All of the .../.../ that you see in any .cat file when loaded in a hex editor is actually folder paths stored in it.
Think of a rar or zip file with folders inside it...but in this case....its a bit different. All I have been able to determine from my own exploring of the .cat archive structure is that there are a series of files for each attack or attack combo.....or any action such as moving around...jumping..etc. And those files are stored inside of the .cat files and referenced by ide. Thats where you get the terms ActionTree and Animation Group which I am sure some of you have already seen but wondered what those were.
Here is an example of how this basicly works:
Lets take Jimmy and use him as a example.
/Global/Player is Jimmy's ActionTree Root. where Act/Player.act is the ActionTree File.
Then you have the AITree Root which is /Global/PlayerAI and the AITree File which will be Act/PlayerAI.act.
Bully is coded with some code that tells it which .act file is which .cat file. In this case the .cat file would be Player.cat which will then hold certain actiontree paths and actionNodes which are specific single actions.
You CAN however map any move to any button using LUA...however Red and I have not had time to properly test this out on any of the actiontree paths in the .cat files because in hex....they are a nightmare to make any sense out of.
I have only figured a few of them out and not enough to really be useful to anyone....
Hope that sheds a little light on this subject.