OBD:TRAM/raw0x14: Difference between revisions

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Line 51: Line 51:
| BGCOLOR="#C8FFC8" | 00 00 00 41
| BGCOLOR="#C8FFC8" | 00 00 00 41
| 8.000000
| 8.000000
| ALIGN=LEFT | unknown
| ALIGN=LEFT | knockback
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFFF" | 08 00 00 00
| BGCOLOR="#C8FFFF" | 08 00 00 00
| 8
| 8
| ALIGN=LEFT | bitset, unknown
| ALIGN=LEFT | attack part bitset, see below
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8FF" | 14 00
| BGCOLOR="#FFC8FF" | 14 00
Line 75: Line 75:
| BGCOLOR="#B0C3D4" | 0A 00
| BGCOLOR="#B0C3D4" | 0A 00
| 10
| 10
| ALIGN=LEFT | unknown
| ALIGN=LEFT | number of frames for how long should blocking char remain in hit anim when he gots hit
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#E7CEA5" | 0A 00
| BGCOLOR="#E7CEA5" | 0A 00
| 10
| 10
| ALIGN=LEFT | "has block stun" ?
| ALIGN=LEFT | number in frames for how long should blocking char remain in blocking animation
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFDDDD" | 00 00
| BGCOLOR="#FFDDDD" | 00 00
| 0
| 0
| ALIGN=LEFT | "has stagger" ?
| ALIGN=LEFT | number of frames for how long should blocking char perform stagger anim after sucessful block (???has stagger???)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFDDDD" | 00 00
| BGCOLOR="#FFDDDD" | 00 00
Line 93: Line 93:
| ALIGN=LEFT | unknown
| ALIGN=LEFT | unknown
|}
|}
;Possible options are:
: 0- nothing special, attack can be blocked by any stance of defender (crouch, stand) and deals no damage when blocked
: 1- attack is unblockable
: 2- attack is high (can be blocked only in normal stance, hits if enemy is crouching)
: 4- attack is low (can be blocked only in crouch stance, hits if enemy is in normal stance)
: 8- attack deals 1/2 damage when blocked + while blocking, it does not use blue flash but hit flash (konflash1 for this TRAM)
;Damage-dealing bones
;Damage-dealing bones
:It's a 19-bit bitset starting at the beginning of the attack chunk
:It's a 19-bit bitset starting at the beginning of the attack chunk

Revision as of 18:48, 22 July 2007

Main Page >> Oni Binary Data >> File Types >> TRAM File >> attack part


<== TRAM - attack part ==>


This part belongs to the 01865-KONCOMpunch_heavy.TRAM file.


tram_r03.gif

0x080B860:  00 60 06 00 00 00 00 41 08 00 00 00 14 00 05 00  °°°°°°°°°°°°°°°°
0x080B870:  0F 00 50 00 0A 00 0A 00 00 00 00 00 00 00 00 00  °°°°°°°°°°°°°°°°
Hex Translation Meaning
Attack block structure detailed below
00 0 damage-dealing bones 1; here, nothing selected
60 32+64 damage-dealing bones 2; here, left wrist and fist
06 2+4 damage-dealing bones 3; here, right wrist and fist
00 0 blank filler
00 00 00 41 8.000000 knockback
08 00 00 00 8 attack part bitset, see below
14 00 20 Hit points
05 00 5 Start frame
0F 00 15 Stop frame
50 00 80 Anim_type ID for opponent's animation when attack isn't blocked (80 => hit_foot)
0A 00 10 number of frames for how long should blocking char remain in hit anim when he gots hit
0A 00 10 number in frames for how long should blocking char remain in blocking animation
00 00 0 number of frames for how long should blocking char perform stagger anim after sucessful block (???has stagger???)
00 00 0 unknown
00 00 00 00 0 unknown
Possible options are
0- nothing special, attack can be blocked by any stance of defender (crouch, stand) and deals no damage when blocked
1- attack is unblockable
2- attack is high (can be blocked only in normal stance, hits if enemy is crouching)
4- attack is low (can be blocked only in crouch stance, hits if enemy is in normal stance)
8- attack deals 1/2 damage when blocked + while blocking, it does not use blue flash but hit flash (konflash1 for this TRAM)


Damage-dealing bones
It's a 19-bit bitset starting at the beginning of the attack chunk
  • 0x010000 : Pelvis
  • 0x020000 : Lt Thigh
  • 0x040000 : Lt Calf
  • 0x080000 : Lt Foot
  • 0x100000 : Rt Thigh
  • 0x200000 : Rt Calf
  • 0x400000 : Lt Foot
  • 0x000100 : Chest
  • 0x000200 : Neck
  • 0x000400 : Head
  • 0x000800 : Lt Shoulder
  • 0x001000 : Lt Arm
  • 0x002000 : Lt Wrist
  • 0x004000 : Lt Fist
  • 0x008000 : Rt Shoulder
  • 0x000001 : Rt Arm
  • 0x000002 : Rt Wrist
  • 0x000004 : Rt Fist
The remaining bits, and the following byte, are unused.



<== TRAM - attack part ==>


Main Page >> Oni Binary Data >> File Types >> TRAM File >> attack part