OBD:CONS: Difference between revisions
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{{OBDtr| 0x04 | lev_id |FFFF00| 01 00 00 00 | 0 | level 0 }} | {{OBDtr| 0x04 | lev_id |FFFF00| 01 00 00 00 | 0 | level 0 }} | ||
{{OBDtr| 0x08 | int32 |00FF00| 00 00 00 00 | 0 | unknown; always the same }} | {{OBDtr| 0x08 | int32 |00FF00| 00 00 00 00 | 0 | unknown; always the same }} | ||
{{OBDtr| 0x0C | float |00FFFF| CA 62 5F 3D | 0.054537 | | {{OBDtr| 0x0C | float |00FFFF| CA 62 5F 3D | 0.054537 | action point x position }} | ||
{{OBDtr| 0x10 | float |00FFFF| 3C 9D 3B 41 | 11.725887 | | {{OBDtr| 0x10 | float |00FFFF| 3C 9D 3B 41 | 11.725887 | action point y position }} | ||
{{OBDtr| 0x14 | float |00FFFF| 22 93 4E 40 | 3.227730 | | {{OBDtr| 0x14 | float |00FFFF| 22 93 4E 40 | 3.227730 | action point z position }} | ||
{{OBDtr| 0x18 | float |FF00FF| 00 00 00 00 | 0.000000 | | {{OBDtr| 0x18 | float |FF00FF| 00 00 00 00 | 0.000000 | facing vector x component }} | ||
{{OBDtr| 0x1C | float |FF00FF| 00 00 00 00 | 0.000000 | | {{OBDtr| 0x1C | float |FF00FF| 00 00 00 00 | 0.000000 | facing vector y component }} | ||
{{OBDtr| 0x20 | float |FF00FF| 00 00 80 3F | 1.000000 | | {{OBDtr| 0x20 | float |FF00FF| 00 00 80 3F | 1.000000 | facing vector z component }} | ||
{{OBDtr| 0x24 | link |FFC8C8| 01 C5 02 00 | 709 | link to [[OBD:OFGA|00709-.OFGA]] - console geometry }} | {{OBDtr| 0x24 | link |FFC8C8| 01 C5 02 00 | 709 | link to [[OBD:OFGA|00709-.OFGA]] - console geometry }} | ||
{{OBDtr| 0x28 | link |FFFFC8| 01 E0 02 00 | 736 | link to 00736-.[[OBD:M3GM|M3GM]] - console screen geometry }} | {{OBDtr| 0x28 | link |FFFFC8| 01 E0 02 00 | 736 | link to 00736-.[[OBD:M3GM|M3GM]] - console screen geometry }} | ||
Line 24: | Line 24: | ||
{{OBDtr| 0x90 | char[16] |C800C8| AD DE | dead | unused }} | {{OBDtr| 0x90 | char[16] |C800C8| AD DE | dead | unused }} | ||
|} | |} | ||
;Action point & facing vector | |||
:These 2 are used to compute where the character should stay and what facing it should have to use the console. Both are in console local coordinates and the facing vector describes the orientation of the console (not of the character). | |||
;Screen textures | |||
:The screen textures specified here are only used if [[OBD:BINA/OBJC/CONS]] does not have them already. | |||
{{OBD_File_Footer | type=CONS | prev=CBPM | next=CRSA | name=Console | family=Global}} | {{OBD_File_Footer | type=CONS | prev=CBPM | next=CRSA | name=Console | family=Global}} |
Revision as of 07:37, 8 June 2008
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 E7 02 00 | 743 | 00743-console0.CONS |
0x04 | lev_id | 01 00 00 00 | 0 | level 0 |
0x08 | int32 | 00 00 00 00 | 0 | unknown; always the same |
0x0C | float | CA 62 5F 3D | 0.054537 | action point x position |
0x10 | float | 3C 9D 3B 41 | 11.725887 | action point y position |
0x14 | float | 22 93 4E 40 | 3.227730 | action point z position |
0x18 | float | 00 00 00 00 | 0.000000 | facing vector x component |
0x1C | float | 00 00 00 00 | 0.000000 | facing vector y component |
0x20 | float | 00 00 80 3F | 1.000000 | facing vector z component |
0x24 | link | 01 C5 02 00 | 709 | link to 00709-.OFGA - console geometry |
0x28 | link | 01 E0 02 00 | 736 | link to 00736-.M3GM - console screen geometry |
0x2C | bool1[32] | 00 80 01 00 | 00 08 01 00 | console identifier (see OFGA link above) |
0x30 | char[32] | NONE | inactive console screen texture name | |
0x50 | char[32] | NONE | active console screen texture name | |
0x70 | char[32] | NONE | used console screen texture name | |
0x90 | char[16] | AD DE | dead | unused |
- Action point & facing vector
- These 2 are used to compute where the character should stay and what facing it should have to use the console. Both are in console local coordinates and the facing vector describes the orientation of the console (not of the character).
- Screen textures
- The screen textures specified here are only used if OBD:BINA/OBJC/CONS does not have them already.
ONI BINARY DATA |
---|
CBPM << Other file types >> CRSA |
CONS : Console |
Global file |