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Hex | Translation | Meaning | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
43 4A 42 4F | OBJC | object collection | ||||||||||||||||||||||
2C 8B 00 00 | 35628 | 35628 bytes is the length of the following character part from this position | ||||||||||||||||||||||
27 00 00 00 | 39 | unknown; do not change it | ||||||||||||||||||||||
20 02 00 00 | 544 | 544 bytes (34 lines) is the lenght of the following package (area edged in black) | ||||||||||||||||||||||
Below follows the first package. | ||||||||||||||||||||||||
47 41 4C 46 | CHAR | character | ||||||||||||||||||||||
87 19 00 00 | 6535 | old file ID | ||||||||||||||||||||||
00 00 00 00 | 0 | unknown | ||||||||||||||||||||||
A5 7D 9D 43 | 314.981597 | x-position of the character | ||||||||||||||||||||||
00 00 D8 C1 | -27.000000 | y-position (height) of the character | ||||||||||||||||||||||
98 09 1E 42 | 39.509368 | z-position of the character | ||||||||||||||||||||||
00 00 00 00 | 0.000000 | rotation on the x-axis in degrees | ||||||||||||||||||||||
00 00 87 43 | 270.000000 | rotation on the y-axis in degrees | ||||||||||||||||||||||
00 00 00 00 | 0.000000 | rotation on the z-axis in degrees | ||||||||||||||||||||||
01 | 1 | option 1; it's a bitset; the following bits are possible (values in dec):
(Thanks to geyser who figured that out.) | ||||||||||||||||||||||
00 | 0 | option 2; it's a bitset; the following bits are possible (values in dec):
| ||||||||||||||||||||||
00 00 | 0 | unknown; always zero | ||||||||||||||||||||||
konoko_generic | character class name (reference to 00991-konoko_generic.ONCC) | |||||||||||||||||||||||
konoko | character name | |||||||||||||||||||||||
w1_tap | name of the weapon; the following weapon names are possible:
| |||||||||||||||||||||||
not used | unknown; never used in Oni; (maybe second weapon?) | |||||||||||||||||||||||
not used | spawn function; called up when Oni spawns the character | |||||||||||||||||||||||
you_lose | die function; called up when the character dies | |||||||||||||||||||||||
not used | combat function, called up when the character notices the player (Thanks to Loser who figured that out.) | |||||||||||||||||||||||
not used | alert function; called up when the character is alarmed; never used in Oni | |||||||||||||||||||||||
not used | hurt function; called up when someone hits the character the first time | |||||||||||||||||||||||
not used | defeated function; called up when the health of the character is equal 1 | |||||||||||||||||||||||
not used | out 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 used | no path function; called up when the character has no path | |||||||||||||||||||||||
00 00 00 00 | 0 | additional health (the basic health you'll find in the ONCC file of the character) | ||||||||||||||||||||||
00 00 00 00 | 0 | job ID; the following job IDs are possible: 0 - nothing (Thanks to geyser who figured that out.) | ||||||||||||||||||||||
00 00 | 0 | patrol path ID (reference to the Patrol_Path.BINA file) (Thanks to geyser for his help.) | ||||||||||||||||||||||
00 00 | 0 | combat ID (reference to the Combat.BINA file) (Thanks to geyser and Loser for their help.) | ||||||||||||||||||||||
00 00 | 0 | melee ID (reference to the Melee_Profile.BINA file) (Thanks to Loser and geyser for their help.) | ||||||||||||||||||||||
00 00 | 0 | neutral ID (reference to the Neutral.BINA file) (Thanks to geyser who figured that out.) | ||||||||||||||||||||||
01 00 | 1 | amount of ammo (red clips), which the character has | ||||||||||||||||||||||
00 00 | 0 | amount of ammo (red clips), which the character drops when he/she dies | ||||||||||||||||||||||
00 00 | 0 | amount of energy cells (green clips), which the character has | ||||||||||||||||||||||
00 00 | 0 | amount of energy cells (green clips), which the character drops when he/she dies | ||||||||||||||||||||||
00 00 | 0 | amount of hypos, which the character has | ||||||||||||||||||||||
00 00 | 0 | amount of hypos, which the character drops when he/she dies | ||||||||||||||||||||||
00 00 | 0 | amount of force shields, which the character has | ||||||||||||||||||||||
00 00 | 0 | amount of force shields, which the character drops when he/she dies | ||||||||||||||||||||||
00 00 | 0 | amount of phase cloaks, which the character has | ||||||||||||||||||||||
00 00 | 0 | amount of phase cloaks, which the character drops when he/she dies | ||||||||||||||||||||||
00 00 00 00 | 0 | unknown; always zero | ||||||||||||||||||||||
00 00 00 00 | 0 | team ID; the following team IDs are possible: 0 - Konoko | ||||||||||||||||||||||
64 00 00 00 | 100 | ammo filling in percent | ||||||||||||||||||||||
00 00 00 00 | 0 | initial alert ID; the following alert IDs are possible: 0 - lull (Thanks to geyser who figured that out.) | ||||||||||||||||||||||
00 00 00 00 | 0 | minimum alert ID (the same values possible as above) | ||||||||||||||||||||||
01 00 00 00 | 1 | jobstart alert ID (the same values possible as above) | ||||||||||||||||||||||
02 00 00 00 | 2 | investigate alert ID (the same values possible as above) | ||||||||||||||||||||||
00 00 00 00 | 0 | alarm groups; it's a bitset; every bit stands for an unknown alarm group | ||||||||||||||||||||||
04 00 00 00 | 4 | unknown (strong pursue?) | ||||||||||||||||||||||
01 00 00 00 | 1 | unknown (weak pursue?) | ||||||||||||||||||||||
04 00 00 00 | 4 | unknown (strong seen?) | ||||||||||||||||||||||
04 00 00 00 | 4 | unknown (weak seen?) | ||||||||||||||||||||||
00 00 00 00 | 0 | unknown (lost?) |
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