OBD:TRAM: Difference between revisions

erroneous res_id – we ignore the '1' flag when converting it
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(erroneous res_id – we ignore the '1' flag when converting it)
 
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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> TRAM File
{{OBD_File_Header | align=center | type=TRAM | prev=TRAC | next=TRAS | name=Totoro Animation Sequence | family=Character}}




<CENTER>[[OBD:TRAC|<==]] <FONT SIZE=5>TRAM File</FONT> [[OBD:TRAS|==>]]<BR>
[[Image:Tram_all.gif]]
<FONT SIZE=2>Totoro Animation Sequence - Character File</FONT></CENTER>




http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/tram_all.gif
{{Table}}
{{OBDth}}
{{OBDtr| 0x000 | res_id  |FF0000| 01 49 07 00 | 1865        | 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          | runtime only; pointer to animation name }}
{{OBDtr| 0x00C | offset  |FFFFC8| A0 B4 80 00 | 0x0080B4A0  | raw file offset of the [[OBD:TRAM/raw0x0C|height]] track (Y-position of the pelvis above the root) }}
{{OBDtr| 0x010 | offset  |FFFFC8| E0 B5 80 00 | 0x0080B5E0  | raw file offset of the [[OBD:TRAM/raw0x10|horizontal velocities]] of the character root }}
{{OBDtr| 0x014 | offset  |FFFFC8| 60 B8 80 00 | 0x0080B860  | raw file offset of the [[OBD:TRAM/raw0x14|attack part]] }}
{{OBDtr| 0x018 | offset  |FFFFC8| 00 00 00 00 | unused      | raw file offset of the [[OBD:TRAM/raw0x18|damage part]] (used only by "_tgt" animations (throw targets/victims) }}
{{OBDtr| 0x01C | offset  |FFFFC8| A0 B8 80 00 | 0x0080B8A0  | raw file offset of the [[OBD:TRAM/raw0x1C|motion blur part]] }}
{{OBDtr| 0x020 | offset  |FFFFC8| C0 B8 80 00 | 0x0080B8C0  | raw file offset of the [[OBD:TRAM/raw0x20|shortcut data]] }}
{{OBDtr| 0x024 | offset  |FFFFC8| 00 00 00 00 | unused      | raw file offset of the [[OBD:TRAM/raw0x24|throw data]] (including effective distance of throw) }}
{{OBDtr| 0x028 | offset  |FFFFC8| E0 B8 80 00 | 0x0080B8E0  | raw file offset of the [[OBD:TRAM/raw0x28|footstep data]] }}
{{OBDtr| 0x02C | offset  |FFFFC8| 00 B9 80 00 | 0x0080B900  | raw file offset of the [[OBD:TRAM/raw0x2C|particle data]] (trails, dust, etc.) }}
{{OBDtr| 0x030 | offset  |FFFFC8| 60 B9 80 00 | 0x0080B960  | raw file offset of the [[OBD:TRAM/raw0x30|position data]] (for basic prediction) }}
{{OBDtr| 0x034 | offset  |FFFFC8| 00 BD 80 00 | 0x0080BD00  | raw file offset of the [[OBD:TRAM/raw0x34|rotations]] (of all body parts) }}
{{OBDtr| 0x038 | offset  |FFFFC8| 00 00 00 00 | unused      | raw file offset of the [[OBD:TRAM/raw0x38|sound data]] }}
{{OBDtr| 0x03C | bitset32 |C8FFC8| 90 00 08 00 | attack, atomic, dontAim| flags; same as listed in [[OBD:StNA|StNA]]anim_flags; the bits are as follows:
:0x'''01''' 00 00 00 - prepared (used at runtime only; marks that the animation was loaded)
:0x'''02''' 00 00 00 - invulnerable
:0x'''04''' 00 00 00 - blockHigh
:0x'''08''' 00 00 00 - blockLow
:0x'''10''' 00 00 00 - attack
:0x'''20''' 00 00 00 - dropWeapon
:0x'''40''' 00 00 00 - inAir (unused)
:0x'''80''' 00 00 00 - atomic
:0x00 '''01''' 00 00 - noTurn
:0x00 '''02''' 00 00 - attackForward
:0x00 '''04''' 00 00 - attackLeft
:0x00 '''08''' 00 00 - attackRight
:0x00 '''10''' 00 00 - attackBackward
:0x00 '''20''' 00 00 - overlay
:0x00 '''40''' 00 00 - dontInterpolateVelocity
:0x00 '''80''' 00 00 - throwSource
:0x00 00 '''01''' 00 - throwTarget
:0x00 00 '''02''' 00 - realWorld
:0x00 00 '''04''' 00 - doAim
:0x00 00 '''08''' 00 - dontAim
:0x00 00 '''10''' 00 - canPickup
:0x00 00 '''20''' 00 - aim360
:0x00 00 '''40''' 00 - disableShield
:0x00 00 '''80''' 00 - noAIPickup


;invulnerable
This animation makes the character impervious to melee damage and throws. He can still take damage from particles and falls.


{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
;blockHigh, blockLow
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
An animation with one of these flags can block attacks coming from the front if they have the high/low attack bit on in [[OBD:TRAM/raw0x14|0x14]].
| WIDTH=15% | <B>Hex</B>
| WIDTH=15% | <B>Translation</B>
| WIDTH=70% | <B>Meaning</B>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FF0000" | 01 49 07 00
| 4392
| ALIGN=LEFT | 01865-KONCOMpunch_heavy.TRAM
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFF00" | 01 00 00 00
| 0
| ALIGN=LEFT | level 0
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8C8" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown; always zero
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | A0 B4 80 00
| 80 B4 A0
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/y-pos|y-position part]] (heights) of the pelvis in the raw file
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | E0 B5 80 00
| 80 B5 E0
| ALIGN=LEFT | at this position starts the [[OBD:x-z-pos|x-z-position part]] of the pelvis in the raw file
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | 60 B8 80 00
| 80 B8 60
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/attack|attack part]] in the raw file
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | 00 00 00 00
| not used
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/damage|damage part]] in the raw file; only tgt throws use it (tgt = target)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | A0 B8 80 00
| 80 B8 A0
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/blur|motion blur part]] in the raw file
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | C0 B8 80 00
| 80 B8 C0
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/shortcut|shortcut part]] in the raw file
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | 00 00 00 00
| not used
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/throw|throw part]] in the raw file
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | E0 B8 80 00
| 80 B8 E0
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/footstep|footstep part]] in the raw file
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | 00 B9 80 00
| 80 B9 00
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/particle|particle part]] (trails, dust, etc.) in the raw file
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | 60 B9 80 00
| 80 B9 60
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/pos|position part]] in the raw file
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | 00 BD 80 00
| 80 BD 00
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/raw0x34|bodyparts animation part]] in the raw file
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | 00 00 00 00
| not used
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/sound|sound part]] in the raw file
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFC8" | 90 00 08 00
| unknown
| ALIGN=LEFT | flags; Oni read it in this way: 00 08 00 90 = 80090; I would read it as four seperate bytes: 90, 00, 08, 00 (in dec: 144, 0, 8, 0)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFFF" | 00 00 00 00
| not used
| ALIGN=LEFT | direct animation 0 (link to a TRAM file)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFFF" | 00 00 00 00
| not used
| ALIGN=LEFT | direct animation 1 (link to a TRAM file)
|- VALIGN=TOP BGCOLOR="#FFEEDD"
| COLSPAN=3 | Example to the both rows above:<P>01855-KONCOMcomb_p_p.TRAM links to:<BR>01856-KONCOMcomb_p_p_p.TRAM (direct animation 0)<BR>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.
;attack, throwSource, throwTarget, realWorld as proxy flags
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
These flags were looked at by Importer, Bungie West's authoring tool, which assigned the dontAim flag to an animation if any of them were found. Additionally, Importer used throwSource and throwTarget as indicators that an animation should be flagged as noTurn, but Oni itself also refuses to allow turning when it sees these flags. Within Oni, the attack flag has no effect.
| BGCOLOR="#FFC8FF" | 00 00 00 00
 
| unknown
;throwSource, throwTarget
| ALIGN=LEFT | used parts; Oni reads it as in the light green coloured field above; I would read it as four seperate bytes
Besides serving as proxies, throwSource and throwTarget are used in numerous places in the code to handle throws properly, so they should always be assigned appropriately to throw anims. throwTarget in particular allows your teammates to be hurt by an enemy you throw.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
 
| BGCOLOR="#FFC8FF" | 00 00 00 00
;realWorld
| unknown
This flag only served a purpose when the animation was imported from 3ds Max. Animations without this flag had their extents prepared by Importer. Has no effect within Oni except signifying a lack of attack extents data for visual debugging purposes.
| ALIGN=LEFT | replace parts; Oni reads it as in the light green coloured field above; I would read it as four seperate bytes
 
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
;atomic
| BGCOLOR="#FFC800" | 00 00 00 00
Has no effect within Oni. When seen by Importer during authoring, however, it set the entire animation to atomic by maxing out the range of the atomic start and end frames (0x174, 0x176).
| 0.000000
 
| ALIGN=LEFT | final rotation; stored as multiples of the number "pi" (3.141592...)
;noTurn
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
This refers to the user's ability to turn with the controls.
| BGCOLOR="#C800C8" | 01 00
 
| 1
;attackForward, attackLeft, attackRight, attackBackward
| ALIGN=LEFT | move direction
Have no effect within Oni. Used by Importer to set the movement direction at 0x54.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
 
| BGCOLOR="#C87C64" | 06 00
;doAim
| 6
Applies aiming screen (PIS/RIF) if character has a weapon.
| ALIGN=LEFT | attack sound ("Rising fury!")
 
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
;dontAim
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
Prevents aiming screen from being applied.
| 25.941187
 
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
;aim360
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
No effect in Oni. Was used by Importer as a cue to mark the attack's direction (0x54) as 360° (but only Forward, Backward, Left and Right seem to be used in the game data).
| BGCOLOR="#B0C3D4" | DE E9 1A 40
 
| 2.420524
;disableShield
| ALIGN=LEFT | unknown; always 1,000,000,000 if the attack part doesn't exist
Used on certain Mutant Muro attacks to temporarily remove his supershield (the anims are listed on [[XML:TRAM]] under its DisableShield documentation).
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
}}
| BGCOLOR="#B0C3D4" | 95 34 D3 41
{{OBDtr| 0x040 | link    |C8FFFF| 00 00 00 00 | unused      | direct animation 0 (link to another TRAM file) }}
| 26.400675
{{OBDtr| 0x044 | link    |C8FFFF| 00 00 00 00 | unused      | direct animation 1 (link to another TRAM file); see {{SectionLink||Direct links}} }}
| ALIGN=LEFT | unknown; always -1,000,000,000 if the attack part doesn't exist
{{OBDtr| 0x048 | bitset32 |FFC8FF| 00 00 00 00 | 0          | used body parts; for original 19-bone hierarchy the bit layout is as follows:
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:0x000000'''01''' - pelvis
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
:0x000000'''02''' - left thigh
| 25.941187
:0x000000'''04''' - left calf
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
:0x000000'''08''' - left foot
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:0x000000'''10''' - right thigh
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
:0x000000'''20''' - right calf
| 25.941187
:0x000000'''40''' - right foot
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
:0x000000'''80''' - mid
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:0x0000'''01'''00 - chest
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
:0x0000'''02'''00 - neck
| 25.941187
:0x0000'''04'''00 - head
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
:0x0000'''08'''00 - left shoulder
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:0x0000'''10'''00 - left arm
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
:0x0000'''20'''00 - left wrist
| 25.941187
:0x0000'''40'''00 - left fist
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
:0x0000'''80'''00 - right shoulder
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:0x00'''01'''0000 - right arm
| BGCOLOR="#B0C3D4" | 9D E4 11 41
:0x00'''02'''0000 - right wrist
| 9.118314
:0x00'''04'''0000 - right fist
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
Aiming screen TRAMs use several bones here. Other overlay TRAMs use only "chest". Non-overlay TRAMs use none.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
}}
| BGCOLOR="#B0C3D4" | 14 BA 04 41
{{OBDtr| 0x04C | bitset32 |FFC8FF| 00 00 00 00 | 0          | replaced parts; same bitset layout as above; only overlay TRAMs other than aiming-screen ones replace parts. }}
| 8.295429
{{OBDtr| 0x050 | float    |FFC800| 00 00 00 00 | 0.000000    | final rotation in radians (for anims that make you turn) }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x054 | int16    |C800C8| 01 00      | 1          | main moving direction; the following directions are possible:
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:0 - none
| BGCOLOR="#B0C3D4" | 6B 77 D4 40
:1 - forward
| 6.639577
:2 - backward
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
:3 - left
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:4 - right
| BGCOLOR="#B0C3D4" | 50 5A B3 40
:5 - 360 (unused? even Devil Spin Kick uses "forward")
| 5.604774
}}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x056 | uint16  |C87C64| 06 00    | 6 | vocalization type (-1 if unused); references one of the 10 vocalization slots in [[OBD:ONCC|ONCC]]
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:0 - taunt
| BGCOLOR="#B0C3D4" | 74 4B 9C 40
:1 - alert
| 4.884211
:2 - startle
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
:3 - checkbody
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:4 - pursue
| BGCOLOR="#B0C3D4" | DF 37 87 40
:5 - cower
| 4.225570
:6 - superpunch
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
:7 - superkick
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:8 - super3
| BGCOLOR="#B0C3D4" | 70 75 84 40
:9 - super4
| 4.139336
In this case the value 6 triggers Konoko's "superpunch" vocalization, "Rising fury!" }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtrBK|Extent info}}<br>See {{SectionLink||Extent info}} for explanation
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x058 | float    |B0C3D4| 8D 87 CF 41 | 25.941187  | max horizontal extent of the attack }}
| BGCOLOR="#B0C3D4" | 8E ED 6A 40
{{OBDtr| 0x05C | float    |B0C3D4| DE E9 1A 40 | 2.420524    | min Y of the attack }}
| 3.670749
{{OBDtr| 0x060 | float    |B0C3D4| 95 34 D3 41 | 26.400675  | max Y of the attack }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x064 | float    |B0C3D4| 8D 87 CF 41 | 25.941187  | max horizontal extent at 0° (front) }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| ...  | ...      |B0C3D4| ...        | ...        | ... }}
| BGCOLOR="#B0C3D4" | 16 40 5F 40
{{OBDtr| 0x088 | float    |B0C3D4| DF 37 87 40 | 4.225570    | max horizontal extent at 90° (left) }}
| 3.488286
{{OBDtr| ...  | ...      |B0C3D4| ...        | ...        | ... }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x0AC | float    |B0C3D4| 5A D8 6D 40 | 3.716330    | max horizontal extent at 180° (back) }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| ...  | ...      |B0C3D4| ...        | ...        | ... }}
| BGCOLOR="#B0C3D4" | 16 40 5F 40
{{OBDtr| 0x0D0 | float    |B0C3D4| 98 95 E3 40 | 7.112011    | max horizontal extent at 270° (right) }}
| 3.488286
{{OBDtr| ...  | ...      |B0C3D4| ...        | ...        | ... }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x0F0 | float    |B0C3D4| 8D 87 CF 41 | 25.941187  | max horizontal extent at 350° }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtrBK|First extent info - information about the first extent in the extent part}}
| BGCOLOR="#B0C3D4" | BF CD 45 40
{{OBDtr| 0x0F4 | int16    |E7CEA5| 05 00      | 5          | frame; -1 if the attack part does not exist }}
| 3.090683
{{OBDtr| 0x0F6 | int8    |FFDDDD| 00          | 0          | attack index; always 0 }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x0F7 | int8    |FFDDDD| 00          | 0          | attack frame offset; always 0 }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x0F8 | float    |64AAAA| 00 00 00 BF | -0.500000  | x location of the pelvis }}
| BGCOLOR="#B0C3D4" | 34 2B 49 40
{{OBDtr| 0x0FC | float    |64AAAA| 1E 85 6B BF | -0.920000  | z location of the pelvis }}
| 3.143262
{{OBDtr| 0x100 | float    |64AAAA| 19 47 0C 41 | 8.767358    | y location of the pelvis }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x104 | float    |64AAAA| EB 51 F0 40 | 7.510000    | extent length }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x108 | float    |64AAAA| D7 A3 14 41 | 9.290000    | extent min Y }}
| BGCOLOR="#B0C3D4" | 34 2B 49 40
{{OBDtr| 0x10C | float    |64AAAA| 0A D7 3B 41 | 11.740000  | extent max Y }}
| 3.143262
{{OBDtr| 0x110 | float    |64AAAA| 5E 93 BF 40 | 5.986739    | extent angle (in radians) }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtrBK|Farthest extent info - information about the farthest reaching extent in the extent part }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x114 | int16    |EBEBEB| 2F 00      | 47          | frame; -1 if there is no attack part of if the animation is for a throw target/victim ("_tgt") }}
| BGCOLOR="#B0C3D4" | 34 2B 49 40
{{OBDtr| 0x116 | int8    |8C8CCC| 01          | 1          | attack index to which the max extent belongs }}
| 3.143262
{{OBDtr| 0x117 | int8    |FF00C8| 16          | 22          | attack frame offset from the attack with index 0 }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x118 | float    |F0F096| 85 EB 51 BF | -1.850000  | x location of the pelvis }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x11C | float    |F0F096| E1 7A 7C C1 | -3.900000  | z location of the pelvis }}
| BGCOLOR="#B0C3D4" | 5A D8 6D 40
{{OBDtr| 0x120 | float    |F0F096| 69 61 BF 40 | 16.874636  | y location of the pelvis }}
| 3.716330
{{OBDtr| 0x124 | float    |F0F096| 70 3D 22 41 | 10.510000  | extent length }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x128 | float    |F0F096| 47 E1 3A 40 | 8.860000    | extent min Y }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x12C | float    |F0F096| 33 33 DB 40 | 18.460000  | extent max Y }}
| BGCOLOR="#B0C3D4" | 5A D8 6D 40
{{OBDtr| 0x130 | float    |F0F096| F7 C0 2E 3E | 0.055320    | extent angle }}
| 3.716330
{{OBDtrBK|End max extent info }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x134 | int32    |00C864| 00 00 00 00 | 0          | alternative move direction; used only when the previous move direction field is 0, that means never }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x138 | int32    |00C8FF| 18 00 00 00 | 24          | number of elements in the extent part }}
| BGCOLOR="#B0C3D4" | 5A D8 6D 40
{{OBDtr| 0x13C | offset  |C80040| E0 BB 80 00 | 00 80 BB E0 | at this position starts the [[OBD:TRAM/raw0x13C|extent part]] in the raw file }}
| 3.716330
{{OBDtrBK|End extent info}}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr2|0x140 | char[16] |FFCD96| konflash1                | impact particle name (reference to 01018-.[[OBD:ONIA|ONIA]], which is called up in the [[OBD:ONCC|ONCC]] file) }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x150 | uint16  |C8C864| 00 00      | 0          | hard pause in game ticks (1/60 seconds) }}
| BGCOLOR="#B0C3D4" | 8F D9 96 40
{{OBDtr| 0x152 | uint16  |C8C864| 12 00      | 18          | soft pause in game ticks (1/60 seconds) }}
| 4.714057
{{OBDtr| 0x154 | int32    |0096C8| 00 00 00 00 | 0          | number of elements in the sound part }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x158 | int32    |FF80C0| 00 00 00 00 | 0          | runtime only; pointer to the sound for this animation (from [[OBD:BINA/SABD|SABD]])}}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x15C | int16    |D0C0AF| 00 00      | 0          | runtime only; sound start frame (from SABD) }}
| BGCOLOR="#B0C3D4" | 8F D9 96 40
{{OBDtr| 0x15E | int16    |D0C0AF| 3C 00      | 60          | animation frame rate (always 60?) }}
| 4.714057
{{OBDtr| 0x160 | int16    |EEDDFF| 06 00      | 6          | compression size }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x162 | int16    |EEDDFF| 16 00      | 22         | animation type (from [[XML:StNA|StNA]]) }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x164 | int16    |C5FF8A| 16 00      | 22          | aiming type from StNA }}
| BGCOLOR="#B0C3D4" | B7 7B AB 40
{{OBDtr| 0x166 | int16    |C5FF8A| 00 00      | 0          | from state; see {{SectionLink||From state, to state, animation type, variant, shortcuts}} }}
| 5.358852
{{OBDtr| 0x168 | int16    |C0C0C0| 07 00      | 7          | to state }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x16A | int16    |C0C0C0| 13 00      | 19          | number of body parts }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x16C | int16    |FF0080| 50 00      | 80          | number of frames }}
| BGCOLOR="#B0C3D4" | F0 81 BF 40
{{OBDtr| 0x16E | int16    |FF0080| 50 00      | 80          | duration in game ticks (1/60 seconds) }}
| 5.984612
{{OBDtr| 0x170 | bitset16 |FFFFA6| 00 02      | 0x0200 <nowiki>=</nowiki> COM| variant, the following bits are possible (values in hex):
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
:0x'''01'''00 - "sprint" ('''SPR'''int animation)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:0x'''02'''00 - "fight" ('''COM'''bat animation)
| BGCOLOR="#B0C3D4" | 98 95 E3 40
:0x'''04'''00 - "shoulder" (not used by the engine; apparently used at one time for weapons like [[:Image:Pre-beta enigma 5.png|rocket launchers]])
| 7.112011
:0x'''08'''00 - "righty pistol" ('''PIS'''tol animation)
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
:0x'''10'''00 - "lefty pistol" ('''NIN'''ja '''PIS'''tol animation)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:0x'''20'''00 - "righty rifle" ('''RIF'''le animation)
| BGCOLOR="#B0C3D4" | 98 95 E3 40
:0x'''40'''00 - "lefty rifle" ('''NIN'''ja '''RIF'''le animation)
| 7.112011
:0x'''80'''00 - "panic" ('''PAN'''ic or '''SCR'''amble animation)
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
}}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x172 | char[2|FFFFA6| AD DE      | dead        | "varient end"; ignored by the engine }}
| BGCOLOR="#B0C3D4" | 98 95 E3 40
{{OBDtr| 0x174 | uint16  |71FFB8| 00 00       | 0           | atomic start }}
| 7.112011
{{OBDtr| 0x176 | uint16  |71FFB8| FF FF      | 65535      | atomic end }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x178 | uint16  |0000BF| 00 00       | 0           | end interpolation }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x17A | uint16  |0000BF| FF FF      | 65535      | maximum interpolation }}
| BGCOLOR="#B0C3D4" | 98 95 E3 40
{{OBDtr| 0x17C | uint16  |804040| FF FF      | 65535      | action frame; e.g. when weapon theft occurs in a disarm anim }}
| 7.112011
{{OBDtr| 0x17E | uint16  |804040| 0A 00       | 10          | first level where the animation is available }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x180 | uint8    |FF22FF| 01          | 1          | first "invulnerable" frame }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x181 | uint8    |FF22FF| 1C          | 28          | last "invulnerable" frame }}
| BGCOLOR="#B0C3D4" | 98 95 E3 40
{{OBDtr| 0x182 | uint8    |808080| 02          | 2          | number of elements in the attack part above }}
| 7.112011
{{OBDtr| 0x183 | uint8    |808080| 00         | 0          | number of elements in the take damage part above }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x184 | uint8    |FFAA82| 01          | 1          | number of elements in the motion blur part above }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x185 | uint8    |FFAA82| 01          | 1          | number of elements in the shortcut part above }}
| BGCOLOR="#B0C3D4" | 98 95 E3 40
{{OBDtr| 0x186 | uint8    |00D900| 02          | 2          | number of elements in the footstep part above }}
| 7.112011
{{OBDtr| 0x187 | uint8    |00D900| 04          | 4          | number of elements in the particle part above }}
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
{{OBDtr| 0x188 | char[24] |CACAFF| AD DE      | dead        | unused (not part of the template) }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|}
| BGCOLOR="#B0C3D4" | ED E7 14 41
 
| 9.306623
==Animation timeline==
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
:'''NOTE:''' The following assumes animation data sampled at 60 frames per second (i.e., in sync with game ticks). Different frame rates have not been studied, and OniSplit only works with 60 fps TRAMs.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
The duration of an animation in game ticks is equal to the number of frames covered by the main animation data, i.e., it extends one tick past the last keyframe of the height track or rotation tracks. Over this last tick, the pelvis height and bone rotations are interpolated to the values supplied by the first frame of the ''following'' animation, whereas the horizontal position is advanced using the last velocity entry of the current animation.
| BGCOLOR="#B0C3D4" | D4 2E 9E 41
 
| 19.772865
Thus an important note about looping animations is that the poses at the start and end of an animation (a combination of height, bone rotation and the accumulated horizontal velocity) are generally ''not'' identical, but rather one tick apart. The same applies to animation pairs (locomotion loops) or any matching animation sequences (e.g., combos).
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
 
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
For the current example (KONCOMpunch_heavy), the duration is 80 ticks, and the main animation tracks are as follows:
| BGCOLOR="#B0C3D4" | 8F FB CC 41
*The [[/raw0x0C|height]] track has 80 entries that are used to place the character vertically at every tick, starting at tick 0 and ending at tick 79. At tick 80, i.e., at the end of the current animation's duration, the height is supplied by the next animation. Between ticks 79 and 80, the height is interpolated between the last height entry of KONCOMpunch_heavy and the first height entry of the next animation.
| 25.622831
*The [[/raw0x10|velocity]] tracks (horizontal motion of the root) also have 80 entries. However, unlike the height values, the velocities correspond not to ticks but to intervals between ticks, and thus span the whole range of the animation, from tick 0 to tick 80. Starting at tick 80, the first velocity entry of the following animation applies.
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
*The [[/raw0x34|rotation]] tracks are keyed at ticks (like the height track), but (unlike the height track) are typically not keyed at ''every'' tick: there are intervals (gaps) of variable size between the keys, over which the rotation of each bone is interpolated. Even so, the total duration  of the intervals is the same as the time span of the height track, i.e., one tick shorter than the "duration" of the animation. In this example, the first rotation pose corresponds to tick 0 and the last pose corresponds to tick 79. At tick 80, the pose will be read from the following animation, and between ticks 79 and 80, the pose will be interpolated between the last pose of KONCOMpunch_heavy and the first pose of the next animation.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
'''NOTE:''' The above description of how heights and rotations are interpolated during the last tick on an animation's duration does not only apply for most of Oni's transitions, which typically involve overlapping timelines and interpolation between two animations playing simultaneously. Nonetheless, the description is useful to understand why the time span of rotation and height data is one tick shorter than the supposed duration of the animation, and also what happens for loops, pairs or combo sequences.
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
 
| 25.941187
==Direct links==
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
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.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
;Example
| BGCOLOR="#B0C3D4" | 8D 87 CF 41
01855-KONCOMcomb_p_p.TRAM links to:
| 25.941187
*01856-KONCOMcomb_p_p_p.TRAM (direct animation 0)
| ALIGN=LEFT | unknown; always zero if the attack part doesn't exist
*01857-KONCOMcomb_p_p_k.TRAM (direct animation 1)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
 
| BGCOLOR="#E7CEA5" | 05 00
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.
| 5
 
| ALIGN=LEFT | unknown; always -1 if the attack part doesn't exist
==Extent info==
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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.
| BGCOLOR="#FFDDDD" | 00 00
 
| 0
==From state, to state, animation type, variant, shortcuts==
| ALIGN=LEFT | unknown; always zero
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.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
 
| BGCOLOR="#64AAAA" | 00 00 00 BF
==Aiming Type==
| -0.500000
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.
| ALIGN=LEFT | unknown
 
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
==Particles==
| BGCOLOR="#64AAAA" | 1E 85 6B BF
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.
| -0.920000
 
| ALIGN=LEFT | unknown
==Limitations on animation length==
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
Frame counts in Oni's TRAM are either absolute frame counts since the beginning of the animation, or intervals between events or keyframes.
| BGCOLOR="#64AAAA" | 19 47 0C 41
:(The following analysis assumes 60 fps as an animation's frame rate. If the frame rate can be reduced, the limiting time amounts will increase accordingly.)
| 8.767358
 
| ALIGN=LEFT | unknown
===16-bit frame counts===
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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 = 546.13̅ seconds = 9 m 6.13̅ s. Oni has other contexts where frame counts are stored as 16-bit integers, e.g., [[OBD:SNDD|SNDD]] and [[OBD:OBAN|OBAN]].
| BGCOLOR="#64AAAA" | EB 51 F0 40
 
| 7.510000
===8-bit frame counts===
| ALIGN=LEFT | unknown
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 = 2.116̅ seconds).<br>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
The contexts where 8-bit frame counts occur are as follows.
| BGCOLOR="#64AAAA" | D7 A3 14 41
*[[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)
| 9.290000
*[[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)
| ALIGN=LEFT | unknown
*"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.)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
*"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)
| BGCOLOR="#64AAAA" | 0A D7 3B 41
 
| 11.740000
===16-bit raw data offsets===
| ALIGN=LEFT | unknown
Unlike files like [[OBD:AGDB|AGDB]] and [[OBD:SUBT|SUBT]] (which use 32-bit pointers into the .raw data stored in the .dat part), a TRAM's [[OBD:TRAM/raw0x34|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).
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
 
| BGCOLOR="#64AAAA" | 5E 93 BF 40
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.
| 5.986739
 
| ALIGN=LEFT | unknown
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.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
 
| BGCOLOR="#EBEBEB" | 2F 00
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.
| 47
 
| ALIGN=LEFT | unknown
For an animation that has a keyframe for every bone at each game tick, a 518-frame duration corresponds to 8.63̅ 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.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
 
| BGCOLOR="#8C8CCC" | 01
==PS2 implementation==
| 1
The PS2 implementation optimizes TRAM storage by splitting off combat-relevant data (extents etc) to a new instance type, TREX (Totoro Animation Extra, see below). As a result, the TRAM size (with header) is reduced from 392 to 80 bytes.
| ALIGN=LEFT | unknown
 
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{|cellpadding=3 cellspacing=0 style="line-height:13px"
| BGCOLOR="#FF00C8" | 16
{{HexRow|0x00|
| 22
|01|C8|03|00|01|00|00|00|01|45|06|00|00|00|00|00|
| ALIGN=LEFT | unknown
|FF|FF|FF|FF|FF|FF|FF|FF|00|00|00|00|FF|FF|FF|FF|
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|00|00|00|00|FF|FF|FF|FF|FF|FF|FF|FF|C8|C8|C8|C8|
| BGCOLOR="#F0F096" | 85 EB 51 BF
|00|00|00|00|00|00|00|00|00|00|00|00|C8|C8|C8|C8|
| -1.850000
|°È°°°°°°°E°°°°°°
| ALIGN=LEFT | unknown
}}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{HexRow|0x10|
| BGCOLOR="#F0F096" | E1 7A 7C C1
|E0|EE|0F|00|20|F0|0F|00|80|F4|0F|00|A0|F4|0F|00|
| -3.900000
|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|
| ALIGN=LEFT | unknown
|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|
| BGCOLOR="#F0F096" | 69 61 BF 40
|àî°° ð°° ô°° ô°°
| 16.874636
}}
| ALIGN=LEFT | unknown
{{HexRow|0x20|
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|C0|F4|0F|00|40|F7|0F|00|90|00|08|00|00|00|00|00|
| BGCOLOR="#F0F096" | 70 3D 22 41
|FF|FF|FF|FF|FF|FF|FF|FF|C8|C8|C8|C8|FF|FF|FF|FF|
| 10.510000
|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|C8|C8|C8|C8|
| ALIGN=LEFT | unknown
|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|FF|FF|FF|FF|
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|Àô°°@÷°° °°°°°°°
| BGCOLOR="#F0F096" | 47 E1 3A 40
}}
| 8.860000
{{HexRow|0x30|
| ALIGN=LEFT | unknown
|00|00|00|00|01|00|00|00|06|00|16|00|16|00|00|00|
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|FF|FF|FF|FF|C8|C8|FF|FF|EE|EE|EE|EE|C5|C5|C5|C5|
| BGCOLOR="#F0F096" | 33 33 DB 40
|C8|C8|C8|C8|00|00|00|00|DD|DD|DD|DD|FF|FF|FF|FF|
| 18.460000
|FF|FF|FF|FF|C8|C8|FF|FF|FF|FF|FF|FF|8A|8A|8A|8A|
| ALIGN=LEFT | unknown
|°°°°°°°°°°°°°°°°
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
}}
| BGCOLOR="#F0F096" | F7 C0 2E 3E
{{HexRow|0x40|
| 0.055320
|07|00|50|00|00|02|AD|DE|00|00|FF|FF|00|01|02|13|
| ALIGN=LEFT | unknown
|C0|C0|FF|FF|FF|FF|FF|FF|71|71|71|71|FF|FF|00|C0|
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|C0|C0|00|00|FF|FF|FF|FF|FF|FF|FF|FF|AA|AA|D9|C0|
| BGCOLOR="#00C864" | 00 00 00 00
|C0|C0|80|80|A6|A6|A6|A6|B8|B8|B8|B8|82|82|00|C0|
| 0
|°°P°°°-Þ°°ÿÿ°°°°
| ALIGN=LEFT | unknown; always zero
}}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{HexRow|0x50|
| BGCOLOR="#00C8FF" | 18 00 00 00
|AD|DE|AD|DE|AD|DE|AD|DE|AD|DE|AD|DE|AD|DE|AD|DE|
| 24
|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|
| 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
|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|CA|
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|
| BGCOLOR="#C80040" | E0 BB 80 00
|-Þ-Þ-Þ-Þ-Þ-Þ-Þ-Þ
| 80 BB E0
}}
| ALIGN=LEFT | at this position starts the [[OBD:TRAM/extent|extent part]] in the raw file
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFCD96" COLSPAN=2 | <TT>konflash1</TT>
| ALIGN=LEFT | attack sound ("slap")
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 00 00
| 0
| ALIGN=LEFT | hard pause in 1/60 seconds
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 12 00
| 12
| ALIGN=LEFT | soft pause in 1/60 seconds
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#0096C8" | 00 00
| 0
| ALIGN=LEFT | unknown; it seems that it belongs to the sound part
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#0096C8" | 00 00
| 0
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FF80C0" | 00 00
| 0
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FF80C0" | 00 00
| 0
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | 00 00
| 0
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | 3C 00
| 60
| ALIGN=LEFT | frames per second
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | 06 00
| 6
| ALIGN=LEFT | compression size
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | 16 00
| 22
| ALIGN=LEFT | type; ID for the animation of the opponent
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C5FF8A" | 16 00
| 22
| ALIGN=LEFT | aiming type; ID for the animation of the opponent
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C5FF8A" | 00 00
| 0
| ALIGN=LEFT | from state
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C0C0C0" | 07 00
| 7
| ALIGN=LEFT | to state
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C0C0C0" | 13 00
| 19
| ALIGN=LEFT | bodyparts
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FF0080" | 50 00
| 50
| ALIGN=LEFT | frames
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FF0080" | 50 00
| 50
| ALIGN=LEFT | duration in in 1/60 seconds
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFA6" | 00 02
| unknown
| ALIGN=LEFT | varient; Oni read it in this way: 02 00 = 200; I would read it either as a short: 00 02 (in dec: 512) or as two seperate bytes: 00, 02 (in dec: 0, 2)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFA6" | AD DE
| dead
| ALIGN=LEFT | varient end; Oni read it in this way: DE AD = dead; I would read it as a short: AD DE (not used)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | 00 00
| 0
| ALIGN=LEFT | atomic start
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | atomic end
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#0000BF" | 00 00
| 0
| ALIGN=LEFT | end interpolation
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#0000BF" | FF FF
| 65535
| ALIGN=LEFT | maximal interpolation
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#804040" | FF FF
| -1
| ALIGN=LEFT | action frame
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#804040" | 0A 00
| 10
| ALIGN=LEFT | first level
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FF22FF" | 01
| 1
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FF22FF" | 1C
| 28
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#808080" | 02
| 2
| ALIGN=LEFT | amount of attacks
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#808080" | 00
| 0
| ALIGN=LEFT | amount of take damage
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFAA82" | 01
| 1
| ALIGN=LEFT | amount of motion blur
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFAA82" | 01
| 1
| ALIGN=LEFT | amount of shortcuts
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 02
| 2
| ALIGN=LEFT | amount of footsteps
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 04
| 4
| ALIGN=LEFT | amount of particles
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#CACAFF" | AD DE
| dead
| ALIGN=LEFT | not used
|}
|}




<HR>
{{Table}}
<CENTER>[[OBD:TRAC|<==]] <B>TRAM File</B> [[OBD:TRAS|==>]]</CENTER>
{{OBDth}}
<HR>
{{OBDtr| 0x000 | res_id  |FF0000| 01 C8 03 00 | 968        | 00968-KONCOMpunch_heavy.TRAM }}
{{OBDtr| 0x004 | lev_id  |FFFF00| 01 00 00 00 | 0          | level 0 }}
{{OBDtr| 0x008 | link    |00FF00| 01 45 06 00 | 1605        | link to 01605-.TREX (combat-relevant data) }}
{{OBDtr| 0x00C | int32    |FFC8C8| 00 00 00 00 | 0          | runtime only; pointer to animation name }}
{{OBDtr| 0x010 | offset  |FFFFC8| E0 EE 0F 00 | 0x000FEEE0  | raw file offset of the [[OBD:TRAM/raw0x0C|height]] track (Y-position of the pelvis above the root) }}
{{OBDtr| 0x014 | offset  |FFFFC8| 20 F0 0F 00 | 0x000FF020  | raw file offset of the [[OBD:TRAM/raw0x10|horizontal velocities]] of the character root }}
{{OBDtr| 0x018 | offset  |FFFFC8| 80 F4 0F 00 | 0x000FF480  | raw file offset of the [[OBD:TRAM/raw0x20|shortcut data]] }}
{{OBDtr| 0x01C | offset  |FFFFC8| A0 F4 0F 00 | 0x000FF4A0  | raw file offset of the [[OBD:TRAM/raw0x28|footstep data]] }}
{{OBDtr| 0x020 | offset  |FFFFC8| C0 F4 0F 00 | 0x000FF4C0  | raw file offset of the [[OBD:TRAM/raw0x30|position data]] (for basic prediction) }}
{{OBDtr| 0x024 | offset  |FFFFC8| 40 F7 0F 00 | 0x000FF740  | raw file offset of the [[OBD:TRAM/raw0x34|rotations]] (of all body parts) }}
{{OBDtr| 0x028 | bitset32 |C8FFC8| 90 00 08 00 | attack, atomic, dontAim | flags (same as PC/Mac 0x03C) }}
{{OBDtr| 0x02C | bitset32 |FFC8FF| 00 00 00 00 | 0          | used body parts; used mostly by aiming overlays (same as PC/Mac 0x048) }}
{{OBDtr| 0x030 | bitset32 |FFC8FF| 00 00 00 00 | 0          | replaced parts; used by non-aiming overlays (same as PC/Mac 0x04C) }}
{{OBDtr| 0x034 | int16    |C800C8| 01 00      | 1          | moving direction }}
{{OBDtr| 0x036 | int16    |FF00FF| 00 00      | 1          | unknown }}
{{OBDtr| 0x038 | int16    |EEDDFF| 06 00      | 6          | compression size }}
{{OBDtr| 0x03A | int16    |EEDDFF| 16 00      | 22          | animation type (from [[XML:StNA|StNA]]) }}
{{OBDtr| 0x03C | int16    |C5FF8A| 16 00      | 22          | aiming type }}
{{OBDtr| 0x03E | int16    |C5FF8A| 00 00      | 0          | from state }}
{{OBDtr| 0x040 | int16    |C0C0C0| 07 00      | 7          | to state }}
{{OBDtr| 0x042 | int16    |FF0080| 50 00      | 80          | number of frames (animations are locked to 60 fps) }}
{{OBDtr| 0x044 | bitset16 |FFFFA6| 00 02      | 0x0200 <nowiki>=</nowiki> COM| variant (same as PC/Mac 0x170) }}
{{OBDtr| 0x046 | char[2]  |FFFFA6| AD DE      | dead        | "varient end"; ignored by the engine }}
{{OBDtr| 0x048 | uint16  |71FFB8| 00 00      | 0          | atomic start }}
{{OBDtr| 0x04A | uint16  |71FFB8| FF FF      | 65535      | atomic end }}
{{OBDtr| 0x04C | uint8    |FFAA82| 00          | 0          | unknown }}
{{OBDtr| 0x04D | uint8    |FFAA82| 01          | 1          | number of elements in the shortcut part }}
{{OBDtr| 0x04E | uint8    |00D900| 02          | 2          | number of elements in the footstep part }}
{{OBDtr| 0x04F | uint8    |C0C0C0| 13          | 19          | number of body parts? }}
{{OBDtr| 0x050 | char[16] |CACAFF| AD DE      | dead        | unused (not part of the template) }}
|}
At the time of writing, some of the above data is merely an informed guess (not thoroughly confirmed), and the nature of 0x036 (int16?) and 0x04C (uint8?) needs to be clarified more particularly. If 0x036 is always zero, then maybe 0x034 is stored as an int32. We also need to locate "end/maximal interpolation" and possibly other remaining fields from the PC/Mac data, or establish that they are missing from the TRAM/TREX representation of animations on PS2.
 
 
The TREX file has all the combat-relevant stuff as well as some stuff that isn't necessary combat-related (e.g., vocalizations, turning angle, moving direction).
 
The block between 0x008 and 0x0F0 is exactly the extent block between 0x058 and 0x140 in the PC/Mac TRAM. After that come the other 6 .raw links that were stripped from the reduced TRAM, the impact particle name, and the two direct TRAM links, which accounts for all the data up to 0x150 in the PC/Mac TRAM. Some data fields from the end of PC/Mac TRAM are confirmed to be missing on PS2 (e.g., the frame rate is implied to be 60 Hz), but some of the correspondence is still not documented or thoroughly confirmed.
{|cellpadding=3 cellspacing=0 style="line-height:13px"
{{HexRow|0x000|
|01|45|06|00|01|00|00|00|8D|87|CF|41|DE|E9|1A|40|
|FF|FF|FF|FF|FF|FF|FF|FF|B0|B0|B0|B0|B0|B0|B0|B0|
|00|00|00|00|FF|FF|FF|FF|C3|C3|C3|C3|C3|C3|C3|C3|
|00|00|00|00|00|00|00|00|D4|D4|D4|D4|D4|D4|D4|D4|
|ºEºººººº  ÏAÞéº@
}}
{{HexRow|0x010|
|95|34|D3|41|8D|87|CF|41|8D|87|CF|41|8D|87|CF|41|
|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|
| 4ÓA  ÏA  ÏA  ÏA
}}
{{HexRow|0x020|
|8D|87|CF|41|9D|E4|11|41|14|BA|04|41|6B|77|D4|40|
|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|
|  ÏAºººººººººººº
}}
{{HexRow|0x030|
|50|5A|B3|40|74|4B|9C|40|DF|37|87|40|70|75|84|40|
|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|
|ºººººººººººººººº
}}
{{HexRow|0x040|
|8E|ED|6A|40|16|40|5F|40|16|40|5F|40|BF|CD|45|40|
|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|
|ºººººººººººººººº
}}
{{HexRow|0x050|
|34|2B|49|40|34|2B|49|40|34|2B|49|40|5A|D8|6D|40|
|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|
|ºººººººººººººººº
}}
{{HexRow|0x0060|
|5A|D8|6D|40|5A|D8|6D|40|8F|D9|96|40|8F|D9|96|40|
|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|
|ºººººººººººººººº
}}
{{HexRow|0x070|
|B7|7B|AB|40|F0|81|BF|40|98|95|E3|40|98|95|E3|40|
|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|
|ºººººººººººººººº
}}
{{HexRow|0x080|
|98|95|E3|40|98|95|E3|40|98|95|E3|40|98|95|E3|40|
|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|
|ºººººººººººººººº
}}
{{HexRow|0x090|
|ED|E7|14|41|D4|2E|9E|41|8F|FB|CC|41|8D|87|CF|41|
|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|B0|
|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|C3|
|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|D4|
|ºººººººººººººººº
}}
{{HexRow|0x0A0|
|8D|87|CF|41|05|00|00|00|00|00|00|BF|1E|85|6B|BF|
|B0|B0|B0|B0|E7|E7|FF|FF|64|64|64|64|64|64|64|64|
|C3|C3|C3|C3|CE|CE|DD|DD|AA|AA|AA|AA|AA|AA|AA|AA|
|D4|D4|D4|D4|A5|A5|DD|DD|AA|AA|AA|AA|AA|AA|AA|AA|
|ºººººººººººººººº
}}
{{HexRow|0x0B0|
|19|47|0C|41|EB|51|F0|40|D7|A3|14|41|0A|D7|3B|41|
|64|64|64|64|64|64|64|64|64|64|64|64|64|64|64|64|
|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|
|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|AA|
|ºººººººººººººººº
}}
{{HexRow|0x0C0|
|5E|93|BF|40|2F|00|01|16|85|EB|51|BF|E1|7A|7C|C1|
|64|64|64|64|EB|EB|8C|FF|F0|F0|F0|F0|F0|F0|F0|F0|
|AA|AA|AA|AA|EB|EB|8C|00|F0|F0|F0|F0|F0|F0|F0|F0|
|AA|AA|AA|AA|EB|EB|CC|C8|96|96|96|96|96|96|96|96|
|ºººººººººººººººº
}}
{{HexRow|0x0D0|
|69|61|BF|40|70|3D|22|41|47|E1|3A|40|33|33|DB|40|
|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|
|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|F0|
|96|96|96|96|96|96|96|96|96|96|96|96|96|96|96|96|
|ºººººººººººººººº
}}
{{HexRow|0x0E0|
|F7|C0|2E|3E|00|00|00|00|18|00|00|00|60|F3|0F|00|
|F0|F0|F0|F0|00|00|00|00|00|00|00|00|C8|C8|C8|C8|
|F0|F0|F0|F0|C8|C8|C8|C8|C8|C8|C8|C8|00|00|00|00|
|96|96|96|96|64|64|64|64|FF|FF|FF|FF|40|40|40|40|
|ºººººººººººººººº
}}
{{HexRow|0x0F0|
|E0|F2|0F|00|00|00|00|00|A0|F2|0F|00|00|00|00|00|
|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|
|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|
|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|C8|
|ºººººººººººººººº
}}
{{HexRow|0x100|
|00|F3|0F|00|00|00|00|00|6B|6F|6E|66|6C|61|73|68|
|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|FF|
|FF|FF|FF|FF|FF|FF|FF|FF|CD|CD|CD|CD|CD|CD|CD|CD|
|C8|C8|C8|C8|C8|C8|C8|C8|96|96|96|96|96|96|96|96|
|ººººººººkonflash
}}
{{HexRow|0x110|
|31|00|AD|DE|AD|DE|AD|DE|00|00|00|00|00|00|00|00|
|FF|FF|FF|FF|FF|FF|FF|FF|C8|C8|C8|C8|C8|C8|C8|C8|
|CD|CD|CD|CD|CD|CD|CD|CD|FF|FF|FF|FF|FF|FF|FF|FF|
|96|96|96|96|96|96|96|96|FF|FF|FF|FF|FF|FF|FF|FF|
|1ººººººººººººººº
}}
{{HexRow|0x120|
|00|00|00|00|00|00|00|00|00|00|00|00|00|00|12|00|
|FF|FF|FF|FF|00|00|00|00|FF|FF|FF|FF|C8|C8|C8|C8|
|C8|C8|C8|C8|96|96|96|96|80|80|80|80|C8|C8|C8|C8|
|00|00|00|00|C8|C8|C8|C8|C0|C0|C0|C0|64|64|64|64|
|ºººººººººººººººº
}}
{{HexRow|0x130|
|FF|FF|0A|00|06|00|02|00|01|04|01|1C|AD|DE|AD|DE|
|80|80|80|80|C8|C8|80|80|FF|00|FF|FF|CA|CA|CA|CA|
|40|40|40|40|7C|7C|80|80|AA|D9|22|22|CA|CA|CA|CA|
|40|40|40|40|64|64|80|80|82|00|FF|FF|FF|FF|FF|FF|
|ºººººººººººººººº
}}
|}
 
 
{{Table}}
{{OBDth}}
{{OBDtr| 0x000 | res_id  |FF0000| 01 49 07 00 | 1532        | 01865-KONCOMpunch_heavy.TREX }}
{{OBDtr| 0x004 | lev_id  |FFFF00| 01 00 00 00 | 0          | level 0 }}
{{OBDtrBK|Extent info}}
{{OBDtr| 0x008 | float    |B0C3D4| 8D 87 CF 41 | 25.941187  | max horizontal extent of the attack }}
{{OBDtr| 0x00C | float    |B0C3D4| DE E9 1A 40 | 2.420524    | min Y of the attack }}
{{OBDtr| 0x010 | float    |B0C3D4| 95 34 D3 41 | 26.400675  | max Y of the attack }}
{{OBDtr| 0x014 | float    |B0C3D4| 8D 87 CF 41 | 25.941187  | max horizontal extent at 0° (front) }}
{{OBDtr| ...  | ...      |B0C3D4| ...        | ...        | ... }}
{{OBDtr| 0x0A0 | float    |B0C3D4| 8D 87 CF 41 | 25.941187  | max horizontal extent at 350° }}
{{OBDtrBK|First extent info - information about the first extent in the extent part}}
{{OBDtr| 0x0A4 | int16    |E7CEA5| 05 00      | 5          | frame; -1 if the attack part does not exist }}
{{OBDtr| 0x0A6 | int8    |FFDDDD| 00          | 0          | attack index; always 0 }}
{{OBDtr| 0x0A7 | int8    |FFDDDD| 00          | 0          | attack frame offset; always 0 }}
{{OBDtr| 0x0A8 | float    |64AAAA| 00 00 00 BF | -0.500000  | x location of the pelvis }}
{{OBDtr| 0x0AC | float    |64AAAA| 1E 85 6B BF | -0.920000  | z location of the pelvis }}
{{OBDtr| 0x0B0 | float    |64AAAA| 19 47 0C 41 | 8.767358    | y location of the pelvis }}
{{OBDtr| 0x0B4 | float    |64AAAA| EB 51 F0 40 | 7.510000    | extent length }}
{{OBDtr| 0x0B8 | float    |64AAAA| D7 A3 14 41 | 9.290000    | extent min Y }}
{{OBDtr| 0x0BC | float    |64AAAA| 0A D7 3B 41 | 11.740000  | extent max Y }}
{{OBDtr| 0x0C0 | float    |64AAAA| 5E 93 BF 40 | 5.986739    | extent angle (in radians) }}
{{OBDtrBK|Farthest extent info - information about the farthest reaching extent in the extent part }}
{{OBDtr| 0x0C4 | int16    |EBEBEB| 2F 00      | 47          | frame; -1 if there is no attack part of if the animation is for a throw target/victim ("_tgt") }}
{{OBDtr| 0x0C6 | int8    |8C8CCC| 01          | 1          | attack index to which the max extent belongs }}
{{OBDtr| 0x0C7 | int8    |FF00C8| 16          | 22          | attack frame offset from the attack with index 0 }}
{{OBDtr| 0x0C8 | float    |F0F096| 85 EB 51 BF | -1.850000  | x location of the pelvis }}
{{OBDtr| 0x0CC | float    |F0F096| E1 7A 7C C1 | -3.900000  | z location of the pelvis }}
{{OBDtr| 0x0D0 | float    |F0F096| 69 61 BF 40 | 16.874636  | y location of the pelvis }}
{{OBDtr| 0x0D4 | float    |F0F096| 70 3D 22 41 | 10.510000  | extent length }}
{{OBDtr| 0x0D8 | float    |F0F096| 47 E1 3A 40 | 8.860000    | extent min Y }}
{{OBDtr| 0x0DC | float    |F0F096| 33 33 DB 40 | 18.460000  | extent max Y }}
{{OBDtr| 0x0E0 | float    |F0F096| F7 C0 2E 3E | 0.055320    | extent angle }}
{{OBDtrBK|End max extent info }}
{{OBDtr| 0x0E4 | int32    |00C864| 00 00 00 00 | 0          | alternative move direction; used only when the previous move direction field is 0, that means never }}
{{OBDtr| 0x0E8 | int32    |00C8FF| 18 00 00 00 | 24          | number of elements in the extent part }}
{{OBDtr| 0x0EC | offset  |C80040| 60 F3 0F 00 | 0x000FF360  | raw file offset of the [[OBD:TRAM/raw0x13C|extent part]] }}
{{OBDtrBK|End extent info}}
{{OBDtr| 0x0F0 | offset  |FFFFC8| E0 F2 0F 00 | 0x000FF2E0  | raw file offset of the [[OBD:TRAM/raw0x1C|motion blur part]] }}
{{OBDtr| 0x0F4 | offset  |FFFFC8| 00 00 00 00 | unused      | raw file offset of the [[OBD:TRAM/raw0x24|throw data]] }}
{{OBDtr| 0x0F8 | offset  |FFFFC8| A0 F2 0F 00 | 0x000FF2A0  | raw file offset of the [[OBD:TRAM/raw0x14|attack part]] }}
{{OBDtr| 0x0FC | offset  |FFFFC8| 00 00 00 00 | unused      | raw file offset of the [[OBD:TRAM/raw0x18|damage part]] (used only by "_tgt" animations (throw targets/victims) }}
{{OBDtr| 0x100 | offset  |FFFFC8| 00 F3 0F 00 | 0x000F0F00  | raw file offset of the [[OBD:TRAM/raw0x2C|particle data]] (trails, dust, etc.) }}
{{OBDtr| 0x104 | offset  |FFFFC8| 00 00 00 00 | unused      | raw file offset of the [[OBD:TRAM/raw0x38|sound data]] }}
{{OBDtr2|0x108 | char[16] |FFCD96| konflash1                | impact particle name (reference to 01018-.[[OBD:ONIA|ONIA]], which is called up in the [[OBD:ONCC|ONCC]] file) }}
{{OBDtr| 0x118 | link    |C8FFFF| 00 00 00 00 | unused      | direct animation 0 (link to a TRAM file) }}
{{OBDtr| 0x11C | link    |C8FFFF| 00 00 00 00 | unused      | direct animation 1 (link to a TRAM file) }}
{{OBDtr| 0x120 | float    |FFC800| 00 00 00 00 | 0.000000    | final rotation in radians (for anims that make you turn) }}
{{OBDtr| 0x124 | int32    |0096C8| 00 00 00 00 | 0          | number of elements in the sound part }}
{{OBDtr| 0x128 | int32    |FF80C0| 00 00 00 00 | 0          | unknown; runtime pointer to the sound? }}
{{OBDtr| 0x12C | uint16  |C8C864| 00 00      | 0          | hard pause in game ticks (1/60 seconds) }}
{{OBDtr| 0x12E | uint16  |C8C864| 12 00      | 18          | soft pause in game ticks (1/60 seconds) }}
{{OBDtr| 0x130 | uint16  |804040| FF FF      | 65535      | action frame }}
{{OBDtr| 0x132 | uint16  |804040| 0A 00      | 10          | first level where the animation is available }}
{{OBDtr| 0x134 | uint16  |C87C64| 06 00      | 6 <nowiki>=</nowiki> superpunch | vocalization type (-1 if unused) }}
{{OBDtr| 0x136 | uint8    |808080| 02          | 2          | number of elements in the attack part }}
{{OBDtr| 0x137 | uint8    |808080| 00          | 0          | number of elements in the take damage part }}
{{OBDtr| 0x138 | uint8    |FFAA82| 01          | 1          | number of elements in the motion blur part }}
{{OBDtr| 0x139 | uint8    |00D900| 04          | 4          | number of elements in the particle part }}
{{OBDtr| 0x13A | uint8    |FF22FF| 01          | 1          | first "invulnerable" frame }}
{{OBDtr| 0x13B | uint8    |FF22FF| 1C          | 28          | last "invulnerable" frame }}
{{OBDtr| 0x13C | char[4]  |CACAFF| AD DE      | dead        | unused (not part of the template) }}
|}
At the time of writing, some of the above data is merely an informed guess (not thoroughly confirmed), and the nature of 0x128 (int32?) needs to be clarified more particularly. We also need to locate "end/maximal interpolation" and possibly other remaining fields from the PC/Mac data, or establish that they are missing from the TRAM/TREX representation of animations on PS2.
 


{{OBD_File_Footer | type=TRAM | prev=TRAC | next=TRAS | name=Totoro Animation Sequence | family=Character}}


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