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 (some old range?) |
0x10 | int32 | 01 00 00 00 | 1 | unknown (some old range?) |
0x14 | int32 | 00 00 00 00 | 0 | AKBP package number ? (because the highest value is 1723) |
0x18 | int32 | 01 00 00 00 | 1 | AKBP package number ? (because the highest value is 1724) |
- 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
- Altough in most cases the 2 unknown fields have values that seem to indicate that they are an AKAA range as well, in the last level there are values that are higher than the size of the AKAA array (+2).
- Used fields
- Apart from the AKAA range, all the 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 |