1,051
edits
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{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| | {{OBDtr| 0x000 | res_id |FF0000| 01 DF 03 00 | 991 | 00991-konoko_generic.ONCC }} | ||
{{OBDtr| | {{OBDtr| 0x004 | lev_id |FFFF00| 01 00 00 06 | 0 | level 3 }} | ||
{{OBDtr| | {{OBDtr| 0x008 | float |00FF00| CD CC 0C 3F | 0.550000 | downwards velocity? (unknown, always 0.55) }} | ||
{{OBDtr| | {{OBDtr| 0x00C | float |00FF00| 8F C2 75 3D | 0.060000 | downward gravity acceleration }} | ||
{{OBDtr| | {{OBDtr| 0x010 | float |00FF00| CD CC 8C 3F | 1.100000 | starting velocity for a simple (tap) JUMP }} | ||
{{OBDtr| | {{OBDtr| 0x014 | float |00FF00| 00 00 80 C0 | -4.000000 | limit velocity for jumping and gravity flight }} | ||
{{OBDtr| | {{OBDtr| 0x018 | float |00FF00| 8F C2 F5 3C | 0.030000 | upward acceleration (jetpack) if you hold JUMP }} | ||
{{OBDtr| | {{OBDtr| 0x01C | int16 |00FFFF| 07 00 | 7 | gravity timer? (unknown, always 7) }} | ||
{{OBDtr| | {{OBDtr| 0x01E | int16 |00FFFF| 14 00 | 20 | jetpack timer; time during which you can use the jetpack }} | ||
{{OBDtr| | {{OBDtr| 0x020 | float |FF00FF| 00 00 34 42 | 45.000000 | maximal falling height without damage }} | ||
{{OBDtr| | {{OBDtr| 0x024 | float |FF00FF| 00 00 07 43 | 135.000000 | maximal falling height with damage }} | ||
{{OBDtr| | {{OBDtr| 0x028 | link |FF8000| 01 F8 03 00 | 1016 | link to 01016-shadow1.[[OBD:TXMP|TXMP]] }} | ||
{{OBDtr| | {{OBDtr| 0x02C | float |FF8000| 00 00 40 41 | 12.000000 | height where the shadow fades out completely }} | ||
{{OBDtr| | {{OBDtr| 0x030 | float |FF8000| 00 00 00 41 | 8.000000 | height where the diameter of the shadow decreases and the shadow fades out half }} | ||
{{OBDtr2| | {{OBDtr| 0x034 | float |FF8000| 00 00 C0 40 | 6.000000 | height where the diameter of the shadow decreases }} | ||
{{OBDtr| | {{OBDtr| 0x038 | float |FF8000| 00 00 90 40 | 4.500000 | height where the diameter of the shadow decreases }} | ||
{{OBDtrBK}} | {{OBDtr| 0x03C | float |FF8000| 00 00 40 40 | 3.000000 | height where the diameter of the shadow decreases }} | ||
{{OBDtr| | {{OBDtr| 0x040 | int16 |FF8000| 30 00 | 48 | transparency of the shadow for the first part of a jump }} | ||
{{OBDtr| | {{OBDtr| 0x042 | int16 |FF8000| 30 00 | 48 | transparency of the shadow for the second part of a jump }} | ||
{{ | {{OBDtr| 0x044 | float |FF0080| 00 00 C8 41 | 25.000000 | unknown; always the same }} | ||
{{OBDtr| 0x048 | int8 |FFC8C8| 16 | 22 | unknown }} | |||
{{OBDtr| 0x049 | int8 |FFC8C8| 06 | 6 | unknown; always the same }} | |||
{{OBDtr| 0x04A | char[2] |FFC8C8| AD DE | dead | unused; always the same }} | |||
{{OBDtr| 0x04C | float |FFFFC8| 00 00 20 42 | 40.000000 | unknown; always the same }} | |||
{{OBDtr| 0x050 | float |FFFFC8| 00 00 96 43 | 300.000000 | unknown; always the same }} | |||
{{OBDtr| 0x054 | float |FFFFC8| 35 FA 8E 3C | 0.017453 | unknown; always the same }} | |||
{{OBDtr| 0x058 | float |FFFFC8| DB 0F C9 3F | 1.570796 | unknown; always the same (1.57 <nowiki>=</nowiki> pi/2) }} | |||
{{OBDtr| 0x05C | float |FFFFC8| 00 00 A0 40 | 5.000000 | unknown; always the same }} | |||
{{OBDtr| 0x060 | float |FFFFC8| 00 00 80 3F | 1.000000 | unknown; always the same }} | |||
{{OBDtr| 0x064 | int16 |C8FFC8| 06 00 | 6 | (inverse) hypo regeneration rate in frames per hitpoint }} | |||
{{OBDtr| 0x066 | char[2] |C8FFC8| AD DE | dead | unused }} | |||
{{OBDtr| 0x068 | float |C8FFFF| 00 10 3D 48 |193600.000000| unknown; always the same }} | |||
{{OBDtr| 0x06C | float |C8FFFF| 00 10 3D 47 | 48400.000000| unknown; always the same }} | |||
{{OBDtr| 0x070 | float |C8FFFF| 00 10 3D 46 | 12100.000000| unknown; always the same }} | |||
{{OBDtr| 0x074 | float |C8FFFF| 00 00 00 00 | 0.000000 | unknown; always the same }} | |||
{{OBDtr| 0x078 | float |C8FFFF| 00 00 00 00 | 0.000000 | unknown; always the same }} | |||
{{OBDtr| 0x07C | int16 |FFC8FF| 23 00 | 35 | unknown; always the same }} | |||
{{OBDtr| 0x07E | int16 |FFC8FF| 5A 00 | 90 | unknown; always the same }} | |||
{{OBDtr| 0x080 | int16 |FFC8FF| 0F 00 | 15 | unknown; always the same }} | |||
{{OBDtr| 0x082 | int16 |FFC8FF| 78 00 | 120 | unknown; always the same }} | |||
{{OBDtr| 0x084 | int16 |FFC8FF| 23 00 | 35 | unknown; always the same }} | |||
{{OBDtr| 0x086 | int16 |FFC8FF| 01 00 | 1 | unknown; always the same }} | |||
{{OBDtr| 0x088 | int16 |FFC8FF| 02 00 | 2 | unknown; always the same }} | |||
{{OBDtr| 0x08A | int16 |FFC8FF| 64 00 | 100 | unknown; always the same }} | |||
{{OBDtr| 0x08C | int16 |FFC8FF| 0A 00 | 10 | unknown; always the same }} | |||
{{OBDtr| 0x08E | int16 |FFC8FF| 0C 00 | 12 | unknown; always the same }} | |||
{{OBDtr| 0x090 | int16 |FFC8FF| 16 00 | 22 | unknown; always the same }} | |||
{{OBDtr| 0x092 | int8 |FFC800| 00 | 0 | used at runtime only: if one sound pointers have been set }} | |||
{{OBDtr| 0x093 | char[1] |C800C8| DE | dead | unused; always the same }} | |||
{{OBDtr| 0x094 | float |C87C64| 00 00 00 3F | 0.500000 | unknown; always the same (sound volume?) }} | |||
{{OBDtr2|0x098 | char[32] |B0C3D4| konoko_hurt_light | hurt light sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }} | |||
{{OBDtr2|0x0B8 | char[32] |B0C3D4| konoko_hurt_medium | hurt medium sound (reference to 08123-konoko_hurt_medium.[[OBD:OSBD|imp.OSBD]] of level 0) }} | |||
{{OBDtr2|0x0D8 | char[32] |B0C3D4| konoko_hurt_heavy | hurt heavy sound (reference to 08119-konoko_hurt_heavy.[[OBD:OSBD|imp.OSBD]] of level 0) }} | |||
{{OBDtr2|0x0F8 | char[32] |B0C3D4| konoko_death | death sound (reference to 08115-konoko_death.[[OBD:OSBD|imp.OSBD]] of level 0) }} | |||
{{OBDtr| 0x118 | int32 |E7CEA5| 00 00 00 00 | 0 | runtime only: pointer to hurt light sound }} | |||
{{OBDtr| 0x11C | int32 |E7CEA5| 00 00 00 00 | 0 | runtime only: pointer to hurt medium sound }} | |||
{{OBDtr| 0x120 | int32 |E7CEA5| 00 00 00 00 | 0 | runtime only: pointer to hurt heavy sound }} | |||
{{OBDtr| 0x124 | int32 |E7CEA5| 00 00 00 00 | 0 | runtime only: pointer to death sound }} | |||
{{OBDtr| 0x128 | bitsets |E7CEA5| 17 00 00 00 | 23 | general AI option bitset collection ; see below }} | |||
{{OBDtr| 0x12C | float |FFDDDD| 00 00 80 3F | 1.000000 | AI rotation speed factor }} | |||
{{OBDtr| 0x130 | int16 |64AAAA| 06 00 | 6 | minimal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned }} | |||
{{OBDtr| 0x132 | int16 |64AAAA| 18 00 | 24 | maximal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned }} | |||
{{OBDtr| 0x134 | int16 |EBEBEB| 0F 00 | 15 | minimal realize firingspread time; (???number of frames???time in miliseconds???) after which AI realizes that it is in the firing spread (and it starts dodging) }} | |||
{{OBDtr| 0x136 | int16 |EBEBEB| 00 00 | 0 | maximal realize firingspread time; (???number of frames???time in miliseconds???) }} | |||
{{OBDtr| 0x138 | float |8C8CCC| 00 00 80 3F | 1.000000 | minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears) }} | |||
{{OBDtr| 0x13C | float |8C8CCC| 00 00 80 3F | 1.000000 | maximal firingspread dodge amount; IMO similar to maneouvre variable }} | |||
{{OBDtr| 0x140 | float |8C8CCC| 00 00 00 3F | 0.500000 | unknown; always the same }} | |||
{{OBDtr| 0x144 | float |8C8CCC| 00 00 C8 41 | 25.000000 | unknown; always the same }} | |||
{{OBDtr| 0x148 | float |8C8CCC| 00 00 80 3F | 1.000000 | unknown }} | |||
{{OBDtr| 0x14C | int32 |FF00C8| 00 00 00 00 | 0 | unknown }} | |||
{{OBDtr| 0x150 | int32 |FF00C8| 05 00 00 00 | 5 | unknown }} | |||
{{OBDtr| 0x154 | int32 |FF00C8| 0F 00 00 00 | 15 | unknown }} | |||
{{OBDtr| 0x158 | int32 |FF00C8| 3C 00 00 00 | 60 | unknown }} | |||
{{OBDtrBK|1=First of 13 elements (grey outline) }} | |||
{{OBDtr| 0x15C | float |F0F096| 00 00 00 00 | 0.000000 | recoil compensation amount (0.0 <nowiki>= min, 1.0 =</nowiki> max) }} | |||
{{OBDtr| 0x160 | float |F0F096| 00 00 00 00 | 0.000000 | best aiming angle in radians }} | |||
{{OBDtr| 0x164 | float |F0F096| 00 00 00 00 | 0.000000 | shot grouping error }} | |||
{{OBDtr| 0x168 | float |F0F096| 00 00 80 3F | 1.000000 | shot grouping decay }} | |||
{{OBDtr| 0x16C | float |F0F096| 00 00 80 3F | 1.000000 | shooting inaccuracy multiplier }} | |||
{{OBDtr| 0x170 | int16 |00C864| 00 00 | 0 | minimum delay between shots in frames }} | |||
{{OBDtr| 0x172 | int16 |00C864| 00 00 | 0 | maximum delay between shots in frames }} | |||
|} | |} | ||
edits