OBD:TRAM
|
|
|
| Hex | Translation | Meaning |
| 01 49 07 00 | 4392 | 01865-KONCOMpunch_heavy.TRAM |
| 01 00 00 00 | 0 | level 0 |
| 00 00 00 00 | 0 | unknown; always zero |
| A0 B4 80 00 | 80 B4 A0 | at this position starts the y-position part (heights) of the pelvis in the raw file |
| E0 B5 80 00 | 80 B5 E0 | at this position starts the x-z-position part of the pelvis in the raw file |
| 60 B8 80 00 | 80 B8 60 | at this position starts the attack part in the raw file |
| 00 00 00 00 | not used | at this position starts the damage part in the raw file; only tgt throws use it (tgt = target) |
| A0 B8 80 00 | 80 B8 A0 | at this position starts the motion blur part in the raw file |
| C0 B8 80 00 | 80 B8 C0 | at this position starts the shortcut part in the raw file |
| 00 00 00 00 | not used | at this position starts the throw part in the raw file |
| E0 B8 80 00 | 80 B8 E0 | at this position starts the footstep part in the raw file |
| 00 B9 80 00 | 80 B9 00 | at this position starts the particle part (trails, dust, etc.) in the raw file |
| 60 B9 80 00 | 80 B9 60 | at this position starts the position part in the raw file |
| 00 BD 80 00 | 80 BD 00 | at this position starts the bodyparts animation part in the raw file |
| 00 00 00 00 | not used | at this position starts the sound part in the raw file |
| 90 00 08 00 | attack, atomic, |
flags (listed in, e.g., anim_flags.StNA)
|
| 00 00 00 00 | not used | direct animation 0 (link to a TRAM file) |
| 00 00 00 00 | not used | direct animation 1 (link to a TRAM file) |
| Example to the both rows above: 01855-KONCOMcomb_p_p.TRAM links to: That means, that after Konokos second punch, Oni waits for a third punch or a kick. | ||
| 00 00 00 00 | no "used parts" | "used parts" bitset. Legend is for original 19-bone chars.
Aiming screen TRAMs "use" several bones here. Other overlay TRAMs use only "chest". Non-overlay TRAMs use none. |
| 00 00 00 00 | no "replaced parts" | "replaced parts" bitset. Same legend as above. Only overlay TRAMs other than aiming-screen ones "replace" parts. |
| 00 00 00 00 | 0.000000 | final rotation in radians (for anims that make you turn) |
| 01 00 | 1 | move direction |
| 06 00 | 6 | attack sound ("Rising fury!") |
| 8D 87 CF 41 | 25.941187 | maximum "danger" |
| DE E9 1A 40 | 2.420524 | "danger" min range (world units) |
| 95 34 D3 41 | 26.400675 | "danger" max range (world units) |
| 8D 87 CF 41 | 25.941187 | "danger" at 0° (front) |
| 8D 87 CF 41 | 25.941187 | "danger" at 10° |
| 8D 87 CF 41 | 25.941187 | "danger" at 20° |
| 8D 87 CF 41 | 25.941187 | "danger" at 30° |
| 9D E4 11 41 | 9.118314 | "danger" at 40° |
| 14 BA 04 41 | 8.295429 | "danger" at 50° |
| 6B 77 D4 40 | 6.639577 | "danger" at 60° |
| 50 5A B3 40 | 5.604774 | "danger" at 70° |
| 74 4B 9C 40 | 4.884211 | "danger" at 80° |
| DF 37 87 40 | 4.225570 | "danger" at 90° (left) |
| 70 75 84 40 | 4.139336 | "danger" at 100° |
| 8E ED 6A 40 | 3.670749 | "danger" at 110° |
| 16 40 5F 40 | 3.488286 | "danger" at 120° |
| 16 40 5F 40 | 3.488286 | "danger" at 130° |
| BF CD 45 40 | 3.090683 | "danger" at 140° |
| 34 2B 49 40 | 3.143262 | "danger" at 150° |
| 34 2B 49 40 | 3.143262 | "danger" at 160° |
| 34 2B 49 40 | 3.143262 | "danger" at 170° |
| 5A D8 6D 40 | 3.716330 | "danger" at 180° (back) |
| 5A D8 6D 40 | 3.716330 | "danger" at 190° |
| 5A D8 6D 40 | 3.716330 | "danger" at 200° |
| 8F D9 96 40 | 4.714057 | "danger" at 210° |
| 8F D9 96 40 | 4.714057 | "danger" at 220° |
| B7 7B AB 40 | 5.358852 | "danger" at 230° |
| F0 81 BF 40 | 5.984612 | "danger" at 240° |
| 98 95 E3 40 | 7.112011 | "danger" at 250° |
| 98 95 E3 40 | 7.112011 | "danger" at 260° |
| 98 95 E3 40 | 7.112011 | "danger" at 270° (right) |
| 98 95 E3 40 | 7.112011 | "danger" at 280° |
| 98 95 E3 40 | 7.112011 | "danger" at 290° |
| 98 95 E3 40 | 7.112011 | "danger" at 300° |
| ED E7 14 41 | 9.306623 | "danger" at 310° |
| D4 2E 9E 41 | 19.772865 | "danger" at 320° |
| 8F FB CC 41 | 25.622831 | "danger" at 330° |
| 8D 87 CF 41 | 25.941187 | "danger" at 340° |
| 8D 87 CF 41 | 25.941187 | "danger" at 350° |
| 05 00 | 5 | unknown; always -1 if the attack part doesn't exist |
| 00 | 0 | unknown; always zero |
| 00 | 0 | unknown; always zero |
| 00 00 00 BF | -0.500000 | unknown |
| 1E 85 6B BF | -0.920000 | unknown |
| 19 47 0C 41 | 8.767358 | unknown |
| EB 51 F0 40 | 7.510000 | unknown |
| D7 A3 14 41 | 9.290000 | unknown |
| 0A D7 3B 41 | 11.740000 | unknown |
| 5E 93 BF 40 | 5.986739 | unknown |
| 2F 00 | 47 | unknown (-1 if no attack part of if it's a "thrown" anim) |
| 01 | 1 | unknown |
| 16 | 22 | unknown |
| 85 EB 51 BF | -1.850000 | unknown |
| E1 7A 7C C1 | -3.900000 | unknown |
| 69 61 BF 40 | 16.874636 | unknown |
| 70 3D 22 41 | 10.510000 | unknown |
| 47 E1 3A 40 | 8.860000 | unknown |
| 33 33 DB 40 | 18.460000 | unknown |
| F7 C0 2E 3E | 0.055320 | unknown |
| 00 00 00 00 | 0 | unknown; always zero |
| 18 00 00 00 | 24 | amount of packages of the extent part |
| E0 BB 80 00 | 80 BB E0 | offset of extent part in raw/sep |
| konflash1 | special impact label (looked up in ONIA) | |
| 00 00 | 0 | hard pause in 1/60 seconds |
| 12 00 | 12 | soft pause in 1/60 seconds |
| 00 00 | 0 | unknown; it seems that it belongs to the sound part |
| 00 00 | 0 | unknown |
| 00 00 | 0 | unknown |
| 00 00 | 0 | unknown |
| 00 00 | 0 | unknown |
| 3C 00 | 60 | frames per second |
| 06 00 | 6 | compression size |
| 16 00 | 22 | type; animation type from anim_types.StNA |
| 16 00 | 22 | aiming type; animation type from anim_types.StNA |
| 00 00 | 0 | from state |
| 07 00 | 7 | to state |
| 13 00 | 19 | bodyparts |
| 50 00 | 50 | frames |
| 50 00 | 50 | duration in in 1/60 seconds |
| 00 02 | unknown | varient, a bitset
|
| AD DE | dead | varient end; Oni read it in this way: DE AD = dead; I would read it as a short: AD DE (not used) |
| 00 00 | 0 | atomic start |
| FF FF | 65535 | atomic end |
| 00 00 | 0 | end interpolation |
| FF FF | 65535 | maximal interpolation |
| FF FF | -1 | action frame |
| 0A 00 | 10 | first level |
| 01 | 1 | first "invulnerable" frame |
| 1C | 28 | last "invulnerable" frame |
| 02 | 2 | amount of attacks |
| 00 | 0 | amount of take damage |
| 01 | 1 | amount of motion blur |
| 01 | 1 | amount of shortcuts |
| 02 | 2 | amount of footsteps |
| 04 | 4 | amount of particles |
| AD DE | dead | not used |
- Direct links
- 0x40 and 0x44 : how exactly do they work?
- Apparently, the punch/kick triggering has nothing to do with the field where the link is placed.
- Those anims are just "made available" (bypassing lookups), and the rest is handled "somehow"...
- (according to animtype of available anim and key pressed, maybe with some kind of transition)
- geyser 06:28, 24 March 2007 (CET)
- 0x58-0xF3 - danger zone
- Second and third floats seem to be ranges (moderate enough to be in regular world units).
- Last 36 are amounts/probabilities of damage in 36 equal sectors around the character.
- (often much too large to be ranges in world units)
- First float (at 0x58) looks like a normalisation constant: danger amount/normalisation = probability.
- If you're in one of the 36 angular sectors within the min and max ranges,
- dividing the danger amount by the normalisation gives you the probability of being hit.
- "Probably" ^^
- geyser 06:28, 24 March 2007 (CET)
- 0xF4-0x113 and 0x114-0x133
- similar to each other? not quite...
- exception for "thrown" anims = friend/foe distinction?
- maybe check IDs against MELE stuff...
- geyser 06:28, 24 March 2007 (CET)
- Rather old notes to self...
- 0x164 is usually the same as 0x162 (type) except for :
- KONRIFrun_slide_getup, KONRIFrun_slide_run
- KONPISstartle_lt1, KONPISstartle_rt1
- KONRIFstartle_lt1, KONRIFstartle_rt1
- STRRIFrun_slide_getup, STRIKElev3_startle
- STRPISstartle_lt1, STRPISstartle_rt1
- STRRIFstartle_lt1, STRRIFstartle_rt1
- STRPISstartle_lt2, STRPISstartle_rt2
- STRRIFstartle_lt2, STRRIFstartle_rt2
- COMPISstartle_lt1, KONPISstartle_rt1
- COMRIFstartle_lt1, KONRIFstartle_rt1
- COMPISstartle_lt2, COMPISstartle_rt2
- COMRIFstartle_lt2, COMRIFstartle_rt2
- (for all these, 0x164 is null : "None")
| ONI BINARY DATA |
|---|
| TRAC << Other file types >> TRAS |
| TRAM : Totoro Animation Sequence |
| Character file |
