OBD:ONCC

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ONI BINARY DATA
OFGA << Other file types >> ONCP
ONCC : Oni Character Class
switch to XML:ONCC page
Overview @ Oni Stuff
OBD.png

Oncc a.gif

Offset Type Raw Hex Value Description
0x000 res_id 01 DF 03 00 991 00991-konoko_generic.ONCC
0x004 lev_id 01 00 00 06 0 level 3
0x008 float CD CC 0C 3F 0.550000 fall speed (always 0.55) (mostly unused, see below)
0x00C float 8F C2 75 3D 0.060000 strength of gravity for this character
0x010 float CD CC 8C 3F 1.100000 starting velocity for a simple (tap) JUMP
0x014 float 00 00 80 C0 -4.000000 maximum velocity for jumping and falling
0x018 float 8F C2 F5 3C 0.030000 upward acceleration as long as you hold JUMP
0x01C int16 07 00 7 fall timer (always 7) (mostly unused, see below)
0x01E int16 14 00 20 how long you can continue holding down JUMP to increase the height of your jump
0x020 float 00 00 34 42 45.000000 maximum falling height without damage
0x024 float 00 00 07 43 135.000000 maximum falling height with damage


Units
times are in frames
heights are in world units (0.1m or 4")
velocities are in world units per tick (1/60s)
accelerations are in world units per tick squared


Fall speed and timer
These two fields are only looked at when predicting whether an attack will hit a target while the attacker is in midair. They are probably a development relic that is looked at in error, as the actual falling speed is determined by 0x00C and the actual fall timer is 0x01E.


Jetpack timer
You can press JUMP multiple times during the time window when it's large enough. See the Barabas Jetpack mod for an application of this principle.


Falling height
let FH1 be the height at 0x20
let FH2 be the height at 0x24
let BH be the base health of the character
let FH be the actual falling height
then, if FH > FH2, the character is killed
if FH < FH1, the character takes no damage
if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH


Shadow Constants
Offset Type Raw Hex Value Description
0x028 link 01 F8 03 00 1016 link to 01016-shadow1.TXMP
0x02C float 00 00 40 41 12.000000 height where the diameter of the shadow shrinks to 0x03C
0x030 float 00 00 00 41 8.000000 height range over which the diameter of the shadow decreases from 0x034 to 0x038 and the shadow starts to fades out from 0x040 to 0x042
0x034 float 00 00 C0 40 6.000000 maximum diameter of the shadow
0x038 float 00 00 90 40 4.500000 diameter that the shadow shrinks to when 0x030 is reached
0x03C float 00 00 40 40 3.000000 minimum diameter of the shadow
0x040 int16 30 00 48 starting transparency of the shadow as the character rises towards 0x030
0x042 int16 30 00 48 starting transparency of the shadow when the character begins to get above 0x030


Jump Constants
Offset Type Raw Hex Value Description
0x044 float 00 00 C8 41 25.000000 unused (always 25)
0x048 int8 16 22 unused (always 22)
0x049 int8 06 6 unused (always 6)
0x04A char[2] AD DE dead pad


Cover Constants
Offset Type Raw Hex Value Description
0x04C float 00 00 20 42 40.000000 unused (always 40)
0x050 float 00 00 96 43 300.000000 unused (always 300)
0x054 float 35 FA 8E 3C 0.017453 unused (always π/180)
0x058 float DB 0F C9 3F 1.570796 unused (always π/2)


Autofreeze Constants
Offset Type Raw Hex Value Description
0x05C float 00 00 A0 40 5.000000 unused (always 5)
0x060 float 00 00 80 3F 1.000000 unused (always 1)


Inventory Constants
Offset Type Raw Hex Value Description
0x064 int16 06 00 6 hypo regeneration rate in ticks per hit point restored
0x066 char[2] AD DE dead ignored


LOD Constants

Squares of the distance from the camera at which each LOD kicks in (this article has the full calculation for arriving at the LOD to use)

Offset Type Raw Hex Value Description
0x068 float 00 10 3D 48 193600.000000 always 440 squared
0x06C float 00 10 3D 47 48400.000000 always 220 squared
0x070 float 00 10 3D 46 12100.000000 always 110 squared
0x074 float 00 00 00 00 0.000000 always 0
0x078 float 00 00 00 00 0.000000 always 0


Hurt Sound Constants

See HERE for the full calculation of whether to play a hurt sound and which sound to play.

Offset Type Raw Hex Value Description
0x07C int16 23 00 35 minimum chance of playing a pain sound (always 35)
0x07E int16 5A 00 90 maximum chance of playing a pain sound (always 90)
0x080 int16 0F 00 15 at least this much damage must be done to play a pain sound (always 15)
0x082 int16 78 00 120 time in ticks before the damage tracker used for this AI's pain sounds resets (always 120)
0x084 int16 23 00 35 time in ticks that must pass between pain sounds being played (always 35)
0x086 int16 01 00 1 number of times that AI will play light pain sound before "upgrading" to a medium pain sound (always 1)
0x088 int16 02 00 2 number of times that AI will play medium pain sound before "upgrading" to a heavy pain sound (always 2)
0x08A int16 64 00 100 chance of playing a death sound (always 100)
0x08C int16 0A 00 10 minimum damage required for an AI to play the pain sound at maximum volume (always 10)
0x08E int16 0C 00 12 cumulative damage before a light pain sound gets upgraded to a medium pain sound (always 12)
0x090 int16 16 00 22 cumulative damage before a medium pain sound gets upgraded to a heavy pain sound (always 22)
0x092 int8 00 0 runtime only: if sound pointers have been set
0x093 char[1] DE dead ignored
0x094 float 00 00 00 3F 0.500000 minimum volume of pain sound (before 0x08C is reached and volume becomes 100%)
0x098 char[32] konoko_hurt_light light hurt sound (reference to 08121-konoko_hurt_light.imp.OSBD of level 0)
0x0B8 char[32] konoko_hurt_medium medium hurt sound (reference to 08123-konoko_hurt_medium.imp.OSBD of level 0)
0x0D8 char[32] konoko_hurt_heavy heavy hurt sound (reference to 08119-konoko_hurt_heavy.imp.OSBD of level 0)
0x0F8 char[32] konoko_death death sound (reference to 08115-konoko_death.imp.OSBD of level 0)
0x118 int32 00 00 00 00 0 runtime only: pointer to light hurt sound
0x11C int32 00 00 00 00 0 runtime only: pointer to medium hurt sound
0x120 int32 00 00 00 00 0 runtime only: pointer to heavy hurt sound
0x124 int32 00 00 00 00 0 runtime only: pointer to death sound


AI Constants
Offset Type Raw Hex Value Description
0x128 bitset 17 00 00 00 23 AI options bitset; see below
0x12C float 00 00 80 3F 1.000000 AI rotation speed factor
0x130 int16 06 00 6 minimum number of frames AI remains in fallen position when it is knocked down
0x132 int16 18 00 24 maximum number of frames AI remains in fallen position when it is knocked down
0x134 uint32 0F 00 00 00 15 number of frames after which AI realizes that it is in the firing spread and it starts dodging
0x138 float 00 00 80 3F 1.000000 minimum dodge time; how long AI should perform dodging/hiding in response to being inside a firing spread (the higher it is, the longer he will hide/dodge even after firing spread disappears)
0x13C float 00 00 80 3F 1.000000 dodge priority dampening; the higher it is, the lower priority the AI gives to dodging


AI options bitset
allows or disables some parts of the AI behavior
  • no flags - startle anim is enabled, rest is disabled
  • 0x01 - startle anim disabled
  • 0x02 - firing spread/projectile dodge enabled for melee
  • 0x04 - requires 0x02; firing spread/projectile dodge enabled for weapons; AI tries to face shooter and shoot back while dodging
  • 0x08 - requires 0x02, overrides 0x04 if both are set; firing spread/projectile dodge enabled for weapons; AI isn't shooting, it just tends to run away, not facing shooter
  • 0x10 - bit not used


AI rotation speed factor
reference rotation speed is about 1 turn (360°) per second
the setting is only effective if the AI is in control
so it's a bit like the AI's mouse sensitivity :)


AI Targeting Prediction Constants

See HERE for how the variables here interact to control the AI's target prediction.

Offset Type Raw Hex Value Description
0x140 float 00 00 00 3F 0.500000 multiplied against target's distance to get error in AI's/turret's first wild shot (always 0.5)
0x144 float 00 00 C8 41 25.000000 max value for result of multiplication above (always 25)
0x148 float 00 00 80 3F 1.000000 accuracy multiplier for prediction of target's position (always 1)
0x14C int32 00 00 00 00 0 maximum allowed frames of lookback to be used for predicting target's position (always 0)
0x150 int32 05 00 00 00 5 frames of delay in recognizing target's current position (always 5)
0x154 int32 0F 00 00 00 15 number of frames over which AI can average target's velocity to help predict position (always 15)
0x158 int32 3C 00 00 00 60 size in frames of target's history location buffer (always 60)


AI Weapon Skills

This is an array of 13 sets of skill variables, one for each weapon. Below is the data for the first element:

Offset Type Raw Hex Value Description
0x15C float 00 00 00 00 0.000000 recoil compensation amount (0.0 = no compensation, 1.0 = no recoil)
0x160 float 00 00 00 00 0.000000 minimum aiming error as an angle in radians
0x164 float 00 00 00 00 0.000000 shot grouping error as a percentage
0x168 float 00 00 80 3F 1.000000 how quickly aiming inaccuracy decreases or increases while shooting (ranges from 0.0 to 1.0)
0x16C float 00 00 80 3F 1.000000 shooting inaccuracy multiplier
0x170 uint16 00 00 0 minimum delay in ticks before pulling the trigger again
0x172 uint16 00 00 0 maximum delay in ticks before pulling the trigger again

AI weapon skills can be reviewed with e.g. ai2_skill_select konoko_generic w1_tap and then either ai2_skill_show (prints to console) or ai2_skill_save (prints to file).

The first weapon (weapon 0) is not in the game anymore, whatever it was. Mutant Muro's thunderbolt is handled as animation-bound particles, although it used to be handled as a weapon (same for Mukade's Devil Star, except w10_sni is still available). Barabas' Wave Motion Cannon is a bit mixed up since the beam is made of w12_ba2 particles and the grenade is a w11_ba1 particle.

Weapon Offset recoil bestangle error decay inaccuracy delays
w0_sec 0x15C/0x173 0.0 0.000000 0.00 1.0 1.0 0 - 0
w1_tap 0x174/0x18B 0.0 0.000000 0.40 0.4 0.0 30 - 45
w2_sap 0x18C/0x193 0.3 0.013962 0.13 1.0 1.0 0 - 0
w3_phr 0x194/0x20B 0.3 0.010472 0.05 0.5 1.0 0 - 0
w4_psm 0x20C/0x213 0.3 0.015707 0.03 0.2 1.0 0 - 0
w5_sbg 0x214/0x22B 0.3 0.001745 0.00 0.1 1.0 0 - 0
w6_vdg 0x22C/0x233 0.3 0.001745 0.13 0.9 1.0 0 - 0
w7_scc 0x234/0x24B 0.3 0.001745 0.05 0.1 1.0 0 - 0
w8_mbo 0x24C/0x253 0.3 0.005236 0.01 0.5 1.0 0 - 0
w9_scr 0x254/0x26B 0.3 0.010472 0.04 0.5 1.0 0 - 0
w10_sni 0x26C/0x273 0.0 0.000000 0.00 1.0 1.0 0 - 0
w11_ba1 0x274/0x28B 0.0 0.000000 0.00 1.0 1.0 0 - 0
w12_ba2 0x28B/0x293 0.0 0.000000 0.00 1.0 1.0 0 - 0


Other AI Behaviors

Oncc m.gif

Offset Type Raw Hex Value Description
0x294 int32 5A 00 00 00 90 how long AI will continue shooting a dead body to make sure it's dead (always 90)
0x298 int32 F0 00 00 00 240 how long AI will stand over dead body before returning to last job (always 240)
0x29C int32 B4 00 00 00 180 how long after losing sight of target until AI engages pursuit mode (always 180)
0x2A0 int32 28 00 00 00 40 chance (as a percentage) of AI taunting a dead body
0x2A4 int32 37 00 00 00 55 chance (as a percentage) of AI running to some weapon to pick it up; can be checked in Dev Mode with the debug_gun_behavior command
0x2A8 int32 3C 00 00 00 60 chance (as a percentage) of AI performing a running weapon pickup (including acrobatics moves, slides) instead of the normal "stop and pick up"; this is calculated after the engine decides that the AI will go for a gun
0x2AC int16 00 00 0 combat profile ID; for example *0D* is for Mutant Muro
0x2AE int16 16 00 22 melee profile ID
0x2B0 int8 64 100 "taunt" sound probability (always)
0x2B1 int8 00 0 "alert" sound probability (never)
0x2B2 int8 00 0 "startle" sound probability (never)
0x2B3 int8 00 0 "checkbody" sound probability (never)
0x2B4 int8 00 0 "pursue" sound probability (never)
0x2B5 int8 00 0 "cower" sound probability (never)
0x2B6 int8 64 100 "superpunch" probability (always)
0x2B7 int8 64 100 "superkick" probability (always)
0x2B8 int8 00 0 "super3" sound probability (never)
0x2B9 int8 00 0 "super4" sound probability (never)
0x2BA int16 00 00 0 probably a blank filler (always the same)
0x2BC char[32] c17_99_28konoko "taunt" sound (reference to 08108-c17_99_28konoko.amb.OSBD of level 0)
0x2DC char[32] unused "alert" sound name
0x2FC char[32] unused "startle" sound name
0x31C char[32] unused "checkbody" sound name
0x33C char[32] unused "pursue" sound name
0x35C char[32] unused "cower" sound name
0x37C char[32] c18_79_14konoko "superpunch" sound name (reference to 08110-c17_99_28konoko.amb.OSBD of level 0)
0x39C char[32] c18_79_15konoko "superkick" sound name (reference to 08112-c17_99_28konoko.amb.OSBD of level 0)
0x3BC char[32] unused "super3" sound name (only Mukade uses this slot)
0x3DC char[32] unused "super4" sound name (never used in game data)
The following 7 vision fields are used to detect if a character can be seen by AI; see Vision Field below for explanation
0x3FC float 00 80 ED 43 475.000000 central vision distance
0x400 float 00 00 16 43 150.000000 peripheral vision distance
0x404 float 7D 1B 44 3F 0.766044 vertical vision range
0x408 float F3 B3 51 3F 0.819152 central vision range
0x40C float E8 D5 12 3F 0.573576 central vision max
0x410 float D5 D0 31 3E 0.173648 peripheral vision range
0x414 float 6B 61 D8 BE 0.422618 peripheral vision max
0x418 int32 B4 00 00 00 180 how long will AI know exactly where its enemy is even if it can't see him with central vision field, and attempt to attack him
0x41C int32 84 03 00 00 900 how long will AI remain strongly convinced that there is an enemy, but will investigate his presence rather than attack him
0x420 int32 10 0E 00 00 3600 how long an AI will remain weakly convinced of an enemy's presence, looking around aimlessly to find him (Glance pursuit mode)
0x424 int32 10 0E 00 00 3600 decay time for dropping back from high alert to medium alert
0x428 int32 50 46 00 00 18000 decay time for dropping back from medium alert to low alert
0x42C int32 A0 8C 00 00 36000 decay time for dropping back from low alert to no alert status
0x430 float 00 00 80 3F 1.000000 hearing radius; defines size of the sound-detection sphere around an AI


Vision Field

See HERE for details on how this works.


File Links
Offset Type Raw Hex Value Description
0x434 link 01 FB 03 00 1019 link to 01019-konoko.ONCV; defines variants and upgrades
0x438 link 01 F9 03 00 1017 link to 01017-.ONCP; lists the particles available for this character (trails, flashes, etc)
0x43C link 01 FA 03 00 1018 link to 01018-.ONIA; lists the special impact sounds (used for special combat moves)
0x440 int8 00 unused runtime only
0x441 int8 00 unused padding
0x442 int16 00 00 unused runtime only
0x444 char[16] Light modifier; either hardcoded or defunct (only visible in pm_mod_type.WMM_, level 0)

edit: WMDD says: Effects found for Impact x on Material y with Modifier: pm_mod_types

Array of 15 impact elements: first element
0x454 char[128] Footstep_Walk walk impact (reference to 04124-Footstep_Walk.Impt of level 0); always the same; without the impacts you can't hear the steps of a character
0x4D4 int16 FF FF -1 set at runtime to the value stored at 0x08 in Impt
End of array
0xBF2 char[2] 00 00 unused padding (seen below)



Oncc e.gif


Offset Type Raw Hex Value Description
0xBF4 char[64] unused special death particle; only the Mad Bomber uses it
0xC34 link 00 00 00 00 unused runtime: link to death particle class
0xC38 link 00 00 00 00 unused runtime: cache of derived information on body model geometry
0xC3C link 01 E6 03 00 998 link to 00998-konoko_body_high.TRBS
0xC40 link 01 E7 03 00 999 link to 00999-konoko002_high_texture_generic.TRMA
0xC44 link 01 E8 03 00 1000 link to 01000-.CBPM
0xC48 link 01 EC 03 00 1004 link to 01004-.CBPI
0xC4C int32 2C 01 00 00 300 how long in ticks before character can leave fight mode
0xC50 int32 30 75 00 00 30000 how long in ticks before the Idle animation can be played the first time
0xC54 int32 30 75 00 00 30000 how long in ticks before the Idle animation can be played another time
0xC58 int32 C8 00 00 00 200 base health of the character model; specific health information for every unique character is stored in the Character.BINA file
0xC5C int32 48 00 00 00 72 unused
0xC60 float 00 00 80 3F 1.000000 minimum body size factor
0xC64 float 00 00 80 3F 1.000000 maximum body size factor

The following 7 float values are ONCC-specific multipliers for each of the 7 PAR3 DamageTypes. See Particle damage types for an explanation of DamageTypes. Values range from 0.0-1.0, with 0 meaning "no immunity" and 1 meaning "total immunity".

Note: These multipliers only affect the stun damage and knockback components of a PAR3 action, not the HP damage dealt.

0xC68 float 00 00 00 00 0.000000 "Normal" DamageType multiplier
0xC6C float 00 00 00 00 0.000000 "MinorStun" DamageType multiplier
0xC70 float 00 00 00 3F 0.500000 "MajorStun" DamageType multiplier
0xC74 float 00 00 80 3E 0.250000 "MinorKnockdown" DamageType multiplier
0xC78 float 00 00 00 00 0.000000 "MajorKnockdown" DamageType multiplier
0xC7C float 00 00 00 00 0.000000 "Blownup" DamageType multiplier
0xC80 float 00 00 00 00 0.000000 "Pickup" DamageType multiplier
0xC84 float 00 00 00 3F 0.500000 damage reducer, employed when the character has a boss shield (0.0-1.0 = 0%-100%)
0xC88 link 01 F6 03 00 1014 link to 01014-konoko_animations.TRAC
0xC8C link 01 F6 03 00 1015 link to 01015-konoko_screens.TRSC
0xC90 int16 1E 00 30 unused (formerly an AI's rate of fire)
0xC92 int16 00 00 0 time between death and deletion, in frames (0 for all characters except Mad Bomber, who is 190 ticks)
0xC94 bitset 00 0 TRSC bitset; see below
0xC95 int8 01 1 character has Daodan powers (can overheal with hypos, do more damage in overpower mode) and can display a Daodan aura particle)
0xC96 int8 00 0 character has supershield
0xC97 int8 00 0 knockdown resistant (used by MutantMuro.ONCC)


TRSC bitset
Determines whether character is left-handed or right-handed (weapon is attached to left or right fist bone). Must be consistent with character's TRSC or glitches appear. Possibilities are:
NONE - Character is right-hander with both pistols and rifles
0x01 - Character is left-hander with both pistols and rifles
0x02 - Character is left-hander with pistols but "right-hander" with rifles (however, animations for rifles are treated as left-handed)


Body size factor
ONCC body size factor-original.jpg
ONCC body size factor-spawn order change.jpg
The geometry specified in a character's TRBS (Totoro body set) can be multiplied by a scale factor. For example, the minime and behemoth cheats set that factor to 0.25 or 1.8, and back to 1. The size can be used for specific purposes (mini-Strikers, Mutant Muro, giant Shinatama), or it can be used to add generic variety to Oni's characters, as a complement to "character variants" (ONCV).
The floats at 0xC60 and 0xC64 define a range in which Oni can pick a random body size factor (if the two values are identical, then the body size factor is effectively fixed instead of random). Konoko, Shinatama (both regular and zombified), Griffin (both variants) and Muro all have a fixed body size of 1. Mini-Strikers have 0.5 and giant Shinatama has 7 (yes, seven).
Everybody else (including Barabas, Mukade and Kerr) has a random body size within 5% of 1 (i.e., the floats at 0xC60 and 0xC64 are 0.95 and 1.05). Mutant Muro is a bit odd because his "minimum" body size 1.75 and the "maximum" is 1.74 (the difference is barely noticeable anyway). In the Anniversary Edition, some characters have altered factors (e.g., Shinatama Too).
The random value is different every time the ONCC is looked up (e.g., when a character is spawned or shapeshifted) and is not reproducible. Here is a simple script for CHAPTER 06 . COUNTERATTACK a.k.a. IGMD/tctf (remove all BSL files and leave only the one below):
func main
{
  ai2_allpassive 1
  ai2_spawn a_v3
  ai2_spawn Lv_40
  ai2_spawn lobby_victim05
  chr_location 1 -1255 -1.5 50
  chr_location 2 -1255 -1.5 60
  chr_location 3 -1255 -1.5 70
  chr_location 4 -1255 -1.5 80
  ai2_lookatme
}
This script lines up four "usual suspects" against a wall in the parking lot of the TCTF HQ. Load the level repeatedly and note how their heights vary.
ONI BINARY DATA
OFGA << Other file types >> ONCP
ONCC : Oni Character Class
Character file