OBD:AKBA
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Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 4F 02 00 | 591 | 00591-.AKBA |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | char[20] | AD DE | dead | unused |
0x1C | int32 | B7 06 00 00 | 1719 | array size |
First element (black outline) | ||||
0x00 | int32hb | 00 00 00 00 | 0, hig bit | plane equation for this "side" (see AKEV / PLEA); high bit reverses normal |
0x04 | int32 | 00 00 00 00 | 0 | AKAA range start (adjacencies for this side) |
0x08 | int32 | 01 00 00 00 | 1 | AKAA range end (adjacencies for this side) |
0x0C | int32 | 00 00 00 00 | 0 | unknown; appears to have no effect |
0x10 | int32 | 01 00 00 00 | 1 | unknown; appears to have no effect |
0x14 | int32 | 00 00 00 00 | 0 | unknown; appears to have no effect |
0x18 | int32 | 01 00 00 00 | 1 | unknown; appears to have no effect |
- AKAA range
- These 2 fields make up a range of "adjacencies" (see AKAA). If the fields are equal then the range is empty.
- Unknown fields
- All the "unknown" fields seem to be ignored by the engine: setting them to anything (0, -1, value bigger than AKBP or AKAA count etc.) apparently has no effect on the game.
ONI BINARY DATA |
---|
AKAA << Other file types >> AKBP |
AKBA : Side Array |
Level file |