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 | 144 | flags 1 in connection to the anim_flags.StNA file; it's a bitset; the following bits are possible:
(Thanks to geyser who figured that out.) | ||||||||||||||||||
00 | 0 | flags 2 in connection to the anim_flags.StNA file; it's a bitset; the following bits are possible:
(Thanks to geyser who figured that out.) | ||||||||||||||||||
08 | 8 | flags 3 in connection to the anim_flags.StNA file; it's a bitset; the following bits are possible:
(Thanks to geyser who figured that out.) | ||||||||||||||||||
00 | 0 | unused bitset; always zero | ||||||||||||||||||
00 00 00 00 | not used | direct animation 0 (link to another TRAM file) | ||||||||||||||||||
00 00 00 00 | not used | direct animation 1 (link to another TRAM file) | ||||||||||||||||||
Example to the both rows above: 01855-KONCOMcomb_p_p.TRAM links to: That means that after Konoko's second punch, Oni waits for a third punch or a kick. | ||||||||||||||||||||
00 | 0 | used parts 1; it's a bitset; the following bits are used (only overlay animations use them) (values in dec):
(Thanks to geyser who figured that out.) | ||||||||||||||||||
00 | 0 | used parts 2; it's a bitset; the following bits are used (only overlay animations use them) (values in dec):
(Thanks to geyser who figured that out.) | ||||||||||||||||||
00 | 0 | used parts 3; it's a bitset; the following bits are used (only overlay animations use them) (values in dec):
(Thanks to geyser who figured that out.) | ||||||||||||||||||
00 | 0 | unused bitset; always zero | ||||||||||||||||||
00 | 0 | replace parts 1; it's a bitset; it has the same bits as "used parts 1" above | ||||||||||||||||||
00 | 0 | replace parts 2; it's a bitset; it has the same bits as "used parts 2" above | ||||||||||||||||||
00 | 0 | replace parts 3; it's a bitset; it has the same bits as "used parts 3" above | ||||||||||||||||||
00 | 0 | unused bitset; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | final rotation; stored as multiples of the number "pi" (3.141592...) | ||||||||||||||||||
01 00 | 1 | move direction; the following directions are possible: 0 - none | ||||||||||||||||||
06 00 | 6 | attack sound ID ("Rising fury!"); reference to sound part of the ONCC file | ||||||||||||||||||
8D 87 CF 41 | 25.941187 | maximum danger (in world units); always zero if the attack part doesn't exist (Thanks to geyser.) | ||||||||||||||||||
DE E9 1A 40 | 2.420524 | danger min range (in world units); always 1,000,000,000 if the attack part doesn't exist (Thanks to geyser.) | ||||||||||||||||||
95 34 D3 41 | 26.400675 | danger max range (in world units); always -1,000,000,000 if the attack part doesn't exist (Thanks to geyser.) | ||||||||||||||||||
8D 87 CF 41 | 25.941187 | danger at 0 degree (front); for this and the following danger rows
| ||||||||||||||||||
8D 87 CF 41 | 25.941187 | danger at 10 degrees | ||||||||||||||||||
8D 87 CF 41 | 25.941187 | danger at 20 degrees | ||||||||||||||||||
8D 87 CF 41 | 25.941187 | danger at 30 degrees | ||||||||||||||||||
9D E4 11 41 | 9.118314 | danger at 40 degrees | ||||||||||||||||||
14 BA 04 41 | 8.295429 | danger at 50 degrees | ||||||||||||||||||
6B 77 D4 40 | 6.639577 | danger at 60 degrees | ||||||||||||||||||
50 5A B3 40 | 5.604774 | danger at 70 degrees | ||||||||||||||||||
74 4B 9C 40 | 4.884211 | danger at 80 degrees | ||||||||||||||||||
DF 37 87 40 | 4.225570 | danger at 90 degrees (left) | ||||||||||||||||||
70 75 84 40 | 4.139336 | danger at 100 degrees | ||||||||||||||||||
8E ED 6A 40 | 3.670749 | danger at 110 degrees | ||||||||||||||||||
16 40 5F 40 | 3.488286 | danger at 120 degrees | ||||||||||||||||||
16 40 5F 40 | 3.488286 | danger at 130 degrees | ||||||||||||||||||
BF CD 45 40 | 3.090683 | danger at 140 degrees | ||||||||||||||||||
34 2B 49 40 | 3.143262 | danger at 150 degrees | ||||||||||||||||||
34 2B 49 40 | 3.143262 | danger at 160 degrees | ||||||||||||||||||
34 2B 49 40 | 3.143262 | danger at 170 degrees | ||||||||||||||||||
5A D8 6D 40 | 3.716330 | danger at 180 degrees (back) | ||||||||||||||||||
5A D8 6D 40 | 3.716330 | danger at 190 degrees | ||||||||||||||||||
5A D8 6D 40 | 3.716330 | danger at 200 degrees | ||||||||||||||||||
8F D9 96 40 | 4.714057 | danger at 210 degrees | ||||||||||||||||||
8F D9 96 40 | 4.714057 | danger at 220 degrees | ||||||||||||||||||
B7 7B AB 40 | 5.358852 | danger at 230 degrees | ||||||||||||||||||
F0 81 BF 40 | 5.984612 | danger at 240 degrees | ||||||||||||||||||
98 95 E3 40 | 7.112011 | danger at 250 degrees | ||||||||||||||||||
98 95 E3 40 | 7.112011 | danger at 260 degrees | ||||||||||||||||||
98 95 E3 40 | 7.112011 | danger at 270 degrees (right) | ||||||||||||||||||
98 95 E3 40 | 7.112011 | danger at 280 degrees | ||||||||||||||||||
98 95 E3 40 | 7.112011 | danger at 290 degrees | ||||||||||||||||||
98 95 E3 40 | 7.112011 | danger at 300 degrees | ||||||||||||||||||
ED E7 14 41 | 9.306623 | danger at 310 degrees | ||||||||||||||||||
D4 2E 9E 41 | 19.772865 | danger at 320 degrees | ||||||||||||||||||
8F FB CC 41 | 25.622831 | danger at 330 degrees | ||||||||||||||||||
8D 87 CF 41 | 25.941187 | danger at 340 degrees | ||||||||||||||||||
8D 87 CF 41 | 25.941187 | danger at 350 degrees | ||||||||||||||||||
05 00 | 5 | unknown; indicator for the seven floats below; always -1 if the attack part doesn't exist | ||||||||||||||||||
00 00 | 0 | unknown; always zero | ||||||||||||||||||
00 00 00 BF | -0.500000 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
1E 85 6B BF | -0.920000 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
19 47 0C 41 | 8.767358 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
EB 51 F0 40 | 7.510000 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
D7 A3 14 41 | 9.290000 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
0A D7 3B 41 | 11.740000 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
5E 93 BF 40 | 5.986739 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
2F 00 | 47 | unknown; 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) | ||||||||||||||||||
01 | 1 | unknown | ||||||||||||||||||
16 | 22 | unknown | ||||||||||||||||||
85 EB 51 BF | -1.850000 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
E1 7A 7C C1 | -3.900000 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
69 61 BF 40 | 16.874636 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
70 3D 22 41 | 10.510000 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
47 E1 3A 40 | 8.860000 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
33 33 DB 40 | 18.460000 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
F7 C0 2E 3E | 0.055320 | unknown; always zero if the indicator is -1 | ||||||||||||||||||
00 00 00 00 | 0 | unknown; always zero | ||||||||||||||||||
18 00 00 00 | 24 | amount of packages of the extent part; only used if the attack part exists | ||||||||||||||||||
E0 BB 80 00 | 80 BB E0 | at this position starts the extent part in the raw file; only used if the attack part exists | ||||||||||||||||||
konflash1 | impact particle name (reference to 01018-.ONIA, which is called up from the ONCC file) | |||||||||||||||||||
00 00 | 0 | hard pause in 1/60 seconds | ||||||||||||||||||
12 00 | 18 | soft pause in 1/60 seconds | ||||||||||||||||||
00 00 00 00 | 0 | amount of packages of the sound part | ||||||||||||||||||
00 00 00 00 | 0 | unknown; always zero; used at runtime | ||||||||||||||||||
00 00 | 0 | unknown; always zero; used at runtime | ||||||||||||||||||
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 | 0 | unkown; always zero; maybe an unused bitset | ||||||||||||||||||
02 | 2 | varient; it's a bitset; the following bits are used (values in dec):
(Thanks to geyser who figured that out.) | ||||||||||||||||||
AD DE | dead | varient end; always the same | ||||||||||||||||||
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 (Thanks to geyser who figured that out.) | ||||||||||||||||||
1C | 28 | last "invulnerable" frame (Thanks to geyser who figured that out.) | ||||||||||||||||||
02 | 2 | amount of packages of the attack part | ||||||||||||||||||
00 | 0 | amount of packages of the of take damage part | ||||||||||||||||||
01 | 1 | amount of packages of the of motion blur part | ||||||||||||||||||
01 | 1 | amount of packages of the shortcut part | ||||||||||||||||||
02 | 2 | amount of packages of the footstep part | ||||||||||||||||||
04 | 4 | amount of packages of the particle part | ||||||||||||||||||
AD DE | dead | not used |
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