|
|
|
Offset |
Type |
Raw Hex |
Value |
Description
|
0x00 |
res_id |
01 9C 00 00 |
156 |
00156-BomberKonRun01.FILM
|
0x04 |
lev_id |
01 00 00 06 |
3 |
level 3
|
0x08 |
float |
FE 6B 81 44 |
1035.374855 |
x-position of the character
|
0x0C |
float |
00 00 73 43 |
243.000000 |
y-position (height) of the character
|
0x10 |
float |
F1 A8 F1 C1 |
-30.207490 |
z-position of the character
|
0x14 |
float |
34 E3 C8 40 |
6.277734 |
body start facing; rotates body from "body start facing" to facing state (6.277734 * 180 / pi = 359.687663 degrees)
|
0x18 |
float |
00 C8 1A 3B |
0.002361 |
facing state (0.002361 * 180 / pi = 0.135275 degrees)
|
0x1C |
float |
00 00 00 00 |
0.000000 |
head start facing; rotates head from "head start facing" to facing state (0 * 180 / pi = 0 degrees)
|
0x20 |
float |
DB 8F B9 BF |
-1.449726 |
looking up or down (-1.449726 * 180 / pi = -83.063181 degrees)
|
0x24 |
int32 |
FF 00 00 00 |
255 |
{{{6}}}
|
0x08 |
link |
00 00 00 00 |
unused |
cutscene1 (link to a TRAM file)
|
0x08 |
link |
00 00 00 00 |
unused |
cutscene1 (link to a TRAM file)
|
0x08 |
float |
00 00 00 00 |
unused |
|
0x08 |
float |
00 00 00 00 |
unused |
|
0x08 |
float |
00 00 00 00 |
unused |
|
0x08 |
float |
00 00 00 00 |
unused |
|
0x08 |
float |
00 00 00 00 |
unused |
|
0x08 |
float |
00 00 00 00 |
unused |
|
0x08 |
float |
00 00 00 00 |
unused |
|
0x08 |
float |
00 00 00 00 |
unused |
|
0x08 |
float |
00 00 00 00 |
unused |
|
0x02 |
int16 |
00 00 |
0 |
variable, returns if you choose this option
|
0x04 |
char[64] |
Easy |
entry name
|
|
|
|
Hex
|
Translation
|
Meaning
|
01 9C 00 00
|
156
|
00156-BomberKonRun01.FILM
|
01 00 00 06
|
3
|
level 3
|
FE 6B 81 44
|
1035.374855
|
x-coordinate (position)
|
00 00 73 43
|
243.000000
|
y-coordinate (position)
|
F1 A8 F1 C1
|
-30.207490
|
z-coordinate (position)
|
34 E3 C8 40
|
6.277734
|
look to state in degrees (angle over 360 is possible - huh?)
|
00 C8 1A 3B
|
0.002361
|
facing in degrees (works nor correct, the angle isn't the same as the float)
|
00 00 00 00
|
0.000000
|
looking from left or right to facing state
|
DB 8F B9 BF
|
-1.449726
|
looking up or down
|
FF 00 00 00
|
255
|
film lenght in 1/60 seconds (4.25 seconds)
|
00 00 00 00
|
0
|
TRAM link 1
|
00 00 00 00
|
0
|
TRAM link 2
|
AD DE
|
dead
|
not used
|
5A 00 00 00
|
90
|
90 packages follow (one package is edged in black)
|
Below follows the first package.
|
00 00 00 00
|
0.000000
|
camera angle (up / down)
|
00 00 00 00
|
0.000000
|
rotation of the character on the y-axis in degrees
|
00 00 00 00
|
0
|
keypress event bitset part 1 (see below)
|
00 00 00 00
|
0
|
keypress event bitset part 2 (see below)
|
00 00 00 00
|
0
|
frame
|
00 00 00 00
|
0
|
unknown
|
- TRAM links
- Those are custom animations that are not triggered by normal movements.
- There's a maximum of 2 custom anims per film.
- As far as FILM is concerned, those anims are local (link by ID)
- Actually, they're usually empty (looked up by name in level 0)
- Keypress event bitset part 1
Actually this can be seen as an 8-byte bitset
- 0x 01 00 00 00 : (1:00) escape
- 0x 02 00 00 00 : (1:01) console
- 0x 04 00 00 00 : (1:02) pausescreen
- 0x 08 00 00 00 : (1:03) cutscene1
- 0x 10 00 00 00 : (1:04) cutscene2
- 0x 20 00 00 00 : (1:05) f4
- 0x 40 00 00 00 : (1:06) f5
- 0x 80 00 00 00 : (1:07) f6
- 0x 00 01 00 00 : (1:08) f7
- 0x 00 02 00 00 : (1:09) f8
- 0x 00 04 00 00 : (1:0A) start_record
- 0x 00 08 00 00 : (1:0B) stop_record
- 0x 00 10 00 00 : (1:0C) play_record
- 0x 00 20 00 00 : (1:0D) f12
- 0x 00 40 00 00 : (1:0E) ........ ? apparently absent
- 0x 00 80 00 00 : (1:0F) lookmode
- 0x 00 00 01 00 : (1:10) screenshot
- 0x 00 00 02 00 : (1:11) ........ ? apparently absent
- 0x 00 00 04 00 : (1:12) ........ ? apparently absent
- 0x 00 00 08 00 : (1:13) ........ ? apparently absent
- 0x 00 00 10 00 : (1:14) ........ ? apparently absent
- 0x 00 00 20 00 : (1:15) forward
- 0x 00 00 40 00 : (1:16) backward
- 0x 00 00 80 00 : (1:17) turnleft
- 0x 00 00 00 01 : (1:18) turnright
- 0x 00 00 00 02 : (1:19) stepleft
- 0x 00 00 00 04 : (1:1A) stepright
- 0x 00 00 00 08 : (1:1B) jump
- 0x 00 00 00 10 : (1:1C) crouch
- 0x 00 00 00 20 : (1:1D) punch
- 0x 00 00 00 40 : (1:1E) kick
- 0x 00 00 00 80 : (1:1F) block (no effect)
- Keypress event bitset part 2
- 0x 01 00 00 00 : (1:20) walk
- 0x 02 00 00 00 : (1:21) action
- 0x 04 00 00 00 : (1:22) hypo
- 0x 08 00 00 00 : (1:23) reload
- 0x 10 00 00 00 : (1:24) swap
- 0x 20 00 00 00 : (1:25) drop
- 0x 40 00 00 00 : (1:26) fire1
- 0x 80 00 00 00 : (1:27) fire2
- 0x 00 01 00 00 : (1:28) fire3
- ............................and that's all for keypresses, apparently
- Note to self... other bitsets somewhere?
- (3:7) aim_lr
- (3:8) aim_ud
- (4:0) man_cam_pan_left
- (4:1) man_cam_pan_up
- (4:2) man_cam_move_forward
- (4:3) man_cam_move_up
- (4:4) man_cam_move_left
- (5:0) man_cam_pan_right
- (5:1) man_cam_pan_down
- (5:2) man_cam_move_backward
- (5:3) man_cam_move_down
- (5:4) man_cam_move_right