OBD:TRAM/raw0x14: Difference between revisions
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m (garbage) |
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{{OBDtr| 0x16 | int16 |C800C8| 0A 00 | 10 | number in frames for how long should blocking char remain in blocking animation }} | {{OBDtr| 0x16 | int16 |C800C8| 0A 00 | 10 | number in frames for how long should blocking char remain in blocking animation }} | ||
{{OBDtr| 0x18 | int16 |C800C8| 00 00 | 0 | number of frames for how long should blocking char perform stagger anim after sucessful block (???has stagger???) }} | {{OBDtr| 0x18 | int16 |C800C8| 00 00 | 0 | number of frames for how long should blocking char perform stagger anim after sucessful block (???has stagger???) }} | ||
{{OBDtr| 0x1A | int16 |C800C8| 00 00 | 0 | | {{OBDtr| 0x1A | int16 |C800C8| 00 00 | 0 | apparently garbage }} | ||
{{OBDtr| 0x1C | int32 |C87C64| 00 00 00 00 | 0 | | {{OBDtr| 0x1C | int32 |C87C64| 00 00 00 00 | 0 | apparently garbage }} | ||
|} | |} | ||
;Apparently garbage | |||
:These were analyzed by comparing identical TRAM across levels and Oni versions. | |||
<CENTER>[[OBD:TRAM/raw0x10|x-z-position part]] << '''[[OBD:TRAM|TRAM]] - attack part''' >> [[OBD:TRAM/raw0x18|damage part]]</CENTER> | <CENTER>[[OBD:TRAM/raw0x10|x-z-position part]] << '''[[OBD:TRAM|TRAM]] - attack part''' >> [[OBD:TRAM/raw0x18|damage part]]</CENTER> |
Revision as of 21:29, 24 December 2007
This part belongs to the 01865-KONCOMpunch_heavy.TRAM file.
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
First element (black outline) | ||||
0x00 | bitset32 | 00 60 06 00 | 0, 96, 6, 0 | damage-dealing bones; the following bits are possible:
|
0x04 | float | 00 00 00 41 | 8.000000 | knockback |
0x08 | bitset32 | 08 00 00 00 | 8, 0, 0, 0 | attack part; the following bits are possible:
|
0x0C | int16 | 14 00 | 20 | hit points |
0x0E | int16 | 05 00 | 5 | start frame |
0x10 | int16 | 0F 00 | 15 | stop frame |
0x12 | int16 | 50 00 | 80 | anim_type ID for opponent's animation when attack isn't blocked (80 = hit_foot) |
0x14 | int16 | 0A 00 | 10 | number of frames for how long should blocking char remain in hit anim when he gots hit |
0x16 | int16 | 0A 00 | 10 | number in frames for how long should blocking char remain in blocking animation |
0x18 | int16 | 00 00 | 0 | number of frames for how long should blocking char perform stagger anim after sucessful block (???has stagger???) |
0x1A | int16 | 00 00 | 0 | apparently garbage |
0x1C | int32 | 00 00 00 00 | 0 | apparently garbage |
- Apparently garbage
- These were analyzed by comparing identical TRAM across levels and Oni versions.