Previous File TypeTRAM FILENext File Type
Totoro Animation Sequence - Character File

HexTranslationMeaning
01 49 07 00439201865-KONCOMpunch_heavy.TRAM
01 00 00 000level 0
00 00 00 000unknown; always zero
A0 B4 80 0080 B4 A0at this position starts the y-position part (heights) of the pelvis in the raw file
E0 B5 80 0080 B5 E0at this position starts the x-z-position part of the pelvis in the raw file
60 B8 80 0080 B8 60at this position starts the attack part in the raw file
00 00 00 00not usedat this position starts the damage part in the raw file; only tgt throws use it (tgt = target)
A0 B8 80 0080 B8 A0at this position starts the motion blur part in the raw file
C0 B8 80 0080 B8 C0at this position starts the shortcut part in the raw file
00 00 00 00not usedat this position starts the throw part in the raw file
E0 B8 80 0080 B8 E0at this position starts the footstep part in the raw file
00 B9 80 0080 B9 00at this position starts the particle part (trails, dust, etc.) in the raw file
60 B9 80 0080 B9 60at this position starts the position part in the raw file
00 BD 80 0080 BD 00at this position starts the bodyparts animation part in the raw file
00 00 00 00not usedat this position starts the sound part in the raw file
90144flags 1 in connection to the anim_flags.StNA file; it's a bitset; the following bits are possible:

0 - none
1 - private1
2 - invulnerable
4 - blockHigh
8 - blockLow
16 - attack
32 - dropWeapon
64 - inAir
128 - atomic

(Thanks to geyser who figured that out.)

000flags 2 in connection to the anim_flags.StNA file; it's a bitset; the following bits are possible:

0 - nothing
1 - noTurn
2 - attackForward
4 - attackLeft
8 - attackRight
16 - attackBackward
32 - overlay
64 - dontInterpolateVelocity
128 - throwSource

(Thanks to geyser who figured that out.)

088flags 3 in connection to the anim_flags.StNA file; it's a bitset; the following bits are possible:

0 - nothing
1 - throwTarget
2 - realWorld
4 - doAim
8 - dontAim
16 - canPickup
32 - aim360
64 - disableShield
128 - noAIPickup

(Thanks to geyser who figured that out.)

000unused bitset; always zero
00 00 00 00not useddirect animation 0 (link to another TRAM file)
00 00 00 00not useddirect animation 1 (link to another TRAM file)
Example to the both rows above:

01855-KONCOMcomb_p_p.TRAM links to:
01856-KONCOMcomb_p_p_p.TRAM (direct animation 0)
01857-KONCOMcomb_p_p_k.TRAM (direct animation 1)

That means that after Konoko's second punch, Oni waits for a third punch or a kick.

000used parts 1; it's a bitset; the following bits are used (only overlay animations use them) (values in dec):

0 - nothing
1 - pelvis
2 - left thigh
4 - left calf
8 - left foot
16 - right tight
32 - right calf
64 - right foot
128 - mid

(Thanks to geyser who figured that out.)

000used parts 2; it's a bitset; the following bits are used (only overlay animations use them) (values in dec):

0 - nothing
1 - chest
2 - neck
4 - head
8 - left shoulder
16 - left bicep
32 - left wrist
64 - left hand
128 - right shoulder

(Thanks to geyser who figured that out.)

000used parts 3; it's a bitset; the following bits are used (only overlay animations use them) (values in dec):

0 - nothing
1 - right bicep
2 - right wrist
4 - right hand

(Thanks to geyser who figured that out.)

000unused bitset; always zero
000replace parts 1; it's a bitset; it has the same bits as "used parts 1" above
000replace parts 2; it's a bitset; it has the same bits as "used parts 2" above
000replace parts 3; it's a bitset; it has the same bits as "used parts 3" above
000unused bitset; always zero
00 00 00 000.000000final rotation; stored as multiples of the number "pi" (3.141592...)
01 001move direction; the following directions are possible:

0 - none
1 - forward
2 - backward
3 - left
4 - right

06 006attack sound ID ("Rising fury!"); reference to sound part of the ONCC file
8D 87 CF 4125.941187maximum danger (in world units); always zero if the attack part doesn't exist (Thanks to geyser.)
DE E9 1A 402.420524danger min range (in world units); always 1,000,000,000 if the attack part doesn't exist (Thanks to geyser.)
95 34 D3 4126.400675danger max range (in world units); always -1,000,000,000 if the attack part doesn't exist (Thanks to geyser.)
8D 87 CF 4125.941187danger at 0 degree (front); for this and the following danger rows
  • the value is in world units
  • always zero if the attack part doesn't exist
  • (Thanks to geyser who figured that out.)
8D 87 CF 4125.941187danger at 10 degrees
8D 87 CF 4125.941187danger at 20 degrees
8D 87 CF 4125.941187danger at 30 degrees
9D E4 11 419.118314danger at 40 degrees
14 BA 04 418.295429danger at 50 degrees
6B 77 D4 406.639577danger at 60 degrees
50 5A B3 405.604774danger at 70 degrees
74 4B 9C 404.884211danger at 80 degrees
DF 37 87 404.225570danger at 90 degrees (left)
70 75 84 404.139336danger at 100 degrees
8E ED 6A 403.670749danger at 110 degrees
16 40 5F 403.488286danger at 120 degrees
16 40 5F 403.488286danger at 130 degrees
BF CD 45 403.090683danger at 140 degrees
34 2B 49 403.143262danger at 150 degrees
34 2B 49 403.143262danger at 160 degrees
34 2B 49 403.143262danger at 170 degrees
5A D8 6D 403.716330danger at 180 degrees (back)
5A D8 6D 403.716330danger at 190 degrees
5A D8 6D 403.716330danger at 200 degrees
8F D9 96 404.714057danger at 210 degrees
8F D9 96 404.714057danger at 220 degrees
B7 7B AB 405.358852danger at 230 degrees
F0 81 BF 405.984612danger at 240 degrees
98 95 E3 407.112011danger at 250 degrees
98 95 E3 407.112011danger at 260 degrees
98 95 E3 407.112011danger at 270 degrees (right)
98 95 E3 407.112011danger at 280 degrees
98 95 E3 407.112011danger at 290 degrees
98 95 E3 407.112011danger at 300 degrees
ED E7 14 419.306623danger at 310 degrees
D4 2E 9E 4119.772865danger at 320 degrees
8F FB CC 4125.622831danger at 330 degrees
8D 87 CF 4125.941187danger at 340 degrees
8D 87 CF 4125.941187danger at 350 degrees
05 005unknown; indicator for the seven floats below; always -1 if the attack part doesn't exist
00 000unknown; always zero
00 00 00 BF-0.500000unknown; always zero if the indicator is -1
1E 85 6B BF-0.920000unknown; always zero if the indicator is -1
19 47 0C 418.767358unknown; always zero if the indicator is -1
EB 51 F0 407.510000unknown; always zero if the indicator is -1
D7 A3 14 419.290000unknown; always zero if the indicator is -1
0A D7 3B 4111.740000unknown; always zero if the indicator is -1
5E 93 BF 405.986739unknown; always zero if the indicator is -1
2F 0047unknown; indicator for the two bytes and seven floats below; always -1 if the attack part doesn't exist or the attack part exists and it's a tgt animation (tgt = target)
011unknown
1622unknown
85 EB 51 BF-1.850000unknown; always zero if the indicator is -1
E1 7A 7C C1-3.900000unknown; always zero if the indicator is -1
69 61 BF 4016.874636unknown; always zero if the indicator is -1
70 3D 22 4110.510000unknown; always zero if the indicator is -1
47 E1 3A 408.860000unknown; always zero if the indicator is -1
33 33 DB 4018.460000unknown; always zero if the indicator is -1
F7 C0 2E 3E0.055320unknown; always zero if the indicator is -1
00 00 00 000unknown; always zero
18 00 00 0024amount of packages of the extent part; only used if the attack part exists
E0 BB 80 0080 BB E0at this position starts the extent part in the raw file; only used if the attack part exists
konflash1impact particle name (reference to 01018-.ONIA, which is called up from the ONCC file)
00 000hard pause in 1/60 seconds
12 0018soft pause in 1/60 seconds
00 00 00 000amount of packages of the sound part
00 00 00 000unknown; always zero; used at runtime
00 000unknown; always zero; used at runtime
3C 0060frames per second
06 006compression size
16 0022type; ID for the animation of the opponent
16 0022aiming type; ID for the animation of the opponent
00 000from state
07 007to state
13 0019bodyparts
50 0050frames
50 0050duration in in 1/60 seconds
000unkown; always zero; maybe an unused bitset
022varient; it's a bitset; the following bits are used (values in dec):

0 - nothing
1 - SPRint animation
2 - COMbat animation
4 - not used
8 - PIStol animation
16 - NINja PIStol animation (left-handed)
32 - RIFle animation
64 - NINja RIFle animation (left-handed)
128 - PANic or SCRamble animation

(Thanks to geyser who figured that out.)

AD DEdeadvarient end; always the same
00 000atomic start
FF FF65535atomic end
00 000end interpolation
FF FF65535maximal interpolation
FF FF-1action frame
0A 0010first level
011 first "invulnerable" frame (Thanks to geyser who figured that out.)
1C28last "invulnerable" frame (Thanks to geyser who figured that out.)
022amount of packages of the attack part
000amount of packages of the of take damage part
011amount of packages of the of motion blur part
011amount of packages of the shortcut part
022amount of packages of the footstep part
044amount of packages of the particle part
AD DEdeadnot used


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