Hex | Translation | Meaning | ||||||
---|---|---|---|---|---|---|---|---|
01 DF 03 00 | 991 | 00991-konoko_generic.ONCC | ||||||
01 00 00 06 | 3 | level 3 | ||||||
CD CC 0C 3F | 0.550000 | unknown; always the same; maybe downwards velocity? | ||||||
8F C2 75 3D | 0.060000 | downward gravity acceleration | ||||||
CD CC 8C 3F | 1.100000 | starting velocity for a simple (tap) JUMP | ||||||
00 00 80 C0 | -4.000000 | limit velocity for jumping and gravity flight | ||||||
8F C2 F5 3C | 0.030000 | upward acceleration (jetpack) if you hold JUMP | ||||||
07 00 | 7 | unknown; always the same; maybe a gravity timer? | ||||||
14 00 | 20 | jetpack timer; time during which you can use the jetpack | ||||||
00 00 34 42 | 45.000000 | maximal falling height without damage | ||||||
00 00 07 43 | 135.000000 | maximal falling height with damage | ||||||
01 F8 03 00 | 1016 | link to 01016-shadow1.TXMP | ||||||
00 00 40 41 | 12.000000 | height, where the shadow fades out completely | ||||||
00 00 00 41 | 8.000000 | height, where the diameter of the shadow decreases and the shadow fades out half | ||||||
00 00 C0 40 | 6.000000 | height, where the diameter of the shadow decreases | ||||||
00 00 90 40 | 4.500000 | height, where the diameter of the shadow decreases | ||||||
00 00 40 40 | 3.000000 | height, where the diameter of the shadow decreases | ||||||
30 00 | 48 | transparency of the shadow for the first part of a jump | ||||||
30 00 | 48 | transparency of the shadow for the second part of a jump | ||||||
00 00 C8 41 | 25.000000 | unknown; always the same | ||||||
16 | 22 | unknown | ||||||
06 | 6 | unknown; always the same | ||||||
AD DE | dead | not used; always the same | ||||||
00 00 20 42 | 40.000000 | unknown; always the same | ||||||
00 00 96 43 | 300.000000 | unknown; always the same | ||||||
35 FA 8E 3C | 0.017453 | unknown; always the same | ||||||
DB 0F C9 3F | 1.570796 | unknown; always the same | ||||||
00 00 A0 40 | 5.000000 | unknown; always the same | ||||||
00 00 80 3F | 1.000000 | unknown; always the same | ||||||
06 00 | 6 | hypo regeneration time per health point in 1/60 seconds; that means, if you use a hypo, the health increases in 6/60 seconds (= 0.1 seconds) by one; always the same | ||||||
AD DE | dead | not used; always the same | ||||||
00 10 3D 48 | 193600.000000 | unknown; always the same | ||||||
00 10 3D 47 | 48400.000000 | unknown; always the same | ||||||
00 10 3D 46 | 12100.000000 | unknown; always the same | ||||||
00 00 00 00 | 0.000000 | unknown; always the same | ||||||
00 00 00 00 | 0.000000 | unknown; always the same | ||||||
23 00 | 35 | unknown; always the same | ||||||
5A 00 | 90 | unknown; always the same | ||||||
0F 00 | 15 | unknown; always the same | ||||||
78 00 | 120 | unknown; always the same | ||||||
23 00 | 35 | unknown; always the same | ||||||
01 00 | 1 | unknown; always the same | ||||||
02 00 | 2 | unknown; always the same | ||||||
64 00 | 100 | unknown; always the same | ||||||
0A 00 | 10 | unknown; always the same | ||||||
0C 00 | 12 | unknown; always the same | ||||||
16 00 | 22 | unknown; always the same | ||||||
00 | 0 | used at runtime only; if one sound pointers have been set | ||||||
DE | dead | not used; always the same | ||||||
00 00 00 3F | 0.500000 | unknown; always the same | ||||||
konoko_hurt_light | hurt light sound (reference to 08121-konoko_hurt_light.imp.OSBD of level 0) | |||||||
konoko_hurt_medium | hurt medium sound (reference to 08123-konoko_hurt_medium.imp.OSBD of level 0) | |||||||
konoko_hurt_heavy | hurt heavy sound (reference to 08119-konoko_hurt_heavy.imp.OSBD of level 0) | |||||||
konoko_death | death sound (reference to 08115-konoko_death.imp.OSBD of level 0) | |||||||
00 00 00 00 | 0 | runtime only: pointer to hurt light sound | ||||||
00 00 00 00 | 0 | runtime only: pointer to hurt medium sound | ||||||
00 00 00 00 | 0 | runtime only: pointer to hurt heavy sound | ||||||
00 00 00 00 | 0 | runtime only: pointer to death sound | ||||||
17 00 00 00 | 23 | general AI option bitset collection; see below | ||||||
00 00 80 3F | 1.000000 | rotation factor (rotation factor * 360 degrees = possible rotation per frame or animation) (Thanks to Loser for this info.) | ||||||
06 00 | 6 | minimal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned | ||||||
18 00 | 24 | maximal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned | ||||||
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) | ||||||
00 00 | 0 | maximal realize firingspread time; (???number of frames???time in miliseconds???) | ||||||
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) | ||||||
00 00 80 3F | 1.000000 | maximal firingspread dodge amount; IMO similar to maneouvre variable | ||||||
00 00 00 3F | 0.500000 | unknown; always the same | ||||||
00 00 C8 41 | 25.000000 | unknown; always the same | ||||||
00 00 80 3F | 1.000000 | unknown | ||||||
00 00 00 00 | 0 | unknown | ||||||
05 00 00 00 | 5 | unknown | ||||||
0F 00 00 00 | 15 | unknown | ||||||
3C 00 00 00 | 60 | unknown | ||||||
Below follows the first of 13 blocks. (Thanks to geyser.) | ||||||||
00 00 00 00 | 0.000000 | recoil compensation amount (0.0 = min, 1.0 = max) | ||||||
00 00 00 00 | 0.000000 | best aiming angle in radians | ||||||
00 00 00 00 | 0.000000 | shot grouping error | ||||||
00 00 80 3F | 1.000000 | shot grouping decay | ||||||
00 00 80 3F | 1.000000 | shooting inaccuracy multiplier | ||||||
00 00 | 0 | minimum delay between shots in frames | ||||||
00 00 | 0 | maximum delay between shots in frames | ||||||
End of the first block. Below follows the content of the second image. | ||||||||
5A 00 00 00 | 90 | unknown; always the same | ||||||
F0 00 00 00 | 240 | unknown; always the same | ||||||
B4 00 00 00 | 180 | unknown; always the same | ||||||
28 00 00 00 | 40 | unknown; always the same | ||||||
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 | ||||||
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 | ||||||
00 00 | 0 | combat ID (reference to the Combat.BINA file) | ||||||
16 00 | 22 | melee ID (reference to the Melee.BINA file) | ||||||
64 | 100 | sound used | ||||||
00 | 0 | sound not used | ||||||
00 | 0 | sound not used | ||||||
00 | 0 | sound not used | ||||||
00 | 0 | sound not used | ||||||
00 | 0 | sound not used | ||||||
64 | 100 | sound used | ||||||
64 | 100 | sound used | ||||||
00 | 0 | sound not used | ||||||
00 | 0 | sound not used; always the same | ||||||
00 00 | 0 | unknown; always the same | ||||||
c17_99_28konoko | taunt sound (reference to 08108-c17_99_28konoko.amb.OSBD of level 0) | |||||||
not used | alert sound (Who's there?) | |||||||
not used | startle sound (I see you.) | |||||||
not used | check body sound (You lose.) | |||||||
not used | pursue sound (Where are you?) | |||||||
not used | cower sound (Why is this happening?) | |||||||
c18_79_14konoko | punch heavy sound (reference to 08110-c17_99_28konoko.amb.OSBD of level 0) | |||||||
c18_79_15konoko | kick heavy sound (reference to 08112-c17_99_28konoko.amb.OSBD of level 0) | |||||||
not used | super3 sound; only the superninja use it; it's another c18_79 sound | |||||||
not used | super4 sound; never used in Oni; maybe it's for the unused c18_71 sounds | |||||||
00 80 ED 43 | 475.000000 | eyeshot; you can make it visible with the script command ai2_showvision = 1 | ||||||
00 00 16 43 | 150.000000 | earshot; you can make it visible with the script command ai2_showvision = 1 | ||||||
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 | ||||||
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) | ||||||
E8 D5 12 3F | 0.573576 | vertical angle between eye-rays in one couple; this is for central vision field | ||||||
D5 D0 31 3E | 0.173648 | vision field curve for peripheral vision field | ||||||
6B 61 D8 BE | 0.422618 | vertical angle between eye-rays in one couple; this is for peripheral vision field | ||||||
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) | ||||||
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 | ||||||
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 | ||||||
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) | ||||||
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 | ||||||
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 | ||||||
00 00 80 3F | 1.000000 | unknown; always the same | ||||||
01 FB 03 00 | 1019 | link to 01019-konoko.ONCV | ||||||
01 F9 03 00 | 1017 | link to 01017-.ONCP | ||||||
01 FA 03 00 | 1018 | link to 01018-.ONIA | ||||||
00 00 00 00 | 0 | unknown; maybe a canceled link; always the same | ||||||
Light | weight | |||||||
Below follows the first of 15 impact blocks. Every block ends always with FF FF. | ||||||||
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 | |||||||
End of the first of impact block. Below follows the content of the third image. | ||||||||
00 00 | 0 | unknown; always the same; maybe only a filler | ||||||
not used | special death particles; only the mad bomber use it | |||||||
00 00 00 00 | 0 | unknown; always the same | ||||||
00 00 00 00 | 0 | unknown; always the same | ||||||
01 E6 03 00 | 998 | link to 00998-konoko_body_high.TRBS | ||||||
01 E7 03 00 | 999 | link to 00999-konoko002_high_texture_generic.TRMA | ||||||
01 E8 03 00 | 1000 | link to 01000-.CBPM | ||||||
01 EC 03 00 | 1004 | link to 01004-.CBPI | ||||||
2C 01 00 00 | 300 | peace timer; after that time the character switches back from fight to peace mode | ||||||
30 75 00 00 | 30000 | first idle timer in 1/60 seconds; after that time Oni plays a special idle animation (Thanks to Loser for this info.) | ||||||
30 75 00 00 | 30000 | second idle timer in 1/60 seconds; after that time Oni plays the special idle animation again (Thanks to Loser for this info.) | ||||||
C8 00 00 00 | 200 | basic health of the character model; extra health informations for every unique character you'll find in the Character.BINA file | ||||||
48 00 00 00 | 72 | unknown; always the same | ||||||
00 00 80 3F | 1.000000 | minimal body size factor (Thanks to geyser for this info.) | ||||||
00 00 80 3F | 1.000000 | maximal body size factor (Thanks to geyser for this info.) | ||||||
00 00 00 00 | 0.000000 | unknown; always the same | ||||||
00 00 00 00 | 0.000000 | unknown; always the same | ||||||
00 00 00 3F | 0.500000 | stun timer; specifies how long should be this char stunned when hit with w6_vdg; the longest time possible to be stunned is when this byte is zero. Then this ONCC is stunned for 200 frames (30 frames for initial stagger + the rest of the frames is stun animation). The shortest time is for 1.000000 (no stagger/stun at all) | ||||||
00 00 80 3E | 0.250000 | unknown | ||||||
00 00 00 00 | 0.000000 | unknown; always the same | ||||||
00 00 00 00 | 0.000000 | unknown; always the same | ||||||
00 00 00 00 | 0.000000 | unknown; always the same | ||||||
00 00 00 3F | 0.500000 | unknown | ||||||
01 F6 03 00 | 1014 | link to 01014-konoko_animations.TRAC | ||||||
01 F7 03 00 | 1015 | link to 01015-konoko_screens.TRSC | ||||||
1E 00 | 30 | unknown; always the same | ||||||
00 00 | 0 | time between death and deletion of a character; only the mad bomber use it | ||||||
00 | 0 | unknown; tested with Konoko of level 3; tested as a bitset:
The other bits (4, 8, 16, 32, 64 and 128) have the same effect as bit 2. | ||||||
01 | 1 | unknown | ||||||
00 | 0 | unknown | ||||||
00 | 0 | when set to 1, generically turns on canttouchthis cheat for this ONCC (used by MutantMuro) | ||||||
AD DE | dead | not used; always the same |
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