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


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Revision as of 01:57, 16 March 2006

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

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
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?
Note 3
The inter-ONCV linking may seem useless
"01689-konoko.ONCV links to 01666-any.ONCV, which links into nothingness."
but I think the ONCV tree could be used for the random skin selection
(e.g. spawning striker_easy_1, striker_easy_2 or striker_easy_3, at random).
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)




<== ONCV File ==>


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