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OBD:ONCC: Difference between revisions

52 bytes removed ,  29 December 2005
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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File Types]] >> ONCC File
[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File Types|File types]] >> ONCC File




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<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFC8C8">00 00 34 42</TD><TD>45.000000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFC8C8">00 00 34 42</TD><TD>45.000000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFC8C8">00 00 07 43</TD><TD>135.000000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFC8C8">00 00 07 43</TD><TD>135.000000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF5E5E">01 F8 03 00</TD><TD>1016</TD><TD ALIGN=LEFT>link to 01016-shadow1.[[TXMP File |TXMP]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF5E5E">01 F8 03 00</TD><TD>1016</TD><TD ALIGN=LEFT>link to 01016-shadow1.[[OBD:TXMP|TXMP]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFEBEB">00 00 40 41</TD><TD>12.000000</TD><TD ALIGN=LEFT>height, where the shadow fades out completely</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFEBEB">00 00 40 41</TD><TD>12.000000</TD><TD ALIGN=LEFT>height, where the shadow fades out completely</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFEBEB">00 00 00 41</TD><TD>8.000000</TD><TD ALIGN=LEFT>height, where the diameter of the shadow decreases and the shadow fades out half</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFEBEB">00 00 00 41</TD><TD>8.000000</TD><TD ALIGN=LEFT>height, where the diameter of the shadow decreases and the shadow fades out half</TD></TR>
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<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#C87C64">DE</TD><TD>dead</TD><TD ALIGN=LEFT>not used; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#C87C64">DE</TD><TD>dead</TD><TD ALIGN=LEFT>not used; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#B0C3D4">00 00 00 3F</TD><TD>0.500000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#B0C3D4">00 00 00 3F</TD><TD>0.500000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#E7CEA5" COLSPAN=2><TT>konoko_hurt_light</TT></TD><TD ALIGN=LEFT>hurt light sound<BR>(08120-konoko_hurt_light.grp.[[OSBD File |OSBD]] of level 0)<BR>(08121-konoko_hurt_light.imp.[[OSBD File |OSBD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#E7CEA5" COLSPAN=2><TT>konoko_hurt_light</TT></TD><TD ALIGN=LEFT>hurt light sound<BR>(08120-konoko_hurt_light.grp.[[OBD:OSBD|OSBD]] of level 0)<BR>(08121-konoko_hurt_light.imp.[[OBD:OSBD|OSBD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#E7CEA5" COLSPAN=2><TT>konoko_hurt_medium</TT></TD><TD ALIGN=LEFT>hurt medium sound<BR>(08122-konoko_hurt_medium.grp.[[OSBD File |OSBD]] of level 0)<BR>(08123-konoko_hurt_medium.imp.[[OSBD File |OSBD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#E7CEA5" COLSPAN=2><TT>konoko_hurt_medium</TT></TD><TD ALIGN=LEFT>hurt medium sound<BR>(08122-konoko_hurt_medium.grp.[[OBD:OSBD|OSBD]] of level 0)<BR>(08123-konoko_hurt_medium.imp.[[OBD:OSBD|OSBD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#E7CEA5" COLSPAN=2><TT>konoko_hurt_heavy</TT></TD><TD ALIGN=LEFT>hurt heavy sound<BR>(08118-konoko_hurt_heavy.grp.[[OSBD File |OSBD]] of level 0)<BR>(08119-konoko_hurt_heavy.imp.[[OSBD File |OSBD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#E7CEA5" COLSPAN=2><TT>konoko_hurt_heavy</TT></TD><TD ALIGN=LEFT>hurt heavy sound<BR>(08118-konoko_hurt_heavy.grp.[[OBD:OSBD|OSBD]] of level 0)<BR>(08119-konoko_hurt_heavy.imp.[[OBD:OSBD|OSBD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#E7CEA5" COLSPAN=2><TT>konoko_death</TT></TD><TD ALIGN=LEFT>death sound<BR>(08114-konoko_death.grp.[[OSBD File |OSBD]] of level 0)<BR>(08115-konoko_death.imp.[[OSBD File |OSBD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#E7CEA5" COLSPAN=2><TT>konoko_death</TT></TD><TD ALIGN=LEFT>death sound<BR>(08114-konoko_death.grp.[[OBD:OSBD|OSBD]] of level 0)<BR>(08115-konoko_death.imp.[[OBD:OSBD|OSBD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFDDDD">00 00 00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFDDDD">00 00 00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFDDDD">00 00 00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFDDDD">00 00 00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
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<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#C8C864">00</TD><TD>0</TD><TD ALIGN=LEFT>sound not used; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#C8C864">00</TD><TD>0</TD><TD ALIGN=LEFT>sound not used; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#0096C8">00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#0096C8">00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2><TT>c17_99_28konoko</TT></TD><TD ALIGN=LEFT>taunt sound (04760-c17_99_28konoko.aif.[[SNDD File |SNDD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2><TT>c17_99_28konoko</TT></TD><TD ALIGN=LEFT>taunt sound (04760-c17_99_28konoko.aif.[[OBD:SNDD|SNDD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2>not used</TD><TD ALIGN=LEFT>"who's there?" sound</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2>not used</TD><TD ALIGN=LEFT>"who's there?" sound</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2>not used</TD><TD ALIGN=LEFT>"I see you" sound</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2>not used</TD><TD ALIGN=LEFT>"I see you" sound</TD></TR>
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<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2>not used</TD><TD ALIGN=LEFT>"where are you?" sound</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2>not used</TD><TD ALIGN=LEFT>"where are you?" sound</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2>not used</TD><TD ALIGN=LEFT>"why is this happening?" sound</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2>not used</TD><TD ALIGN=LEFT>"why is this happening?" sound</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2><TT>c18_79_14konoko</TT></TD><TD ALIGN=LEFT>punch heavy sound (04766-c18_79_14konoko.aif.[[SNDD File |SNDD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2><TT>c18_79_14konoko</TT></TD><TD ALIGN=LEFT>punch heavy sound (04766-c18_79_14konoko.aif.[[OBD:SNDD|SNDD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2><TT>c18_79_15konoko</TT></TD><TD ALIGN=LEFT>kick heavy sound (04767-c18_79_15konoko.aif.[[SNDD File |SNDD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2><TT>c18_79_15konoko</TT></TD><TD ALIGN=LEFT>kick heavy sound (04767-c18_79_15konoko.aif.[[OBD:SNDD|SNDD]] of level 0)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2>not used</TD><TD ALIGN=LEFT>unknown; only the superninja use it; it's another c18_79 sound</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2>not used</TD><TD ALIGN=LEFT>unknown; only the superninja use it; it's another c18_79 sound</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2>not used</TD><TD ALIGN=LEFT>unknown; never used in Oni; maybe it's for the unused c18_71 sounds</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF80C0" COLSPAN=2>not used</TD><TD ALIGN=LEFT>unknown; never used in Oni; maybe it's for the unused c18_71 sounds</TD></TR>
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<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#EEDDFF">A0 8C 00 00</TD><TD>36000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#EEDDFF">A0 8C 00 00</TD><TD>36000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#C5FF8A">00 00 80 3F</TD><TD>1.000000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#C5FF8A">00 00 80 3F</TD><TD>1.000000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#C0C0C0">01 FB 03 00</TD><TD>1019</TD><TD ALIGN=LEFT>link to 01019-konoko.[[ONCV File |ONCV]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#C0C0C0">01 FB 03 00</TD><TD>1019</TD><TD ALIGN=LEFT>link to 01019-konoko.[[OBD:ONCV|ONCV]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#C0C0C0">01 F9 03 00</TD><TD>1017</TD><TD ALIGN=LEFT>link to 01017-.[[ONCP File |ONCP]]; you can set all to zero, Oni doesn't need it</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#C0C0C0">01 F9 03 00</TD><TD>1017</TD><TD ALIGN=LEFT>link to 01017-.[[OBD:ONCP|ONCP]]; you can set all to zero, Oni doesn't need it</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#C0C0C0">01 FA 03 00</TD><TD>1018</TD><TD ALIGN=LEFT>link to 01018-.[[ONIA File |ONIA]]; you can set all to zero, Oni doesn't need it</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#C0C0C0">01 FA 03 00</TD><TD>1018</TD><TD ALIGN=LEFT>link to 01018-.[[OBD:ONIA|ONIA]]; you can set all to zero, Oni doesn't need it</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF0080">00 00 00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF0080">00 00 00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFFFA6" COLSPAN=2><TT>Light</TT></TD><TD ALIGN=LEFT>unknown; maybe the weight</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFFFA6" COLSPAN=2><TT>Light</TT></TD><TD ALIGN=LEFT>unknown; maybe the weight</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_Walk</TT></TD><TD ALIGN=LEFT>walk impact (04124-Footstep_Walk.[[Impt File |Impt]] of level 0); always the same;<BR>without the impacts you can't hear the steps of a character</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_Walk</TT></TD><TD ALIGN=LEFT>walk impact (04124-Footstep_Walk.[[OBD:Impt|Impt]] of level 0); always the same;<BR>without the impacts you can't hear the steps of a character</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_RunMain</TT></TD><TD ALIGN=LEFT>run impact (04129-Footstep_RunMain.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_RunMain</TT></TD><TD ALIGN=LEFT>run impact (04129-Footstep_RunMain.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_Crouch</TT></TD><TD ALIGN=LEFT>crouch impact (04123-Footstep_Crouch.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_Crouch</TT></TD><TD ALIGN=LEFT>crouch impact (04123-Footstep_Crouch.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Fall_Slide</TT></TD><TD ALIGN=LEFT>fall slide impact (04122-Fall_Slide.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Fall_Slide</TT></TD><TD ALIGN=LEFT>fall slide impact (04122-Fall_Slide.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Fall_Land</TT></TD><TD ALIGN=LEFT>fall land impact (04119-Fall_Land.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Fall_Land</TT></TD><TD ALIGN=LEFT>fall land impact (04119-Fall_Land.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Fall_LandHard</TT></TD><TD ALIGN=LEFT>land hard impact (04120-Fall_LandHard.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Fall_LandHard</TT></TD><TD ALIGN=LEFT>land hard impact (04120-Fall_LandHard.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Fall_Knockdown</TT></TD><TD ALIGN=LEFT>fall knockdown impact (04118-Fall_Knockdown.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Fall_Knockdown</TT></TD><TD ALIGN=LEFT>fall knockdown impact (04118-Fall_Knockdown.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Fall_Knockdown</TT></TD><TD ALIGN=LEFT>fall knockdown impact (04118-Fall_Knockdown.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Fall_Knockdown</TT></TD><TD ALIGN=LEFT>fall knockdown impact (04118-Fall_Knockdown.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Fall_Knockdown</TT></TD><TD ALIGN=LEFT>fall knockdown impact (04118-Fall_Knockdown.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Fall_Knockdown</TT></TD><TD ALIGN=LEFT>fall knockdown impact (04118-Fall_Knockdown.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_Turn</TT></TD><TD ALIGN=LEFT>turn impact (04135-Footstep_Turn.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_Turn</TT></TD><TD ALIGN=LEFT>turn impact (04135-Footstep_Turn.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_RunStart</TT></TD><TD ALIGN=LEFT>run start impact (04131-Footstep_RunStart.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_RunStart</TT></TD><TD ALIGN=LEFT>run start impact (04131-Footstep_RunStart.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_SingleStep</TT></TD><TD ALIGN=LEFT>single step impact (04134-Footstep_SingleStep.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_SingleStep</TT></TD><TD ALIGN=LEFT>single step impact (04134-Footstep_SingleStep.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_RunStop</TT></TD><TD ALIGN=LEFT>run stop impact (04133-Footstep_RunStop.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_RunStop</TT></TD><TD ALIGN=LEFT>run stop impact (04133-Footstep_RunStop.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_WalkStop</TT></TD><TD ALIGN=LEFT>walk stop impact (04137-Footstep_WalkStop.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_WalkStop</TT></TD><TD ALIGN=LEFT>walk stop impact (04137-Footstep_WalkStop.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_RunSprint</TT></TD><TD ALIGN=LEFT>run fast impact (04130-Footstep_RunSprint.[[Impt File |Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8" COLSPAN=2><TT>Footstep_RunSprint</TT></TD><TD ALIGN=LEFT>run fast impact (04130-Footstep_RunSprint.[[OBD:Impt|Impt]] of level 0); always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#71FFB8">FF FF</TD><TD>65535</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#0000BF">00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#0000BF">00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
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<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF22FF">00 00 00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF22FF">00 00 00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF22FF">00 00 00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FF22FF">00 00 00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#808080">01 E6 03 00</TD><TD>998</TD><TD ALIGN=LEFT>link to 00998-konoko_body_high.[[TRBS File |TRBS]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#808080">01 E6 03 00</TD><TD>998</TD><TD ALIGN=LEFT>link to 00998-konoko_body_high.[[OBD:TRBS|TRBS]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#808080">01 E7 03 00</TD><TD>999</TD><TD ALIGN=LEFT>link to 00999-konoko002_high_texture_generic.[[TRMA File |TRMA]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#808080">01 E7 03 00</TD><TD>999</TD><TD ALIGN=LEFT>link to 00999-konoko002_high_texture_generic.[[OBD:TRMA|TRMA]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#808080">01 E8 03 00</TD><TD>1000</TD><TD ALIGN=LEFT>link to 01000-.[[CBPM File |CBPM]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#808080">01 E8 03 00</TD><TD>1000</TD><TD ALIGN=LEFT>link to 01000-.[[OBD:CBPM|CBPM]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#808080">01 EC 03 00</TD><TD>1004</TD><TD ALIGN=LEFT>link to 01004-.[[CBPI File |CBPI]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#808080">01 EC 03 00</TD><TD>1004</TD><TD ALIGN=LEFT>link to 01004-.[[OBD:CBPI|CBPI]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFAA82">2C 01 00 00</TD><TD>300</TD><TD ALIGN=LEFT>unknown</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFAA82">2C 01 00 00</TD><TD>300</TD><TD ALIGN=LEFT>unknown</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFAA82">30 75 00 00</TD><TD>30000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFAA82">30 75 00 00</TD><TD>30000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFAA82">30 75 00 00</TD><TD>30000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFAA82">30 75 00 00</TD><TD>30000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFAA82">C8 00 00 00</TD><TD>200</TD><TD ALIGN=LEFT>basic health of the character model; extra health informations for every unique character you'll find in the [[Character.BINA File |Character.BINA]] file</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFAA82">C8 00 00 00</TD><TD>200</TD><TD ALIGN=LEFT>basic health of the character model; extra health informations for every unique character you'll find in the [[OBD:Character.BINA|Character.BINA]] file</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFAA82">48 00 00 00</TD><TD>72</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#FFAA82">48 00 00 00</TD><TD>72</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#00D900">00 00 80 3F</TD><TD>1.000000</TD><TD ALIGN=LEFT>minimal body size factor (Thanks to geyser for this info.)</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#00D900">00 00 80 3F</TD><TD>1.000000</TD><TD ALIGN=LEFT>minimal body size factor (Thanks to geyser for this info.)</TD></TR>
Line 264: Line 264:
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#00D900">00 00 00 00</TD><TD>0.000000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#00D900">00 00 00 00</TD><TD>0.000000</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#00D900">00 00 00 3F</TD><TD>0.500000</TD><TD ALIGN=LEFT>unknown</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#00D900">00 00 00 3F</TD><TD>0.500000</TD><TD ALIGN=LEFT>unknown</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#CACAFF">01 F6 03 00</TD><TD>1014</TD><TD ALIGN=LEFT>link to 01014-konoko_animations.[[TRAC File |TRAC]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#CACAFF">01 F6 03 00</TD><TD>1014</TD><TD ALIGN=LEFT>link to 01014-konoko_animations.[[OBD:TRAC|TRAC]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#CACAFF">01 F7 03 00</TD><TD>1015</TD><TD ALIGN=LEFT>link to 01015-konoko_screens.[[TRSC File |TRSC]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#CACAFF">01 F7 03 00</TD><TD>1015</TD><TD ALIGN=LEFT>link to 01015-konoko_screens.[[OBD:TRSC|TRSC]]</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#F0F000">1E 00</TD><TD>30</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#F0F000">1E 00</TD><TD>30</TD><TD ALIGN=LEFT>unknown; always the same</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#F0F000">00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; only the mad bomber use it</TD></TR>
<TR VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"><TD BGCOLOR="#F0F000">00 00</TD><TD>0</TD><TD ALIGN=LEFT>unknown; only the mad bomber use it</TD></TR>
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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File Types]] >> ONCC File
[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File Types|File types]] >> ONCC File