortable range of 65535 frames = 1092.25 seconds = 18 m 12.25 s. Even if the integer is accidentally parsed as 16-bit signed, the wraparound to negative values only happens after 32767 frames = 546.13 seconds = 9 m 6.13 s. Oni has other contexts where frame counts are stored as 16-bit integers, e.g., SNDD and OBAN.
8-bit frame counts
Some of the frame counts inside a TRAM are stored as 8-bit integers (unsigned), which reduces the range to 255 frames = 4.25 seconds (or, in the event of signed interpretation, 127 frames = 2.116 seconds).
The contexts where 8-bit frame counts occur are as follows.
- Motion blur, "Lifetime" and "Interval", meaning that "ghosts" can be spawned no more than 4.25 seconds apart and can last no more than 4.25 seconds before disappearing (LIMITATION SEVERITY: MINOR)
- Rotation data, intervals between a bone's keyframes, meaning that rotation keyframes for a bone cannot be more than 4.25 seconds apart. (LIMITATION SEVERITY: MINOR)
- "Max/farthest extent info" (main TRAM file, see above): the "attack frame offset from the attack with index 0" is an 8-bit frame interval, meaning that attacks belonging to a same TRAM cannot be more than 4.25 seconds apart, or the extent of the later attacks may not be taken into account properly by the AI. (LIMITATION SEVERITY: Can be an issue for very long special moves or throws, where damage is dealt both at the beginning and at the end of the animation.)
- "Invulnerable" range (main TRAM file, see above): The invulnerability range is a pair of 8-bit frame indices, meaning that the invulnerability range cannot extend past 4.25 seconds. (LIMITATION SEVERITY: Can be an issue for very long crowd-clearing moves, like a much longer "Whirling Dervish" (ELICOMpunch_heavy) or long versions of Muro's "Breakdancer" or "Helicopter" moves; a possible workaround is to set invulnerability for the whole animation rather than for an 8-bit frame range)
16-bit raw data offsets
Unlike files like AGDB and SUBT (which use 32-bit pointers into the .raw data stored in the .dat part), a TRAM's rotation data starts off with a set of 16-bit offsets, stored in the .raw part and pointing into the following data (typically there are 19 such offsets, one for each bone in a skeleton).
For the last offset to work, it must be at most equal to 65535 and, since the first 38 bytes are taken up by the offsets, this leaves at most 65497 bytes for the cumulated size of the 18 first rotation tracks.
The raw size of a rotation track depends on the number of keyframe intervals (let's call it N) and on the compression size (either 6 or 16 bytes): a size-6 rotation track takes up 7N+6 bytes, and a size-16 rotation track takes up 17N+16 bytes.
For a size-6 animation, the "average N" for the first 18 tracks cannot exceed 518.96, so that 126N+108 stays below 65497. For a size-16 animation, this "average N" for the first 18 tracks must not exceed 213.1013, so that 306N+288 stays below 65497.
For an animation that has a keyframe for every bone at each game tick, a 518-frame duration corresponds to 8.63 seconds, whereas 213 frames = 3.55 seconds. Typically, however, rotation tracks will have significant keyframe reduction, e.g., Konoko's "Rising Fury!" lasts 80 frames but the pelvis rotation has only 23 keyframe intervals. Assuming 4:1 keyframe reduction for typical animations, this means that the 16-bit offset won't be an issue (for size-6 animations) unless the animation is longer than about 30 seconds.
ONI BINARY DATA |
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TRAC << Other file types >> TRAS |
TRAM : Totoro Animation Sequence |
Character file |