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User talk:Neo: Difference between revisions

1,142 bytes removed ,  25 July 2008
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Sorry to bother you.  I want to add some more characters to level 19, but I'm not sure how to write the hex number correctly, since it is 5 digits.
In the BINACJBOCharacter.oni for level 19 at offset 0x68 currently its 8CDC, I want to add 17 more CHAR data (x2464) so doing the math xDC8C + x2464 = x100F0.
What is the correct way to write x100F0 in little endian at offset 0x68?
Of course, I'll have to make a similar change for 84DC offset xC4.
It will be great once/if we're able to export/import BINACJBOCharacter.oni as .xml files!
Many thanks.
[[User:EdT|EdT]] 06:54, 20 June 2008 (CEST)
I'm not sure what's supposed to be at 0x68, maybe you mean 0x88 (where the size of the raw/sep part is)?
Anyway 0xA1B1C1D1 is stored as:
:*A1 B1 C1 D1 - big endian (bytes are stored in the same order)
:*D1 C1 B1 A1 - little endian (bytes are stored in reverse order)
So 0x100F0 aka 0x000100F0 stored as little endian is F0 00 01 00.
PS: I'm almost done with [[OBJC]] export. Hopefully I'll do the import soon too.
[[User:Neo|Neo]]
I am sorry to bother, but this can help to make h2w system look better. When character collides with wall, what REALLY collide ??? For me it seems that for char->wall collision there is some invisible bounding box. Where is this bounding box, if you know (or correct me if I am wrong). How can I change it? I ask because for me (it is my guess in next sentence, nothing proven ) it seems that this "bounding box" looks like invisible sphere which is around pelvis bone. That is why you can fall and stick your torso/head/legs into next room. Engine ignores bones in char->wall coll. Is this correct? + please answer if you know how to change it. Thanks a lot in any case
I am sorry to bother, but this can help to make h2w system look better. When character collides with wall, what REALLY collide ??? For me it seems that for char->wall collision there is some invisible bounding box. Where is this bounding box, if you know (or correct me if I am wrong). How can I change it? I ask because for me (it is my guess in next sentence, nothing proven ) it seems that this "bounding box" looks like invisible sphere which is around pelvis bone. That is why you can fall and stick your torso/head/legs into next room. Engine ignores bones in char->wall coll. Is this correct? + please answer if you know how to change it. Thanks a lot in any case


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[[User:Neo|Neo]]
[[User:Neo|Neo]]
Thank you, now I understand, I need to add leading zeros to the result.
Also, a user at OCF asked if it was possible to do division and multiplication in BSL, is it possible?
I look forward to trying out the OBJC export.
[[User:EdT|EdT]]


[http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit/OniSplit|_v0.9.18|_beta4.zip Beta4]
[http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit/OniSplit|_v0.9.18|_beta4.zip Beta4]
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You probably mean: _LIrInitializeDeveloperKeys, _LIrUnbindDeveloperKeys and _ONgDeveloperAccess. The _LIr* names are functions that are supposed to be called from the "cheater" code. _ONgDevloperAccess is a variable that controls the calling of those 2 functions, it's basically the equivalent of "the day is mine" cheat.
You probably mean: _LIrInitializeDeveloperKeys, _LIrUnbindDeveloperKeys and _ONgDeveloperAccess. The _LIr* names are functions that are supposed to be called from the "cheater" code. _ONgDevloperAccess is a variable that controls the calling of those 2 functions, it's basically the equivalent of "the day is mine" cheat.


bar parameters on chr_location is printed from the function that set the location of a character (_iSetAnyCharacterLocation or something like that). In theory it can be made to work by registering it with the scripting engine but it's rather complicated.
bad parameters on chr_location is printed from the function that set the location of a character (_iSetAnyCharacterLocation or something like that). In theory it can be made to work by registering it with the scripting engine but it's rather complicated.


[[User:Neo|Neo]]
[[User:Neo|Neo]]
Thank you. Oh well, I guess the Mac engine will remain limited compared to the PC engine.
[[User:EdT|EdT]] 04:40, 25 July 2008 (CEST)
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