OBD:ONGS: Difference between revisions
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{{Table}} | {{Table}} | ||
{{ | {{OBDth}} | ||
{{OBDtr| 0x000 | res_id |FF0000| 01 00 00 00 | 0 | 00000-game_settings.ONGS }} | {{OBDtr| 0x000 | res_id |FF0000| 01 00 00 00 | 0 | 00000-game_settings.ONGS }} | ||
{{OBDtr| 0x004 | | {{OBDtr| 0x004 | file_id |FFFF00| 01 00 00 00 | 0 | level0_Final.dat }} | ||
{{OBDtr| 0x008 | float |FFC8C8| 00 00 00 40 | 2.000000 | max overhealth factor }} | {{OBDtr| 0x008 | float |FFC8C8| 00 00 00 40 | 2.000000 | max overhealth factor }} | ||
{{OBDtr| 0x00C | float |FFC8C8| 00 00 80 3E | 0.250000 | normal hypo strength }} | {{OBDtr| 0x00C | float |FFC8C8| 00 00 80 3E | 0.250000 | normal hypo strength }} |
Revision as of 19:29, 30 August 2008
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The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it.
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x000 | res_id | 01 00 00 00 | 0 | 00000-game_settings.ONGS |
0x004 | file_id | 01 00 00 00 | 0 | level0_Final.dat |
0x008 | float | 00 00 00 40 | 2.000000 | max overhealth factor |
0x00C | float | 00 00 80 3E | 0.250000 | normal hypo strength |
0x010 | float | 00 00 80 3F | 1.000000 | overhealth hypo strength |
0x014 | float | 00 00 C0 3F | 1.500000 | overhealth min damage factor |
0x018 | float | 33 33 13 40 | 2.300000 | overhealth max damage factor |
0x01C | int32 | 04 00 00 00 | 4 | 4 entries follow |
0x020 | float | 00 00 00 00 | 0.000000 | 0 percent health |
0x024 | float | C2 F5 28 3F | 0.660000 | 66 percent health |
0x028 | float | 47 E1 7A 3F | 0.980000 | 98 percent health |
0x02C | float | 00 00 80 3F | 1.000000 | 100 percent health |
0x030 | char[48] | AD DE | dead | unused |
0x060 | float | 00 00 FF FF | 0, 0, 255; 255 | colour (blue, green, red) and transparency if the character has a health of 0 percent |
0x064 | float | 00 FF FF FF | 0, 255, 255; 255 | colour (blue, green, red) and transparency if the character has a health of 66 percent |
0x068 | float | 2B A1 13 FF | 43, 161, 19; 255 | colour (blue, green, red) and transparency if the character has a health of 98 percent |
0x06C | float | 00 FF 00 FF | 0, 255, 0; 255 | colour (blue, green, red) and transparency if the character has a health of 100 percent |
0x070 | char[48] | AD DE | dead | unused |
First element (black outline) | ||||
0x0A0 | char[128] | powerup_ammo | 3D model name (reference to 01449-powerup_ammo.M3GM) |
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
First element (black outline) | ||||
0x420 | char[128] | glowtex_ammo | name of the texture which surrounds the 3D model above in some distance (reference to 01448-glowtex_ammo.TXMP) |
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x7A0 | float32 | 00 00 A0 40 | 5.000000 | red ammo glow x size |
0x7A4 | float | 00 00 A0 40 | 5.000000 | red ammo glow y size |
0x7A8 | float | 00 00 A0 40 | 5.000000 | green energy cell glow x size |
0x7AC | float | 00 00 A0 40 | 5.000000 | green energy cell glow y size |
0x7B0 | float | 00 00 A0 40 | 5.000000 | hypo glow x size |
0x7B4 | float | 00 00 A0 40 | 5.000000 | hypo glow y size |
0x7B8 | float | 00 00 A0 40 | 5.000000 | force shield glow x size |
0x7BC | float | 00 00 A0 40 | 5.000000 | force shield glow y size |
0x7C0 | float | 00 00 A0 40 | 5.000000 | phase cloak glow x size |
0x7C4 | float | 00 00 A0 40 | 5.000000 | phase cloak glow y size |
0x7C8 | float | 00 00 C0 40 | 6.000000 | lsi glow x size |
0x7CC | float | 00 00 C0 40 | 6.000000 | lsi glow y size |
0x7D0 | char[8] | AD DE | dead | unused; maybe unknown min and max for nci? |
First element (black outline) | ||||
0x7D8 | char[32] | ... | sound name; unused; (reference to an OSBD file) |
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0xAB8 | float | 33 33 33 3F | 0.700000 | something that affects "techique viability" on easy |
0xABC | float | 00 00 80 3F | 1.000000 | same as above but on normal |
0xAC0 | float | 33 33 B3 3F | 1.400000 | same as above but on hard |
0xAC4 | float | 9A 99 19 3F | 0.600000 | block chance factor if you play on easy |
0xAC8 | float | 00 00 80 3F | 1.000000 | block chance factor if you play on normal |
0xACC | float | 66 66 A6 3F | 1.300000 | block chance factor if you play on hard |
0xAD0 | float | CD CC 4C 3F | 0.800000 | second something that affects "techique viability" on easy |
0xAD4 | float | 00 00 80 3F | 1.000000 | same as above but on normal |
0xAD8 | float | 00 00 C0 3F | 1.500000 | same as above but on hard |
0xADC | float | 9A 99 99 3F | 1.200000 | weapon accuracy factor if you play on easy |
0xAE0 | float | 00 00 80 3F | 1.000000 | weapon accuracy factor if you play on normal |
0xAE4 | float | 9A 99 19 3F | 0.600000 | weapon accuracy factor if you play on hard |
0xAE8 | float | 00 00 80 3F | 1.000000 | enemy health factor if you play on easy |
0xAEC | float | 00 00 80 3F | 1.000000 | enemy health factor if you play on normal |
0xAF0 | float | 00 00 A0 3F | 1.250000 | enemy health factor if you play on hard |
0xAF4 | float | 66 66 A6 3F | 1.300000 | player health factor if you play on easy |
0xAF8 | float | 00 00 80 3F | 1.000000 | player health factor if you play on normal |
0xAFC | float | 00 00 80 3F | 1.000000 | player health factor if you play on hard |
0xB00 | int32 | 10 00 00 00 | 16 | array size |
First element (black outline) | ||||
0x000 | char[32] | hypo | space for notes | |
0x020 | int16 | 01 00 | 1 | first level with autoprompting |
0x022 | int16 | 02 00 | 2 | last level with autoprompting |
0x024 | char[32] | autoprompt_hypo | raw file anchor for the text message (it belongs to the SUBT file) |
ONI BINARY DATA |
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ONFA << Other file types >> ONIA |
ONGS : Oni Game Settings |
Global file |