OBD:ONCV: Difference between revisions
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<== ONCV File ==>
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:That means that Oni will take the information out of the ONCV files of level 0. Below is an example of an ONCV file of level 0. | :That means that Oni will take the information out of the ONCV files of level 0. Below is an example of an ONCV file of level 0. | ||
;Note 2: | ;Note 2:The ONCV define the "harder" characters spawned on Hard (if enabled in the BINA) | ||
: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, | ||
:and a red one on Hard, you'll have a red ''Striker'' on Hard. Nice, eh? | :and a red one on Hard, you'll have a red ''Striker'' on Hard. Nice, eh? | ||
;Note 3:The inter-ONCV linking may seem useless | |||
:"01689-konoko.ONCV links to 01666-any.ONCV, which links into nothingness." | |||
:but I think the ONCV tree could be used for the random skin selection | |||
:(e.g. spawning striker_easy_1, striker_easy_2 or striker_easy_3, at random). | |||
;Example:'''01689-konoko.ONCV''' from '''level0_Final''' | ;Example:'''01689-konoko.ONCV''' from '''level0_Final''' | ||
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Revision as of 01:55, 16 March 2006
Main Page >> Oni Binary Data >> File Types >> ONCV File
ONCV : Oni Character Variant |
---|
Character file |
- Note 1
- ONCV files are empty, except those of level 0.
- So when an ONCC links to an ONCV, a global version (that in level 0) is in fact used
- That means that Oni will take the information out of the ONCV files of level 0. Below is an example of an ONCV file of level 0.
- Note 2
- The ONCV define the "harder" characters spawned on Hard (if enabled in the BINA)
- 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?
- Note 3
- The inter-ONCV linking may seem useless
- "01689-konoko.ONCV links to 01666-any.ONCV, which links into nothingness."
- but I think the ONCV tree could be used for the random skin selection
- (e.g. spawning striker_easy_1, striker_easy_2 or striker_easy_3, at random).
- Example
- 01689-konoko.ONCV from level0_Final
Offset | Hex | Translation | Meaning |
---|---|---|---|
0x00 | 01 99 06 00 | 1689 | 01689-konoko.ONCV |
0x04 | 01 00 00 00 | 0 | level 0 |
0x08 | 01 82 06 00 | 1666 | link to 01666-any.ONCV |
0x0C | Konoko + null char + blank filler |
basic ("Easy" and "Normal") character type | |
0x2C | null char + blank filler | "Hard" character type (none here) | |
0x4C | AD DE | dead | blank filler (fills the file up to a 32 byte multiple) |
Main Page >> Oni Binary Data >> File Types >> ONCV File