OBD:ONCV: Difference between revisions
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{{OBD_File_Header|align=right|type=ONCV|prev=ONCP|next=ONFA|name=Oni Character Variant|family=Character|onistuff=oncv}} | |||
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;Note 0:ONCV files are [[OBD:File types/Empty|empty]], except those of level 0. | ;Note 0:ONCV files are [[OBD:File types/Empty|empty]], except those of level 0. | ||
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;Note 1:The ONCV are used for random [[OBD:ONCC|ONCC]] selection | ;Note 1:The ONCV are used for random [[OBD:ONCC|ONCC]] selection | ||
:(e.g. spawning striker_easy_1, striker_easy_2 or striker_easy_3, at random). | :(e.g. spawning striker_easy_1, striker_easy_2 or striker_easy_3, at random). | ||
:If character variants are enabled (in [[OBD:BINA/ | :If character variants are enabled (in [[OBD:BINA/CHAR|Character.BINA]]) : | ||
:#the ONCC specified in Character.BINA is selected | :#the ONCC specified in Character.BINA is selected | ||
:#the ONCV link in that ONCC is looked up | :#the ONCV link in that ONCC is looked up | ||
:#the actual ONCC is chosen at random from all ONCC linking to the ONCV | :#the actual ONCC is chosen at random from all ONCC linking to the ONCV | ||
In order to experiment with this, you have to change the ONCV links in several ONCC. For example | In order to experiment with this, you have to change the ONCV links in several ONCC. For example : | ||
:make '''striker_easy_1.ONCC''', '''striker_easy_2.ONCC''' and '''striker_easy_3.ONCC''' link to '''striker_hard.ONCV''' | |||
and vice-versa : | |||
:make '''striker_hard_1.ONCC''', '''striker_hard_2.ONCC''' and '''striker_hard_3.ONCC''' link to '''striker_easy.ONCV''' | |||
Then you won't notice any change for those spawns where the character variant was disabled, | |||
:and for those where it's enabled, you'll get hard Strikers instead of easy ones and vice-versa. | |||
;Note 2:The ONCV define the "harder" characters spawned on Hard (if enabled in Character.BINA) | ;Note 2:The ONCV define the "harder" characters spawned on Hard (if enabled in Character.BINA) | ||
:If "harder character variants" are enabled (in [[OBD:BINA/ | :If "harder character variants" are enabled (in [[OBD:BINA/CHAR|Character.BINA]]) : | ||
:#the ONCC specified in Character.BINA is selected | :#the ONCC specified in Character.BINA is selected | ||
:#the ONCV link in that ONCC is looked up | :#the ONCV link in that ONCC is looked up | ||
Line 25: | Line 24: | ||
:#the actual ONCC is chosen at random from all ONCC linking to that new ONCV | :#the actual ONCC is chosen at random from all ONCC linking to that new ONCV | ||
:#in case there is no matching ONCC, the ONCC in step 1 is kept. | :#in case there is no matching ONCC, the ONCC in step 1 is kept. | ||
Thus, if you take e.g. 01692-ninja_med.ONCV and replace "ninja_hard" with "striker_hard" | Thus, if you take e.g. '''01692-ninja_med.ONCV''' and replace "ninja_hard" with "striker_hard" | ||
(not forgetting about the null char), you'll have a surprise at the start of Rooftops : | (not forgetting about the null char), you'll have a surprise at the start of Rooftops : | ||
in fact, anywhere where you used to have a blue Ninja on Easy and Normal, | in fact, anywhere where you used to have a blue Ninja on Easy and Normal, | ||
Line 42: | Line 41: | ||
{| | {|{{OBDtable}} | ||
|- | |align=center| | ||
{|{{OBDtable}} | |||
|-BGCOLOR="#FFDDBB" | |||
!Offset | !Offset | ||
!Hex | !Hex | ||
!Translation | !Translation | ||
!Meaning | !Meaning | ||
|- | |- | ||
| 0x00 | | 0x00 | ||
| BGCOLOR="#FF0000" | 01 99 06 00 | | BGCOLOR="#FF0000" | 01 99 06 00 | ||
| 1689 | | 1689 | ||
| ALIGN=LEFT | 01689-konoko.ONCV | | ALIGN=LEFT | 01689-konoko.ONCV | ||
|- | |- | ||
| 0x04 | | 0x04 | ||
| BGCOLOR="#FFFF00" | 01 00 00 00 | | BGCOLOR="#FFFF00" | 01 00 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | level 0 | | ALIGN=LEFT | level 0 | ||
|- | |- | ||
| 0x08 | | 0x08 | ||
| BGCOLOR="#FFC8C8" | 01 82 06 00 | | BGCOLOR="#FFC8C8" | 01 82 06 00 | ||
| 1666 | | 1666 | ||
| ALIGN=LEFT | link to 01666-any.ONCV | | ALIGN=LEFT | link to 01666-any.ONCV | ||
|- | |- | ||
| 0x0C | | 0x0C | ||
| BGCOLOR="#FFFFC8" COLSPAN=2 | <TT>Konoko</TT><br>+ null char + blank filler | | BGCOLOR="#FFFFC8" COLSPAN=2 | <TT>Konoko</TT><br>+ null char + blank filler | ||
| ALIGN=LEFT | basic ("Easy" and "Normal") character type | | ALIGN=LEFT | basic ("Easy" and "Normal") character type | ||
|- | |- | ||
| 0x2C | | 0x2C | ||
| BGCOLOR="#C8FFC8" COLSPAN=2 | null char + blank filler | | BGCOLOR="#C8FFC8" COLSPAN=2 | null char + blank filler | ||
| ALIGN=LEFT | "Hard" character type (none here) | | ALIGN=LEFT | "Hard" character type (none here) | ||
|- | |- | ||
| 0x4C | | 0x4C | ||
| BGCOLOR="#C8FFFF" | AD DE | | BGCOLOR="#C8FFFF" | AD DE | ||
| dead | | dead | ||
| ALIGN=LEFT | blank filler (fills the file up to a 32 byte multiple) | | ALIGN=LEFT | blank filler (fills the file up to a 32 byte multiple) | ||
|} | |||
|} | |} | ||
---- | |||
---- | |||
{{OBD_File_Footer|align=right|type=ONCV|prev=ONCP|next=ONFA|name=Oni Character Variant|family=Character|onistuff=oncv}} | |||
Revision as of 12:26, 31 October 2006
|
- Note 0
- ONCV files are empty, except those of level 0.
- An overview of global (level 0) ONCV follows.
- Note 1
- The ONCV are used for random ONCC selection
- (e.g. spawning striker_easy_1, striker_easy_2 or striker_easy_3, at random).
- If character variants are enabled (in Character.BINA) :
- the ONCC specified in Character.BINA is selected
- the ONCV link in that ONCC is looked up
- the actual ONCC is chosen at random from all ONCC linking to the ONCV
In order to experiment with this, you have to change the ONCV links in several ONCC. For example :
- make striker_easy_1.ONCC, striker_easy_2.ONCC and striker_easy_3.ONCC link to striker_hard.ONCV
and vice-versa :
- make striker_hard_1.ONCC, striker_hard_2.ONCC and striker_hard_3.ONCC link to striker_easy.ONCV
Then you won't notice any change for those spawns where the character variant was disabled,
- and for those where it's enabled, you'll get hard Strikers instead of easy ones and vice-versa.
- Note 2
- The ONCV define the "harder" characters spawned on Hard (if enabled in Character.BINA)
- If "harder character variants" are enabled (in Character.BINA) :
- the ONCC specified in Character.BINA is selected
- the ONCV link in that ONCC is looked up
- the "harder" ONCV name in that ONCV is looked up
- the actual ONCC is chosen at random from all ONCC linking to that new ONCV
- in case there is no matching ONCC, the ONCC in step 1 is kept.
Thus, if you take e.g. 01692-ninja_med.ONCV and replace "ninja_hard" with "striker_hard" (not forgetting about the null char), you'll have a surprise at the start of Rooftops : in fact, anywhere where you used to have a blue Ninja on Easy and Normal, and a red one on Hard, you'll have a red Striker on Hard. Nice, eh? (if you want a real challenge, just try "Konoko"...)
- Note 3
- "01689-konoko.ONCV links to 01666-any.ONCV, which links into nothingness."
- Inter-ONCV linking can serve the same purpose : in notes 1.3 and 2.4 above, any ONCC linking to the ONCV via another ONCV could also be selected.
- In order to play with that, however, you have to rename a level's ONCV, because originally, only the less general ones are included (not striker.ONCV or any.ONCV)
- Example
- 01689-konoko.ONCV from level0_Final
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ONI BINARY DATA |
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ONCP << Other file types >> ONFA |
ONCV : Oni Character Variant |
Character file |