OBD:ONGS
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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.
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x000 | res_id | 01 00 00 00 | 0 | 00000-game_settings.ONGS |
0x004 | file_id | 01 00 00 00 | 0 | level0_Final.dat |
0x008 | float | 00 00 00 40 | 2.000000 | max overhealth factor |
0x00C | float | 00 00 80 3E | 0.250000 | normal hypo strength |
0x010 | float | 00 00 80 3F | 1.000000 | overhealth hypo strength |
0x014 | float | 00 00 C0 3F | 1.500000 | overhealth min damage factor |
0x018 | float | 33 33 13 40 | 2.300000 | overhealth max damage factor |
0x01C | int32 | 04 00 00 00 | 4 | number of key health values for health bar color (interpolated?) |
0x020 | float | 00 00 00 00 | 0.000000 | 0 percent of full health |
0x024 | float | C2 F5 28 3F | 0.660000 | 66 percent of full health |
0x028 | float | 47 E1 7A 3F | 0.980000 | 98 percent of full health |
0x02C | float | 00 00 80 3F | 1.000000 | 100 percent of full health |
0x030 | char[48] | AD DE | dead | unused; space for 12 more health values |
0x060 | ARGB color | 00 00 FF FF | 0, 0, 255; 255 | color of the health bar (red) at 0 percent of full health |
0x064 | ARGB color | 00 FF FF FF | 0, 255, 255; 255 | color of the health bar (yellow) at 66 percent of full health |
0x068 | ARGB color | 2B A1 13 FF | 43, 161, 19; 255 | color of the health bar () at 98 percent of full health |
0x06C | ARGB color | 00 FF 00 FF | 0, 255, 0; 255 | color of the health bar (green) at 100 percent of full health |
0x070 | ARGB color | AD DE | dead | unused; space for 12 more health bar colors |
Names of the meshes used for powerup items (first entry shown, six used, room for seven) | ||||
0x0A0 | char[128] | powerup_ammo | name of the 3D model of the red ammo clip (reference to 01449-powerup_ammo.M3GM) |
- ARGB color
- The storage order is Little Endian, so BGRA. ARGB is the Big Endian order.
- Seventh powerup type
- We don't know if it ever existed. "NCI" is just "neutral character interaction", not an "item" at all.
- Order of the powerup types
- Same as below and everywhere: ammo, cell, hypo, shield, invis, LSI, "Seven-Up"
- However, LSI is uncountable, whereas the other 6 (including "Seven-Up") are countable, so in CHAR, for example, LSI is treated separately and "Seven-Up" comes 6th in the array of countable powerup amounts.
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
Names of the "glow" textures displayed for powerups lying on the ground (first entry shown, six used, room for seven | ||||
0x420 | char[128] | glowtex_ammo | name of the glow texture for red ammo clips (reference to 01448-glowtex_ammo.TXMP) |
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x7A0 | float32 | 00 00 A0 40 | 5.000000 | red ammo glow x size |
0x7A4 | float | 00 00 A0 40 | 5.000000 | red ammo glow y size |
0x7A8 | float | 00 00 A0 40 | 5.000000 | green energy cell glow x size |
0x7AC | float | 00 00 A0 40 | 5.000000 | green energy cell glow y size |
0x7B0 | float | 00 00 A0 40 | 5.000000 | hypo glow x size |
0x7B4 | float | 00 00 A0 40 | 5.000000 | hypo glow y size |
0x7B8 | float | 00 00 A0 40 | 5.000000 | force shield glow x size |
0x7BC | float | 00 00 A0 40 | 5.000000 | force shield glow y size |
0x7C0 | float | 00 00 A0 40 | 5.000000 | phase cloak glow x size |
0x7C4 | float | 00 00 A0 40 | 5.000000 | phase cloak glow y size |
0x7C8 | float | 00 00 C0 40 | 6.000000 | lsi glow x size |
0x7CC | float | 00 00 C0 40 | 6.000000 | lsi glow y size |
0x7D0 | char[8] | AD DE | dead | ignored; space for the glow size of a seventh type of powerup |
Links to sounds (impulse? ambient?) of various gameplay events; room for 23, 17 used | ||||
0x7D8 | char[32] | ... | sound name; unused; (reference to an OSBD file) |
- Glow size
- In local coordinates, because the orientation of a dropped powerup can be anything.
- Event sounds (ambient loops grouped at the end?)
- 0. ???
- door_fail
- door_lock
- ???
- use_hypo
- ???
- inventory_fail
- receive_ammo
- receive_cell
- receive_hypo
- receive_lsi
- compass
- objective_new
- objective_prompt
- objective_complete
- autosave
- ???
- ???
- health_low
- health_over
- shield
- invis
- ???
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
the following 9 factors affect the notice, block and dodge specified in the melee profile | ||||
0xAB8 | float | 33 33 33 3F | 0.700000 | notice factor if you play on easy |
0xABC | float | 00 00 80 3F | 1.000000 | notice factor if you play on normal |
0xAC0 | float | 33 33 B3 3F | 1.400000 | notice factor if you play on hard |
0xAC4 | float | 9A 99 19 3F | 0.600000 | enemy block chance factor if you play on easy |
0xAC8 | float | 00 00 80 3F | 1.000000 | enemy block chance factor if you play on normal |
0xACC | float | 66 66 A6 3F | 1.300000 | enemy block chance factor if you play on hard |
0xAD0 | float | CD CC 4C 3F | 0.800000 | dodge factor if you play on easy |
0xAD4 | float | 00 00 80 3F | 1.000000 | dodge factor if you play on normal |
0xAD8 | float | 00 00 C0 3F | 1.500000 | dodge factor if you play on hard |
0xADC | float | 9A 99 99 3F | 1.200000 | weapon accuracy factor if you play on easy |
0xAE0 | float | 00 00 80 3F | 1.000000 | weapon accuracy factor if you play on normal |
0xAE4 | float | 9A 99 19 3F | 0.600000 | weapon accuracy factor if you play on hard |
0xAE8 | float | 00 00 80 3F | 1.000000 | enemy health factor if you play on easy |
0xAEC | float | 00 00 80 3F | 1.000000 | enemy health factor if you play on normal |
0xAF0 | float | 00 00 A0 3F | 1.250000 | enemy health factor if you play on hard |
0xAF4 | float | 66 66 A6 3F | 1.300000 | player health factor if you play on easy |
0xAF8 | float | 00 00 80 3F | 1.000000 | player health factor if you play on normal |
0xAFC | float | 00 00 80 3F | 1.000000 | player health factor if you play on hard |
0xB00 | int32 | 10 00 00 00 | 16 | array size |
First element (black outline) | ||||
0x000 | char[32] | hypo | space for notes | |
0x020 | int16 | 01 00 | 1 | first level with autoprompting |
0x022 | int16 | 02 00 | 2 | last level with autoprompting |
0x024 | char[32] | autoprompt_hypo | raw file anchor for the text message (it belongs to the SUBT file) |
- Prompts
- hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character).
ONI BINARY DATA |
---|
ONFA << Other file types >> ONIA |
ONGS : Oni Game Settings |
Global file |