OBD:TRAM: Difference between revisions

169 bytes added ,  17 December 2021
m
note on the motion blur padding
m (typos and such)
m (note on the motion blur padding)
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**the "Lifetime" parameter is an 8-bit frame count, meaning a "ghost" cannot last more than 4.25 frames before disappearing completely; (LIMITATION SEVERITY: MINOR)
**the "Lifetime" parameter is an 8-bit frame count, meaning a "ghost" cannot last more than 4.25 frames before disappearing completely; (LIMITATION SEVERITY: MINOR)
**the "Interval" is an 8-bit frame interval, meaning that successive "ghosts" can be spawned no more than 4.25 seconds apart; (LIMITATION SEVERITY: MINOR)
**the "Interval" is an 8-bit frame interval, meaning that successive "ghosts" can be spawned no more than 4.25 seconds apart; (LIMITATION SEVERITY: MINOR)
**the undocumented final field also looks like it could be an 8-bit count or interval (hypothesis so far is "trailing in frames").
**<strike>the undocumented final field also looks like it could be an 8-bit count or interval (hypothesis so far is "trailing in frames").</strike> This field appears to be padding/garbage.
*[[OBD:TRAM/raw0x34|Rotation data]]:
*[[OBD:TRAM/raw0x34|Rotation data]]:
**Intervals between a bone's keyframes are 8-bit fields, meaning that keyframes cannot be more than 4.25 seconds apart. (LIMITATION SEVERITY: MINOR)
**Intervals between a bone's keyframes are 8-bit fields, meaning that keyframes cannot be more than 4.25 seconds apart. (LIMITATION SEVERITY: MINOR)
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**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.)
**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):
*"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)
**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)
:The above information assumes 60fps as the animation's frame rate. If the framerate can be reduced, the limiting time amounts will increase accordingly.
:The above information assumes 60fps as the animation's frame rate. If the framerate can be reduced, the limiting time amounts will increase accordingly.