OBD:ONCC: Difference between revisions

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m (saving... next: splitting)
m (finished - there's still a mistake in the shotting skill table code, 'cause wiki doesn't show the table - searching)
Line 18: Line 18:
{{OBDtr| 0x020 | float    |FF00FF| 00 00 34 42 | 45.000000  | maximal falling height without damage }}
{{OBDtr| 0x020 | float    |FF00FF| 00 00 34 42 | 45.000000  | maximal falling height without damage }}
{{OBDtr| 0x024 | float    |FF00FF| 00 00 07 43 | 135.000000  | maximal falling height with damage }}
{{OBDtr| 0x024 | float    |FF00FF| 00 00 07 43 | 135.000000  | maximal falling height with damage }}
|}
;Units:times are in frames
:heights are in world units
:velocities are in world units per frames
:accelerations are in world units per frames squared
;Downwards velocity: could correspond to the steady push experienced when neither jumping nor falling
:would be roughly equivalent to the starting velocity of a fall
:although the value .55 seems right, the "sinking" seems to be hardcoded now
;Gravity timer:Seems to be hardcoded now (could be the time until gravity switches on)
;Jetpack timer:You can press JUMP multiple times during the time window (quite fun!)
;Falling height: let FH1 be the height at 0x20
:let FH2 be the height at 0x24
:let BH be the base health of the character
:let FH be the actual falling height
:then, if FH > FH2, the character is killed
:if FH < FH1, the character takes no damage
:if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH
{{Table}}
{{OBDth}}
{{OBDtr| 0x028 | link    |FF8000| 01 F8 03 00 | 1016        | link to 01016-shadow1.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x028 | link    |FF8000| 01 F8 03 00 | 1016        | link to 01016-shadow1.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x02C | float    |FF8000| 00 00 40 41 | 12.000000  | height where the shadow fades out completely }}
{{OBDtr| 0x02C | float    |FF8000| 00 00 40 41 | 12.000000  | height where the shadow fades out completely }}
Line 71: Line 94:
{{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| 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| 0x136 | int16    |EBEBEB| 00 00      | 0          | maximal realize firingspread time; (???number of frames???time in miliseconds???) }}
|}
;AI rotation speed factor
:reference rotation speed is about 1 turn (360&#65533;) per second
:the setting is only effective if the AI is in control
:so it's a bit like the AI's mouse sensitivity :)
;General AI options bitset
:Maybe it affects more things but I know only these: startle animation play (yes/no), gunfire dodge (of yourse there has to be firing spread) when melee (yes/no) or when armed (yes/no), '''ability of backfire when dodging and have weapon''' (I knew it was somewhere mwhaha ^_^)  [[User:Loser|Loser]]
*0x01 disable startle anim? used by TCTF_swat_blackops, sniper_generic, Konokos, Griffins, Ninjas.
*0x02 enable dodge when melee? used by everyone except Barabas.
*0x04 enable dodge when armed? used by bomber, Black Ops, Comguys, Furies, Konokos, Griffins, Mukade.
*0x08 ? NOT used by Barabas, civilians, bomber, Black Ops, Comguys, Furies, Konokos, Griffins, Mukade.
*0x10 enable dodging backfire? used by Barabas, Comguys, Ninjas, Furies, Konokos, Griffins, TCTF Lites, female cops, hard Strikers.
:Observations
:*02 startle anim played, dodging enabled, dodging backfire disabled
:*17 startle anim NOT played, dodging enabled, dodging backfire enabled
{{Table}}
{{OBDth}}
{{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| 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| 0x13C | float    |8C8CCC| 00 00 80 3F | 1.000000    | maximal firingspread dodge amount; IMO similar to maneouvre variable }}
Line 88: Line 132:
{{OBDtr| 0x170 | int16    |00C864| 00 00      | 0          | minimum delay between shots in frames }}
{{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 }}
{{OBDtr| 0x172 | int16    |00C864| 00 00      | 0          | maximum delay between shots in frames }}
|}
;SHOOTING SKILLS
These can be reviewed with e.g. '''ai2_skill_select konoko_generic w1_tap''' and then either '''ai2_skill_show''' (prints to console) or '''ai2_skill_save''' (prints to file)
;Fields
:recoil compensation amount, between 0 and 1 (float)
:best aiming angle, in radians (float)
:shot grouping error (float)
:shot grouping decay (float)
:shooting inaccuracy multiplier (float)
:minimum delay between shots, in frames (short)
:maximum delay between shots, in frames (short)
The first weapon (weapon 0) is not in the game anymore, whatever that was. Muro's thunderbolt is handled as animation-bound particles, although it used to be handled as a weapon (same for Mukade's ball, except '''w10_sni''' is still available) ('''w12_ba2''' and '''w11_ba1''' are a bit mixed up : the beam is made of '''w12_ba2''' particles, and the grenade is a '''w11_ba1''' particle...)
See screenshot for the raw hex (example is '''konoko_generic''' from '''level3_Final''')
{{Table}}
|-BGCOLOR="#E0E0E0"|!Weapon |!Offset    |!recoil|!bestangle|!error|!decay|!inaccuracy|!delays
|-ALIGN=CENTER    |!w0_sec ||0x15C/0x173|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|-ALIGN=CENTER    |!w1_tap ||0x174/0x18B|| 0.0  || 0.000000|| 0.40|| 0.4 || 0.0      || 30 - 45
|-ALIGN=CENTER    |!w2_sap ||0x18C/0x193|| 0.3  || 0.013962|| 0.13|| 1.0 || 1.0      || 0 - 0
|-ALIGN=CENTER    |!w3_phr ||0x194/0x20B|| 0.3  || 0.010472|| 0.05|| 0.5 || 1.0      || 0 - 0
|-ALIGN=CENTER    |!w4_psm ||0x20C/0x213|| 0.3  || 0.015707|| 0.03|| 0.2 || 1.0      || 0 - 0
|-ALIGN=CENTER    |!w5_sbg ||0x214/0x22B|| 0.3  || 0.001745|| 0.00|| 0.1 || 1.0      || 0 - 0
|-ALIGN=CENTER    |!w6_vdg ||0x22C/0x233|| 0.3  || 0.001745|| 0.13|| 0.9 || 1.0      || 0 - 0
|-ALIGN=CENTER    |!w7_scc ||0x234/0x24B|| 0.3  || 0.001745|| 0.05|| 0.1 || 1.0      || 0 - 0
|-ALIGN=CENTER    |!w8_mbo ||0x24C/0x253|| 0.3  || 0.005236|| 0.01|| 0.5 || 1.0      || 0 - 0
|-ALIGN=CENTER    |!w9_scr ||0x254/0x26B|| 0.3  || 0.010472|| 0.04|| 0.5 || 1.0      || 0 - 0
|-ALIGN=CENTER    |!w10_sni||0x26C/0x273|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|-ALIGN=CENTER    |!w11_ba1||0x274/0x28B|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|-ALIGN=CENTER    |!w12_ba2||0x28B/0x293|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|}
|}


Line 190: Line 265:




{{OBD_File_Footer | type=ONCC | prev=OFGA | next=ONCP | name=Oni Character Class | family=Character}}
{|align=right
![[OBD:Oni Binary Data|ONI BINARY DATA]]
|-
![[OBD:OFGA|OFGA]] << [[OBD:File types|Other file types]] >> [[OBD:ONCP|ONCP]]
|-
!<FONT SIZE=5>ONCC : Oni Character Class</FONT>
|-
![[OBD:File types/Character|Character file]]
|-
![http://geyser.oni2.net/OUP/ONCC.txt Struct def for OUP]
|-
![http://www6.fh-eberswalde.de/user/dkriesch/onistuff/oni_oncc.htm Overview @ Oni Stuff]
|-
!TXT overviews (672 kB each) :<br>[http://www6.fh-eberswalde.de/user/dkriesch/onistuff/subfold/text/oni_oncc_dc.txt "," decimals] or [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/subfold/text/oni_oncc_dp.txt "." decimals]
|}
==0x00 - 0x27==
The examples provided are '''konoko_generic.ONCC''' from '''level3_Final'''
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
|- BGCOLOR="#FFDDBB"
!Offset
!Hex
!Translation
!Meaning
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x00
| BGCOLOR="#FF0000" | 01 '''DF 03''' 00
| 991
| ALIGN=LEFT | 00991-konoko_generic.ONCC
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x04
| BGCOLOR="#FFFF00" | 01 00 00 '''06'''
| 3
| ALIGN=LEFT | level 3
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x08
| BGCOLOR="#00FF00" | CD CC 0C 3F
| 0.550000
| ALIGN=LEFT | downwards velocity? (unknown, always 0.55)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x0C
| BGCOLOR="#00FF00" | 8F C2 75 3D
| 0.060000
| ALIGN=LEFT | downward gravity acceleration
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x10
| BGCOLOR="#00FF00" | CD CC 8C 3F
| 1.100000
| ALIGN=LEFT | starting velocity for a simple (tap) JUMP
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x14
| BGCOLOR="#00FF00" | 00 00 80 C0
| -4.000000
| ALIGN=LEFT | limit velocity for jumping and gravity flight
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x18
| BGCOLOR="#00FF00" | 8F C2 F5 3C
| 0.030000
| ALIGN=LEFT | upward acceleration (jetpack) if you hold JUMP
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x1C
| BGCOLOR="#00FFFF" | 07 00
| 7
| ALIGN=LEFT | gravity timer? (unknown, always 7)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x1E
| BGCOLOR="#00FFFF" | 14 00
| 20
| ALIGN=LEFT | jetpack timer; time during which you can use the jetpack
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x20
| BGCOLOR="#FFC8C8" | 00 00 34 42
| 45.000000
| ALIGN=LEFT | maximal falling height without damage
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x24
| BGCOLOR="#FFC8C8" | 00 00 07 43
| 135.000000
| ALIGN=LEFT | maximal falling height with damage
|}
;Units:times are in frames
:heights are in world units
:velocities are in world units per frames
:accelerations are in world units per frames squared
;Downwards velocity: could correspond to the steady push experienced when neither jumping nor falling
:would be roughly equivalent to the starting velocity of a fall
:although the value .55 seems right, the "sinking" seems to be hardcoded now
;Gravity timer:Seems to be hardcoded now (could be the time until gravity switches on)
;Jetpack timer:You can press JUMP multiple times during the time window (quite fun!)
;Falling height: let FH1 be the height at 0x20
:let FH2 be the height at 0x24
:let BH be the base health of the character
:let FH be the actual falling height
:then, if FH > FH2, the character is killed
:if FH < FH1, the character takes no damage
:if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH
==0x28-0x4B==
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x28
| BGCOLOR="#FF5E5E" | 01 '''F8 03''' 00
| 1016
| ALIGN=LEFT | link to 01016-shadow1.[[OBD:TXMP|TXMP]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2C
| BGCOLOR="#FFEBEB" | 00 00 40 41
| 12.000000
| ALIGN=LEFT | height where the shadow fades out completely
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x30
| BGCOLOR="#FFEBEB" | 00 00 00 41
| 8.000000
| ALIGN=LEFT | height where the diameter of the shadow decreases and the shadow fades out half
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x34
| BGCOLOR="#FFEBEB" | 00 00 C0 40
| 6.000000
| ALIGN=LEFT | height where the diameter of the shadow decreases
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x38
| BGCOLOR="#FFEBEB" | 00 00 90 40
| 4.500000
| ALIGN=LEFT | height where the diameter of the shadow decreases
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x3C
| BGCOLOR="#FFEBEB" | 00 00 40 40
| 3.000000
| ALIGN=LEFT | height where the diameter of the shadow decreases
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x40
| BGCOLOR="#FF9696" | 30 00
| 48
| ALIGN=LEFT | transparency of the shadow for the first part of a jump
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x42
| BGCOLOR="#FF9696" | 30 00
| 48
| ALIGN=LEFT | transparency of the shadow for the second part of a jump
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|0x44
| BGCOLOR="#DD0000" | 00 00 C8 41
| 25.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|0x48
| BGCOLOR="#FFFFC8" | 16
| 22
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|0x49
| BGCOLOR="#FFFFC8" | 06
| 6
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|0x4A
| BGCOLOR="#C8FFC8" | AD DE
| dead
| ALIGN=LEFT | blank filler (always there)
|}
==0x4C-0x67==
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|0x4C
| BGCOLOR="#C8FFFF" | 00 00 20 42
| 40.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|0x50
| BGCOLOR="#C8FFFF" | 00 00 96 43
| 300.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|0x54
| BGCOLOR="#C8FFFF" | 35 FA 8E 3C
| 0.017453
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|0x58
| BGCOLOR="#C8FFFF" | DB 0F C9 3F
| 1.570796
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|0x5C
| BGCOLOR="#C8FFFF" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|0x60
| BGCOLOR="#C8FFFF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|0x64
| BGCOLOR="#FFC8FF" | 06 00
| 6
| ALIGN=LEFT | (inverse) hypo regeneration rate in frames per hitpoint
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|0x66
| BGCOLOR="#FFC8FF" | AD DE
| dead
| ALIGN=LEFT | blank filler (always there)
|}
;Hypo regeneration
:1 hitpoint per 6 frames is 10 hitpoints per second
:(same setting for all characters)
==0x68-0x91==
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x68
| BGCOLOR="#FFC800" | 00 10 3D 48
| 193600.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x6C
| BGCOLOR="#FFC800" | 00 10 3D 47
| 48400.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x70
| BGCOLOR="#FFC800" | 00 10 3D 46
| 12100.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x74
| BGCOLOR="#FFC800" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x78
| BGCOLOR="#FFC800" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x7C
| BGCOLOR="#C800C8" | 23 00
| 35
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x7E
| BGCOLOR="#C800C8" | 5A 00
| 90
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x80
| BGCOLOR="#C800C8" | 0F 00
| 15
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x82
| BGCOLOR="#C800C8" | 78 00
| 120
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x84
| BGCOLOR="#C800C8" | 23 00
| 35
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x86
| BGCOLOR="#C800C8" | 01 00
| 1
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x88
| BGCOLOR="#C800C8" | 02 00
| 2
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x8A
| BGCOLOR="#C800C8" | 64 00
| 100
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x8C
| BGCOLOR="#C800C8" | 0A 00
| 10
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x8E
| BGCOLOR="#C800C8" | 0C 00
| 12
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x90
| BGCOLOR="#C800C8" | 16 00
| 22
| ALIGN=LEFT | unknown; always the same
|}
==0x92-0x127==
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x92
| BGCOLOR="#C87C64" | 00
| 0
| ALIGN=LEFT | runtime only: if 1 sound pointers have been set
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x93
| BGCOLOR="#C87C64" | DE
| dead
| ALIGN=LEFT | blank filler (always there)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x94
| BGCOLOR="#B0C3D4" | 00 00 00 3F
| 0.500000
| ALIGN=LEFT | unknown; always the same (sound volume?)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x98
| BGCOLOR="#E7CEA5" COLSPAN=2 | <TT>konoko_hurt_light</TT><BR>+ null char + blank filler
| ALIGN=LEFT | hurt light sound<BR>(08121-konoko_hurt_light.imp.[[OBD:OSBD|OSBD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0xB8
| BGCOLOR="#E7CEA5" COLSPAN=2 | <TT>konoko_hurt_medium</TT><BR>+ null char + blank filler
| ALIGN=LEFT | hurt medium sound<BR>(08123-konoko_hurt_medium.imp.[[OBD:OSBD|OSBD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0xD8
| BGCOLOR="#E7CEA5" COLSPAN=2 | <TT>konoko_hurt_heavy</TT><BR>+ null char + blank filler
| ALIGN=LEFT | hurt heavy sound<BR>(08119-konoko_hurt_heavy.imp.[[OBD:OSBD|OSBD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0xF8
| BGCOLOR="#E7CEA5" COLSPAN=2 | <TT>konoko_death</TT><BR>+ null char + blank filler
| ALIGN=LEFT | death sound<BR>(08115-konoko_death.imp.[[OBD:OSBD|OSBD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x118
| BGCOLOR="#FFDDDD" | 00 00 00 00
| 0
| ALIGN=LEFT | runtime only: pointer to hurt light sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x11C
| BGCOLOR="#FFDDDD" | 00 00 00 00
| 0
| ALIGN=LEFT | runtime only: pointer to hurt medium sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x120
| BGCOLOR="#FFDDDD" | 00 00 00 00
| 0
| ALIGN=LEFT | runtime only: pointer to hurt heavy sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x124
| BGCOLOR="#FFDDDD" | 00 00 00 00
| 0
| ALIGN=LEFT | runtime only: pointer to death sound
|}
==0x128-0x137==
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x128
| BGCOLOR="#FFDDDD" | 17 00 00 00
| 23
| ALIGN=LEFT | general AI option bitset; see below
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x12C
| BGCOLOR="#64AAAA" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | AI rotation speed factor
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x130
| BGCOLOR="#EBEBEB" | 06 00
| 6
| ALIGN=LEFT | minimal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x132
| BGCOLOR="#EBEBEB" | 18 00
| 24
| ALIGN=LEFT | maximal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x134
| BGCOLOR="#EBEBEB" | 0F 00
| 15
| ALIGN=LEFT | 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)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x136
| BGCOLOR="#EBEBEB" | 00 00
| 0
| ALIGN=LEFT | maximal realize firingspread time; (???number of frames???time in miliseconds???)
|}
;AI rotation speed factor
:reference rotation speed is about 1 turn (360&#65533;) per second
:the setting is only effective if the AI is in control
:so it's a bit like the AI's mouse sensitivity :)
;General AI options bitset
:Maybe it affects more things but I know only these: startle animation play (yes/no), gunfire dodge (of yourse there has to be firing spread) when melee (yes/no) or when armed (yes/no), '''ability of backfire when dodging and have weapon''' (I knew it was somewhere mwhaha ^_^)  [[User:Loser|Loser]]
*0x01 disable startle anim? used by TCTF_swat_blackops, sniper_generic, Konokos, Griffins, Ninjas.
*0x02 enable dodge when melee? used by everyone except Barabas.
*0x04 enable dodge when armed? used by bomber, Black Ops, Comguys, Furies, Konokos, Griffins, Mukade.
*0x08 ? NOT used by Barabas, civilians, bomber, Black Ops, Comguys, Furies, Konokos, Griffins, Mukade.
*0x10 enable dodging backfire? used by Barabas, Comguys, Ninjas, Furies, Konokos, Griffins, TCTF Lites, female cops, hard Strikers.
:Observations
:*02 startle anim played, dodging enabled, dodging backfire disabled
:*17 startle anim NOT played, dodging enabled, dodging backfire enabled
==0x138 - 0x15B==
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x138
| BGCOLOR="#8C8CCC" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | 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)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x13C
| BGCOLOR="#8C8CCC" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | maximal firingspread dodge amount; IMO similar to maneouvre variable
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x140
| BGCOLOR="#8C8CCC" | 00 00 00 3F
| 0.500000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x144
| BGCOLOR="#8C8CCC" | 00 00 C8 41
| 25.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x148
| BGCOLOR="#8C8CCC" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown;
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x14C
| BGCOLOR="#FF00C8" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x150
| BGCOLOR="#FF00C8" | 05 00 00 00
| 5
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x154
| BGCOLOR="#FF00C8" | 0F 00 00 00
| 15
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x158
| BGCOLOR="#FF00C8" | 3C 00 00 00
| 60
| ALIGN=LEFT | unknown
|}
==0x15C - 0x293==
;SHOOTING SKILLS
These can be reviewed with e.g. '''ai2_skill_select konoko_generic w1_tap''' and then either '''ai2_skill_show''' (prints to console) or '''ai2_skill_save''' (prints to file)
;Fields
:recoil compensation amount, between 0 and 1 (float)
:best aiming angle, in radians (float)
:shot grouping error (float)
:shot grouping decay (float)
:shooting inaccuracy multiplier (float)
:minimum delay between shots, in frames (short)
:maximum delay between shots, in frames (short)
The first weapon (weapon 0) is not in the game anymore, whatever that was. Muro's thunderbolt is handled as animation-bound particles, although it used to be handled as a weapon (same for Mukade's ball, except '''w10_sni''' is still available) ('''w12_ba2''' and '''w11_ba1''' are a bit mixed up : the beam is made of '''w12_ba2''' particles, and the grenade is a '''w11_ba1''' particle...)
See screenshot for the raw hex (example is '''konoko_generic''' from '''level3_Final''')
{| BORDER=1 CELLPADDING=2 CELLSPACING=0
|-BGCOLOR="#FFDDBB"
!Weapon
!Offset
!recoil
!bestangle
!error
!decay
!inaccuracy
!delays
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w0_sec
|0x15C/0x173
| 0.0
| 0.000000
| 0.00
| 1.0
| 1.0
| 0 - 0
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w1_tap
|0x174/0x18B
| 0.0
| 0.000000
| 0.40
| 0.4
| 0.0
| 30 - 45
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w2_sap
|0x18C/0x193
| 0.3
| 0.013962
| 0.13
| 1.0
| 1.0
| 0 - 0
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w3_phr
|0x194/0x20B
| 0.3
| 0.010472
| 0.05
| 0.5
| 1.0
| 0 - 0
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w4_psm
|0x20C/0x213
| 0.3
| 0.015707
| 0.03
| 0.2
| 1.0
| 0 - 0
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w5_sbg
|0x214/0x22B
| 0.3
| 0.001745
| 0.00
| 0.1
| 1.0
| 0 - 0
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w6_vdg
|0x22C/0x233
| 0.3
| 0.001745
| 0.13
| 0.9
| 1.0
| 0 - 0
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w7_scc
|0x234/0x24B
| 0.3
| 0.001745
| 0.05
| 0.1
| 1.0
| 0 - 0
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w8_mbo
|0x24C/0x253
| 0.3
| 0.005236
| 0.01
| 0.5
| 1.0
| 0 - 0
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w9_scr
|0x254/0x26B
| 0.3
| 0.010472
| 0.04
| 0.5
| 1.0
| 0 - 0
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w10_sni
|0x26C/0x273
| 0.0
| 0.000000
| 0.00
| 1.00
| 1.00
| 0 - 0
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w11_ba1
|0x274/0x28B
| 0.0
| 0.000000
| 0.00
| 1.0
| 1.0
| 0 - 0
|-ALIGN=CENTER BGCOLOR="#FFEEDD"
!w12_ba2
|0x28B/0x293
| 0.0
| 0.000000
| 0.00
| 1.0
| 1.0
| 0 - 0
|}
==0x294 - 0x2AF==
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x294
| BGCOLOR="#C80040" | 5A 00 00 00
| 90
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x298
| BGCOLOR="#C80040" | F0 00 00 00
| 240
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x29C
| BGCOLOR="#C80040" | B4 00 00 00
| 180
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2A0
| BGCOLOR="#C80040" | 28 00 00 00
| 40
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2A4
| BGCOLOR="#C80040" | 37 00 00 00
| 55
| ALIGN=LEFT | go for gun chance (55%); determines possibility that AI will run to some weapon and take it; can be checked in devmode by *debug_gun_behavior* command
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2A8
| BGCOLOR="#C80040" | 3C 00 00 00
| 60
| ALIGN=LEFT | running pickup chance (60%); this value is possibility of AI running weapon pickup (acrobatics, slides) instead of normal "stop->pickup";this is calculated AFTER engine decides that AI should run for weapon
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2AC
| BGCOLOR="#FFCD96" | 00 00
| 0
| ALIGN=LEFT | CMBT profile ID; for example it is *0D* for Mutant Muro
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2AE
| BGCOLOR="#FFCD96" | 16 00
| 22
| ALIGN=LEFT | MELE profile ID;
|}
==0x2B0-0x3FB==
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2B0
| BGCOLOR="#C8C864" | 64
| 100
| ALIGN=LEFT | "taunt" sound slot is used
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2B1
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | "alert" sound slot is empty
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2B2
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | "startle" sound slot is empty
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2B3
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | "checkbody" sound slot is empty
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2B4
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | "pursue" sound slot is empty
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2B5
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | "cower" sound slot is empty
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2B6
| BGCOLOR="#C8C864" | 64
| 100
| ALIGN=LEFT | "superpunch" sound slot is used
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2B7
| BGCOLOR="#C8C864" | 64
| 100
| ALIGN=LEFT | "superkick" sound slot is used
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2B8
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | "super3" sound slot is empty
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2B9
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | "super4" sound slot is empty (always the same)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2BA
| BGCOLOR="#0096C8" | 00 00
| 0
| ALIGN=LEFT | probably a blank filler (always the same)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2BC
| BGCOLOR="#FF80C0" COLSPAN=2 | <TT>c17_99_28konoko</TT>
| ALIGN=LEFT | "taunt" sound (04760-c17_99_28konoko.aif.[[OBD:SNDD|SNDD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2DC
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | "alert" sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2FC
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | "startle" sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x31C
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | "checkbody" sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x33C
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | "pursue" sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x35C
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | "cower" sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x37C
| BGCOLOR="#FF80C0" COLSPAN=2 | <TT>c18_79_14konoko</TT>
| ALIGN=LEFT | "superpunch" sound (04766-c18_79_14konoko.aif.[[OBD:SNDD|SNDD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x39C
| BGCOLOR="#FF80C0" COLSPAN=2 | <TT>c18_79_15konoko</TT>
| ALIGN=LEFT | "superkick" sound (04767-c18_79_15konoko.aif.[[OBD:SNDD|SNDD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x3BC
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | "super3" sound (only the superninja uses this slot)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x3DC
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | "super4" sound (never used in Oni)
|}
==0x3FC==
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | 00 80 ED 43
| 475.000000
| ALIGN=LEFT | central vision field range; you can make it visible with the script command <FONT COLOR="#0000FF">ai2_showvision = 1</FONT> (light blue one)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | 00 00 16 43
| 150.000000
| ALIGN=LEFT | peripheral vision field range; you can make it visible with the script command <FONT COLOR="#0000FF">ai2_showvision = 1</FONT> (dark blue one)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | 7D 1B 44 3F
| 0.766044
| ALIGN=LEFT | horizontal angle between two couples of "eye-rays" (one couple is left, one if right eye). Works for both vision fields.
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | F3 B3 51 3F
| 0.819152
| ALIGN=LEFT | vision field curve for central vision field; vision field looks like something between cone and cylinder. This value affect central angle of that. The higher this value is, the more is this field wrapped in order to achieve shaper angle. When set lower, vision field unwraps totally and it looks like radar antenna, attached to a character by two couples of straight strings(one couple left, one right).
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | E8 D5 12 3F
| 0.573576
| ALIGN=LEFT | vertical angle between eye-rays in one couple; this is for central vision field
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | D5 D0 31 3E
| 0.173648
| ALIGN=LEFT | vision field curve for peripheral vision field
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | 6B 61 D8 BE
| 0.422618
| ALIGN=LEFT | vertical angle between eye-rays in one couple; this is for peripheral vision field
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | B4 00 00 00
| 180
| ALIGN=LEFT | hostilethreat definite timer; how long will AI know exactly where its enemy is even if it can't see him with central vision-field; AI attacks him; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | 84 03 00 00
| 900
| ALIGN=LEFT | hostilethreat strong timer; how long will AI remain in strong feeling that there is the enemy, but will not attack him but investigate; can be checked by *ai2_report_verbose* command
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | 10 0E 00 00
| 3600
| ALIGN=LEFT | hostilethreat weak timer; how long will AI remain in weak feeling of an enemy, just looking around aimlessly (Glance pursue mode); can be checked by *ai2_report_verbose* command
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | 10 0E 00 00
| 3600
| ALIGN=LEFT | friendlythreat definite timer; how long will AI know exactly where its ally (Syndicate saw Syndicate for example) is even if it can't see him with central vision-field; AI simply knows there is someone else nearby; maybe has further possibilities; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | 50 46 00 00
| 18000
| ALIGN=LEFT | friendlythreat strong timer; how long will AI remain in strong feeling that there is someone else, but will not try to find him or look at him; can be checked by *ai2_report_verbose* command
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | A0 8C 00 00
| 36000
| ALIGN=LEFT | friendlythreat weak timer; how long will AI remain in weak feeling of ally, doing its usual job; can be checked by *ai2_report_verbose* command
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C5FF8A" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | earshot radius; defines size of the sound-collision sphere around AI
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C0C0C0" | 01 '''FB 03''' 00
| 1019
| ALIGN=LEFT | link to 01019-konoko.[[OBD:ONCV|ONCV]] : defines variants and upgrades
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C0C0C0" | 01 '''F9 03''' 00
| 1017
| ALIGN=LEFT | link to 01017-.[[OBD:ONCP|ONCP]] : lists the particles available for this character (trails, flashes, etc)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C0C0C0" | 01 '''FA 03''' 00
| 1018
| ALIGN=LEFT | link to 01018-.[[OBD:ONIA|ONIA]] : lists the special impact sounds (used for special combat moves)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF0080" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFA6" COLSPAN=2 | <TT>Light</TT>
| ALIGN=LEFT | modifier; either hardcoded or defunct (only visible in '''pm_mod_type.WMM_''', level 0)<BR>edit: WMDD says: Effects found for Impact x on Material y with Modifier: pm_mod_types
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_Walk</TT>
| ALIGN=LEFT | walk impact (04124-Footstep_Walk.[[OBD:Impt|Impt]] of level 0); always the same;<BR>without the impacts you can't hear the steps of a character
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_RunMain</TT>
| ALIGN=LEFT | run impact (04129-Footstep_RunMain.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_Crouch</TT>
| ALIGN=LEFT | crouch impact (04123-Footstep_Crouch.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Fall_Slide</TT>
| ALIGN=LEFT | fall slide impact (04122-Fall_Slide.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Fall_Land</TT>
| ALIGN=LEFT | fall land impact (04119-Fall_Land.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Fall_LandHard</TT>
| ALIGN=LEFT | land hard impact (04120-Fall_LandHard.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Fall_Knockdown</TT>
| ALIGN=LEFT | fall knockdown impact (04118-Fall_Knockdown.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Fall_Knockdown</TT>
| ALIGN=LEFT | fall knockdown impact (04118-Fall_Knockdown.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Fall_Knockdown</TT>
| ALIGN=LEFT | fall knockdown impact (04118-Fall_Knockdown.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_Turn</TT>
| ALIGN=LEFT | turn impact (04135-Footstep_Turn.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_RunStart</TT>
| ALIGN=LEFT | run start impact (04131-Footstep_RunStart.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_SingleStep</TT>
| ALIGN=LEFT | single step impact (04134-Footstep_SingleStep.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_RunStop</TT>
| ALIGN=LEFT | run stop impact (04133-Footstep_RunStop.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_WalkStop</TT>
| ALIGN=LEFT | walk stop impact (04137-Footstep_WalkStop.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_RunSprint</TT>
| ALIGN=LEFT | run fast impact (04130-Footstep_RunSprint.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#0000BF" | 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#804040" COLSPAN=2 | not used
| ALIGN=LEFT | special death particles; only the mad bomber use it
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF22FF" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF22FF" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#808080" | 01 '''E6 03''' 00
| 998
| ALIGN=LEFT | link to 00998-konoko_body_high.[[OBD:TRBS|TRBS]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#808080" | 01 '''E7 03''' 00
| 999
| ALIGN=LEFT | link to 00999-konoko002_high_texture_generic.[[OBD:TRMA|TRMA]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#808080" | 01 '''E8 03''' 00
| 1000
| ALIGN=LEFT | link to 01000-.[[OBD:CBPM|CBPM]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#808080" | 01 '''EC 03''' 00
| 1004
| ALIGN=LEFT | link to 01004-.[[OBD:CBPI|CBPI]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFAA82" | 2C 01 00 00
| 300
| ALIGN=LEFT | fight mode timer in 1/60 seconds
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFAA82" | 30 75 00 00
| 30000
| ALIGN=LEFT | 1st idle animation timer in 1/60 seconds (Thanks to Loser for this info.)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFAA82" | 30 75 00 00
| 30000
| ALIGN=LEFT | 2nd idle animation timer in 1/60 seconds (Thanks to Loser for this info.)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFAA82" | C8 00 00 00
| 200
| ALIGN=LEFT | basic health of the character model; extra health informations for every unique character you'll find in the [[OBD:BINA/Character|Character.BINA]] file
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFAA82" | 48 00 00 00
| 72
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | minimal body size factor (Thanks to geyser for this info.)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | maximal body size factor (Thanks to geyser for this info.)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 3F
| 0.500000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 80 3E
| 0.250000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 3F
| 0.500000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#CACAFF" | 01 ''F6 03'' 00
| 1014
| ALIGN=LEFT | link to 01014-konoko_animations.[[OBD:TRAC|TRAC]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#CACAFF" | 01 ''F7 03'' 00
| 1015
| ALIGN=LEFT | link to 01015-konoko_screens.[[OBD:TRSC|TRSC]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F000" | 1E 00
| 30
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F000" | 00 00
| 0
| ALIGN=LEFT | time between death and deletion, in frames (about 3 seconds for mad bomber)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#E7FFCE" | 00
| 0
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#E7FFCE" | 01
| 1
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#E7FFCE" | 00
| 0
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#E7FFCE" | 00
| 0
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#4F7291" | AD DE AD DE
| dead
| ALIGN=LEFT | not used; always the same
|}
;Last 4 bytes before the blank filler
;Last 4 bytes before the blank filler
:Something to do with left-hand/right-hand aiming (must be consistent with TRSC link)
:Something to do with left-hand/right-hand aiming (must be consistent with TRSC link)




----
{{OBD_File_Footer | type=ONCC | prev=OFGA | next=ONCP | name=Oni Character Class | family=Character}}
 
==Overview table==
Maybe split it up and insert the pieces after every section's header.
 
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/oncc_a.gif
 
 
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/oncc_m.gif
 
 
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/oncc_e.gif
 
 
----
----
{|align=center
![[OBD:Oni Binary Data|ONI BINARY DATA]]
|-
![[OBD:OFGA|OFGA]] << [[OBD:File types|Other file types]] >> [[OBD:ONCP|ONCP]]
|-
!ONCC : Oni Character Class
|}

Revision as of 13:24, 10 September 2007

ONI BINARY DATA
OFGA << Other file types >> ONCP
ONCC : Oni Character Class
switch to XML:ONCC page
Overview @ Oni Stuff
OBD.png


Oncc a.gif


Offset Type Raw Hex Value Description
0x000 res_id 01 DF 03 00 991 00991-konoko_generic.ONCC
0x004 lev_id 01 00 00 06 0 level 3
0x008 float CD CC 0C 3F 0.550000 downwards velocity? (unknown, always 0.55)
0x00C float 8F C2 75 3D 0.060000 downward gravity acceleration
0x010 float CD CC 8C 3F 1.100000 starting velocity for a simple (tap) JUMP
0x014 float 00 00 80 C0 -4.000000 limit velocity for jumping and gravity flight
0x018 float 8F C2 F5 3C 0.030000 upward acceleration (jetpack) if you hold JUMP
0x01C int16 07 00 7 gravity timer? (unknown, always 7)
0x01E int16 14 00 20 jetpack timer; time during which you can use the jetpack
0x020 float 00 00 34 42 45.000000 maximal falling height without damage
0x024 float 00 00 07 43 135.000000 maximal falling height with damage


Units
times are in frames
heights are in world units
velocities are in world units per frames
accelerations are in world units per frames squared
Downwards velocity
could correspond to the steady push experienced when neither jumping nor falling
would be roughly equivalent to the starting velocity of a fall
although the value .55 seems right, the "sinking" seems to be hardcoded now
Gravity timer
Seems to be hardcoded now (could be the time until gravity switches on)
Jetpack timer
You can press JUMP multiple times during the time window (quite fun!)
Falling height
let FH1 be the height at 0x20
let FH2 be the height at 0x24
let BH be the base health of the character
let FH be the actual falling height
then, if FH > FH2, the character is killed
if FH < FH1, the character takes no damage
if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH


Offset Type Raw Hex Value Description
0x028 link 01 F8 03 00 1016 link to 01016-shadow1.TXMP
0x02C float 00 00 40 41 12.000000 height where the shadow fades out completely
0x030 float 00 00 00 41 8.000000 height where the diameter of the shadow decreases and the shadow fades out half
0x034 float 00 00 C0 40 6.000000 height where the diameter of the shadow decreases
0x038 float 00 00 90 40 4.500000 height where the diameter of the shadow decreases
0x03C float 00 00 40 40 3.000000 height where the diameter of the shadow decreases
0x040 int16 30 00 48 transparency of the shadow for the first part of a jump
0x042 int16 30 00 48 transparency of the shadow for the second part of a jump
0x044 float 00 00 C8 41 25.000000 unknown; always the same
0x048 int8 16 22 unknown
0x049 int8 06 6 unknown; always the same
0x04A char[2] AD DE dead unused; always the same
0x04C float 00 00 20 42 40.000000 unknown; always the same
0x050 float 00 00 96 43 300.000000 unknown; always the same
0x054 float 35 FA 8E 3C 0.017453 unknown; always the same
0x058 float DB 0F C9 3F 1.570796 unknown; always the same (1.57 = pi/2)
0x05C float 00 00 A0 40 5.000000 unknown; always the same
0x060 float 00 00 80 3F 1.000000 unknown; always the same
0x064 int16 06 00 6 (inverse) hypo regeneration rate in frames per hitpoint
0x066 char[2] AD DE dead unused
0x068 float 00 10 3D 48 193600.000000 unknown; always the same
0x06C float 00 10 3D 47 48400.000000 unknown; always the same
0x070 float 00 10 3D 46 12100.000000 unknown; always the same
0x074 float 00 00 00 00 0.000000 unknown; always the same
0x078 float 00 00 00 00 0.000000 unknown; always the same
0x07C int16 23 00 35 unknown; always the same
0x07E int16 5A 00 90 unknown; always the same
0x080 int16 0F 00 15 unknown; always the same
0x082 int16 78 00 120 unknown; always the same
0x084 int16 23 00 35 unknown; always the same
0x086 int16 01 00 1 unknown; always the same
0x088 int16 02 00 2 unknown; always the same
0x08A int16 64 00 100 unknown; always the same
0x08C int16 0A 00 10 unknown; always the same
0x08E int16 0C 00 12 unknown; always the same
0x090 int16 16 00 22 unknown; always the same
0x092 int8 00 0 used at runtime only: if one sound pointers have been set
0x093 char[1] DE dead unused; always the same
0x094 float 00 00 00 3F 0.500000 unknown; always the same (sound volume?)
0x098 char[32] konoko_hurt_light hurt light sound (reference to 08121-konoko_hurt_light.imp.OSBD of level 0)
0x0B8 char[32] konoko_hurt_medium hurt medium sound (reference to 08123-konoko_hurt_medium.imp.OSBD of level 0)
0x0D8 char[32] konoko_hurt_heavy hurt heavy sound (reference to 08119-konoko_hurt_heavy.imp.OSBD of level 0)
0x0F8 char[32] konoko_death death sound (reference to 08115-konoko_death.imp.OSBD of level 0)
0x118 int32 00 00 00 00 0 runtime only: pointer to hurt light sound
0x11C int32 00 00 00 00 0 runtime only: pointer to hurt medium sound
0x120 int32 00 00 00 00 0 runtime only: pointer to hurt heavy sound
0x124 int32 00 00 00 00 0 runtime only: pointer to death sound
0x128 bitsets 17 00 00 00 23 general AI option bitset collection ; see below
0x12C float 00 00 80 3F 1.000000 AI rotation speed factor
0x130 int16 06 00 6 minimal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned
0x132 int16 18 00 24 maximal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned
0x134 int16 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)
0x136 int16 00 00 0 maximal realize firingspread time; (???number of frames???time in miliseconds???)


AI rotation speed factor
reference rotation speed is about 1 turn (360�) per second
the setting is only effective if the AI is in control
so it's a bit like the AI's mouse sensitivity :)
General AI options bitset
Maybe it affects more things but I know only these: startle animation play (yes/no), gunfire dodge (of yourse there has to be firing spread) when melee (yes/no) or when armed (yes/no), ability of backfire when dodging and have weapon (I knew it was somewhere mwhaha ^_^) Loser
  • 0x01 disable startle anim? used by TCTF_swat_blackops, sniper_generic, Konokos, Griffins, Ninjas.
  • 0x02 enable dodge when melee? used by everyone except Barabas.
  • 0x04 enable dodge when armed? used by bomber, Black Ops, Comguys, Furies, Konokos, Griffins, Mukade.
  • 0x08 ? NOT used by Barabas, civilians, bomber, Black Ops, Comguys, Furies, Konokos, Griffins, Mukade.
  • 0x10 enable dodging backfire? used by Barabas, Comguys, Ninjas, Furies, Konokos, Griffins, TCTF Lites, female cops, hard Strikers.
Observations
  • 02 startle anim played, dodging enabled, dodging backfire disabled
  • 17 startle anim NOT played, dodging enabled, dodging backfire enabled


Offset Type Raw Hex Value Description
0x138 float 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)
0x13C float 00 00 80 3F 1.000000 maximal firingspread dodge amount; IMO similar to maneouvre variable
0x140 float 00 00 00 3F 0.500000 unknown; always the same
0x144 float 00 00 C8 41 25.000000 unknown; always the same
0x148 float 00 00 80 3F 1.000000 unknown
0x14C int32 00 00 00 00 0 unknown
0x150 int32 05 00 00 00 5 unknown
0x154 int32 0F 00 00 00 15 unknown
0x158 int32 3C 00 00 00 60 unknown
First of 13 elements (grey outline)
0x15C float 00 00 00 00 0.000000 recoil compensation amount (0.0 = min, 1.0 = max)
0x160 float 00 00 00 00 0.000000 best aiming angle in radians
0x164 float 00 00 00 00 0.000000 shot grouping error
0x168 float 00 00 80 3F 1.000000 shot grouping decay
0x16C float 00 00 80 3F 1.000000 shooting inaccuracy multiplier
0x170 int16 00 00 0 minimum delay between shots in frames
0x172 int16 00 00 0 maximum delay between shots in frames


SHOOTING SKILLS

These can be reviewed with e.g. ai2_skill_select konoko_generic w1_tap and then either ai2_skill_show (prints to console) or ai2_skill_save (prints to file)

Fields
recoil compensation amount, between 0 and 1 (float)
best aiming angle, in radians (float)
shot grouping error (float)
shot grouping decay (float)
shooting inaccuracy multiplier (float)
minimum delay between shots, in frames (short)
maximum delay between shots, in frames (short)

The first weapon (weapon 0) is not in the game anymore, whatever that was. Muro's thunderbolt is handled as animation-bound particles, although it used to be handled as a weapon (same for Mukade's ball, except w10_sni is still available) (w12_ba2 and w11_ba1 are a bit mixed up : the beam is made of w12_ba2 particles, and the grenade is a w11_ba1 particle...)

See screenshot for the raw hex (example is konoko_generic from level3_Final)


Oncc m.gif


Offset Type Raw Hex Value Description
0x294 int32 5A 00 00 00 90 unknown; always the same
0x298 int32 F0 00 00 00 240 unknown; always the same
0x29C int32 B4 00 00 00 180 unknown; always the same
0x2A0 int32 28 00 00 00 40 unknown; always the same
0x2A4 int32 37 00 00 00 55 go for gun chance (55%); determines possibility that AI will run to some weapon and take it; can be checked in devmode by *debug_gun_behavior* command
0x2A8 int32 3C 00 00 00 60 running pickup chance (60%); this value is possibility of AI running weapon pickup (acrobatics, slides) instead of normal "stop->pickup";this is calculated AFTER engine decides that AI should run for weapon
0x2AC int16 00 00 0 combat profile ID; for example *0D* is for Mutant Muro
0x2AE int16 16 00 22 melee profile ID
0x2B0 int8 64 100 "taunt" sound slot is used
0x2B1 int8 00 0 "alert" sound slot is empty
0x2B2 int8 00 0 "startle" sound slot is empty
0x2B3 int8 00 0 "checkbody" sound slot is empty
0x2B4 int8 00 0 "pursue" sound slot is empty
0x2B5 int8 00 0 "cower" sound slot is empty
0x2B6 int8 64 100 "superpunch" sound slot is used
0x2B7 int8 64 100 "superkick" sound slot is used
0x2B8 int8 00 0 "super3" sound slot is empty
0x2B9 int8 00 0 "super4" sound slot is empty (always the same)
0x2BA int16 00 00 0 probably a blank filler (always the same)
0x2BC char[32] c17_99_28konoko "taunt" sound (reference to 08108-c17_99_28konoko.amb.OSBD of level 0)
0x2DC char[32] unused "alert" sound
0x2FC char[32] unused "startle" sound
0x31C char[32] unused "checkbody" sound
0x33C char[32] unused "pursue" sound
0x35C char[32] unused "cower" sound
0x37C char[32] c18_79_14konoko "superpunch" sound (reference to 08110-c17_99_28konoko.amb.OSBD of level 0)
0x39C char[32] c18_79_15konoko "superkick" sound (reference to 08112-c17_99_28konoko.amb.OSBD of level 0)
0x3BC char[32] unused "super3" sound (only the superninja uses this slot)
0x3DC char[32] unused "super4" sound (never used in Oni)
0x3FC float 00 80 ED 43 475.000000 central vision field range; you can make it visible with the script command *ai2_showvision =1*
0x400 float 00 00 16 43 150.000000 peripheral vision field range; you can make it visible with the script command *ai2_showvision = 1*
0x404 float 7D 1B 44 3F 0.766044 horizontal angle between two couples of "eye-rays" (one couple is left, one if right eye); works for both vision fields
0x408 float F3 B3 51 3F 0.819152 vision field curve for central vision field; vision field looks like something between cone and cylinder; this value affect central angle of that; the higher this value is, the more is this field wrapped in order to achieve shaper angle; when set lower, vision field unwraps totally and it looks like radar antenna, attached to a character by two couples of straight strings(one couple left, one right)
0x40C float E8 D5 12 3F 0.573576 vertical angle between eye-rays in one couple; this is for central vision field
0x410 float D5 D0 31 3E 0.173648 vision field curve for peripheral vision field
0x414 float 6B 61 D8 BE 0.422618 vertical angle between eye-rays in one couple; this is for peripheral vision field
0x418 int32 B4 00 00 00 180 hostilethreat definite timer; how long will AI know exactly where its enemy is even if it can't see him with central vision-field; AI attacks him; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware)
0x41C int32 84 03 00 00 900 hostilethreat strong timer; how long will AI remain in strong feeling that there is the enemy, but will not attack him but investigate; can be checked by *ai2_report_verbose* command
0x420 int32 10 0E 00 00 3600 hostilethreat weak timer; how long will AI remain in weak feeling of an enemy, just looking around aimlessly (Glance pursue mode); can be checked by *ai2_report_verbose* command
0x424 int32 10 0E 00 00 3600 friendlythreat definite timer; how long will AI know exactly where its ally (Syndicate saw Syndicate for example) is even if it can't see him with central vision-field; AI simply knows there is someone else nearby; maybe has further possibilities; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware)
0x428 int32 50 46 00 00 18000 friendlythreat strong timer; how long will AI remain in strong feeling that there is someone else, but will not try to find him or look at him; can be checked by *ai2_report_verbose* command
0x42C int32 A0 8C 00 00 36000 friendlythreat weak timer; how long will AI remain in weak feeling of ally, doing its usual job; can be checked by *ai2_report_verbose* command
0x430 float 00 00 80 3F 1.000000 earshot radius; defines size of the sound-collision sphere around AI
0x434 link 01 FB 03 00 1019 link to 01019-konoko.ONCV; defines variants and upgrades
0x438 link 01 F9 03 00 1017 link to 01017-.ONCP; lists the particles available for this character (trails, flashes, etc)
0x43C link 01 FA 03 00 1018 link to 01018-.ONIA; lists the special impact sounds (used for special combat moves)
0x440 link 00 00 00 00 unused unknwon; always the same; maybe an unsed link?
0x444 char[16] Light modifier; either hardcoded or defunct (only visible in pm_mod_type.WMM_, level 0)

edit: WMDD says: Effects found for Impact x on Material y with Modifier: pm_mod_types

First of 15 impact elements. Every element ends always with FF FF.
0x454 char[32] Footstep_Walk walk impact (reference to 04124-Footstep_Walk.Impt of level 0); always the same; without the impacts you can't hear the steps of a character


Oncc e.gif


Offset Type Raw Hex Value Description
0xBF2 int16 00 00 0 unknown; always the same; maybe only a filler
0xBF4 char[64] unused special death particle; only the mad bomber use it
0xC34 link 00 00 00 00 unused unknown; always the same; maybe an unused link?
0xC38 link 00 00 00 00 unused unknown; always the same; maybe an unused link?
0xC3C link 01 E6 03 00 998 link to 00998-konoko_body_high.TRBS
0xC40 link 01 E7 03 00 999 link to 00999-konoko002_high_texture_generic.TRMA
0xC44 link 01 E8 03 00 1000 link to 01000-.CBPM
0xC48 link 01 EC 03 00 1004 link to 01004-.CBPI
0xC4C int32 2C 01 00 00 300 fight mode timer in 1/60 seconds
0xC50 int32 30 75 00 00 30000 first idle animation timer in 1/60 seconds
0xC54 int32 30 75 00 00 30000 second idle animation timer in 1/60 seconds
0xC58 int32 C8 00 00 00 200 basic health of the character model; extra health information for every unique character are stored in the OBD:BINA/OBJC/CHARCharacter.BINA file
0xC5C int32 48 00 00 00 72 unknown; always the same
0xC60 float 00 00 80 3F 1.000000 minimal body size factor
0xC64 float 00 00 80 3F 1.000000 maximal body size factor
0xC68 float 00 00 00 00 0.000000 unknown; always the same
0xC6C float 00 00 00 00 0.000000 unknown; always the same
0xC70 float 00 00 00 3F 0.500000 unknown
0xC74 float 00 00 80 3E 0.250000 unknown
0xC78 float 00 00 00 00 0.000000 unknown; always the same
0xC7C float 00 00 00 00 0.000000 unknown; always the same
0xC80 float 00 00 00 00 0.000000 unknown; always the same
0xC84 float 00 00 00 3F 0.500000 unknown
0xC88 link 01 F6 03 00 1014 link to 01014-konoko_animations.TRAC
0xC8C link 01 F6 03 00 1015 link to 01015-konoko_screens.TRSC
0xC90 int16 1E 00 30 unknown; always the same
0xC92 int16 00 00 0 time between death and deletion, in frames (about 3 seconds for mad bomber)
0xC94 bitset 00 0 unknown
0xC95 bitset 01 1 unknown
0xC96 bitset 00 0 unknown
0xC97 bitset 00 0 unknown
0xC98 char[8] AD DE dead unused


Last 4 bytes before the blank filler
Something to do with left-hand/right-hand aiming (must be consistent with TRSC link)


ONI BINARY DATA
OFGA << Other file types >> ONCP
ONCC : Oni Character Class
Character file