OBD:ONCV: Difference between revisions
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{{OBD_File_Header | type=ONCV | prev=ONCP | next=ONFA | name=Oni Character Variant | family=Character | align=center}} | {{OBD_File_Header | type=ONCV | prev=ONCP | next=ONFA | name=Oni Character Variant | family=Character | align=center}} | ||
Revision as of 15:44, 25 May 2008
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 99 06 00 | 1689 | 01689-konoko.ONCV |
0x04 | lev_id | 01 00 00 00 | 0 | level 0 |
0x08 | link | 01 82 06 00 | 1666 | link to 01666-any.ONCV |
0x0C | char[32] | Konoko | character type name; Oni spawns this type when you start the game | |
0x2C | char[32] | unused | character type name; if the "upgrade difficulty" bit in the Character.BINA file is set, Oni spawns this type if you play on hard | |
0x4C | char[20] | AD DE | dead | unused |
- 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)
ONI BINARY DATA |
---|
ONCP << Other file types >> ONFA |
ONCV : Oni Character Variant |
Character file |