OBD:TRAM/raw0x14: Difference between revisions

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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> [[OBD:TRAM|TRAM File]] >> attack part
<CENTER>[[OBD:TRAM/raw0x10|x-z-position part]] &nbsp;<<&nbsp; '''[[OBD:TRAM|TRAM]] - attack part''' &nbsp;>>&nbsp; [[OBD:TRAM/raw0x18|damage part]]</CENTER>




<CENTER>[[OBD:TRAM/raw0x10|<==]] <FONT SIZE=5>TRAM - attack part</FONT> [[OBD:TRAM/raw0x18|==>]]</CENTER>
This part belongs to the 01865-KONCOMpunch_heavy.TRAM file.
 
 
[[image:tram_r03.gif]]
 


{{Table}}
{{OBDth}}
{{OBDtrBK}}
{{OBDtr| 0x00 | bitset32 |FFC8C8| 00 60 06 00 | 0, 96, 6, 0 | damage-dealing bones; the following bits are possible:


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


:0x'''01'''000000 - pelvis
:0x'''02'''000000 - left thigh
:0x'''04'''000000 - left calf
:0x'''08'''000000 - left foot
:0x'''10'''000000 - right thigh
:0x'''20'''000000 - right calf
:0x'''40'''000000 - right foot
:0x'''80'''000000 - mid
:0x00'''01'''0000 - chest
:0x00'''02'''0000 - neck
:0x00'''04'''0000 - head
:0x00'''08'''0000 - left shoulder
:0x00'''10'''0000 - left arm
:0x00'''20'''0000 - left wrist
:0x00'''40'''0000 - left fist
:0x00'''80'''0000 - right shoulder
:0x0000'''01'''00 - right arm
:0x0000'''02'''00 - right wrist
:0x0000'''04'''00 - right fist


http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/tram_r03.gif


{|cellspacing=0
{{HexRow|0x080B860|
|00|60|06|00|00|00|00|41|08|00|00|00|14|00|05|00|
|FF|00|FF|FF|C8|C8|C8|C8|C8|C8|C8|C8|FF|FF|FF|FF|
|FF|FF|00|FF|FF|FF|FF|FF|FF|FF|FF|FF|C8|C8|C8|C8|
|00|FF|FF|FF|C8|C8|C8|C8|FF|FF|FF|FF|FF|FF|FF|FF|
}}
}}
{{HexRow|0x080B870|
{{OBDtr| 0x04 | float    |FFFFC8| 00 00 00 41 | 8.000000    | knockback }}
|0F|00|50|00|0A|00|0A|00|00|00|00|00|00|00|00|00|
{{OBDtr| 0x08 | bitset32 |C8FFC8| 08 00 00 00 | 8, 0, 0, 0  | attack part; the following bits are possible:
|C8|C8|C8|C8|B0|B0|E7|E7|FF|FF|FF|FF|64|64|64|64|
|00|00|7C|7C|C3|C3|CE|CE|DD|DD|DD|DD|AA|AA|AA|AA|
|C8|C8|64|64|D4|D4|A5|A5|DD|DD|DD|DD|AA|AA|AA|AA|
}}
|}


{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=1 BGCOLOR="#000000"
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
| WIDTH=15% | <B>Hex</B>
| WIDTH=15% | <B>Translation</B>
| WIDTH=70% | <B>Meaning</B>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Attack block structure detailed below</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFF00" | 00
| 0
| ALIGN=LEFT | damage-dealing bones 1; here, nothing selected
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#00FFFF" | 60
| 32+64
| ALIGN=LEFT | damage-dealing bones 2; here, left wrist and fist
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FF00FF" | 06
| 2+4
| ALIGN=LEFT | damage-dealing bones 3; here, right wrist and fist
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFFF" | 00
| 0
| ALIGN=LEFT | blank filler
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFC8" | 00&nbsp;00&nbsp;00&nbsp;41
| 8.000000
| ALIGN=LEFT | knockback
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFFF" | 08 00 00 00
| 8
| ALIGN=LEFT | attack part bitset, see below
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8FF" | 14 00
| 20
| ALIGN=LEFT | Hit points
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC800" | 05 00
| 5
| ALIGN=LEFT | Start frame
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 0F 00
| 15
| ALIGN=LEFT | Stop frame
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C87C64" | 50 00
| 80
| ALIGN=LEFT | Anim_type ID for opponent's animation when attack isn't blocked (80 => hit_foot)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 0A 00
| 10
| 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"
| BGCOLOR="#E7CEA5" | 0A 00
| 10
| ALIGN=LEFT | number in frames for how long should blocking char remain in blocking animation
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFDDDD" | 00 00
| 0
| 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"
| BGCOLOR="#FFDDDD" | 00 00
| 0
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 00 00 00 00
| 0
| 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)


: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.


 
}}
<HR>
{{OBDtr| 0x0C | int16    |C8FFFF| 14 00      | 20          | hit points }}
<CENTER>[[OBD:TRAM/raw0x10|<==]] <B>TRAM - attack part</B> [[OBD:TRAM/raw0x18|==>]]</CENTER>
{{OBDtr| 0x0E | int16    |FFC8FF| 05 00      | 5          | start frame }}
<HR>
{{OBDtr| 0x10 | int16    |FFC8FF| 0F 00      | 15          | stop frame }}
{{OBDtr| 0x12 | int16    |FFC800| 50 00      | 80          | anim_type ID for opponent's animation when attack isn't blocked (80 <nowiki>=</nowiki> hit_foot) }}
{{OBDtr| 0x14 | int16    |C800C8| 0A 00      | 10          | number of frames for how long should blocking char remain in hit anim when he gots hit }}
{{OBDtr| 0x16 | int16    |C800C8| 0A 00      | 10          | number in frames for how long should blocking char remain in blocking animation }}
{{OBDtr| 0x18 | int16    |C800C8| 00 00      | 0          | number of frames for how long should blocking char perform stagger anim after sucessful block (???has stagger???) }}
{{OBDtr| 0x1A | int16    |C800C8| 00 00      | 0          | unknown }}
{{OBDtr| 0x1C | int32    |C87C64| 00 00 00 00 | 0          | unknown }}
|}




[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> [[OBD:TRAM|TRAM File]] >> attack part
<CENTER>[[OBD:TRAM/raw0x10|x-z-position part]] &nbsp;<<&nbsp; '''[[OBD:TRAM|TRAM]] - attack part''' &nbsp;>>&nbsp; [[OBD:TRAM/raw0x18|damage part]]</CENTER>

Revision as of 11:56, 13 September 2007

x-z-position part  <<  TRAM - attack part  >>  damage part


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


Tram r03.gif


Offset Type Raw Hex Value Description
First element (black outline)
0x00 bitset32 00 60 06 00 0, 96, 6, 0 damage-dealing bones; the following bits are possible:


0x01000000 - pelvis
0x02000000 - left thigh
0x04000000 - left calf
0x08000000 - left foot
0x10000000 - right thigh
0x20000000 - right calf
0x40000000 - right foot
0x80000000 - mid
0x00010000 - chest
0x00020000 - neck
0x00040000 - head
0x00080000 - left shoulder
0x00100000 - left arm
0x00200000 - left wrist
0x00400000 - left fist
0x00800000 - right shoulder
0x00000100 - right arm
0x00000200 - right wrist
0x00000400 - right fist


0x04 float 00 00 00 41 8.000000 knockback
0x08 bitset32 08 00 00 00 8, 0, 0, 0 attack part; the following bits are possible:


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)


0x0C int16 14 00 20 hit points
0x0E int16 05 00 5 start frame
0x10 int16 0F 00 15 stop frame
0x12 int16 50 00 80 anim_type ID for opponent's animation when attack isn't blocked (80 = hit_foot)
0x14 int16 0A 00 10 number of frames for how long should blocking char remain in hit anim when he gots hit
0x16 int16 0A 00 10 number in frames for how long should blocking char remain in blocking animation
0x18 int16 00 00 0 number of frames for how long should blocking char perform stagger anim after sucessful block (???has stagger???)
0x1A int16 00 00 0 unknown
0x1C int32 00 00 00 00 0 unknown


x-z-position part  <<  TRAM - attack part  >>  damage part