OBD:ONCC: Difference between revisions

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Line 173: Line 173:
| BGCOLOR="#FFC8FF" | 06 00
| BGCOLOR="#FFC8FF" | 06 00
| 6
| 6
| ALIGN=LEFT | hypo regeneration time per health point in 1/60 seconds; that means, if you use a hypo, the health increases in 6/60 seconds (= 0.1 seconds) by one; always the same
| 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.

oncc_all.gif




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.
  • text filewith commas as decimal hyphens (200 kb)
  • text filewith points as decimal hyphens (200 kb)



<== ONCC File ==>


Main Page >> Oni Binary Data >> File types >> ONCC File