OBD:ONCC: Difference between revisions
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Here you can download the complete overview of all used different ONCC files as a text file.
Copy it to a spreadsheet calculation program like Excel.
<== ONCC File ==>
mNo edit summary |
m (→0x44-0x67) |
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Line 173: | Line 173: | ||
| BGCOLOR="#FFC8FF" | 06 00 | | BGCOLOR="#FFC8FF" | 06 00 | ||
| 6 | | 6 | ||
| ALIGN=LEFT | hypo regeneration | | ALIGN=LEFT | hypo regeneration rate (always 1 HP / 6 frames) | ||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFC8FF" | AD DE | | BGCOLOR="#FFC8FF" | AD DE | ||
Line 179: | Line 179: | ||
| ALIGN=LEFT | not used; always the same | | ALIGN=LEFT | not used; always the same | ||
|} | |} | ||
;Hypo regeneration:1 hitpoint per 6 frames is 10 hitpoints per second | |||
==0x68-0x97== | ==0x68-0x97== |
Revision as of 18:02, 15 March 2006
Main Page >> Oni Binary Data >> File types >> ONCC
ONCC : Oni Character Class |
---|
Character file |
The example provided is konoko_generic.ONCC from level3_Final |
0x00-0x27
Offset | Hex | Translation | Meaning |
---|---|---|---|
0x00 | 01 DF 03 00 | 991 | 00991-konoko_generic.ONCC |
0x04 | 01 00 00 06 | 3 | level 3 |
0x08 | CD CC 0C 3F | 0.550000 | unknown; always the same (affects midair control? probably not) |
0x0C | 8F C2 75 3D | 0.060000 | gravity acceleration |
0x10 | CD CC 8C 3F | 1.100000 | height prefactor for the simple jump (tap JUMP) |
0x14 | 00 00 80 C0 | -4.000000 | limit velocity for jumping and gravity flight |
0x18 | 8F C2 F5 3C | 0.030000 | upward acceleration during a jump (hold JUMP) |
0x1C | 07 00 | 7 | unknown; always the same (similar to 0x1E ?) |
0x1E | 14 00 | 20 | affects the length of the dashing jump |
0x20 | 00 00 34 42 | 45.000000 | maximal falling height without damage |
0x24 | 00 00 07 43 | 135.000000 | maximal falling height with damage |
- Units
- heights are in world units
- velocities are in world units per frames
- accelerations are in world units per frames squared
- 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
0x28-0x43
0x28 | 01 F8 03 00 | 1016 | link to 01016-shadow1.TXMP |
0x2C | 00 00 40 41 | 12.000000 | height, where the shadow fades out completely |
0x30 | 00 00 00 41 | 8.000000 | height, where the diameter of the shadow decreases and the shadow fades out half |
0x34 | 00 00 C0 40 | 6.000000 | height, where the diameter of the shadow decreases |
0x38 | 00 00 90 40 | 4.500000 | height, where the diameter of the shadow decreases |
0x3C | 00 00 40 40 | 3.000000 | height, where the diameter of the shadow decreases |
0x40 | 30 00 | 48 | transparency of the shadow for the first part of a jump |
0x42 | 30 00 | 48 | transparency of the shadow for the second part of a jump |
0x44-0x67
00 00 C8 41 | 25.000000 | unknown; always the same |
16 | 22 | unknown |
06 | 6 | unknown; always the same |
AD DE | dead | not used; always the same |
00 00 20 42 | 40.000000 | unknown; always the same |
00 00 96 43 | 300.000000 | unknown; always the same |
35 FA 8E 3C | 0.017453 | unknown; always the same |
DB 0F C9 3F | 1.570796 | unknown; always the same |
00 00 A0 40 | 5.000000 | unknown; always the same |
00 00 80 3F | 1.000000 | unknown; always the same |
06 00 | 6 | hypo regeneration rate (always 1 HP / 6 frames) |
AD DE | dead | not used; always the same |
- Hypo regeneration
- 1 hitpoint per 6 frames is 10 hitpoints per second
0x68-0x97
00 10 3D 48 | 193600.000000 | unknown; always the same |
00 10 3D 47 | 48400.000000 | unknown; always the same |
00 10 3D 46 | 12100.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown; always the same |
23 00 | 35 | unknown; always the same |
5A 00 | 90 | unknown; always the same |
0F 00 | 15 | unknown; always the same |
78 00 | 120 | unknown; always the same |
23 00 | 35 | unknown; always the same |
01 00 | 1 | unknown; always the same |
02 00 | 2 | unknown; always the same |
64 00 | 100 | unknown; always the same |
0A 00 | 10 | unknown; always the same |
0C 00 | 12 | unknown; always the same |
16 00 | 22 | unknown; always the same |
00 | 0 | unknown; always the same |
DE | dead | not used; always the same |
00 00 00 3F | 0.500000 | unknown; always the same |
0x98-0x117
konoko_hurt_light | hurt light sound (08120-konoko_hurt_light.grp.OSBD of level 0) (08121-konoko_hurt_light.imp.OSBD of level 0) | |
konoko_hurt_medium | hurt medium sound (08122-konoko_hurt_medium.grp.OSBD of level 0) (08123-konoko_hurt_medium.imp.OSBD of level 0) | |
konoko_hurt_heavy | hurt heavy sound (08118-konoko_hurt_heavy.grp.OSBD of level 0) (08119-konoko_hurt_heavy.imp.OSBD of level 0) | |
konoko_death | death sound (08114-konoko_death.grp.OSBD of level 0) (08115-konoko_death.imp.OSBD of level 0) |
0x118-0x137
00 00 00 00 | 0 | unknown; always the same |
00 00 00 00 | 0 | unknown; always the same |
00 00 00 00 | 0 | unknown; always the same |
00 00 00 00 | 0 | unknown; always the same |
17 00 00 00 | 23 | unknown |
00 00 80 3F | 1.000000 | rotation factor (rotation factor * 360 degrees = possible rotation per frame (or per animation)) (Thanks to Loser for this info.) |
06 00 | 6 | unknown |
18 00 | 24 | unknown |
0F 00 | 15 | unknown |
00 00 | 0 | unknown; always the same |
0x138
00 00 80 3F | 1.000000 | unknown |
00 00 80 3F | 1.000000 | unknown |
00 00 00 3F | 0.500000 | unknown; always the same |
00 00 C8 41 | 25.000000 | unknown; always the same |
00 00 80 3F | 1.000000 | unknown; always the same |
00 00 00 00 | 0 | unknown |
05 00 00 00 | 5 | unknown |
0F 00 00 00 | 15 | unknown |
3C 00 00 00 | 60 | unknown |
00 00 00 00 | 0.000000 | unknown |
00 00 00 00 | 0.000000 | unknown |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 80 3F | 1.000000 | unknown |
00 00 80 3F | 1.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown |
00 00 00 00 | 0.000000 | unknown |
CD CC CC 3E | 0.400000 | unknown |
CD CC CC 3E | 0.400000 | unknown |
00 00 00 00 | 0.000000 | unknown |
1E 00 | 30 | unknown; always the same |
2D 00 | 45 | unknown; always the same |
9A 99 99 3E | 0.300000 | unknown |
A1 C1 64 3C | 0.013962 | unknown |
B8 1E 05 3E | 0.130000 | unknown; always the same |
00 00 80 3F | 1.000000 | unknown |
00 00 80 3F | 1.000000 | unknown |
00 00 00 00 | 0.000000 | unknown; always the same |
9A 99 99 3E | 0.300000 | unknown |
D9 91 2B 3C | 0.010472 | unknown |
CD CC 4C 3D | 0.050000 | unknown; always the same |
00 00 00 3F | 0.500000 | unknown |
00 00 80 3F | 1.000000 | unknown |
00 00 00 00 | 0.000000 | unknown; always the same |
9A 99 99 3E | 0.300000 | unknown; always the same |
A1 AC 80 3C | 0.015707 | unknown |
8F C2 F5 3C | 0.030000 | unknown |
CD CC 4C 3E | 0.200000 | unknown |
00 00 80 3F | 1.000000 | unknown |
00 00 00 00 | 0.000000 | unknown; always the same |
9A 99 99 3E | 0.300000 | unknown |
81 C3 E4 3A | 0.001745 | unknown |
00 00 00 00 | 0.0000000 | unknown |
CD CC CC 3D | 0.100000 | unknown |
00 00 80 3F | 1.000000 | unknown |
00 00 00 00 | 0.000000 | unknown; always the same |
9A 99 99 3E | 0.300000 | unknown; always the same |
81 C3 E4 3A | 0.001745 | unknown |
B8 1E 05 3E | 0.130000 | unknown |
66 66 66 3F | 0.900000 | unknown |
00 00 80 3F | 1.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown; always the same |
9A 99 99 3E | 0.300000 | unknown |
81 C3 E4 3A | 0.001745 | unknown |
CD CC 4C 3D | 0.050000 | unknown |
CD CC CC 3D | 0.100000 | unknown; always the same |
00 00 80 3F | 1.000000 | unknown |
00 00 00 00 | 0.000000 | unknown; always the same |
9A 99 99 3E | 0.300000 | unknown |
73 92 AB 3B | 0.005236 | unknown |
0A D7 23 3C | 0.010000 | unknown |
00 00 00 3F | 0.500000 | unknown |
00 00 80 3F | 1.000000 | unknown |
00 00 00 00 | 0.000000 | unknown; always the same |
9A 99 99 3E | 0.300000 | unknown |
D9 91 2B 3C | 0.010472 | unknown |
0A D7 23 3D | 0.040000 | unknown |
00 00 00 3F | 0.500000 | unknown |
00 00 80 3F | 1.000000 | unknown |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown |
00 00 00 00 | 0.000000 | unknown |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 80 3F | 1.000000 | unknown |
00 00 80 3F | 1.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown |
00 00 00 00 | 0.000000 | unknown |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 80 3F | 1.000000 | unknown |
00 00 80 3F | 1.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown |
00 00 00 00 | 0.000000 | unknown |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 80 3F | 1.000000 | unknown |
00 00 80 3F | 1.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown; always the same |
5A 00 00 00 | 90 | unknown; always the same |
F0 00 00 00 | 240 | unknown; always the same |
B4 00 00 00 | 180 | unknown; always the same |
28 00 00 00 | 40 | unknown; always the same |
37 00 00 00 | 55 | unknown |
3C 00 00 00 | 60 | unknown |
00 00 | 0 | unknown |
16 00 | 22 | unknown |
64 | 100 | sound used |
00 | 0 | sound not used |
00 | 0 | sound not used |
00 | 0 | sound not used |
00 | 0 | sound not used |
00 | 0 | sound not used |
64 | 100 | sound used |
64 | 100 | sound used |
00 | 0 | sound not used |
00 | 0 | sound not used; always the same |
00 00 | 0 | unknown; always the same |
c17_99_28konoko | taunt sound (04760-c17_99_28konoko.aif.SNDD of level 0) | |
not used | "who's there?" sound | |
not used | "I see you" sound | |
not used | "you lose" sound | |
not used | "where are you?" sound | |
not used | "why is this happening?" sound | |
c18_79_14konoko | punch heavy sound (04766-c18_79_14konoko.aif.SNDD of level 0) | |
c18_79_15konoko | kick heavy sound (04767-c18_79_15konoko.aif.SNDD of level 0) | |
not used | unknown; only the superninja use it; it's another c18_79 sound | |
not used | unknown; never used in Oni; maybe it's for the unused c18_71 sounds | |
00 80 ED 43 | 475.000000 | eyeshot; you can make it visible with the script command ai2_showvision = 1 |
00 00 16 43 | 150.000000 | earshot; you can make it visible with the script command ai2_showvision = 1 |
7D 1B 44 3F | 0.766044 | unknown |
F3 B3 51 3F | 0.819152 | unknown |
E8 D5 12 3F | 0.573576 | unknown |
D5 D0 31 3E | 0.173648 | unknown; always the same |
6B 61 D8 BE | 0.422618 | unknown; always the same |
B4 00 00 00 | 180 | unknown; always the same |
84 03 00 00 | 900 | unknown; always the same |
10 0E 00 00 | 3600 | unknown; always the same |
10 0E 00 00 | 3600 | unknown; always the same |
50 46 00 00 | 18000 | unknown; always the same |
A0 8C 00 00 | 36000 | unknown; always the same |
00 00 80 3F | 1.000000 | unknown; always the same |
01 FB 03 00 | 1019 | link to 01019-konoko.ONCV |
01 F9 03 00 | 1017 | link to 01017-.ONCP; you can set all to zero, Oni doesn't need it |
01 FA 03 00 | 1018 | link to 01018-.ONIA; you can set all to zero, Oni doesn't need it |
00 00 00 00 | 0 | unknown; always the same |
Light | unknown; maybe the weight | |
Footstep_Walk | walk impact (04124-Footstep_Walk.Impt of level 0); always the same; without the impacts you can't hear the steps of a character | |
FF FF | 65535 | unknown; always the same |
Footstep_RunMain | run impact (04129-Footstep_RunMain.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Footstep_Crouch | crouch impact (04123-Footstep_Crouch.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Fall_Slide | fall slide impact (04122-Fall_Slide.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Fall_Land | fall land impact (04119-Fall_Land.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Fall_LandHard | land hard impact (04120-Fall_LandHard.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Fall_Knockdown | fall knockdown impact (04118-Fall_Knockdown.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Fall_Knockdown | fall knockdown impact (04118-Fall_Knockdown.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Fall_Knockdown | fall knockdown impact (04118-Fall_Knockdown.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Footstep_Turn | turn impact (04135-Footstep_Turn.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Footstep_RunStart | run start impact (04131-Footstep_RunStart.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Footstep_SingleStep | single step impact (04134-Footstep_SingleStep.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Footstep_RunStop | run stop impact (04133-Footstep_RunStop.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Footstep_WalkStop | walk stop impact (04137-Footstep_WalkStop.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
Footstep_RunSprint | run fast impact (04130-Footstep_RunSprint.Impt of level 0); always the same | |
FF FF | 65535 | unknown; always the same |
00 00 | 0 | unknown; always the same |
not used | special death particles; only the mad bomber use it | |
00 00 00 00 | 0 | unknown; always the same |
00 00 00 00 | 0 | unknown; always the same |
01 E6 03 00 | 998 | link to 00998-konoko_body_high.TRBS |
01 E7 03 00 | 999 | link to 00999-konoko002_high_texture_generic.TRMA |
01 E8 03 00 | 1000 | link to 01000-.CBPM |
01 EC 03 00 | 1004 | link to 01004-.CBPI |
2C 01 00 00 | 300 | fight mode timer in 1/60 seconds |
30 75 00 00 | 30000 | 1st idle animation timer in 1/60 seconds (Thanks to Loser for this info.) |
30 75 00 00 | 30000 | 2nd idle animation timer in 1/60 seconds (Thanks to Loser for this info.) |
C8 00 00 00 | 200 | basic health of the character model; extra health informations for every unique character you'll find in the Character.BINA file |
48 00 00 00 | 72 | unknown; always the same |
00 00 80 3F | 1.000000 | minimal body size factor (Thanks to geyser for this info.) |
00 00 80 3F | 1.000000 | maximal body size factor (Thanks to geyser for this info.) |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 00 3F | 0.500000 | unknown |
00 00 80 3E | 0.250000 | unknown |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 00 00 | 0.000000 | unknown; always the same |
00 00 00 3F | 0.500000 | unknown |
01 F6 03 00 | 1014 | link to 01014-konoko_animations.TRAC |
01 F7 03 00 | 1015 | link to 01015-konoko_screens.TRSC |
1E 00 | 30 | unknown; always the same |
00 00 | 0 | unknown; only the mad bomber use it |
00 | 0 | unknown |
01 | 1 | unknown |
00 | 0 | unknown |
00 | 0 | unknown |
AD DE AD DE | dead | not used; always the same |
Overview table
Maybe split it up and insert the pieces after every section's header.
Copy it to a spreadsheet calculation program like Excel.
Main Page >> Oni Binary Data >> File types >> ONCC File