OBD:BINA/OBJC/MELE
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General settings
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 melee part from this postion in bytes |
0x08 | int32 | 27 00 00 00 | 39 | object collection version |
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 (sum of all techniques = amount of elements of the technique part |
0xEC | int32 | 6D 00 00 00 | 109 | number of moves (amount of elements of the move part) |
- 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.
Technique part
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
First element (grey outline) | ||||
0x00 | char[64] | Spinning Suplex | space for notes (technique's name) | |
0x40 | bitset32 | 00 00 00 00 | 0 | flags; see below |
0x44 | int32 | 50 00 00 00 | 80 | 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 | int32 | 0A 00 00 00 | 10 | unknown |
0x4C | int32 | 58 02 00 00 | 600 | repeat delay in frames; after technique is used, it is ignored by engine for this time interval |
0x50 | int32 | 02 00 00 00 | 2 | number of moves used by this technique |
0x54 | int32 | 57 00 00 00 | 87 | position of the first move for this technique in the move part |
- 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
- Furies :
- 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 part
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
First element (grey outline) | ||||
0x00 | int32hb | 04 00 00 20 | 4, 32 | move id, move type
the move type comes as a high byte; the following types are possible (values in dec):
|
0x04 | float | CD CC 4C 3F | 0.800000 | move parameter 1 (in this case, "min" : something like the minimum duration of the "Pause") |
0x08 | float | 00 00 00 00 | 0 | move parameter 2 (in this case, none : "Pause" only takes one parameter) |
0x0C | float | 00 00 00 00 | 0 | move parameter 3 (in this case, none : "Pause" only takes one parameter) |
- Move types
- 00 - 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
Notes
- There are 45 melee profiles.
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
- edit: ninja easy doesn't use the p_p_k_k_k_k combo. Where did you get this from? Ssg 12:55, 24 December 2008 (CET)
- 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 ???
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 |
All profiles 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 |
Bluebox screenshot
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]] |