OBD:ONCV: Difference between revisions

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;Note 1:ONCV files are empty, except those of level 0.
;Note 0:ONCV files are [[OBD:File types/Empty|empty]], except those of level 0.
:So when an [[OBD:ONCC|ONCC]] links to an ONCV, a global version (that in level 0) is in fact used
:An overview of global (level 0) ONCV follows.


;Note 2:The ONCV define the "harder" characters spawned on Hard (if enabled in the BINA)
;Note 1:The ONCV are used for random [[OBD:ONCC|ONCC]] selection
:Thus, if you take e.g. 01692-ninja_med.ONCV and replace "ninja_hard" with "striker_hard"
:(e.g. spawning striker_easy_1, striker_easy_2 or striker_easy_3, at random).
:(not forgetting about the null char), you'll have a surprise at the start of Rooftops :
:If character variants are enabled (in [[OBD:BINA/Character|Character.BINA]]) :
:in fact, anywhere where you used to have a blue Ninja on Easy and Normal,
:#the ONCC specified in Character.BINA is selected
:and a red one on Hard, you'll have a red ''Striker'' on Hard. Nice, eh?
:#the ONCV link in that ONCC is looked up
:(if you want a ''real'' challenge, just type in "Konoko"...)
:#the actual ONCC is chosen at random from all ONCC linking to the ONCV
In order to experiment with this, you have to change the ONCV links in several ONCC. For example, make striker_easy_1.ONCC, striker_easy_2.ONCC and striker_easy_3.ONCC link to striker_hard.ONCV, and vice-versa (make striker_hard_1.ONCC, striker_hard_2.ONCC and striker_hard_3.ONCC link to striker_easy.ONCV). Then you won't notice any change for those spawns where the character variant was disabled, and for those where it's enabled, you'll get hard Strikers instead of easy ones and vice-versa.


;Note 3:The ONCV could also be used (indirectly) for the random [[OBD:ONCC|ONCC]] selection
;Note 2:The ONCV define the "harder" characters spawned on Hard (if enabled in Character.BINA)
:(e.g. spawning striker_easy_1, striker_easy_2 or striker_easy_3, at random).
:If "harder character variants" are enabled (in [[OBD:BINA/Character|Character.BINA]]) :
:#the ONCC specified in Character.BINA is selected
:#the ONCV link in that ONCC is looked up
:#the "harder" ONCV name in that ONCV is looked up
:#the actual ONCC is chosen at random from all ONCC linking to that new ONCV
:#in case there is no matching ONCC, the ONCC in step 1 is kept.
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?
(if you want a ''real'' challenge, just try "Konoko"...)


;Note 4:The inter-ONCV linking doesn't seem very useful indeed
;Note 3:The inter-ONCV linking doesn't seem very useful indeed
:"01689-konoko.ONCV links to 01666-any.ONCV, which links into nothingness."
:"01689-konoko.ONCV links to 01666-any.ONCV, which links into nothingness."



Revision as of 00:24, 17 March 2006

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

ONCV : Oni Character Variant
Character file
Note 0
ONCV files are empty, except those of level 0.
An overview of global (level 0) ONCV follows.
Note 1
The ONCV are used for random ONCC selection
(e.g. spawning striker_easy_1, striker_easy_2 or striker_easy_3, at random).
If character variants are enabled (in Character.BINA) :
  1. the ONCC specified in Character.BINA is selected
  2. the ONCV link in that ONCC is looked up
  3. the actual ONCC is chosen at random from all ONCC linking to the ONCV

In order to experiment with this, you have to change the ONCV links in several ONCC. For example, make striker_easy_1.ONCC, striker_easy_2.ONCC and striker_easy_3.ONCC link to striker_hard.ONCV, and vice-versa (make striker_hard_1.ONCC, striker_hard_2.ONCC and striker_hard_3.ONCC link to striker_easy.ONCV). Then you won't notice any change for those spawns where the character variant was disabled, and for those where it's enabled, you'll get hard Strikers instead of easy ones and vice-versa.

Note 2
The ONCV define the "harder" characters spawned on Hard (if enabled in Character.BINA)
If "harder character variants" are enabled (in Character.BINA) :
  1. the ONCC specified in Character.BINA is selected
  2. the ONCV link in that ONCC is looked up
  3. the "harder" ONCV name in that ONCV is looked up
  4. the actual ONCC is chosen at random from all ONCC linking to that new ONCV
  5. in case there is no matching ONCC, the ONCC in step 1 is kept.

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? (if you want a real challenge, just try "Konoko"...)

Note 3
The inter-ONCV linking doesn't seem very useful indeed
"01689-konoko.ONCV links to 01666-any.ONCV, which links into nothingness."
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