19,703
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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| Line 9: | Line 9: | ||
{{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  | ||
| Line 42: | Line 45: | ||
{{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 }}  | ||
|}  | |}  | ||
| Line 56: | Line 59: | ||
{{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 }}  | ||
|}  | |}  | ||
| Line 67: | Line 70: | ||
{{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 }}  | ||
|}  | |}  | ||
| Line 91: | Line 94: | ||
;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 }}  | ||
|}  | |}  | ||