18,700
edits
m (added anchor link to DamageTypes section so I can link right to it; wording on note) |
(revising info to match corrected info on XML:ONCC (update part 1)) |
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{{OBDtr| 0x000 | res_id |FF0000| 01 DF 03 00 | 991 | 00991-konoko_generic.ONCC }} | {{OBDtr| 0x000 | res_id |FF0000| 01 DF 03 00 | 991 | 00991-konoko_generic.ONCC }} | ||
{{OBDtr| 0x004 | lev_id |FFFF00| 01 00 00 06 | 0 | level 3 }} | {{OBDtr| 0x004 | lev_id |FFFF00| 01 00 00 06 | 0 | level 3 }} | ||
{{OBDtr| 0x008 | float |00FF00| CD CC 0C 3F | 0.550000 | | {{OBDtr| 0x008 | float |00FF00| CD CC 0C 3F | 0.550000 | fall speed (not really*) (always 0.55) }} | ||
{{OBDtr| 0x00C | float |00FF00| 8F C2 75 3D | 0.060000 | | {{OBDtr| 0x00C | float |00FF00| 8F C2 75 3D | 0.060000 | strength of gravity for this character }} | ||
{{OBDtr| 0x010 | float |00FF00| CD CC 8C 3F | 1.100000 | starting velocity for a simple (tap) JUMP }} | {{OBDtr| 0x010 | float |00FF00| CD CC 8C 3F | 1.100000 | starting velocity for a simple (tap) JUMP }} | ||
{{OBDtr| 0x014 | float |00FF00| 00 00 80 C0 | -4.000000 | | {{OBDtr| 0x014 | float |00FF00| 00 00 80 C0 | -4.000000 | maximum velocity for jumping and falling }} | ||
{{OBDtr| 0x018 | float |00FF00| 8F C2 F5 3C | 0.030000 | upward acceleration | {{OBDtr| 0x018 | float |00FF00| 8F C2 F5 3C | 0.030000 | upward acceleration as long as you hold JUMP }} | ||
{{OBDtr| 0x01C | int16 |00FFFF| 07 00 | 7 | | {{OBDtr| 0x01C | int16 |00FFFF| 07 00 | 7 | fall timer (not really*) (always 7) }} | ||
{{OBDtr| 0x01E | int16 |00FFFF| 14 00 | 20 | | {{OBDtr| 0x01E | int16 |00FFFF| 14 00 | 20 | how long you can continue holding down JUMP to increase the height of your jump }} | ||
{{OBDtr| 0x020 | float |FF00FF| 00 00 34 42 | 45.000000 | | {{OBDtr| 0x020 | float |FF00FF| 00 00 34 42 | 45.000000 | maximum falling height without damage }} | ||
{{OBDtr| 0x024 | float |FF00FF| 00 00 07 43 | 135.000000 | | {{OBDtr| 0x024 | float |FF00FF| 00 00 07 43 | 135.000000 | maximum falling height with damage }} | ||
|} | |} | ||
;Units:times are in frames | ;Units | ||
:heights are in world units | :times are in frames | ||
:velocities are in world units per | :heights are in world units (0.1m or 4") | ||
:accelerations are in world units per | :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 | |||
;Jetpack timer | |||
:You can press JUMP multiple times during the time window when it's large enough. See [http://mods.oni2.net/node/83 this mod] for an application of this principle. | |||
;Falling height: let FH1 be the height at 0x20 | ;Falling height: let FH1 be the height at 0x20 | ||
:let FH2 be the height at 0x24 | :let FH2 be the height at 0x24 | ||
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{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x028 | link |FF8000| 01 F8 03 00 | 1016 | link to 01016-shadow1.[[OBD:TXMP|TXMP]] }} | {{OBDtr| 0x028 | link |FF8000| 01 F8 03 00 | 1016 | link to 01016-shadow1.[[OBD:TXMP|TXMP]] }} | ||
{{OBDtr| 0x02C | float |FF8000| 00 00 40 41 | 12.000000 | height where the shadow | {{OBDtr| 0x02C | float |FF8000| 00 00 40 41 | 12.000000 | height where the diameter of the shadow shrinks to 0x03C }} | ||
{{OBDtr| 0x030 | float |FF8000| 00 00 00 41 | 8.000000 | height | {{OBDtr| 0x030 | float |FF8000| 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 }} | ||
{{OBDtr| 0x034 | float |FF8000| 00 00 C0 40 | 6.000000 | | {{OBDtr| 0x034 | float |FF8000| 00 00 C0 40 | 6.000000 | maximum diameter of the shadow }} | ||
{{OBDtr| 0x038 | float |FF8000| 00 00 90 40 | 4.500000 | | {{OBDtr| 0x038 | float |FF8000| 00 00 90 40 | 4.500000 | diameter that the shadow shrinks to when 0x030 is reached }} | ||
{{OBDtr| 0x03C | float |FF8000| 00 00 40 40 | 3.000000 | | {{OBDtr| 0x03C | float |FF8000| 00 00 40 40 | 3.000000 | minimum diameter of the shadow }} | ||
{{OBDtr| 0x040 | int16 |FF8000| 30 00 | 48 | transparency of the shadow | {{OBDtr| 0x040 | int16 |FF8000| 30 00 | 48 | starting transparency of the shadow as the character rises towards 0x030 }} | ||
{{OBDtr| 0x042 | int16 |FF8000| 30 00 | 48 | transparency of the shadow | {{OBDtr| 0x042 | int16 |FF8000| 30 00 | 48 | starting transparency of the shadow when the character begins to get above 0x030 }} | ||
|} | |} | ||
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{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x044 | float |FF0080| 00 00 C8 41 | 25.000000 | | {{OBDtr| 0x044 | float |FF0080| 00 00 C8 41 | 25.000000 | unused (always 25) }} | ||
{{OBDtr| 0x048 | int8 |FFC8C8| 16 | 22 | | {{OBDtr| 0x048 | int8 |FFC8C8| 16 | 22 | unused (always 22) }} | ||
{{OBDtr| 0x049 | int8 |FFC8C8| 06 | 6 | | {{OBDtr| 0x049 | int8 |FFC8C8| 06 | 6 | unused (always 6) }} | ||
{{OBDtr| 0x04A | char[2] |FFC8C8| AD DE | dead | pad }} | {{OBDtr| 0x04A | char[2] |FFC8C8| AD DE | dead | pad }} | ||
|} | |} | ||
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{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x04C | float |FFFFC8| 00 00 20 42 | 40.000000 | | {{OBDtr| 0x04C | float |FFFFC8| 00 00 20 42 | 40.000000 | unused (always 40) }} | ||
{{OBDtr| 0x050 | float |FFFFC8| 00 00 96 43 | 300.000000 | | {{OBDtr| 0x050 | float |FFFFC8| 00 00 96 43 | 300.000000 | unused (always 300) }} | ||
{{OBDtr| 0x054 | float |FFFFC8| 35 FA 8E 3C | 0.017453 | | {{OBDtr| 0x054 | float |FFFFC8| 35 FA 8E 3C | 0.017453 | unused (always π/180) }} | ||
{{OBDtr| 0x058 | float |FFFFC8| DB 0F C9 3F | 1.570796 | | {{OBDtr| 0x058 | float |FFFFC8| DB 0F C9 3F | 1.570796 | unused (always π/2) }} | ||
|} | |} | ||
;Autofreeze Constants | ;Autofreeze Constants | ||
{{Table}} | {{Table}} | ||
{{OBDtr| 0x05C | float |FFFFC8| 00 00 A0 40 | 5.000000 | | {{OBDtr| 0x05C | float |FFFFC8| 00 00 A0 40 | 5.000000 | unused (always 5) }} | ||
{{OBDtr| 0x060 | float |FFFFC8| 00 00 80 3F | 1.000000 | | {{OBDtr| 0x060 | float |FFFFC8| 00 00 80 3F | 1.000000 | unused (always 1) }} | ||
|} | |} | ||
;Inventory Constants | ;Inventory Constants | ||
{{Table}} | {{Table}} | ||
{{OBDtr| 0x064 | int16 |C8FFC8| 06 00 | 6 | | {{OBDtr| 0x064 | int16 |C8FFC8| 06 00 | 6 | hypo regeneration rate in ticks per hit point restored }} | ||
{{OBDtr| 0x066 | char[2] |C8FFC8| AD DE | dead | ignored }} | {{OBDtr| 0x066 | char[2] |C8FFC8| AD DE | dead | ignored }} | ||
|} | |} | ||
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;LOD Constants | ;LOD Constants | ||
Squares of the distance from the camera at which each LOD kicks in ([[LOD|this article]] has the full calculation for arriving at the LOD to use) | |||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x068 | float |C8FFFF| 00 10 3D 48 |193600.000000| always | {{OBDtr| 0x068 | float |C8FFFF| 00 10 3D 48 |193600.000000| always 440 squared }} | ||
{{OBDtr| 0x06C | float |C8FFFF| 00 10 3D 47 | 48400.000000| always | {{OBDtr| 0x06C | float |C8FFFF| 00 10 3D 47 | 48400.000000| always 220 squared }} | ||
{{OBDtr| 0x070 | float |C8FFFF| 00 10 3D 46 | 12100.000000| always | {{OBDtr| 0x070 | float |C8FFFF| 00 10 3D 46 | 12100.000000| always 110 squared }} | ||
{{OBDtr| 0x074 | float |C8FFFF| 00 00 00 00 | 0.000000 | always | {{OBDtr| 0x074 | float |C8FFFF| 00 00 00 00 | 0.000000 | always 0 }} | ||
{{OBDtr| 0x078 | float |C8FFFF| 00 00 00 00 | 0.000000 | always | {{OBDtr| 0x078 | float |C8FFFF| 00 00 00 00 | 0.000000 | always 0 }} | ||
|} | |} | ||