OBD:ONGS: Difference between revisions

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(changed table colours)
m (design)
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{{OBD_File_Header | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=Global | align=center}}
{{OBD_File_Header | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=Global | align=center}}
:
 
 
The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it.
The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it.
:
 
 
[[Image:ongs_a.gif]]
[[Image:ongs_a.gif]]
:
 
 
{{Table}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
{{OBDtr| 0x000 | res_id  |FF0000| 01 00 00 00 | 0                | 00000-game_settings.ONGS }}
{{OBDtr| 0x004 | lev_id  |FFFF00| 01 00 00 00 | 0                | level 0 }}
{{OBDtr| 0x008 | float32 |FFC8C8| 00 00 00 40 | 2.000000        | unknown }}
{{OBDtr| 0x00C | float32 |FFC8C8| 00 00 80 3E | 0.250000        | unknown }}
{{OBDtr| 0x010 | float32 |FFC8C8| 00 00 80 3F | 1.000000        | unknown }}
{{OBDtr| 0x014 | float32 |FFC8C8| 00 00 C0 3F | 1.500000        | unknown }}
{{OBDtr| 0x018 | float32 |FFC8C8| 33 33 13 40 | 2.300000        | unknown }}
{{OBDtr| 0x01C | int32  |FFFFC8| 04 00 00 00 | 4                | 4 entries follow }}
{{OBDtr| 0x020 | float32 |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent health }}
{{OBDtr| 0x024 | float32 |C8FFC8| C2 F5 28 3F | 0.660000        | 66 percent health }}
{{OBDtr| 0x028 | float32 |C8FFC8| 47 E1 7A 3F | 0.980000        | 98 percent health }}
{{OBDtr| 0x02C | float32 |C8FFC8| 00 00 80 3F | 1.000000        | 100 percent health }}
{{OBDtr| 0x030 | char[48]|C8FFFF| AD DE      | dead            | unused }}
{{OBDtr| 0x060 | float32 |FFC8FF| 00 00 FF FF | 0, 0, 255; 255  | colour (blue, green, red) and transparency if the character has a health of 0 percent }}
{{OBDtr| 0x064 | float32 |FFC8FF| 00 FF FF FF | 0, 255, 255; 255 | colour (blue, green, red) and transparency if the character has a health of 66 percent }}
{{OBDtr| 0x068 | float32 |FFC8FF| 2B A1 13 FF | 43, 161, 19; 255 | colour (blue, green, red) and transparency if the character has a health of 98 percent }}
{{OBDtr| 0x06C | float32 |FFC8FF| 00 FF 00 FF | 0, 255, 0; 255  | colour (blue, green, red) and transparency if the character has a health of 100 percent }}
{{OBDtr| 0x070 | char[48]|FFC800| AD DE      | dead            | unused }}
{{OBDtrBK}}
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo                  | 3D model name (reference to 01449-powerup_ammo.[[OBD:M3GM|M3GM]]) }}
|}
 
 
[[Image:ongs_m1.gif]]
[[Image:ongs_m1.gif]]
:
 
 
{{Table}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
{{OBDtrBK}}
{{OBDtr2| 0x420 |char[128]|C87C64| glowtex_ammo                  | name of the texture which surrounds the 3D model above in some distance (reference to 01448-glowtex_ammo.[[OBD:TXMP|TXMP]]) }}
|}
 
 
[[Image:ongs_m2.gif]]
[[Image:ongs_m2.gif]]
:
 
 
{{Table}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
{{OBDtr| 0x7A0 | float32 |B0C3D4| 00 00 A0 40 | 5.000000 |unknown red ammo clip min; it seems that this complete part belongs to the inventory parts above; (note for me: empty blocks above maybe space for the canceled nci powerup) }}
{{OBDtr| 0x7A4 | float32 |B0C3D4| 00 00 A0 40 | 5.000000 | unknown red ammo clip max }}
{{OBDtr| 0x7A8 | float32 |B0C3D4| 00 00 A0 40 | 5.000000 | unknown green energy cell min }}
{{OBDtr| 0x7AC | float32 |B0C3D4| 00 00 A0 40 | 5.000000 | unknown green energy cell max }}
{{OBDtr| 0x7B0 | float32 |B0C3D4| 00 00 A0 40 | 5.000000 | unknown hypo min }}
{{OBDtr| 0x7B4 | float32 |B0C3D4| 00 00 A0 40 | 5.000000 | unknown hypo max }}
{{OBDtr| 0x7B8 | float32 |B0C3D4| 00 00 A0 40 | 5.000000 | unknown hypo min }}
{{OBDtr| 0x7BC | float32 |B0C3D4| 00 00 A0 40 | 5.000000 | unknown hypo max }}
{{OBDtr| 0x7C0 | float32 |B0C3D4| 00 00 A0 40 | 5.000000 | unknown phase cloak min }}
{{OBDtr| 0x7C4 | float32 |B0C3D4| 00 00 A0 40 | 5.000000 | unknown phase cloak max }}
{{OBDtr| 0x7C8 | float32 |B0C3D4| 00 00 C0 40 | 6.000000 | unknown lsi min }}
{{OBDtr| 0x7CC | float32 |B0C3D4| 00 00 C0 40 | 6.000000 | unknown lsi max }}
{{OBDtr| 0x7D0 | char[8] |E7CEA5| AD DE      | dead    | unused; maybe unknown min and max for nci? }}
{{OBDtrBK}}
{{OBDtr2|0x7D8 | char[32]|FFDDDD| .                      | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }}
|}
 
 
[[Image:ongs_m3.gif]]
[[Image:ongs_m3.gif]]
:
 
{| WIDTH=100% {{Template:OBDtable}}
 
|- ALIGN=CENTER BGCOLOR="#E9E9E9"
{{Table}}
| WIDTH=15% | '''Hex''' || WIDTH=15% | '''Translation''' || WIDTH=70% | '''Meaning'''
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FF0000" | 01 00 00 00 || 0 || ALIGN=LEFT | 00000-game_settings.ONGS
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFFF00" | 01 00 00 00 || 0 || ALIGN=LEFT | level 0
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first part.</FONT>
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFC8C8" | 00 00 00 40 || 2.000000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFC8C8" | 00 00 80 3E || 0.250000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFC8C8" | 00 00 80 3F || 1.000000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFC8C8" | 00 00 C0 3F || 1.500000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFC8C8" | 33 33 13 40 || 2.300000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFFFC8" | 04 00 00 00 || 4 || ALIGN=LEFT | 4 entries follow
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#C8FFC8" | 00 00 00 00 || 0.000000 || ALIGN=LEFT | 0 percent health
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#C8FFC8" | C2 F5 28 3F || 0.660000 || ALIGN=LEFT | 66 percent health
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#C8FFC8" | 47 E1 7A 3F || 0.980000 || ALIGN=LEFT | 98 percent health
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#C8FFC8" | 00 00 80 3F || 1.000000 || ALIGN=LEFT | 100 percent health
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#C8FFFF" | AD DE || dead || ALIGN=LEFT | not used
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFC8FF" | 00 00 FF FF || BGCOLOR="#FF0000" | 0, 0, 255; 255 || ALIGN=LEFT | colour (blue, green, red) and transparency if the character has a health of 0 percent
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFC8FF" | 00 FF FF FF || BGCOLOR="#FFFF00" | 0, 255, 255; 255 || ALIGN=LEFT | colour (blue, green, red) and transparency if the character has a health of 66 percent
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFC8FF" | 2B A1 13 FF || BGCOLOR="#13A12B" | 43,&nbsp;161,&nbsp;19;&nbsp;255 || ALIGN=LEFT | colour (blue, green, red) and transparency if the character has a health of 98 percent
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFC8FF" | 00 FF 00 FF || BGCOLOR="#00FF00" | 0, 255, 0; 255 || ALIGN=LEFT | colour (blue, green, red) and transparency if the character has a health of 100 percent
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFC800" | AD DE || dead || ALIGN=LEFT | not used
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first block of the first part.</FONT>
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#C800C8" COLSPAN=2 | <TT>powerup_ammo</TT> || ALIGN=LEFT | 3D model name (reference to 01449-powerup_ammo.[[OBD:M3GM | M3GM]])
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the second part.</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first block of the second part.</FONT>
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#C87C64" COLSPAN=2 | <TT>glowtex_ammo</TT> || ALIGN=LEFT | name of the texture which surrounds the 3D model above in some distance (reference to 01448-glowtex_ammo.[[OBD:TXMP | TXMP]])
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the third part.</FONT>
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#B0C3D4" | 00 00 A0 40 || 5.000000 || ALIGN=LEFT | unknown red ammo clip min; it seems (I'm pretty sure) that this complete part belongs to the inventory parts above; (note for me: empty blocks above maybe space for the canceled nci powerup)
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#B0C3D4" | 00 00 A0 40 || 5.000000 || ALIGN=LEFT | unknown red ammo clip max
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#B0C3D4" | 00 00 A0 40 || 5.000000 || ALIGN=LEFT | unknown green energy cell min
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#B0C3D4" | 00 00 A0 40 || 5.000000 || ALIGN=LEFT | unknown green energy cell max
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#B0C3D4" | 00 00 A0 40 || 5.000000 || ALIGN=LEFT | unknown hypo min
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#B0C3D4" | 00 00 A0 40 || 5.000000 || ALIGN=LEFT | unknown hypo max
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#B0C3D4" | 00 00 A0 40 || 5.000000 || ALIGN=LEFT | unknown force shield min
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#B0C3D4" | 00 00 A0 40 || 5.000000 || ALIGN=LEFT | unknown force shield max
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#B0C3D4" | 00 00 A0 40 || 5.000000 || ALIGN=LEFT | unknown phase cloak min
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#B0C3D4" | 00 00 A0 40 || 5.000000 || ALIGN=LEFT | unknown phase cloak max
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#B0C3D4" | 00 00 C0 40 || 6.000000 || ALIGN=LEFT | unknown lsi min
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#B0C3D4" | 00 00 C0 40 || 6.000000 || ALIGN=LEFT | unknown lsi max
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#E7CEA5" | AD DE || dead || ALIGN=LEFT | not used (unknown min and max for nci?)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first block of the third part.</FONT>
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FFDDDD" COLSPAN=2 | <TT>.</TT> || ALIGN=LEFT | sound name; not used; (reference to an [[OBD:OSBD | OSBD]] file)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the fourth part.</FONT>
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 33 33 33 3F || 0.700000 || ALIGN=LEFT | unknown (note: to all unknown fields below: I've tested it with all teams ==> no effect)
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 00 00 80 3F || 1.000000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 33 33 B3 3F || 1.400000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 9A 99 19 3F || 0.600000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 00 00 80 3F || 1.000000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 66 66 A6 3F || 1.300000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | CD&nbsp;CC&nbsp;4C&nbsp;3F || 0.800000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 00 00 80 3F || 1.000000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 00 00 C0 3F || 1.500000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 9A 99 99 3F || 1.200000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 00 00 80 3F || 1.000000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 9A 99 19 3F || 0.600000 || ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 00 00 80 3F || 1.000000 || ALIGN=LEFT | enemy health factor if you play on easy
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 00 00 80 3F || 1.000000 || ALIGN=LEFT | enemy health factor if you play on normal
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 00 00 A0 3F || 1.250000 || ALIGN=LEFT | enemy health factor if you play on hard
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 66 66 A6 3F || 1.300000 || ALIGN=LEFT | player health factor if you play on easy
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 00 00 80 3F || 1.000000 || ALIGN=LEFT | player health factor if you play on normal
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#64AAAA" | 00 00 80 3F || 1.000000 || ALIGN=LEFT | player health factor if you play on hard
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#EBEBEB" | 10 00 00 00 || 16 || ALIGN=LEFT | 16 packages follow (one package is edged in darkgrey)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first package of the fourth part.</FONT>
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#8C8CCC" COLSPAN=2 | <TT>hypo</TT> || ALIGN=LEFT | space for notes
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#FF00C8" | 01 00 || 1 || ALIGN=LEFT | first level with autoprompting
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#F0F096" | 02 00 || 2 || ALIGN=LEFT | last level with autoprompting
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
| BGCOLOR="#00C864" COLSPAN=2 | <TT>autoprompt_hypo</TT> || ALIGN=LEFT | raw file anchor for the text message (it belongs to the [[OBD:SUBT | SUBT]] file)
{{OBDtr| 0xAB8 | float32 |64AAAA| 33 33 33 3F | 0.700000 |  }}
{{OBDtr| 0xABC | float32 |64AAAA| 00 00 80 3F | 1.000000 |  }}
{{OBDtr| 0xAC0 | float32 |64AAAA| 33 33 B3 3F | 1.400000 |  }}
{{OBDtr| 0xAC4 | float32 |64AAAA| 9A 99 19 3F | 0.600000 |  }}
{{OBDtr| 0xAC8 | float32 |64AAAA| 00 00 80 3F | 1.000000 |  }}
{{OBDtr| 0xACC | float32 |64AAAA| 66 66 A6 3F | 1.300000 |  }}
{{OBDtr| 0xAD0 | float32 |64AAAA| CD CC 4C 3F | 0.800000 |  }}
{{OBDtr| 0xAD4 | float32 |64AAAA| 00 00 80 3F | 1.000000 |  }}
{{OBDtr| 0xAD8 | float32 |64AAAA| 00 00 C0 3F | 1.500000 |  }}
{{OBDtr| 0xADC | float32 |64AAAA| 9A 99 99 3F | 1.200000 |  }}
{{OBDtr| 0xAE0 | float32 |64AAAA| 00 00 80 3F | 1.000000 |  }}
{{OBDtr| 0xAE4 | float32 |64AAAA| 9A 99 19 3F | 0.600000 |  }}
{{OBDtr| 0xAE8 | float32 |64AAAA| 00 00 80 3F | 1.000000 |  }}
{{OBDtr| 0xAEC | float32 |64AAAA| 00 00 80 3F | 1.000000 |  }}
{{OBDtr| 0xAF0 | float32 |64AAAA| 00 00 A0 3F | 1.250000 |  }}
{{OBDtr| 0xAF4 | float32 |64AAAA| 66 66 A6 3F | 1.300000 |  }}
{{OBDtr| 0xAF8 | float32 |64AAAA| 00 00 80 3F | 1.000000 |  }}
{{OBDtr| 0xAFC | float32 |64AAAA| 00 00 80 3F | 1.000000 |  }}
{{OBDtr| 0xB00 | int32  |EBEBEB| 10 00 00 00 | 16      |  }}
{{OBDtrBK}}
{{OBDtr2|0xB04 | char[32]|8C8CCC| hypo                  | space for notes }}
{{OBDtr| 0xB24 | int16  |FF00C8| 01 00      | 1        | first level with autoprompting }}
{{OBDtr| 0xB26 | int16  |F0F096| 02 00      | 2       | last level with autoprompting }}
{{OBDtr2|0xB28 | char[32]|00C864| autoprompt_hypo        | raw file anchor for the text message (it belongs to the [[OBD:SUBT|SUBT]] file) }}
|}
|}
:
 
 
{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings}}
{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings}}
:

Revision as of 20:11, 3 September 2007

ONI BINARY DATA
ONFA << Other file types >> ONIA
ONGS : Oni Game Settings
switch to XML:ONGS page
Overview @ Oni Stuff
OBD.png


The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it.


Ongs a.gif


Offset Type Raw Hex Value Description
0x000 res_id 01 00 00 00 0 00000-game_settings.ONGS
0x004 lev_id 01 00 00 00 0 level 0
0x008 float32 00 00 00 40 2.000000 unknown
0x00C float32 00 00 80 3E 0.250000 unknown
0x010 float32 00 00 80 3F 1.000000 unknown
0x014 float32 00 00 C0 3F 1.500000 unknown
0x018 float32 33 33 13 40 2.300000 unknown
0x01C int32 04 00 00 00 4 4 entries follow
0x020 float32 00 00 00 00 0.000000 0 percent health
0x024 float32 C2 F5 28 3F 0.660000 66 percent health
0x028 float32 47 E1 7A 3F 0.980000 98 percent health
0x02C float32 00 00 80 3F 1.000000 100 percent health
0x030 char[48] AD DE dead unused
0x060 float32 00 00 FF FF 0, 0, 255; 255 colour (blue, green, red) and transparency if the character has a health of 0 percent
0x064 float32 00 FF FF FF 0, 255, 255; 255 colour (blue, green, red) and transparency if the character has a health of 66 percent
0x068 float32 2B A1 13 FF 43, 161, 19; 255 colour (blue, green, red) and transparency if the character has a health of 98 percent
0x06C float32 00 FF 00 FF 0, 255, 0; 255 colour (blue, green, red) and transparency if the character has a health of 100 percent
0x070 char[48] AD DE dead unused
First element (black outline)
0x0A0 char[128] powerup_ammo 3D model name (reference to 01449-powerup_ammo.M3GM)


Ongs m1.gif


Offset Type Raw Hex Value Description
First element (black outline)
0x420 char[128] glowtex_ammo name of the texture which surrounds the 3D model above in some distance (reference to 01448-glowtex_ammo.TXMP)


Ongs m2.gif


Offset Type Raw Hex Value Description
0x7A0 float32 00 00 A0 40 5.000000 unknown red ammo clip min; it seems that this complete part belongs to the inventory parts above; (note for me: empty blocks above maybe space for the canceled nci powerup)
0x7A4 float32 00 00 A0 40 5.000000 unknown red ammo clip max
0x7A8 float32 00 00 A0 40 5.000000 unknown green energy cell min
0x7AC float32 00 00 A0 40 5.000000 unknown green energy cell max
0x7B0 float32 00 00 A0 40 5.000000 unknown hypo min
0x7B4 float32 00 00 A0 40 5.000000 unknown hypo max
0x7B8 float32 00 00 A0 40 5.000000 unknown hypo min
0x7BC float32 00 00 A0 40 5.000000 unknown hypo max
0x7C0 float32 00 00 A0 40 5.000000 unknown phase cloak min
0x7C4 float32 00 00 A0 40 5.000000 unknown phase cloak max
0x7C8 float32 00 00 C0 40 6.000000 unknown lsi min
0x7CC float32 00 00 C0 40 6.000000 unknown lsi max
0x7D0 char[8] AD DE dead unused; maybe unknown min and max for nci?
First element (black outline)
0x7D8 char[32] . sound name; unused; (reference to an OSBD file)


Ongs m3.gif


Offset Type Raw Hex Value Description
0xAB8 float32 33 33 33 3F 0.700000
0xABC float32 00 00 80 3F 1.000000
0xAC0 float32 33 33 B3 3F 1.400000
0xAC4 float32 9A 99 19 3F 0.600000
0xAC8 float32 00 00 80 3F 1.000000
0xACC float32 66 66 A6 3F 1.300000
0xAD0 float32 CD CC 4C 3F 0.800000
0xAD4 float32 00 00 80 3F 1.000000
0xAD8 float32 00 00 C0 3F 1.500000
0xADC float32 9A 99 99 3F 1.200000
0xAE0 float32 00 00 80 3F 1.000000
0xAE4 float32 9A 99 19 3F 0.600000
0xAE8 float32 00 00 80 3F 1.000000
0xAEC float32 00 00 80 3F 1.000000
0xAF0 float32 00 00 A0 3F 1.250000
0xAF4 float32 66 66 A6 3F 1.300000
0xAF8 float32 00 00 80 3F 1.000000
0xAFC float32 00 00 80 3F 1.000000
0xB00 int32 10 00 00 00 16
First element (black outline)
0xB04 char[32] hypo space for notes
0xB24 int16 01 00 1 first level with autoprompting
0xB26 int16 02 00 2 last level with autoprompting
0xB28 char[32] autoprompt_hypo raw file anchor for the text message (it belongs to the SUBT file)


ONI BINARY DATA
ONFA << Other file types >> ONIA
ONGS : Oni Game Settings
[[OBD:File types/{{{family}}}|{{{family}}} file]]