OBD:BINA/OBJC/CHAR: Difference between revisions
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(copy-edit, corrections and a missing field added, though it's not clear to me if Oni uses it) |
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==File description== | ==File description== | ||
===Basic setup | ===Basic setup=== | ||
The character's appearance, weapon, position, and misc. spawn flags. | |||
[[Image:bin_r_ch.gif]] | |||
[[ | |||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x00 | char[4] |FF0000| 43 4A 42 4F | OBJC | | {{OBDtr| 0x00 | char[4] |FF0000| 43 4A 42 4F | OBJC | wrapper tag }} | ||
{{OBDtr| 0x04 | int32 |FFFF00| 2C 8B 00 00 | 35628 | size of the complete list from this position | {{OBDtr| 0x04 | int32 |FFFF00| 2C 8B 00 00 | 35628 | size of the complete list in bytes from this position }} | ||
{{OBDtr| 0x08 | int32 |00FF00| 27 00 00 00 | 39 | object list version }} | {{OBDtr| 0x08 | int32 |00FF00| 27 00 00 00 | 39 | object list version }} | ||
{{OBDtr| 0x0C | int32 |00FFFF| 20 02 00 00 | 544 | size of the following element in bytes }} | {{OBDtr| 0x0C | int32 |00FFFF| 20 02 00 00 | 544 | size of the following element in bytes }} | ||
{{OBDtrBK}} | {{OBDtrBK}} | ||
{{OBDtr| 0x000 | char[4] |FFC8C8| 52 41 48 43 | CHAR | | {{OBDtr| 0x000 | char[4] |FFC8C8| 52 41 48 43 | CHAR | tag name }} | ||
{{OBDtr| 0x004 | int32 |FFFFC8| 87 19 00 00 | 6535 | old file ID }} | {{OBDtr| 0x004 | int32 |FFFFC8| 87 19 00 00 | 6535 | old file ID }} | ||
{{OBDtr| 0x008 | int32 |C8FFC8| 00 00 00 00 | 0 | unknown }} | {{OBDtr| 0x008 | int32 |C8FFC8| 00 00 00 00 | 0 | unknown }} | ||
{{OBDtr| 0x00C | float |C8FFFF| A5 7D 9D 43 | 314.981597 | x | {{OBDtr| 0x00C | float |C8FFFF| A5 7D 9D 43 | 314.981597 | x position of the character }} | ||
{{OBDtr| 0x010 | float |C8FFFF| 00 00 D8 C1 | -27.000000 | y | {{OBDtr| 0x010 | float |C8FFFF| 00 00 D8 C1 | -27.000000 | y position (height) of the character }} | ||
{{OBDtr| 0x014 | float |C8FFFF| 98 09 1E 42 | 39.509368 | z | {{OBDtr| 0x014 | float |C8FFFF| 98 09 1E 42 | 39.509368 | z position of the character }} | ||
{{OBDtr| 0x018 | float |FFC8FF| 00 00 00 00 | 0.000000 | rotation on the x | {{OBDtr| 0x018 | float |FFC8FF| 00 00 00 00 | 0.000000 | rotation on the x axis in degrees }} | ||
{{OBDtr| 0x01C | float |FFC8FF| 00 00 87 43 | 270.000000 | rotation on the y | {{OBDtr| 0x01C | float |FFC8FF| 00 00 87 43 | 270.000000 | rotation on the y axis in degrees }} | ||
{{OBDtr| 0x020 | float |FFC8FF| 00 00 00 00 | 0.000000 | rotation on the z | {{OBDtr| 0x020 | float |FFC8FF| 00 00 00 00 | 0.000000 | rotation on the z axis in degrees }} | ||
{{OBDtr| 0x024 | bitset32 |FFC800| 01 00 00 00 | 1, 0, 0, 0 | character options; the following bits are used: | {{OBDtr| 0x024 | bitset32 |FFC800| 01 00 00 00 | 1, 0, 0, 0 | character options; the following bits are used: | ||
:0x '''01''' 00 00 00 - player character | :0x '''01''' 00 00 00 - player character | ||
Line 39: | Line 39: | ||
:0x 00 '''10''' 00 00 - no auto-drop (doesn't drop "used" shield, "used" invisibility and LSI when killed) | :0x 00 '''10''' 00 00 - no auto-drop (doesn't drop "used" shield, "used" invisibility and LSI when killed) | ||
}} | }} | ||
{{OBDtr2|0x028 | char[64] |B0C3D4| konoko_generic | character class name (reference to [[OBD:ONCC| | {{OBDtr2|0x028 | char[64] |B0C3D4| konoko_generic | character class name (reference to [[OBD:ONCC|ONCCkonoko_generic]]) }} | ||
{{OBDtr2|0x068 | char[32] |E7CEA5| konoko | character name }} | {{OBDtr2|0x068 | char[32] |E7CEA5| konoko | character name }} | ||
{{OBDtr2|0x088 | char[64] |FFDDDD| w1_tap | weapon class name (reference to [[OBD:ONWC| | {{OBDtr2|0x088 | char[64] |FFDDDD| w1_tap | weapon class name (reference to [[OBD:ONWC|ONWCw1_tap]] of level 0) }} | ||
|} | |} | ||
===Script functions | ===Script functions=== | ||
These are the names of the functions in the level script to call when certain things happen to a character. | |||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr2|0x0C8 | char[32] |EBEBEB| unused | | {{OBDtr2|0x0C8 | char[32] |EBEBEB| unused | called when character is spawned }} | ||
{{OBDtr2|0x0E8 | char[32] |8C8CCC| you_lose | | {{OBDtr2|0x0E8 | char[32] |8C8CCC| you_lose | called when character dies (health reaches 0); can work multiple times }} | ||
{{OBDtr2|0x108 | char[32] |FF00C8| unused | | {{OBDtr2|0x108 | char[32] |FF00C8| unused | called when character notices an enemy; works only once }} | ||
{{OBDtr2|0x128 | char[32] |F0F096| unused | | {{OBDtr2|0x128 | char[32] |F0F096| unused | never used in the game data, but it should be called when character is alarmed }} | ||
{{OBDtr2|0x148 | char[32] |00C864| unused | | {{OBDtr2|0x148 | char[32] |00C864| unused | called when character is hurt for the first time; works only once }} | ||
{{OBDtr2|0x168 | char[32] |00C8FF| unused | | {{OBDtr2|0x168 | char[32] |00C8FF| unused | called when character is "defeated" (health reaches 1); works only once }} | ||
{{OBDtr2|0x188 | char[32] |C80040| unused | | {{OBDtr2|0x188 | char[32] |C80040| unused | called when character runs out of ammo by reloading a weapon with the last available clip); works only once, and the character must have the ammo at spawn time }} | ||
{{OBDtr2|0x1A8 | char[32] | | {{OBDtr2|0x1A8 | char[32] |000000| unused | "nopath" function (meant to be called when a character has trouble pathfinding, but isn't) }} | ||
|} | |} | ||
===Less basic setup | ===Less basic setup=== | ||
Inventory, team, jobs, alert/pursuit behavior. | |||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x1C8 | int32 |C8C864| 00 00 00 00 | 0 | | {{OBDtr| 0x1C8 | int32 |C8C864| 00 00 00 00 | 0 | +/- delta to the class's base health (stored in the [[OBD:ONCC|ONCC]] file of the character) }} | ||
{{OBDtr| 0x1CC | int32 |0096C8| 00 00 00 00 | 0 | job ID; the following jobs are possible: | {{OBDtr| 0x1CC | int32 |0096C8| 00 00 00 00 | 0 | job ID; the following jobs are possible: | ||
:0 - none | :0 - none | ||
Line 73: | Line 73: | ||
:4 - teambattle (never used in Oni) | :4 - teambattle (never used in Oni) | ||
}} | }} | ||
{{OBDtr| 0x1D0 | int16 |FF80C0| 00 00 | 0 | patrol path ID (reference to the [[OBD:BINA/OBJC/PATR| | {{OBDtr| 0x1D0 | int16 |FF80C0| 00 00 | 0 | patrol path ID (reference to the [[OBD:BINA/OBJC/PATR|BINACJBOPatrol_Path]] file) }} | ||
{{OBDtr| 0x1D2 | int16 |FF80C0| 00 00 | 0 | combat ID (reference to the [[OBD:BINA/OBJC/CMBT| | {{OBDtr| 0x1D2 | int16 |FF80C0| 00 00 | 0 | combat ID (reference to the [[OBD:BINA/OBJC/CMBT|BINACJBOCombat]] file) }} | ||
{{OBDtr| 0x1D4 | int16 |D0C0AF| 00 00 | 0 | melee ID (reference to the [[OBD:BINA/OBJC/MELE| | {{OBDtr| 0x1D4 | int16 |D0C0AF| 00 00 | 0 | melee ID (reference to the [[OBD:BINA/OBJC/MELE|BINACJBOMelee Profile]] file) }} | ||
{{OBDtr| 0x1D6 | int16 |D0C0AF| 00 00 | 0 | neutral ID (reference to the [[OBD:BINA/OBJC/NEUT| | {{OBDtr| 0x1D6 | int16 |D0C0AF| 00 00 | 0 | neutral ID (reference to the [[OBD:BINA/OBJC/NEUT|BINACJBONeutral]] file) }} | ||
{{OBDtr| 0x1D8 | int16 |EEDDFF| 01 00 | 1 | amount of ammo | {{OBDtr| 0x1D8 | int16 |EEDDFF| 01 00 | 1 | amount of ballistic ammo that can be used }} | ||
{{OBDtr| 0x1DA | int16 |EEDDFF| 00 00 | 0 | amount of ammo | {{OBDtr| 0x1DA | int16 |EEDDFF| 00 00 | 0 | amount of ballistic ammo that can be dropped }} | ||
{{OBDtr| 0x1DC | int16 |C5FF8A| 00 00 | 0 | amount of energy cells | {{OBDtr| 0x1DC | int16 |C5FF8A| 00 00 | 0 | amount of energy cells that can be used }} | ||
{{OBDtr| 0x1DE | int16 |C5FF8A| 00 00 | 0 | amount of energy cells | {{OBDtr| 0x1DE | int16 |C5FF8A| 00 00 | 0 | amount of energy cells that can be dropped }} | ||
{{OBDtr| 0x1E0 | int16 |C0C0C0| 00 00 | 0 | amount of hypos that can be used }} | {{OBDtr| 0x1E0 | int16 |C0C0C0| 00 00 | 0 | amount of hypos that can be used }} | ||
{{OBDtr| 0x1E2 | int16 |C0C0C0| 00 00 | 0 | amount of hypos that can be dropped }} | {{OBDtr| 0x1E2 | int16 |C0C0C0| 00 00 | 0 | amount of hypos that can be dropped }} | ||
{{OBDtr| 0x1E4 | int16 |FF0080| 00 00 | 0 | amount of force shields that can be used }} | {{OBDtr| 0x1E4 | int16 |FF0080| 00 00 | 0 | amount of force shields that can be used }} | ||
{{OBDtr| 0x1E6 | int16 |FF0080| 00 00 | 0 | amount of force shields that can be dropped }} | {{OBDtr| 0x1E6 | int16 |FF0080| 00 00 | 0 | amount of force shields that can be dropped }} | ||
{{OBDtr| 0x1E8 | int16 |FFFFA6| 00 00 | 0 | amount of phase | {{OBDtr| 0x1E8 | int16 |FFFFA6| 00 00 | 0 | amount of phase cloak remaining; this number is in ticks (1/60 second) except if it's 1, in which case it's interpreted to mean "a full phase cloak" }} | ||
{{OBDtr| 0x1EA | int16 |FFFFA6| 00 00 | 0 | | {{OBDtr| 0x1EA | int16 |FFFFA6| 00 00 | 0 | will drop phase cloak (true if any value above zero) }} | ||
{{OBDtr| 0x1EC | int16 |71FFB8| 00 00 | 0 | | {{OBDtr| 0x1EC | int16 |71FFB8| 00 00 | 0 | unused }} | ||
{{OBDtr| 0x1EE | int16 |71FFB8| 00 00 | 0 | | {{OBDtr| 0x1EE | int16 |71FFB8| 00 00 | 0 | unused }} | ||
{{OBDtr| 0x1F0 | int32 |0000BF| 00 00 00 00 | 0 | team ID; the following teams are possible: | {{OBDtr| 0x1F0 | int32 |0000BF| 00 00 00 00 | 0 | team ID; the following teams are possible: | ||
Line 101: | Line 101: | ||
:7 - SyndicateAccessory | :7 - SyndicateAccessory | ||
}} | }} | ||
{{OBDtr| 0x1F4 | int32 |804040| 64 00 00 00 | 100 | ammo | {{OBDtr| 0x1F4 | int32 |804040| 64 00 00 00 | 100 | fullness of current ammo clip as a percentage }} | ||
{{OBDtr| 0x1F8 | int32 |FF22FF| 00 00 00 00 | 0 | initial alert level; the following alert levels are possible: | {{OBDtr| 0x1F8 | int32 |FF22FF| 00 00 00 00 | 0 | initial alert level; the following alert levels are possible: | ||
:0 - lull | :0 - lull | ||
Line 109: | Line 109: | ||
:4 - combat | :4 - combat | ||
}} | }} | ||
{{OBDtr| 0x1FC | int32 |808080| 00 00 00 00 | 0 | | {{OBDtr| 0x1FC | int32 |808080| 00 00 00 00 | 0 | minimum alert level }} | ||
{{OBDtr| 0x200 | int32 |FFAA82| 01 00 00 00 | 1 | alert level when starting a job }} | {{OBDtr| 0x200 | int32 |FFAA82| 01 00 00 00 | 1 | alert level when starting a job }} | ||
{{OBDtr| 0x204 | int32 |00D900| 02 00 00 00 | 2 | alert level when investigating }} | {{OBDtr| 0x204 | int32 |00D900| 02 00 00 00 | 2 | alert level when investigating }} | ||
Line 117: | Line 117: | ||
{{OBDtr| 0x214 | int32 |4F7291| 04 00 00 00 | 4 | pursuit mode for strong awareness when alert level medium/high/combat }} | {{OBDtr| 0x214 | int32 |4F7291| 04 00 00 00 | 4 | pursuit mode for strong awareness when alert level medium/high/combat }} | ||
{{OBDtr| 0x218 | int32 |FFD6C1| 04 00 00 00 | 4 | pursuit mode for weak awareness when alert level medium/high/combat }} | {{OBDtr| 0x218 | int32 |FFD6C1| 04 00 00 00 | 4 | pursuit mode for weak awareness when alert level medium/high/combat }} | ||
{{OBDtr| 0x21C | int32 |FF5E5E| 00 00 00 00 | 0 | pursuit mode for lost contact (enemy was | {{OBDtr| 0x21C | int32 |FF5E5E| 00 00 00 00 | 0 | pursuit mode for lost contact (enemy was identified but then the enemy ran away) }} | ||
{{OBDtr| 0x220 | float |FF5E5E| 20 02 00 00 | ? | "facing; internal use only"; used? }} | |||
|} | |} | ||
;Alarm groups | ;Alarm groups | ||
Stored as a bitset. If bit 2^N is ON, the character will be alarmed by script command '''ai2_tripalarm(N)''' or alarm console command '''0060 NN00''' where NN is the hex for N. | |||
:(Since the size of the alarm group field is 4 bytes, there's a maximum of 32 alarm groups, i.e. N ranges from 0 to 31.) | |||
:(Since the size of the alarm group field is 4 bytes, there's a maximum of 32 alarm groups, i.e. N ranges from 0 to 31) | |||
;Pursuit modes: | ;Pursuit modes: | ||
See | See {{SectionLink|AI|Reactions and awareness}} and {{SectionLink|AI|Pursuit}} to learn about meaning of CHAR pursuit values. | ||
==Dialog from level0_Tools== | ==Dialog from level0_Tools== |
Revision as of 03:19, 8 December 2023
|
File description
Basic setup
The character's appearance, weapon, position, and misc. spawn flags.
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | char[4] | 43 4A 42 4F | OBJC | wrapper tag |
0x04 | int32 | 2C 8B 00 00 | 35628 | size of the complete list in bytes from this position |
0x08 | int32 | 27 00 00 00 | 39 | object list version |
0x0C | int32 | 20 02 00 00 | 544 | size of the following element in bytes |
First element (black outline) | ||||
0x000 | char[4] | 52 41 48 43 | CHAR | tag name |
0x004 | int32 | 87 19 00 00 | 6535 | old file ID |
0x008 | int32 | 00 00 00 00 | 0 | unknown |
0x00C | float | A5 7D 9D 43 | 314.981597 | x position of the character |
0x010 | float | 00 00 D8 C1 | -27.000000 | y position (height) of the character |
0x014 | float | 98 09 1E 42 | 39.509368 | z position of the character |
0x018 | float | 00 00 00 00 | 0.000000 | rotation on the x axis in degrees |
0x01C | float | 00 00 87 43 | 270.000000 | rotation on the y axis in degrees |
0x020 | float | 00 00 00 00 | 0.000000 | rotation on the z axis in degrees |
0x024 | bitset32 | 01 00 00 00 | 1, 0, 0, 0 | character options; the following bits are used:
|
0x028 | char[64] | konoko_generic | character class name (reference to ONCCkonoko_generic) | |
0x068 | char[32] | konoko | character name | |
0x088 | char[64] | w1_tap | weapon class name (reference to ONWCw1_tap of level 0) |
Script functions
These are the names of the functions in the level script to call when certain things happen to a character.
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x0C8 | char[32] | unused | called when character is spawned | |
0x0E8 | char[32] | you_lose | called when character dies (health reaches 0); can work multiple times | |
0x108 | char[32] | unused | called when character notices an enemy; works only once | |
0x128 | char[32] | unused | never used in the game data, but it should be called when character is alarmed | |
0x148 | char[32] | unused | called when character is hurt for the first time; works only once | |
0x168 | char[32] | unused | called when character is "defeated" (health reaches 1); works only once | |
0x188 | char[32] | unused | called when character runs out of ammo by reloading a weapon with the last available clip); works only once, and the character must have the ammo at spawn time | |
0x1A8 | char[32] | unused | "nopath" function (meant to be called when a character has trouble pathfinding, but isn't) |
Less basic setup
Inventory, team, jobs, alert/pursuit behavior.
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x1C8 | int32 | 00 00 00 00 | 0 | +/- delta to the class's base health (stored in the ONCC file of the character) |
0x1CC | int32 | 00 00 00 00 | 0 | job ID; the following jobs are possible:
|
0x1D0 | int16 | 00 00 | 0 | patrol path ID (reference to the BINACJBOPatrol_Path file) |
0x1D2 | int16 | 00 00 | 0 | combat ID (reference to the BINACJBOCombat file) |
0x1D4 | int16 | 00 00 | 0 | melee ID (reference to the BINACJBOMelee Profile file) |
0x1D6 | int16 | 00 00 | 0 | neutral ID (reference to the BINACJBONeutral file) |
0x1D8 | int16 | 01 00 | 1 | amount of ballistic ammo that can be used |
0x1DA | int16 | 00 00 | 0 | amount of ballistic ammo that can be dropped |
0x1DC | int16 | 00 00 | 0 | amount of energy cells that can be used |
0x1DE | int16 | 00 00 | 0 | amount of energy cells that can be dropped |
0x1E0 | int16 | 00 00 | 0 | amount of hypos that can be used |
0x1E2 | int16 | 00 00 | 0 | amount of hypos that can be dropped |
0x1E4 | int16 | 00 00 | 0 | amount of force shields that can be used |
0x1E6 | int16 | 00 00 | 0 | amount of force shields that can be dropped |
0x1E8 | int16 | 00 00 | 0 | amount of phase cloak remaining; this number is in ticks (1/60 second) except if it's 1, in which case it's interpreted to mean "a full phase cloak" |
0x1EA | int16 | 00 00 | 0 | will drop phase cloak (true if any value above zero) |
0x1EC | int16 | 00 00 | 0 | unused |
0x1EE | int16 | 00 00 | 0 | unused |
0x1F0 | int32 | 00 00 00 00 | 0 | team ID; the following teams are possible:
|
0x1F4 | int32 | 64 00 00 00 | 100 | fullness of current ammo clip as a percentage |
0x1F8 | int32 | 00 00 00 00 | 0 | initial alert level; the following alert levels are possible:
|
0x1FC | int32 | 00 00 00 00 | 0 | minimum alert level |
0x200 | int32 | 01 00 00 00 | 1 | alert level when starting a job |
0x204 | int32 | 02 00 00 00 | 2 | alert level when investigating |
0x208 | bitset32 | 00 00 00 00 | 0, 0, 0, 0 | alarm groups, see below this table |
0x20C | int32 | 04 00 00 00 | 4 | pursuit mode for strong awareness when alert level lull/low |
0x210 | int32 | 01 00 00 00 | 1 | pursuit mode for weak awareness when alert level lull/low |
0x214 | int32 | 04 00 00 00 | 4 | pursuit mode for strong awareness when alert level medium/high/combat |
0x218 | int32 | 04 00 00 00 | 4 | pursuit mode for weak awareness when alert level medium/high/combat |
0x21C | int32 | 00 00 00 00 | 0 | pursuit mode for lost contact (enemy was identified but then the enemy ran away) |
0x220 | float | 20 02 00 00 | ? | "facing; internal use only"; used? |
- Alarm groups
Stored as a bitset. If bit 2^N is ON, the character will be alarmed by script command ai2_tripalarm(N) or alarm console command 0060 NN00 where NN is the hex for N.
- (Since the size of the alarm group field is 4 bytes, there's a maximum of 32 alarm groups, i.e. N ranges from 0 to 31.)
- Pursuit modes
See AI § Reactions and awareness and AI § Pursuit to learn about meaning of CHAR pursuit values.
Dialog from level0_Tools
Also available is the following dialog, which is redundant of CMBT and apparently predates both CHAR and AISA:
ONI BINARY DATA |
---|
AKVA << Other file types >> CBPI |
BINA : Binary data |
TMBD << Other BINA >> ONIE |
OBJC : Objects |
WEAP << Other OBJC >> CMBT |
CHAR : Character |
[[OBD:File types/{{{family}}}|{{{family}}} file]] |