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HexTranslationMeaning
43 4A 42 4FOBJCobject collection
2C 8B 00 003562835628 bytes is the length of the following character part from this position
27 00 00 0039unknown; do not change it
20 02 00 00544544 bytes (34 lines) is the lenght of the following package (area edged in black)
Below follows the first package.
47 41 4C 46CHARcharacter
87 19 00 006535old file ID
00 00 00 000unknown
A5 7D 9D 43314.981597x-position of the character
00 00 D8 C1-27.000000y-position (height) of the character
98 09 1E 4239.509368z-position of the character
00 00 00 000.000000rotation on the x-axis in degrees
00 00 87 43270.000000rotation on the y-axis in degrees
00 00 00 000.000000rotation on the z-axis in degrees
011option 1; it's a bitset; the following bits are possible (values in dec):

0 - nothing
1 - player character
2 - random skin
4 - not prespawned
8 - non-combatant
16 - multi-spawnable
32 - unknown
64 - unkillable
128 - superammo

(Thanks to geyser who figured that out.)

000option 2; it's a bitset; the following bits are possible (values in dec):

0 - nothing
1 - boss
2 - has LSI
4 - no auto-drop
8 - upgrade difficulty (spawns a stronger enemy if you play on hard)
016 - omniscient

00 000unknown; always zero
konoko_genericcharacter class name (reference to 00991-konoko_generic.ONCC)
konokocharacter name
w1_tapname of the weapon; the following weapon names are possible:

w1_tap- Equalizer (pistol)
w2_sap- Black Adder (submachine gun)
w3_phr- Plasma Riffle
w4_psm- Phase Stream Projector
w5_sbg- Superball Gun
w6_vdg- Van de Graff
w7_scc- Scramble Cannon
w8_mbo- Mercury Bow
w9_scr- Screaming Cannon
w10_sni- Fireworks (Mukade's gun)
w11_ba1 - Wave Motion Cannon (Barabas's gun)

not usedunknown; never used in Oni; (maybe second weapon?)
not usedspawn function; called up when Oni spawns the character
you_losedie function; called up when the character dies
not usedcombat function, called up when the character notices the player (Thanks to Loser who figured that out.)
not usedalert function; called up when the character is alarmed; never used in Oni
not usedhurt function; called up when someone hits the character the first time
not useddefeated function; called up when the health of the character is equal 1
not usedout of ammo function; called up when the character reloads its weapon with the last ammo/cell; works only if the character has some ammo/cells when Oni spawns it (Thanks to Loser who figured that out.)
not usedno path function; called up when the character has no path
00 00 00 000additional health (the basic health you'll find in the ONCC file of the character)
00 00 00 000job ID; the following job IDs are possible:

0 - nothing
1 - idle
2 - guard (not used in Oni)
3 - patrol
4 - teambattle (not used in Oni)
(5 - combat)
(6 - pursuit)
(7 - alarm)
(8 - neutral)
(9 - panic)

(Thanks to geyser who figured that out.)

00 000patrol path ID (reference to the Patrol_Path.BINA file) (Thanks to geyser for his help.)
00 000combat ID (reference to the Combat.BINA file) (Thanks to geyser and Loser for their help.)
00 000melee ID (reference to the Melee_Profile.BINA file) (Thanks to Loser and geyser for their help.)
00 000neutral ID (reference to the Neutral.BINA file) (Thanks to geyser who figured that out.)
01 001amount of ammo (red clips), which the character has
00 000amount of ammo (red clips), which the character drops when he/she dies
00 000amount of energy cells (green clips), which the character has
00 000amount of energy cells (green clips), which the character drops when he/she dies
00 000amount of hypos, which the character has
00 000amount of hypos, which the character drops when he/she dies
00 000amount of force shields, which the character has
00 000amount of force shields, which the character drops when he/she dies
00 000amount of phase cloaks, which the character has
00 000amount of phase cloaks, which the character drops when he/she dies
00 00 00 000unknown; always zero
00 00 00 000team ID; the following team IDs are possible:

0 - Konoko
1 - TCTF
2 - Syndicate
3 - Neutral
4 - SecurityGuard
5 - RogueKonoko
6 - Switzerland
7 - SyndicateAccessory

64 00 00 00100ammo filling in percent
00 00 00 000initial alert ID; the following alert IDs are possible:

0 - lull
1 - low
2 - medium
3 - high
4 - combat

(Thanks to geyser who figured that out.)

00 00 00 000minimum alert ID (the same values possible as above)
01 00 00 001jobstart alert ID (the same values possible as above)
02 00 00 002investigate alert ID (the same values possible as above)
00 00 00 000alarm groups; it's a bitset; every bit stands for an unknown alarm group
04 00 00 004unknown (strong pursue?)
01 00 00 001unknown (weak pursue?)
04 00 00 004unknown (strong seen?)
04 00 00 004unknown (weak seen?)
00 00 00 000unknown (lost?)


Here you can download the complete overview of all characters as a text file (144 kb).
Copy it to a spreadsheet calculation program like Excel.

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