Totoro Animation Sequence (Totoro is the name of the character animation engine.) File id $00 12 File id Level id $04 17 Level id Raw link $0C 11 Address of the y-position data in the .raw-file Raw link $10 11 Address of the x-z-position data in the .raw-file Raw link $14 11 Address of the attack data in the .raw-file Raw link $18 11 Address of the damage data in the .raw-file Raw link $1C 11 Address of the motion blur data in the .raw-file Raw link $20 11 Address of the shortcut data in the .raw-file Raw link $24 11 Address of the throw data in the .raw-file Raw link $28 11 Address of the footstep data in the .raw-file Raw link $2C 11 Address of the particle data in the .raw-file Raw link $30 11 Address of the position data in the .raw-file Raw link $34 11 Address of the bodypart animation data in the .raw-file Raw link $38 11 Address of the sound data in the .raw-file Flags $3C 4 Flags; it seems that Oni read it as 4 byte string from left to right; I would read it as 4 seperate bitsets TRAM link $40 4 First direct animation link; this animation follows after a left mouse click (punch) TRAM link $44 4 Second direct animation link; this animation follows after a right mouse click (kick) Used parts $48 4 Used parts; used for weapon animations like recoil, reload, draw weapon, etc. Replace parts $4C 4 Replace parts; used for weapon animations like recoil, reload, draw weapon, etc. Final rotation $50 9 Final rotation; stored as multiples of the number "pi" (3.141592...) Move direction $54 2 Move direction Attack voice sound $56 14 Attack voice sound (f.e. Konokos "Rising fury!") Extent packages $138 4 Amount of packages of the extent data Raw link $13C 11 Address of the extent data in the .raw-file Attack sound $140 116 Reference to an attack sound (f.e. "slap") of level 0 Hard pause $150 2 Hard pause in 1/60 seconds Soft pause $152 2 Soft pause in 1/60 seconds Frames $15E 2 Frames per second Compression $160 2 Compression size Type $162 2 ID for the animation of the opponent Animation Type $164 2 ID for the animation of the opponent From state $166 2 From state To state $168 2 To state Bodyparts $16A 2 Amount of bodyparts Frames $16C 2 Animation length in frames Duration $16E 2 Duration of the animation in frames Varient $170 2 Varient; It seems that Oni read it as 2 byte string from left to right; I would read it as 2 seperate bitsets or as a short Varient end $172 2 Varient end; It seems that Oni read it as 2 byte string from left to right; I would read it as a short Atomic start $174 2 Atomic start Atomic end $176 2 Atomic end End interpolation $178 2 End interpolation Maximal interpolation $17A 2 Maximal interpolation Action frame $17C 14 Action frame; at this frame starts the "real" animation First level $17E 2 First level; the level where you can use this animation the first time Attack packages $182 1 Amount of packages of the attack data Damage packages $183 1 Amount of packages of the damage data Motion blur packages $184 1 Amount of packages of the motion blur data Shortcut packages $185 1 Amount of packages of the shortcut data Footstep packages $186 1 Amount of packages of the footstep data Particle packages $187 1 Amount of packages of the particle data *Unknown Unknown $08 4 Unknown; always zero Unknown $58 9 Unknown; always zero if the attack part doesn't exist Unknown $5C 9 Unknown; always 1,000,000,000 if the attack part doesn't exist Unknown $60 9 Unknown; always -1,000,000,000 if the attack part doesn't exist Unknown $64 9 Unknown; always zero if the attack part doesn't exist Unknown $68 9 Unknown; always zero if the attack part doesn't exist Unknown $6C 9 Unknown; always zero if the attack part doesn't exist Unknown $70 9 Unknown; always zero if the attack part doesn't exist Unknown $74 9 Unknown; always zero if the attack part doesn't exist Unknown $78 9 Unknown; always zero if the attack part doesn't exist Unknown $7C 9 Unknown; always zero if the attack part doesn't exist Unknown $80 9 Unknown; always zero if the attack part doesn't exist Unknown $84 9 Unknown; always zero if the attack part doesn't exist Unknown $88 9 Unknown; always zero if the attack part doesn't exist Unknown $8C 9 Unknown; always zero if the attack part doesn't exist Unknown $90 9 Unknown; always zero if the attack part doesn't exist Unknown $94 9 Unknown; always zero if the attack part doesn't exist Unknown $98 9 Unknown; always zero if the attack part doesn't exist Unknown $9C 9 Unknown; always zero if the attack part doesn't exist Unknown $A0 9 Unknown; always zero if the attack part doesn't exist Unknown $A4 9 Unknown; always zero if the attack part doesn't exist Unknown $A8 9 Unknown; always zero if the attack part doesn't exist Unknown $AC 9 Unknown; always zero if the attack part doesn't exist Unknown $B0 9 Unknown; always zero if the attack part doesn't exist Unknown $B4 9 Unknown; always zero if the attack part doesn't exist Unknown $B8 9 Unknown; always zero if the attack part doesn't exist Unknown $BC 9 Unknown; always zero if the attack part doesn't exist Unknown $C0 9 Unknown; always zero if the attack part doesn't exist Unknown $C4 9 Unknown; always zero if the attack part doesn't exist Unknown $C8 9 Unknown; always zero if the attack part doesn't exist Unknown $CC 9 Unknown; always zero if the attack part doesn't exist Unknown $D0 9 Unknown; always zero if the attack part doesn't exist Unknown $D4 9 Unknown; always zero if the attack part doesn't exist Unknown $D8 9 Unknown; always zero if the attack part doesn't exist Unknown $DC 9 Unknown; always zero if the attack part doesn't exist Unknown $E0 9 Unknown; always zero if the attack part doesn't exist Unknown $E4 9 Unknown; always zero if the attack part doesn't exist Unknown $E8 9 Unknown; always zero if the attack part doesn't exist Unknown $EC 9 Unknown; always zero if the attack part doesn't exist Unknown $F0 9 Unknown; always zero if the attack part doesn't exist Unknown $F4 14 Unknown; always -1 if the attack part doesn't exist Unknown $F6 2 Unknown; always zero Unknown $F8 9 Unknown Unknown $FC 9 Unknown Unknown $100 9 Unknown Unknown $104 9 Unknown Unknown $108 9 Unknown Unknown $10C 9 Unknown Unknown $110 9 Unknown Unknown $114 14 Unknown Unknown $116 1 Unknown Unknown $117 1 Unknown Unknown $118 9 Unknown Unknown $11C 9 Unknown Unknown $120 9 Unknown Unknown $124 9 Unknown Unknown $128 9 Unknown Unknown $12C 9 Unknown Unknown $130 9 Unknown Unknown $134 8 Unknown; always zero Unknown $154 2 Unknown; it seems that it belongs to the sound part Unknown $156 2 Unknown Unknown $158 2 Unknown Unknown $15A 2 Unknown Unknown $15C 2 Unknown Unknown $180 1 Unknown Unknown $181 1 Unknown *Unused Not used $188 10024 Not used