OBD:BINA/OBJC/MELE

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ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
TMBD << Other BINA >> ONIE
OBJC : Objects
FURN << Other OBJC >> NEUT
MELE : Melee profile
XML tutorial
Overview @ Oni Stuff
OBD.png

File Description

General part

Bin r m1.gif


Offset Type Raw Hex Value Description
0x00 char[4] 43 4A 42 4F OBJC object collection
0x04 int32 84 75 02 00 161156 size of the complete combat part from this postion in bytes
0x08 int32 27 00 00 00 39 unknown; do not change it
0x0C int32 28 15 00 00 5416 size of the following element in bytes
First element (black outline)
0x00 char[4] 45 4C 45 4D MELE melee
0x04 int32 76 02 00 00 630 old file ID
0x08 int32 00 00 00 00 0 unknown
0x0C float B3 F3 2A 43 170.951950 x-position of unknown
0x10 float C7 0D 71 C1 -15.065864 y-position (height) of unknown
0x14 float CF 29 38 42 46.040829 z-position of unknown
0x18 float 00 00 00 00 0.000000 rotation on the x-axis in degrees
0x1C float 00 00 00 00 0.000000 rotation on the y-axis in degrees
0x20 float 00 00 00 00 0.000000 rotation on the z-axis in degrees


Profile part

Offset Type Raw Hex Value Description
0x24 int32 09 00 00 00 9 melee ID
0x28 char[64] NINJA_Easy space for notes
0x68 char[64] ninja_easy_1 character class name (reference to a ninja_easy_1.ONCC file)
0xA8 int32 64 00 00 00 100 notice in percent; how often AI registeres incoming attack; without noticing it, AI will not block or dodge
0xAC int32 64 00 00 00 100 Dodge base in percent; determines how often AI tries to dodge incoming attacks
0xB0 int32 1E 00 00 00 30 Dodge extra in percent; adds extra chance to dodge incoming attack
0xB4 int32 05 00 00 00 5 Dodge damage amount; amount of damage dealt to character (or incoming in one strong attack) for Dodge extra activation
0xB8 int32 0F 00 00 00 15 1 vs 1 blocking skill in percent; specifies how often AI blocks incoming attack when blocking one enemy
0xBC int32 14 00 00 00 20 Group blocking skill in percent; looks like amount of possibility that AI will try to block attacks incoming from more enemies
0xC0 float 00 00 00 40 2.000000 unknown; always the same ("not blocked"?)
0xC4 float 33 33 33 3F 0.700000 unknown ("must change stance"?)
0xC8 float 00 00 C0 3F 1.500000 unknown ("blocked but unblockable"?)
0xCC float 9A 99 99 3F 1.200000 unknown; always the same ("blocked but has stagger"?)
0xD0 float 33 33 33 3F 0.700000 unknown; always the same ("blocked but has blockstun"?)
0xD4 float 00 00 00 3F 0.500000 unknown; always the same ("blocked"?)
0xD8 float 00 00 00 40 2.000000 throw danger; still unknown but it has something to do with probability of being thrown; when set very high, AI2 with this MELE is almost unthrowable
0xDC int16 3C 00 60 unknown; always the same
0xDE int16 5A 00 90 unknown
0xE0 int32 1A 00 00 00 26 number of attack techniques
0xE4 int32 06 00 00 00 6 number of evade/dodge techniques
0xE8 int32 07 00 00 00 7 number of maneuver/position techniques
0xEC int32 6D 00 00 00 109 number of moves


Offset Type Raw Hex Value Description
0x6C float
0x6C float


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

Template:OBD TXT dec

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.

bin_r_m1.gif

Raw hex Value Meaning
45 4C 45 4D MELE melee
76 02 00 00 630 unknown
00 00 00 00 0 unknown
B3 F3 2A 43 170.951950 x-position of ???
C7 0D 71 C1 -15.065864 y-position (height) of ???
CF 29 38 42 46.040829 z-position of ???
00 00 00 00 0.000000 rotation on the x-axis in degrees
00 00 00 00 0.000000 rotation on the y-axis in degrees
00 00 00 00 0.000000 rotation on the z-axis in degrees
09 00 00 00 9 melee ID
NINJA_Easy space for notes
ninja_easy_1 link by name to an ONCC model (actually looked up by the melee profile); see below
64 00 00 00 100 Notice (%); how often AI registeres incoming attack; without noticing it, AI will not block or dodge
64 00 00 00 100 Dodge base (%); determines how often AI tries to dodge incoming attacks
1E 00 00 00 30 Dodge extra (%); adds extra chance to dodge incoming attack
05 00 00 00 5 Dodge damage amount; amount of damage dealt to character (or incoming in one strong attack) for Dodge extra activation
0F 00 00 00 15 1 vs 1 blocking skill (%); specifies how often AI blocks incoming attack when blocking one enemy
14 00 00 00 20 Group blocking skill (%); looks like amount of possibility that AI will try to block attacks incoming from more enemies
00 00 00 40 2.000000 unknown; always the same ("not blocked"?)
33 33 33 3F 0.700000 unknown ("must change stance"?)
00 00 C0 3F 1.500000 unknown ("blocked but unblockable"?)
9A 99 99 3F 1.200000 unknown; always the same ("blocked but has stagger"?)
33 33 33 3F 0.700000 unknown; always the same ("blocked but has blockstun"?)
00 00 00 3F 0.500000 unknown; always the same ("blocked"?)
00 00 00 40 2.000000 Throw danger; still unknown but it has something to do with probability of being thrown; when set very high, AI2 with this MELE is almost unthrowable
3C 00 60 unknown
5A 00 90 unknown
1A 00 00 00 26 number of attack techniques
06 00 00 00 6 number of evade/dodge techniques
07 00 00 00 7 number of maneuver/position techniques
6D 00 00 00 109 number of moves

About ONCC lookup
it seems that typing different ONCC model names here allows the melee profile to use some "trademark" moves:
  • all ninjas (easy, med, hard) and super_ninja_1 ONCCs allow p_p_k_k_k_k combo
  • konoko_generic and all red (fury) classes allow p_p_k combo, kick/kick back/run kick behind/run kick throws, k_k_kfw combo
  • all tanker classes allow kick/kick back/run kick behind/run kick throws
  • muro and mutant_muro classes allow p_p_p_p combo.

If you know something else, feel free to complete it. The question about this "trademark" moves is: is it specified in the ONCC or somewhere else ???


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

1 2 3 4 5
NINJA_Easy Security_Guard TCTF_Lite STRIKER_Easy COMGUY
THUG_Air STRIKER_Medium STRIKER_Hard TANKER_Easy2 BLACKOPS_Lite
BLACKOPS_Swat TCTF_Swat ELITE_Easy MADBOMBER NINJABOT_Train1
RED_Easy SNIPER RED_Medium KONOKO BARABAS Rsrch D
BARABAS TCTF D TANKER_Medium2 TANKER_Hard2 MURO_Dream MURO_Final
MURO_Mutant NINJA_Super NINJA_Medium NINJA_Hard RED_Hard
ELITE_Medium ELITE_Hard GRIFFIN STRIKER_Mini COP Male
COP Female THUG_Mfg THUG_Neuro THUG_Pow THUG_Wh
NINJABOT_Train2 NINJABOT_PowPlant TANKER_Easy TANKER_Medium TANKER_Hard
41 42 43 44 45

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)
0 1 2 3 4
Security_Guard TCTF_Lite STRIKER_Easy THUG_Air COMGUY
STRIKER_Medium STRIKER_Hard TANKER_Easy RED_Easy NINJA_Easy
TANKER_Medium BLACKOPS_Lite BLACKOPS_Swat TCTF_Swat ELITE_Easy
TANKER_Hard RED_Medium MADBOMBER NINJABOT_Train1 SNIPER
ELITE_Medium ELITE_Hard KONOKO BARABAS Rsrch D RED_Hard
BARABAS TCTF D NINJA_Medium NINJA_Hard NINJA_Super MURO_Dream
MURO_Final MURO_Mutant GRIFFIN STRIKER_Mini COP Male
COP Female THUG_Mfg THUG_Neuro THUG_Pow THUG_Wh
NINJABOT_Train2 NINJABOT_PowPlant TANKER_Easy2 TANKER_Medium2 TANKER_Hard2
40 41 55 56 57




Technique

Template:OBD TXT

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

bin_r_m2.gif

Offset Raw hex Value Meaning
0x00 Spinning Suplex technique's name
0x40 00 00 00 00 0 Technique flags; see below
0x44 50 00 00 00 80 Technique weight; techniques with higher weight are prefered by engine, if more techniques, that can be used at one moment, have same weight, engine calls them in order as they are listed in MELE
0x48 0A 00 00 00 10 unknown
0x4C 58 02 00 00 600 Technique repeat delay; after technique is used, it is ignored by engine for this time interval (???number of frames???)
0x50 02 00 00 00 2 number of moves used by this technique
0x54 57 00 00 00 87 position of the first move for this technique in the profile's list of moves

Technique flags:

  • 00 - unknown;
  • 01 - Interruptible; execution of moves in this technique is interrupted (technique is taken by engine as finished) when enemy is outside range, which specified by position move (which has to be first in the series of moves; it is the third parameter of the position moves ) or by maneuver move (again the third parameter).
  • 02 - unknown; maybe "Generous dir", it seems that AI2 can turn around while attacking with technique that has this flag (or correct distance if it is a maneuver). So basically, it maybe turns on homing ^_-.

--Loser 08:39, 22 July 2007 (CEST)


For everybody's convenience, I've grouped the techniques with the 0x40 field set to 1 HERE.
geyser 00:00, 20 November 2006 (CET)
0x40 set to 2
This is true for the following techniques :
  • Furies :
    • Body Surf Front
    • Running Kick
    • Running Punch
  • Ninjas :
    • Lightning Stomp
  • Strikers :
    • Jump Kick
    • Running_Kick
    • Running_Punch
  • Tankers :
    • Circle Left
    • Circle Right
    • Run/Dive-Left
    • Run/Dive-Right
    • Run/Drop Kick
    • Run/Jump Kick
    • Run/Jumpkick Back
    • Run/Jumpkick Left
    • Run/Jumpkick Right
    • Slide
For an exhaustive listing (complete with actual classes), see HERE.
That has to be either "Fearless" or "Generous Dir" (whatever that means).
"Somebody better investigate soon." ^^
geyser 00:00, 20 November 2006 (CET)




Move

Template:OBD TXT dec

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)

bin_r_m3.gif

Offset Raw hex Value Meaning
0x00 04 00 00 32 4, 32 move id, move type

the move id belongs to the move type; these move identifications are possible
the move type comes as a high bit; the following types are possible (values in dec):
 

0 -  attack
16 -  position
32 -  maneuver
48 -  evade
64 -  throw

 
0x04 CD CC 4C 3F 0.800000 move parameter 1 (in this case, "min" : something like the minimum duration of the "Pause")
0x08 00 00 00 00 0 move parameter 3 (in this case, none : "Pause" only takes one parameter)
0x0C 00 00 00 00 0 move parameter 3 (in this case, none : "Pause" only takes one parameter)
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

bina_melee.gif




PART 1 - PROFILE

Template:OBD TXT dec

PART 2 - TECHNIQUE

Template:OBD TXT

PART 3 - MOVE

Template:OBD TXT dec



ONI BINARY DATA
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]]