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-position of the character | ||||||||||||||||||
00 00 73 43 | 243.000000 | y-position (height) of the character | ||||||||||||||||||
F1 A8 F1 C1 | -30.207490 | z-position of the character | ||||||||||||||||||
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) | ||||||||||||||||||
00 C8 1A 3B | 0.002361 | facing state (0.002361 * 180 / pi = 0.135275 degrees) | ||||||||||||||||||
00 00 00 00 | 0.000000 | head start facing; rotates head from "head start facing" to facing state (0 * 180 / pi = 0 degrees) | ||||||||||||||||||
DB 8F B9 BF | -1.449726 | looking up or down (-1.449726 * 180 / pi = -83.063181 degrees) | ||||||||||||||||||
FF 00 00 00 | 255 | film lenght in frames (one frame = 1/60 seconds) | ||||||||||||||||||
00 00 00 00 | not used | cutscene1 (link to a TRAM file) (Thanks to geyser.) | ||||||||||||||||||
00 00 00 00 | not used | cutscene2 (link to a TRAM file) (Thanks to geyser.) | ||||||||||||||||||
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 | 0 | option 1; it's a bitset; the following bits are possible (values in dec):
(Thanks to geyser who figured that out.) | ||||||||||||||||||
00 | 0 | option 2; it's a bitset; the following bits are possible (values in dec):
(Thanks to geyser who figured that out.) | ||||||||||||||||||
00 | 0 | option 3; it's a bitset; the following bits are possible (values in dec):
(Thanks to geyser who figured that out.) | ||||||||||||||||||
00 | 0 | option 4; it's a bitset; the following bits are possible (values in dec):
(Thanks to geyser who figured that out.) | ||||||||||||||||||
00 | 0 | option 5; it's a bitset; the following bits are possible (values in dec):
(Thanks to geyser who figured that out.) | ||||||||||||||||||
00 | 0 | option 6; it's a bitset; the following bits are possible (values in dec):
(Thanks to geyser who figured that out.) The other bits are all unkown (free slots?). Plus they're never used in Oni. | ||||||||||||||||||
00 | 0 | unused bitset | ||||||||||||||||||
00 | 0 | unused bitset | ||||||||||||||||||
00 00 00 00 | 0 | frame number | ||||||||||||||||||
00 00 00 00 | garbage? | garbage? (looks pretty much like the garbage parts in the 3D-Particles.BINA file) |
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