OBD:ONCV: Difference between revisions
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<== ONCV File ==>
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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File | [[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File types]] >> ONCV |
Revision as of 02:05, 16 March 2006
Main Page >> Oni Binary Data >> File types >> ONCV
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
- 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 ONCV could also be used (indirectly) for the random skin selection
- (e.g. spawning striker_easy_1, striker_easy_2 or striker_easy_3, at random).
- Note 4
- The inter-ONCV linking doesn't seem very useful indeed
- "01689-konoko.ONCV links to 01666-any.ONCV, which links into nothingness."
- 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