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OBD:ONCC: Difference between revisions

7,135 bytes added ,  10 September 2007
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lunch break
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{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x00 | 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| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 0         | level 3 }}
{{OBDtr| 0x004 | lev_id  |FFFF00| 01 00 00 06 | 0           | level 3 }}
{{OBDtr| 0x08 | float    |00FF00| CD CC 0C 3F | 0.550000 | downwards velocity? (unknown, always 0.55) }}
{{OBDtr| 0x008 | float    |00FF00| CD CC 0C 3F | 0.550000   | downwards velocity? (unknown, always 0.55) }}
{{OBDtr| 0x0C | float    |00FF00| 8F C2 75 3D | 0.060000 | downward gravity acceleration }}
{{OBDtr| 0x00C | float    |00FF00| 8F C2 75 3D | 0.060000   | downward gravity acceleration }}
{{OBDtr| 0x10 | 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| 0x14 | float    |00FF00| 00 00 80 C0 | -4.000000 | limit velocity for jumping and gravity flight }}
{{OBDtr| 0x014 | float    |00FF00| 00 00 80 C0 | -4.000000   | limit velocity for jumping and gravity flight }}
{{OBDtr| 0x18 | float    |00FF00| 8F C2 F5 3C | 0.030000 | upward acceleration (jetpack) if you hold JUMP }}
{{OBDtr| 0x018 | float    |00FF00| 8F C2 F5 3C | 0.030000   | upward acceleration (jetpack) if you hold JUMP }}
{{OBDtr| 0x1C | int16    |00FFFF| 07 00      | 7         | gravity timer? (unknown, always 7) }}
{{OBDtr| 0x01C | int16    |00FFFF| 07 00      | 7           | gravity timer? (unknown, always 7) }}
{{OBDtr| 0x1E | int16    |00FFFF| 14 00      | 20       | jetpack timer; time during which you can use the jetpack }}
{{OBDtr| 0x01E | int16    |00FFFF| 14 00      | 20         | jetpack timer; time during which you can use the jetpack }}
{{OBDtr| 0x20 | float    |FF00FF| 00 00 34 42 | 45.000000 | maximal falling height without damage }}
{{OBDtr| 0x020 | float    |FF00FF| 00 00 34 42 | 45.000000   | maximal falling height without damage }}
{{OBDtr| 0x20 | float    |FF00FF| 00 00 07 43 | 135.000000| maximal falling height with damage }}
{{OBDtr| 0x024 | float    |FF00FF| 00 00 07 43 | 135.000000 | maximal falling height with damage }}
{{OBDtr| 0x08 | float    |00FF00|  |  |  }}
{{OBDtr| 0x028 | link    |FF8000| 01 F8 03 00 | 1016        | link to 01016-shadow1.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x08 | float    |00FF00|  |  | }}
{{OBDtr| 0x02C | float    |FF8000| 00 00 40 41 | 12.000000  | height where the shadow fades out completely }}
{{OBDtr| 0x1A | int16    |00FFFF| 10 27       | 10000 | unknown }}
{{OBDtr| 0x030 | float    |FF8000| 00 00 00 41 | 8.000000    | height where the diameter of the shadow decreases and the shadow fades out half }}
{{OBDtr2| 0x1C| char[64] |FF00FF| Difficulty         | menu name }}
{{OBDtr| 0x034 | float    |FF8000| 00 00 C0 40 | 6.000000    | height where the diameter of the shadow decreases }}
{{OBDtr| 0x1C | int32    |FF8000| 03 00 00 00 | 3    | array size }}
{{OBDtr| 0x038 | float    |FF8000| 00 00 90 40 | 4.500000    | height where the diameter of the shadow decreases }}
{{OBDtrBK}}
{{OBDtr| 0x03C | float    |FF8000| 00 00 40 40 | 3.000000    | height where the diameter of the shadow decreases }}
{{OBDtr| 0x00 | int16   |FFC8C8| 02 00       | 2    | <nowiki>type (2 = pull down menu)</nowiki> }}
{{OBDtr| 0x040 | int16    |FF8000| 30 00      | 48          | transparency of the shadow for the first part of a jump }}
{{OBDtr| 0x02 | int16    |FFFFC8| 00 00      | 0     | variable, returns if you choose this option }}
{{OBDtr| 0x042 | int16    |FF8000| 30 00      | 48          | transparency of the shadow for the second part of a jump }}
{{OBDtr2| 0x04 | char[64] |C8FFC8| Easy              | entry name }}
{{OBDtr| 0x044 | float    |FF0080| 00 00 C8 41 | 25.000000  | unknown; always the same }}
{{OBDtr| 0x048 | int8    |FFC8C8| 16          22        | unknown }}
{{OBDtr| 0x049 | int8    |FFC8C8| 06          6          | unknown; always the same }}
{{OBDtr| 0x04A | char[2] |FFC8C8| AD DE      | dead        | unused; always the same }}
{{OBDtr| 0x04C | float    |FFFFC8| 00 00 20 42 | 40.000000  | unknown; always the same }}
{{OBDtr| 0x050 | float    |FFFFC8| 00 00 96 43 | 300.000000 | unknown; always the same }}
{{OBDtr| 0x054 | float    |FFFFC8| 35 FA 8E 3C | 0.017453    | unknown; always the same }}
{{OBDtr| 0x058 | float    |FFFFC8| DB 0F C9 3F | 1.570796    | unknown; always the same (1.57 <nowiki>=</nowiki> pi/2) }}
{{OBDtr| 0x05C | float    |FFFFC8| 00 00 A0 40 | 5.000000    | unknown; always the same }}
{{OBDtr| 0x060 | float    |FFFFC8| 00 00 80 3F | 1.000000    | unknown; always the same }}
{{OBDtr| 0x064 | int16    |C8FFC8| 06 00      | 6          | (inverse) hypo regeneration rate in frames per hitpoint }}
{{OBDtr| 0x066 | char[2] |C8FFC8| AD DE      | dead        | unused }}
{{OBDtr| 0x068 | float    |C8FFFF| 00 10 3D 48 |193600.000000| unknown; always the same }}
{{OBDtr| 0x06C | float    |C8FFFF| 00 10 3D 47 | 48400.000000| unknown; always the same }}
{{OBDtr| 0x070 | float    |C8FFFF| 00 10 3D 46 | 12100.000000| unknown; always the same }}
{{OBDtr| 0x074 | float    |C8FFFF| 00 00 00 00 | 0.000000    | unknown; always the same }}
{{OBDtr| 0x078 | float    |C8FFFF| 00 00 00 00 | 0.000000    | unknown; always the same }}
{{OBDtr| 0x07C | int16    |FFC8FF| 23 00      | 35          | unknown; always the same }}
{{OBDtr| 0x07E | int16    |FFC8FF| 5A 00      | 90          | unknown; always the same }}
{{OBDtr| 0x080 | int16    |FFC8FF| 0F 00      | 15          | unknown; always the same }}
{{OBDtr| 0x082 | int16    |FFC8FF| 78 00      | 120        | unknown; always the same }}
{{OBDtr| 0x084 | int16    |FFC8FF| 23 00      | 35          | unknown; always the same }}
{{OBDtr| 0x086 | int16    |FFC8FF| 01 00      | 1          | unknown; always the same }}
{{OBDtr| 0x088 | int16    |FFC8FF| 02 00      | 2          | unknown; always the same }}
{{OBDtr| 0x08A | int16    |FFC8FF| 64 00      | 100        | unknown; always the same }}
{{OBDtr| 0x08C | int16    |FFC8FF| 0A 00      | 10         | unknown; always the same }}
{{OBDtr| 0x08E | int16    |FFC8FF| 0C 00       | 12          | unknown; always the same }}
{{OBDtr| 0x090 | int16    |FFC8FF| 16 00      | 22          | unknown; always the same }}
{{OBDtr| 0x092 | int8    |FFC800| 00          | 0          | used at runtime only: if one sound pointers have been set }}
{{OBDtr| 0x093 | char[1]  |C800C8| DE          | dead        | unused; always the same }}
{{OBDtr| 0x094 | float    |C87C64| 00 00 00 3F | 0.500000    | unknown; always the same (sound volume?) }}
{{OBDtr2|0x098 | char[32] |B0C3D4| konoko_hurt_light        | hurt light sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }}
{{OBDtr2|0x0B8 | char[32] |B0C3D4| konoko_hurt_medium        | hurt medium sound (reference to 08123-konoko_hurt_medium.[[OBD:OSBD|imp.OSBD]] of level 0) }}
{{OBDtr2|0x0D8 | char[32] |B0C3D4| konoko_hurt_heavy        | hurt heavy sound (reference to 08119-konoko_hurt_heavy.[[OBD:OSBD|imp.OSBD]] of level 0) }}
{{OBDtr2|0x0F8 | char[32] |B0C3D4| konoko_death              | death sound (reference to 08115-konoko_death.[[OBD:OSBD|imp.OSBD]] of level 0) }}
{{OBDtr| 0x118 | int32    |E7CEA5| 00 00 00 00 | 0          | runtime only: pointer to hurt light sound }}
{{OBDtr| 0x11C | int32    |E7CEA5| 00 00 00 00 | 0          | runtime only: pointer to hurt medium sound }}
{{OBDtr| 0x120 | int32    |E7CEA5| 00 00 00 00 | 0          | runtime only: pointer to hurt heavy sound }}
{{OBDtr| 0x124 | int32    |E7CEA5| 00 00 00 00 | 0          | runtime only: pointer to death sound }}
{{OBDtr| 0x128 | bitsets  |E7CEA5| 17 00 00 00 | 23          | general AI option bitset collection ; see below }}
{{OBDtr| 0x12C | float    |FFDDDD| 00 00 80 3F | 1.000000    | AI rotation speed factor }}
{{OBDtr| 0x130 | int16    |64AAAA| 06 00      | 6          | minimal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned }}
{{OBDtr| 0x132 | int16    |64AAAA| 18 00      | 24          | maximal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned }}
{{OBDtr| 0x134 | int16    |EBEBEB| 0F 00      | 15          | minimal realize firingspread time; (???number of frames???time in miliseconds???) after which AI realizes that it is in the firing spread (and it starts dodging) }}
{{OBDtr| 0x136 | int16    |EBEBEB| 00 00      | 0          | maximal realize firingspread time; (???number of frames???time in miliseconds???) }}
{{OBDtr| 0x138 | float    |8C8CCC| 00 00 80 3F | 1.000000    | minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears) }}
{{OBDtr| 0x13C | float    |8C8CCC| 00 00 80 3F | 1.000000    | maximal firingspread dodge amount; IMO similar to maneouvre variable }}
{{OBDtr| 0x140 | float    |8C8CCC| 00 00 00 3F | 0.500000    | unknown; always the same }}
{{OBDtr| 0x144 | float    |8C8CCC| 00 00 C8 41 | 25.000000  | unknown; always the same }}
{{OBDtr| 0x148 | float    |8C8CCC| 00 00 80 3F | 1.000000    | unknown }}
{{OBDtr| 0x14C | int32    |FF00C8| 00 00 00 00 | 0          | unknown }}
{{OBDtr| 0x150 | int32    |FF00C8| 05 00 00 00 | 5          | unknown }}
{{OBDtr| 0x154 | int32    |FF00C8| 0F 00 00 00 | 15         | unknown }}
{{OBDtr| 0x158 | int32    |FF00C8| 3C 00 00 00 | 60          | unknown }}
{{OBDtrBK|1=First of 13 elements (grey outline) }}
{{OBDtr| 0x15C | float   |F0F096| 00 00 00 00 | 0.000000    | recoil compensation amount (0.0 <nowiki>= min, 1.0 =</nowiki> max) }}
{{OBDtr| 0x160 | float    |F0F096| 00 00 00 00 | 0.000000    | best aiming angle in radians }}
{{OBDtr| 0x164 | float    |F0F096| 00 00 00 00 | 0.000000    | shot grouping error }}
{{OBDtr| 0x168 | float    |F0F096| 00 00 80 3F | 1.000000    | shot grouping decay }}
{{OBDtr| 0x16C | float    |F0F096| 00 00 80 3F | 1.000000    | shooting inaccuracy multiplier }}
{{OBDtr| 0x170 | int16    |00C864| 00 00      | 0           | minimum delay between shots in frames }}
{{OBDtr| 0x172 | int16    |00C864| 00 00      | 0          | maximum delay between shots in frames }}
|}
|}


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