OBD:BINA/OBJC/MELE: Difference between revisions
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| ALIGN=LEFT | move id, move type<P>the move id belongs to the move type; [[OBD:OBJC/MELE/MoveList|these]] move identifications are possible<BR>the move type comes as a high bit; the following types are possible (values in dec):<BR> <BR> | | ALIGN=LEFT | move id, move type<P>the move id belongs to the move type; [[OBD:BINA/OBJC/MELE/MoveList|these]] move identifications are possible<BR>the move type comes as a high bit; the following types are possible (values in dec):<BR> <BR> | ||
{| BORDER=0 CELLPADDING=0 CELLSPACING=0 | {| BORDER=0 CELLPADDING=0 CELLSPACING=0 | ||
|- VALIGN=TOP | |- VALIGN=TOP |
Revision as of 11:32, 4 September 2006
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- Melee profiles
- They are stored globally, as a collection.
- There are 45 of them.
- Structure
- Melee profile header
- List of techniques (split in 3 groups : attack, evade, maneuver)
- List of moves (grouped in sequences corresponding to techniques)
- Messiness
- The move sequences are not listed in the same order as the techniques
- For a structure that's only 16 bytes in size, the moves have really complicated parsing.
- A lot of EXE hacking is necessary in order to understand and master a move's effect
Profile
Header example
- Size is 0xF0 = 240 bytes. Then there's a list of techniques, and a list of moves.
- Amount of techniques and moves used by the profile are declared.
- Amount of moves used by every technique is declared by the technique.
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- Techniques
- They are listed right after the profile's header. Their number is specified in the header, and their size is 88 bytes each.
- Moves
- They are listed right after the techniques. Their number is specified in the header, and their size is 16 bytes each.
All profiles
In order of appearance in the collection
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Sorted by ID
- The IDs start at 0 and increase by 1 for every next profile
- with the exception of the last 3, the IDs of which are 55, 56, 57
- (instead of 42, 43, 44)
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Technique
- The amount of techniques (attack, evade, maneuver) is declared in the header.
- The list starts directly after the header. Every technique takes up 0x58 = 88 bytes.
- The example below is the first (attack) technique of the NINJA_easy profile
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- Guesses
- The unknown parameters can be :
- the technique's "weight"
- the technique's "repeat delay" (probably the one at 0x4C)
- things (flags?) called "Interruptible", "Generous Dir" and "Fearless"
Move
- The amount of moves is declared in the header.
- The list starts directly after the list of techniques.
- Every move takes up 0x10 = 16 bytes.
- The example below is the last move of the NINJA_easy profile
- (actually the one and only move of the Pause technique)
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- Move types
- 0 : Attack, struct array starts at 0x140A88 in the English EXE
- 16 : Position, struct array starts at 0x1435B0 in the English EXE
- 32 : Maneuver, struct array starts at 0x143AB0 in the English EXE
- 48 : Evade, struct array starts at 0x143E30 in the English EXE
- 64 : Throw, struct array starts at 0x144370 in the English EXE
Blue Box Beta WMDD
- PART 1 - PROFILE
- PART 2 - TECHNIQUE
- PART 3 - MOVE
ONI BINARY DATA |
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AKVA << Other file types >> CBPI |
BINA : Binary data |
TMBD << Other BINA >> ONIE |
OBJC : Objects |
FURN << Other OBJC >> NEUT |
MELE : Melee profile |
[[OBD:File types/{{{family}}}|{{{family}}} file]] |