OBD:ONCV: Difference between revisions

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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> ONCV File
[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> ONCV File


{|align=center
!<FONT SIZE=5>ONCV : Oni Character Variant</FONT>
|-
![[OBD:File types/Character|Character file]]</FONT>
|}


<CENTER>[[OBD:ONCP|<==]] <FONT SIZE=5>ONCV File</FONT> [[OBD:ONFA|==>]]<BR>
;Note 1:ONCV files are empty, except those of level 0.
<FONT SIZE=2>Oni Character Variant - Character File</FONT></CENTER>
:So when an ONCC links to an ONCV, a global version (that in level 0) is in fact used
:That means that Oni will take the information out of the ONCV files of level 0. Below is an example of an ONCV file of level 0.


;Note 2:the ONCV define the "harder" characters spawned on Hard (if enabled in the BINA)
:Thus, if you take e.g. 01692-ninja_med.ONCV and replace "ninja_hard" with "striker_hard"
:(not forgetting about the null char), you'll have a surprise at the start of Rooftops :
:in fact, anywhere where you used to have a blue Ninja on Easy and Normal,
:and a red one on Hard, you'll have a red ''Striker'' on Hard. Nice, eh?


All ONCV files are 0 byte files. That means that Oni will take the information out of the ONCV files of level 0. Below is an example of an ONCV file of level 0.
;Example:'''01689-konoko.ONCV''' from '''level0_Final'''




Line 36: Line 47:
| 0x0C
| 0x0C
| BGCOLOR="#FFFFC8" COLSPAN=2 | <TT>Konoko</TT><br>+ null char + blank filler
| BGCOLOR="#FFFFC8" COLSPAN=2 | <TT>Konoko</TT><br>+ null char + blank filler
| ALIGN=LEFT | name of the character type
| ALIGN=LEFT | basic ("Easy" and "Normal") character type
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| 0x2C
| 0x2C
| BGCOLOR="#C8FFC8" COLSPAN=2 | null char + blank filler
| BGCOLOR="#C8FFC8" COLSPAN=2 | null char + blank filler
| ALIGN=LEFT | unknown (another name slot?)
| ALIGN=LEFT | "Hard" character type (none here)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| 0x4C
| 0x4C
Line 49: Line 60:




01689-konoko.ONCV links to 01666-any.ONCV, which links into nothingness. So it seems that the ONCV files are useless.
01689-konoko.ONCV links to 01666-any.ONCV, which links into nothingness.
 
(Add an inter-ONCV linking map...)
 





Revision as of 01:41, 16 March 2006

Main Page >> Oni Binary Data >> File Types >> ONCV File

ONCV : Oni Character Variant
Character file
Note 1
ONCV files are empty, except those of level 0.
So when an ONCC links to an ONCV, a global version (that in level 0) is in fact used
That means that Oni will take the information out of the ONCV files of level 0. Below is an example of an ONCV file of level 0.
Note 2
the ONCV define the "harder" characters spawned on Hard (if enabled in the BINA)
Thus, if you take e.g. 01692-ninja_med.ONCV and replace "ninja_hard" with "striker_hard"
(not forgetting about the null char), you'll have a surprise at the start of Rooftops :
in fact, anywhere where you used to have a blue Ninja on Easy and Normal,
and a red one on Hard, you'll have a red Striker on Hard. Nice, eh?
Example
01689-konoko.ONCV from level0_Final


oncv_all.gif


Offset Hex Translation Meaning
0x00 01 99 06 00 1689 01689-konoko.ONCV
0x04 01 00 00 00 0 level 0
0x08 01 82 06 00 1666 link to 01666-any.ONCV
0x0C Konoko
+ null char + blank filler
basic ("Easy" and "Normal") character type
0x2C null char + blank filler "Hard" character type (none here)
0x4C AD DE dead blank filler (fills the file up to a 32 byte multiple)


01689-konoko.ONCV links to 01666-any.ONCV, which links into nothingness.

(Add an inter-ONCV linking map...)



<== ONCV File ==>


Main Page >> Oni Binary Data >> File Types >> ONCV File