OBD:TRAM
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Main Page >> Oni Binary Data >> File Types >> TRAM File
Totoro Animation Sequence - Character File
The following pic is wrong. I'll upload the the right image soon.
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 | unknown | flags; Oni read it in this way: 00 08 00 90 = 80090; I would read it as four seperate bytes: 90, 00, 08, 00 (in dec: 144, 0, 8, 0) |
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 | unknown | used parts; Oni reads it as in the light green coloured field above; I would read it as four seperate bytes |
00 00 00 00 | unknown | replace parts; Oni reads it as in the light green coloured field above; I would read it as four seperate bytes |
00 00 00 00 | 0.000000 | final rotation; stored as multiples of the number "pi" (3.141592...) |
01 00 | 1 | move direction |
06 00 | 6 | attack sound ("Rising fury!") |
8D 87 CF 41 | 25.941187 | unknown; always zero if the attack part doesn't exist |
DE E9 1A 40 | 2.420524 | unknown; always 1,000,000,000 if the attack part doesn't exist |
95 34 D3 41 | 26.400675 | unknown; always -1,000,000,000 if the attack part doesn't exist |
8D 87 CF 41 | 25.941187 | unknown; always zero if the attack part doesn't exist |
8D 87 CF 41 | 25.941187 | unknown; always zero if the attack part doesn't exist |
8D 87 CF 41 | 25.941187 | unknown; always zero if the attack part doesn't exist |
8D 87 CF 41 | 25.941187 | unknown; always zero if the attack part doesn't exist |
9D E4 11 41 | 9.118314 | unknown; always zero if the attack part doesn't exist |
14 BA 04 41 | 8.295429 | unknown; always zero if the attack part doesn't exist |
6B 77 D4 40 | 6.639577 | unknown; always zero if the attack part doesn't exist |
50 5A B3 40 | 5.604774 | unknown; always zero if the attack part doesn't exist |
74 4B 9C 40 | 4.884211 | unknown; always zero if the attack part doesn't exist |
DF 37 87 40 | 4.225570 | unknown; always zero if the attack part doesn't exist |
70 75 84 40 | 4.139336 | unknown; always zero if the attack part doesn't exist |
8E ED 6A 40 | 3.670749 | unknown; always zero if the attack part doesn't exist |
16 40 5F 40 | 3.488286 | unknown; always zero if the attack part doesn't exist |
16 40 5F 40 | 3.488286 | unknown; always zero if the attack part doesn't exist |
BF CD 45 40 | 3.090683 | unknown; always zero if the attack part doesn't exist |
34 2B 49 40 | 3.143262 | unknown; always zero if the attack part doesn't exist |
34 2B 49 40 | 3.143262 | unknown; always zero if the attack part doesn't exist |
34 2B 49 40 | 3.143262 | unknown; always zero if the attack part doesn't exist |
5A D8 6D 40 | 3.716330 | unknown; always zero if the attack part doesn't exist |
5A D8 6D 40 | 3.716330 | unknown; always zero if the attack part doesn't exist |
5A D8 6D 40 | 3.716330 | unknown; always zero if the attack part doesn't exist |
8F D9 96 40 | 4.714057 | unknown; always zero if the attack part doesn't exist |
8F D9 96 40 | 4.714057 | unknown; always zero if the attack part doesn't exist |
B7 7B AB 40 | 5.358852 | unknown; always zero if the attack part doesn't exist |
F0 81 BF 40 | 5.984612 | unknown; always zero if the attack part doesn't exist |
98 95 E3 40 | 7.112011 | unknown; always zero if the attack part doesn't exist |
98 95 E3 40 | 7.112011 | unknown; always zero if the attack part doesn't exist |
98 95 E3 40 | 7.112011 | unknown; always zero if the attack part doesn't exist |
98 95 E3 40 | 7.112011 | unknown; always zero if the attack part doesn't exist |
98 95 E3 40 | 7.112011 | unknown; always zero if the attack part doesn't exist |
98 95 E3 40 | 7.112011 | unknown; always zero if the attack part doesn't exist |
ED E7 14 41 | 9.306623 | unknown; always zero if the attack part doesn't exist |
D4 2E 9E 41 | 19.772865 | unknown; always zero if the attack part doesn't exist |
8F FB CC 41 | 25.622831 | unknown; always zero if the attack part doesn't exist |
8D 87 CF 41 | 25.941187 | unknown; always zero if the attack part doesn't exist |
8D 87 CF 41 | 25.941187 | unknown; always zero if the attack part doesn't exist |
05 00 | 5 | unknown; always -1 if the attack part doesn't exist |
00 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 |
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 | unknown; Oni Tools 1.51 says that this is the size of the following extent part in the raw file; I doubt it; maybe it's the amount of packages |
E0 BB 80 00 | 80 BB E0 | at this position starts the extent part in the raw file |
konflash1 | attack sound ("slap") | |
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; ID for the animation of the opponent |
16 00 | 22 | aiming type; ID for the animation of the opponent |
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; Oni read it in this way: 02 00 = 200; I would read it either as a short: 00 02 (in dec: 512) or as two seperate bytes: 00, 02 (in dec: 0, 2) |
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 | unknown |
1C | 28 | unknown |
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 |
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