Test: Difference between revisions

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*[http://media.xbox.ign.com/media/017/017000/imgs_1.html Pics] (12, screens+art, they're all up there anyway)
*[http://media.xbox.ign.com/media/017/017000/imgs_1.html Pics] (12, screens+art, they're all up there anyway)
*[http://media.xbox.ign.com/media/017/017000/vids_1.html High-Res Trailer] (cut in 4 with a few moments faded out; glitchy sound)
*[http://media.xbox.ign.com/media/017/017000/vids_1.html High-Res Trailer] (cut in 4 with a few moments faded out; glitchy sound)
[[Category:Wiki Support]]

Revision as of 12:24, 17 May 2011

Sick markup

"And now for a lesson in [ttttttttttttemplate] mmmmmmmmmanagement... [wikiwikiwiki] llllllllllllet's begin..."

Linkin Park, Cure for the Itch
geyser, deprived of laptop and ICQ for a while ^^ ... which explains the "born to nag" attitude.
Foreach
A multi-recursive transclusion hack that allowed one to auto-generate lists with "any" number of items, tables with "any" number of columns, etc. It used to be authoritative, but because of the server load it generates, it's been banned from Wikipedia and is not supported by Mediawiki by default. So we're not bringing it back. Here are alternatives I proposed to Alloc in response to his use of "foreach" (the object represented has to do with another project hosted on another wiki).
How about this?
 29-Bit CAN-ID

Template:ProtoBits

Template:ProtoBits

Template:ProtoBits

Template:ProtoBits

Note how 1-bit, 2-bit and 3-plus-bit chunks are all handled by the same (small) template ^^
TightTable takes "optional" arguments called align and color. They're not really specified as optional, but when not provided, the relevant syntax gets screwed up "the smart way".
The "skipped bits" span of every chunk is specified in pixels, which can be handy in case one wants a more compact layout. The non-breaking space can then be replaced with a "..." to avoid confusion.
I think the skipped widths are best let custom, as well as the "header". Apart from arbitrarily shrinking the skip fields, one may want to rephrase the header, or omit it, or make it a caption :
29-Bit CAN-ID

Template:ProtoBits

Template:ProtoBits

Template:ProtoBits

Template:ProtoBits

(again, maybe a "..." in the skip fields would look nicer)
(and a non-breaking space in front of the description, in the template)


Arithmetics (will only show fine when and if #expr parsing works OK...)
One can calculate the width of the "skipped bits" internally, only feeding two bit IDs to the template.
The template would then evaluate the difference, and decide upon a 1-bit, or on a 2-plus-bit layout with an adequate skip.
However, the markup is a bit heavier, and makes a few assumptions about e.g. the order in which the bits are listed (unless one wants to emulate abs, which is a little bit heavier still).
29-Bit CAN-ID

Template:ProtoBits2

Template:ProtoBits2

Template:ProtoBits2

Template:ProtoBits2

CAN-ID table
It could be possible to embed the chunk tables into a big template table specific to the "29-Bit CAN-ID" usage, but most components might have to be in HTML. Bad idea.




OBD file types

0x000 : 26 00 33 00 40 00 4D 00 5A 00 67 00 74 00 81 00 8E 00 9B 00 A8 00 B5 00 C2 00 CF 00 DC 00 E9 00
0x020 : F6 00 03 01 10 01 5F 45 F9 3D B6 FA 09 5F 45 F9 3D B6 FA 18 39 1B 34 88 77 09 18 39 1B 34 88 77

Heh.


Type Description Notes Type Description Notes Type Description Notes
3CLA RGB Color Array KeyI Key Icons L0 StNA String Array L0
Type Description Notes
3CLA RGB Color Array
ABNA BSP Tree Node Array L
AGDB Gunk Quad Debug Array L
AGQC Gunk Quad Collision Array L
AGQG Gunk Quad General Array L
AGQM Gunk Quad Material
AGQR Gunk Quad Render Array L
AISA AI Character Setup Array L
AITR AI Script Trigger Array L
AIWA AI Imported Waypoint Array
AKAA Adjacency Array L
AKBA Side Array L
AKBP BSP Node Array L
AKDA Door Frame Array L
AKEV Akira Environment L
AKOT Oct Tree L
AKVA BNV Node Array L
BINA Binary Data S
CBPI Character Body Part Impacts C
CBPM Character Body Part Material C
CONS Console L0
CRSA Corpse Array L
DOOR Door L0
DPge Diary Page L0
EDIA Edge Index Array
ENVP Env Particle Array L
FILM Film -
FXLR FX Laser Effect
GMAN Geometry Animation
HPge Help Page L0
IDXA Index Array -
IGHH IGUI HUD Help L0
IGPA IGUI Page Array M
IGPG IGUI Page M
IGSA IGUI String Array M
IGSt IGUI String M
Impt Impact Tree C (0B)
IPge Item Page M
Type Description Notes
KeyI Key Icons L0
M3GA Geometry Array -
M3GM Geometry -
M3TA Triangle Array
Mtrl Material (0B)
NMSA Network Spawn Point Array
OBAN Object Animation -
OBDC Door Class Array L
OBLS Object LS Data
OBOA Starting Object Array L
OFGA Object Furn Geom Array L0
ONCC Oni Character Class C
ONCP Oni Character Particle Array C ?!
ONCV Oni Character Variant C (0B) ?!
ONFA Imported Flag Node Array L
ONGS Oni Game Settings L0
ONIA Oni Character Impact Array C ?!
ONLD Oni Game Level Descriptor L0
ONLV Oni Game Level L
ONMA Imported Marker Node Array L
ONOA Object Gunk Array L
ONSA Imported Spawn Array L
ONSK Oni Sky Class L
ONTA Trigger Array L ?!
ONVL Oni Variant List L0 ?!
ONWC Oni Weapon Class L (0B)
OPge Objective Page M
OSBD Oni Sound Binary Data L0
OTIT Oct Tree Interior Node Array L
OTLF Oct Tree Leaf Node Array L
PLEA Plane Equation Array L
PNTA 3D Point Array -
PSpc Part Specification M
PSpL Part Specification List L0
PSUI Part Specifications UI L0
QTNA Quad Tree Node Array L
QUDA Quad Array
SNDD Sound Data -
Type Description Notes
StNA String Array L0
SUBT Subtitle Array L0
TMFA Float Array
TMRA Template Reference Array
TRAC Animation Collection C
TRAM Totoro Animation Sequence C
TRAS Totoro Aiming Screen C
TRBS Totoro Body Set C
TRCM Totoro Quaternion Body C
TRFT Totoro Facing Table
TRGA Totoro Quaternion Body Geometry Array C
TRGE Trigger Emitter L0
TRIA Totoro Quaternion Body Index Array C
TRIG Trigger L0
TRMA Texture Map Array C
TRSC Screen (Aiming) Collection C
TRTA Totoro Quaternion Body Translation Array C
TSFF Font Family M (0B)
TSFL Font Language L0
TSFT Font L0
TSGA Glyph Array L0
TStr String L0
TURR Turret L0
TXAN Texture Map Animation -
TXCA Texture Coordinate Array -
TXMA Texture Map Array L
TXMB Texture Map Big -
TXMP Texture Map -
TXPC Texture Procedure Data
TxtC Text Console M
UUEA Error Binding Array
UVDL UV Data List
VCRA 3D Vector Array -
WMCL WM Cursor List L0
WMDD WM Dialog Data L0
WMM_ WM Menu L0
WMMB WM Menu Bar L0
WPge Weapon Page L0

Templates

ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
switch to XML:BINA page
Overview @ Oni Stuff
OBD.png
ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
[[OBD:File types/{{{family}}}|{{{family}}} file]]


HexRow

0x00:  01 51 02 00 01 00 00 06 AD DE AD DE AD DE AD DE  Who needs this?°
0x10:  AD DE AD DE AD DE AD DE AD DE AD DE AD DE AD DE  °°°°°°°°°°°°°°°°



Oni 2D

post-1-51268-Karen_integet.gif post-1-35337-TSTF.gif post-1-28275-Gordon.gif

Motivation

It all started with Prince of Persia. I mean the really old one, with monochrome graphics.

Then there have been great 2D shooters like Flashback and Abuse and Super Metroid, as well as melee-oriented beat-them-up platformers, more or less inspired by Street Fighter gameplay.

Right now, be it on PC, big consoles or even little portable ones, we just don't see any platformers. 3D action is all the rage.

Oni 2D is about reviving the 2D platformer genre. Flashback was great (and had much in common with Oni, actually). Super Metroid and Abuse were great. There was a great action/quest mix for Flashback and Super Metroid. Abuse was pure action, very much like the DOOM of 2D platformers, and it had a really nice mouse-aiming system.

Take Flashback, add Abuse's mouse-aiming gunplay and an Oni-like melee component, throw in hi-res graphics and the power of today's hardware, and you'll have a little retro-revolution. Fast, playable and beautiful.

Feasibility

  • Platformers are relatively easy to code, they run fast, and can readily use Oni's resources
  • Recording Oni's animations live against a transparent background can be done pretty fast.
  • Same for the background: it won't take much to create a 2D world with textures extracted from Oni.

For a start, we can just reproduce some of Oni's levels in side view. But 2D level design is, again, much easier than 3D level modeling, so we can get totally new content (close to an actual game) really fast.

KonokoPayne may be great, Oni++ and Oni 2 may be great, but Oni 2D, properly managed, may give us the first actual opportunity ever to fight an Iron Demon.

Wanted

  • Resource extractors. Level textures are piece of cake. The major work is on character animations : rendering them in side view from within KonokoPayne is an option, but the easiest way is to do it from within Oni, with standardized perspective and resolution, and no background.
  • Game content. Levels, mostly. And character interaction. The way combos and throws are handled in Oni (range, damage etc) must be carefully analyzed and made to fit 2D gameplay (relatively easy).
  • The engine/code, of course. Well, I'm looking into that right now. I'm looking into a lot of things right now.

Strident

STRIDENT at a glance (More pictures here)

DemoFlip.jpg CombatMachine01.jpg

Facts

  • Developed by Phantagram (Korea)
  • Scheduled for 2002 then 2003 on Xbox
  • Multiplayer and PC port considered
  • Postponed/aborted

Plot

(from IGN preview)

The story of Strident reads like your typical post-apocalyptic techno-thriller. The lead character is a female operative in the UN's peace keeping force known as FIST. Her and her teammates have been missing in action for six months somewhere in the Middle East. When a rowdy band of mercenaries knocks over this cyborg research facility in Israel, our heroine escapes as the last living member of her FIST team and she's got a story to tell. There's a conspiracy brewing and she has to tell the world about it.

(from TeamXbox preview)

Strident is a mission based action game set in a futuristic world, devastated by long years at war. Hardly any military organizations still have the proper technology and strength to keep the planet organized. This is where the player comes in, through the form of a super powered female agent, without a single drop of memory except for the fact that she is codenamed “Strident�?. Her life is now threatened by the people she considered as being friends. When it comes to combat, she is unchallenged, but therefore not the brightest light on the Christmas tree. The only way to survive will be to use her utterly amazing battle abilities and to trust nobody. The main goal for this super female power-house will be to find out her purpose of existence on the planet.

Gameplay (adapted from IGN and TeamXbox)

Melee/gunplay balance

  • When the heroine doesn't have any weapons she can use conventional punches, kicks and throws because she is at her quickest and most nimble.
    With her hands free she can stick to walls, use enemies as shields and as platforms for leaping.
  • When she picks up one-handed weapons --which we can only imagine to be pistols-- she's obviously not as physical because she has added firepower.
  • Likewise with two-handed weapons --again we're thinking bazookas or something-- she's at her slowest and less physically aggressive.

Vehicles

  • The female lead will also be able to choose from a variety of power suits and vehicles.
  • Power suits come in basically small, medium and large with the larger sizes offering more armament and less mobility.
  • Flying and aquatic vehicles will likely be provided in the level where they're necessary, but different power suits can be earned throughout the game.

Environment interaction

  • Without weapons, she can climb walls, maneuver objects and use opponents as shields.
  • In Strident, players are gifted the opportunity of using their visually sticking environment, counting objects, in order to hammer themselves throughout the game’s missions.
  • The player can jump, shoot and kick himself past enemies via the interesting items in the backdrop.

Objectives

  • Task modes include infiltration, sabotage, espionage, platoon-scale combat, escort and frontal assault, where as your mission types are aerial combat, ground combat and undersea operations.
  • Enemies are also varied; players will encounter cyborgs, super soldiers, mutants, robots, waking tanks, flying fortresses and many more unique military forces.
  • The AI actions are unpredictable as each of the enemies features his very own skills, behaviors, and equipments.

Web resources

TeamXbox

IGN