| 1 | Oni Character Class | 
 
 
 
 
 | 2 | File id $00     12      File id | 
 
 
 
 
 | 3 | Level id        $04     17      Level id | 
 
 
 
 
 | 4 | Unknown $08     9       Unknown; always the same; maybe downwards velocity? | 
 
 
 
 
 | 5 | Downward acceleration   $0C     9       Downward gravity acceleration | 
 
 
 
 
 | 6 | Starting velocity       $10     9       Starting velocity for a simple (tap) JUMP | 
 
 
 
 
 | 7 | Limit velocity  $14     9       Limit velocity for jumping and gravity flight | 
 
 
 
 
 | 8 | Upward acceleration     $18     9       Upward acceleration (jetpack) if you hold JUMP | 
 
 
 
 
 | 9 | Unknown $1C     2       Unknown; always the same; maybe a gravity timer? | 
 
 
 
 
 | 10 | Jetpack timer   $1E     2       Jetpack timer; time during which you can use the jetpack | 
 
 
 
 
 | 11 | Height no damage        $20     9       Maximal falling height without damage | 
 
 
 
 
 | 12 | Height damage   $24     9       Maximal falling height with damage | 
 
 
 
 
 | 13 | TXMP-link       $28     12      Link to the shadow texture | 
 
 
 
 
 | 14 | Shadow height 5         $2C     9       Height, where the shadow fades out completely | 
 
 
 
 
 | 15 | Shadow height 4 $30     9       Height, where the diameter of the shadow decreases and the shadow fades out half | 
 
 
 
 
 | 16 | Shadow height 3 $34     9       Height, where the diameter of the shadow decreases | 
 
 
 
 
 | 17 | Shadow height 2 $38     9       Height, where the diameter of the shadow decreases | 
 
 
 
 
 | 18 | Shadow height 1 $3C     9       Height, where the diameter of the shadow decreases | 
 
 
 
 
 | 19 | Shadow option 1 $40     2       Transparency of the shadow for the first part of a jump | 
 
 
 
 
 | 20 | Shadow option 2 $42     2       Transparency of the shadow for the second part of a jump | 
 
 
 
 
 | 21 | Unknown $44     9       Unknown; always the same | 
 
 
 
 
 | 22 | Unknown $48     1       Unknown | 
 
 
 
 
 | 23 | Unknown $49     1       Unknown; always the same | 
 
 
 
 
 | 24 | Not used        $4A     1002    Not used | 
 
 
 
 
 | 25 | Unknown $4C     9       Unknown; always the same | 
 
 
 
 
 | 26 | Unknown $50     9       Unknown; always the same | 
 
 
 
 
 | 27 | Unknown $54     9       Unknown; always the same | 
 
 
 
 
 | 28 | Unknown $58     9       Unknown; always the same | 
 
 
 
 
 | 29 | Unknown $5C     9       Unknown; always the same | 
 
 
 
 
 | 30 | Unknown $60     9       Unknown; always the same | 
 
 
 
 
 | 31 | Regeneration time       $64     2       Regeneration time of one health point in 1/60 seconds if you use a hypo | 
 
 
 
 
 | 32 | Not used        $66     1002    Not used | 
 
 
 
 
 | 33 | Unknown $68     9       Unknown; always the same | 
 
 
 
 
 | 34 | Unknown $6C     9       Unknown; always the same | 
 
 
 
 
 | 35 | Unknown $70     9       Unknown; always the same | 
 
 
 
 
 | 36 | Unknown $74     9       Unknown; always the same | 
 
 
 
 
 | 37 | Unknown $78     9       Unknown; always the same | 
 
 
 
 
 | 38 | Unknown $7C     2       Unknown; always the same | 
 
 
 
 
 | 39 | Unknown $7E     2       Unknown; always the same | 
 
 
 
 
 | 40 | Unknown $80     2       Unknown; always the same | 
 
 
 
 
 | 41 | Unknown $82     2       Unknown; always the same | 
 
 
 
 
 | 42 | Unknown $84     2       Unknown; always the same | 
 
 
 
 
 | 43 | Unknown $86     2       Unknown; always the same | 
 
 
 
 
 | 44 | Unknown $88     2       Unknown; always the same | 
 
 
 
 
 | 45 | Unknown $8A     2       Unknown; always the same | 
 
 
 
 
 | 46 | Unknown $8C     2       Unknown; always the same | 
 
 
 
 
 | 47 | Unknown $8E     2       Unknown; always the same | 
 
 
 
 
 | 48 | Unknown $90     2       Unknown; always the same | 
 
 
 
 
 | 49 | Unknown $92     1       Unknown; always the same | 
 
 
 
 
 | 50 | Not used        $93     1001    Not used | 
 
 
 
 
 | 51 | Unknown $94     9       Unknown; always the same | 
 
 
 
 
 | 52 | Hurt light sound        $98     132     Reference to an OSBD file of level 0 | 
 
 
 
 
 | 53 | Hurt medium sound       $B8     132     Reference to an OSBD file of level 0 | 
 
 
 
 
 | 54 | Hurt heavy sound        $D8     132     Reference to an OSBD file of level 0 | 
 
 
 
 
 | 55 | Death sound     $F8     132     Reference to an OSBD file of level 0 | 
 
 
 
 
 | 56 | Unknown $118    4       Unknown; always the same | 
 
 
 
 
 | 57 | Unknown $11C    4       Unknown; always the same | 
 
 
 
 
 | 58 | Unknown $120    4       Unknown; always the same | 
 
 
 
 
 | 59 | Unknown $124    4       Unknown; always the same | 
 
 
 
 
 | 60 | Unknown $128    4       Unknown | 
 
 
 
 
 | 61 | Rotation factor $12C    9       Rotation factor * 360 degrees = possible rotation per frame or animation | 
 
 
 
 
 | 62 | Unknown $130    2       Unknown | 
 
 
 
 
 | 63 | Unknown $132    2       Unknown | 
 
 
 
 
 | 64 | Unknown $134    4       Unknown | 
 
 
 
 
 | 65 | Unknown $138    9       Unknown | 
 
 
 
 
 | 66 | Unknown $13C    9       Unknown | 
 
 
 
 
 | 67 | Unknown $140    9       Unknown; always the same | 
 
 
 
 
 | 68 | Unknown $144    9       Unknown; always the same | 
 
 
 
 
 | 69 | Unknown $148    9       Unknown; always the same | 
 
 
 
 
 | 70 | Unknown $14C    4       Unknown | 
 
 
 
 
 | 71 | Unknown $150    4       Unknown | 
 
 
 
 
 | 72 | Unknown $154    4       Unknown | 
 
 
 
 
 | 73 | Unknown $158    4       Unknown | 
 
 
 
 
 | 74 | w0_sec - recoil $15C    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 75 | w0_sec - best angle     $160    9       best aiming angle in radians | 
 
 
 
 
 | 76 | w0_sec - error  $164    9       shot grouping error | 
 
 
 
 
 | 77 | w0_sec - decay  $168    9       shot grouping decay | 
 
 
 
 
 | 78 | w0_sec - inaccuracy     $16C    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 79 | w0_sec - minimum delay  $170    2       minimum delay between shots in frames | 
 
 
 
 
 | 80 | w0_sec - maximum delay  $172    2       maximum delay between shots in frames | 
 
 
 
 
 | 81 | w1_tap - recoil $174    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 82 | w1_tap - best angle     $178    9       best aiming angle in radians | 
 
 
 
 
 | 83 | w1_tap - error  $17C    9       shot grouping error | 
 
 
 
 
 | 84 | w1_tap - decay  $180    9       shot grouping decay | 
 
 
 
 
 | 85 | w1_tap - inaccuracy     $184    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 86 | w1_tap - minimum delay  $188    2       minimum delay between shots in frames | 
 
 
 
 
 | 87 | w1_tap - maximum delay  $18A    2       maximum delay between shots in frames | 
 
 
 
 
 | 88 | w2_sap - recoil $18C    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 89 | w2_sap - best angle     $190    9       best aiming angle in radians | 
 
 
 
 
 | 90 | w2_sap - error  $194    9       shot grouping error | 
 
 
 
 
 | 91 | w2_sap - decay  $198    9       shot grouping decay | 
 
 
 
 
 | 92 | w2_sap - inaccuracy     $19C    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 93 | w2_sap - minimum delay  $1A0    2       minimum delay between shots in frames | 
 
 
 
 
 | 94 | w2_sap - maximum delay  $1A2    2       maximum delay between shots in frames | 
 
 
 
 
 | 95 | w3_phr - recoil $1A4    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 96 | w3_phr - best angle     $1A8    9       best aiming angle in radians | 
 
 
 
 
 | 97 | w3_phr - error  $1AC    9       shot grouping error | 
 
 
 
 
 | 98 | w3_phr - decay  $1B0    9       shot grouping decay | 
 
 
 
 
 | 99 | w3_phr - inaccuracy     $1B4    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 100 | w3_phr - minimum delay  $1B8    2       minimum delay between shots in frames | 
 
 
 
 
 | 101 | w3_phr - maximum delay  $1BA    2       maximum delay between shots in frames | 
 
 
 
 
 | 102 | w4_psm - recoil $1BC    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 103 | w4_psm - best angle     $1C0    9       best aiming angle in radians | 
 
 
 
 
 | 104 | w4_psm - error  $1C4    9       shot grouping error | 
 
 
 
 
 | 105 | w4_psm - decay  $1C8    9       shot grouping decay | 
 
 
 
 
 | 106 | w4_psm - inaccuracy     $1CC    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 107 | w4_psm - minimum delay  $1D0    2       minimum delay between shots in frames | 
 
 
 
 
 | 108 | w4_psm - maximum delay  $1D2    2       maximum delay between shots in frames | 
 
 
 
 
 | 109 | w5_sbg - recoil $1D4    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 110 | w5_sbg - best angle     $1D8    9       best aiming angle in radians | 
 
 
 
 
 | 111 | w5_sbg - error  $1DC    9       shot grouping error | 
 
 
 
 
 | 112 | w5_sbg - decay  $1E0    9       shot grouping decay | 
 
 
 
 
 | 113 | w5_sbg - inaccuracy     $1E4    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 114 | w5_sbg - minimum delay  $1E8    2       minimum delay between shots in frames | 
 
 
 
 
 | 115 | w5_sbg - maximum delay  $1EA    2       maximum delay between shots in frames | 
 
 
 
 
 | 116 | w6_vdg - recoil $1EC    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 117 | w6_vdg - best angle     $1F0    9       best aiming angle in radians | 
 
 
 
 
 | 118 | w6_vdg - error  $1F4    9       shot grouping error | 
 
 
 
 
 | 119 | w6_vdg - decay  $1F8    9       shot grouping decay | 
 
 
 
 
 | 120 | w6_vdg - inaccuracy     $1FC    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 121 | w6_vdg - minimum delay  $200    2       minimum delay between shots in frames | 
 
 
 
 
 | 122 | w6_vdg - maximum delay  $202    2       maximum delay between shots in frames | 
 
 
 
 
 | 123 | w7_scc - recoil $204    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 124 | w7_scc - best angle     $208    9       best aiming angle in radians | 
 
 
 
 
 | 125 | w7_scc - error  $20C    9       shot grouping error | 
 
 
 
 
 | 126 | w7_scc - decay  $210    9       shot grouping decay | 
 
 
 
 
 | 127 | w7_scc - inaccuracy     $214    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 128 | w7_scc - minimum delay  $218    2       minimum delay between shots in frames | 
 
 
 
 
 | 129 | w7_scc - maximum delay  $21A    2       maximum delay between shots in frames | 
 
 
 
 
 | 130 | w8_mbo - recoil $21C    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 131 | w8_mbo - best angle     $220    9       best aiming angle in radians | 
 
 
 
 
 | 132 | w8_mbo - error  $224    9       shot grouping error | 
 
 
 
 
 | 133 | w8_mbo - decay  $228    9       shot grouping decay | 
 
 
 
 
 | 134 | w8_mbo - inaccuracy     $22C    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 135 | w8_mbo - minimum delay  $230    2       minimum delay between shots in frames | 
 
 
 
 
 | 136 | w8_mbo - maximum delay  $232    2       maximum delay between shots in frames | 
 
 
 
 
 | 137 | w9_scr - recoil $234    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 138 | w9_scr - best angle     $238    9       best aiming angle in radians | 
 
 
 
 
 | 139 | w9_scr - error  $23C    9       shot grouping error | 
 
 
 
 
 | 140 | w9_scr - decay  $240    9       shot grouping decay | 
 
 
 
 
 | 141 | w9_scr - inaccuracy     $244    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 142 | w9_scr - minimum delay  $248    2       minimum delay between shots in frames | 
 
 
 
 
 | 143 | w9_scr - maximum delay  $24A    2       maximum delay between shots in frames | 
 
 
 
 
 | 144 | w10_sni - recoil        $24C    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 145 | w10_sni - best angle    $250    9       best aiming angle in radians | 
 
 
 
 
 | 146 | w10_sni - error $254    9       shot grouping error | 
 
 
 
 
 | 147 | w10_sni - decay $258    9       shot grouping decay | 
 
 
 
 
 | 148 | w10_sni - inaccuracy    $25C    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 149 | w10_sni - minimum delay $260    2       minimum delay between shots in frames | 
 
 
 
 
 | 150 | w10_sni - maximum delay $262    2       maximum delay between shots in frames | 
 
 
 
 
 | 151 | w11_ba1 - recoil        $264    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 152 | w11_ba1 - best angle    $268    9       best aiming angle in radians | 
 
 
 
 
 | 153 | w11_ba1 - error $26C    9       shot grouping error | 
 
 
 
 
 | 154 | w11_ba1 - decay $270    9       shot grouping decay | 
 
 
 
 
 | 155 | w11_ba1 - inaccuracy    $274    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 156 | w11_ba1 - minimum delay $278    2       minimum delay between shots in frames | 
 
 
 
 
 | 157 | w11_ba1 - maximum delay $27A    2       maximum delay between shots in frames | 
 
 
 
 
 | 158 | w12_ba2 - recoil        $27C    9       recoil compensation amount (0 = min, 1 = max) | 
 
 
 
 
 | 159 | w12_ba2 - best angle    $280    9       best aiming angle in radians | 
 
 
 
 
 | 160 | w12_ba2 - error $284    9       shot grouping error | 
 
 
 
 
 | 161 | w12_ba2 - decay $288    9       shot grouping decay | 
 
 
 
 
 | 162 | w12_ba2 - inaccuracy    $28C    9       shooting inaccuracy multiplier | 
 
 
 
 
 | 163 | w12_ba2 - minimum delay $290    2       minimum delay between shots in frames | 
 
 
 
 
 | 164 | w12_ba2 - maximum delay $292    2       maximum delay between shots in frames | 
 
 
 
 
 | 165 | Unknown $294    4       Unknown; always the same | 
 
 
 
 
 | 166 | Unknown $298    4       Unknown; always the same | 
 
 
 
 
 | 167 | Unknown $29C    4       Unknown; always the same | 
 
 
 
 
 | 168 | Unknown $2A0    4       Unknown; always the same | 
 
 
 
 
 | 169 | Unknown $2A4    4       Unknown | 
 
 
 
 
 | 170 | Unknown $2A8    4       Unknown | 
 
 
 
 
 | 171 | Unknown $2AC    2       Unknown | 
 
 
 
 
 | 172 | Unknown $2AE    2       Unknown | 
 
 
 
 
 | 173 | Taunt sound query       $2B0    1       0 = not used; 100 = used | 
 
 
 
 
 | 174 | Alert sound query       $2B1    1       0 = not used; 100 = used | 
 
 
 
 
 | 175 | Startle sound query     $2B2    1       0 = not used; 100 = used | 
 
 
 
 
 | 176 | Check body sound query  $2B3    1       0 = not used; 100 = used | 
 
 
 
 
 | 177 | Pursue sound query      $2B4    1       0 = not used; 100 = used | 
 
 
 
 
 | 178 | Cower sound query       $2B5    1       0 = not used; 100 = used | 
 
 
 
 
 | 179 | Punch heavy sound query $2B6    1       0 = not used; 100 = used | 
 
 
 
 
 | 180 | Kich heavy sound query  $2B7    1       0 = not used; 100 = used | 
 
 
 
 
 | 181 | Super3 sound query      $2B8    1       0 = not used; 100 = used | 
 
 
 
 
 | 182 | Super4 sound query      $2B9    1       0 = not used; 100 = used | 
 
 
 
 
 | 183 | Taunt sound     $2BC    132     Reference to a SNDD file of level 0 | 
 
 
 
 
 | 184 | Alert sound     $2DC    132     Reference to a SNDD file of level 0 | 
 
 
 
 
 | 185 | Startle sound   $2FC    132     Reference to a SNDD file of level 0 | 
 
 
 
 
 | 186 | Check body sound        $31C    132     Reference to a SNDD file of level 0 | 
 
 
 
 
 | 187 | Pursue sound    $33C    132     Reference to a SNDD file of level 0 | 
 
 
 
 
 | 188 | Cower sound     $35C    132     Reference to a SNDD file of level 0 | 
 
 
 
 
 | 189 | Punch heavy sound       $37C    132     Reference to a SNDD file of level 0 | 
 
 
 
 
 | 190 | Kick heavy sound        $39C    132     Reference to a SNDD file of level 0 | 
 
 
 
 
 | 191 | Super3 sound    $3BC    132     Reference to a SNDD file of level 0 | 
 
 
 
 
 | 192 | Super4 sound    $3DC    132     Reference to a SNDD file of level 0 | 
 
 
 
 
 | 193 | Eyeshot $3FC    9       The max. distance where the AI can see you | 
 
 
 
 
 | 194 | Earshot $400    9       The max. distance where the AI can hear you | 
 
 
 
 
 | 195 | Unknown $404    9       Unknown | 
 
 
 
 
 | 196 | Unknown $408    9       Unknown | 
 
 
 
 
 | 197 | Unknown $40C    9       Unknown | 
 
 
 
 
 | 198 | Unknown $410    9       Unknown; always the same | 
 
 
 
 
 | 199 | Unknown $414    9       Unknown; always the same | 
 
 
 
 
 | 200 | Unknown $418    4       Unknown; always the same | 
 
 
 
 
 | 201 | Unknown $41C    4       Unknown; always the same | 
 
 
 
 
 | 202 | Unknown $420    4       Unknown; always the same | 
 
 
 
 
 | 203 | Unknown $424    4       Unknown; always the same | 
 
 
 
 
 | 204 | Unknown $428    4       Unknown; always the same | 
 
 
 
 
 | 205 | Unknown $42C    4       Unknown; always the same | 
 
 
 
 
 | 206 | Unknown $430    9       Unknown; always the same | 
 
 
 
 
 | 207 | ONCV-link       $434    12      Link to the Character Varient | 
 
 
 
 
 | 208 | ONCP-link       $438    12      Link to the Character Particle Array | 
 
 
 
 
 | 209 | ONIA-link       $43C    12      Link to the Character Impact Array | 
 
 
 
 
 | 210 | Unknown $440    4       Unknown; maybe a canceled link; always the same | 
 
 
 
 
 | 211 | Unknown $444    10016   Maybe the weight of the character? | 
 
 
 
 
 | 212 | Footstep walk impact    $454    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 213 | Footstep run impact     $4D6    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 214 | Footstep crouch impact  $558    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 215 | Fall slide impact       $5DA    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 216 | Fall land impact        $65C    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 217 | Fall land hard impact   $6DE    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 218 | Fall knockdown impact   $760    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 219 | Fall knockdown impact   $7E2    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 220 | Fall knockdown impact   $864    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 221 | Footstep turn impact    $8E6    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 222 | Footstep run start impact       $968    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 223 | Footstep single step impact     $9EA    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 224 | Footstep run stop impact        $A6C    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 225 | Footstep walk stop impact       $AEE    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 226 | Footstep run sprint impact      $B70    230     Reference to an Impt file of level 0 | 
 
 
 
 
 | 227 | Unknown $BF2    2       Unknown; always the same; maybe only a filler | 
 
 
 
 
 | 228 | Special death particles $BF4    164     Reference to a 3Dparticle.BINA file of level 0; only the mad bomber use it | 
 
 
 
 
 | 229 | Unknown $C34    4       Unknown; maybe a canceled link; always the same | 
 
 
 
 
 | 230 | Unknown $C38    4       Unknown; maybe a canceled link; always the same | 
 
 
 
 
 | 231 | TRBS-link       $C3C    12      Link to the Body Set | 
 
 
 
 
 | 232 | TRMA-link       $C40    12      Link to the Texture Map Array | 
 
 
 
 
 | 233 | CBPM-link       $C44    12      Link to the Body Part Material | 
 
 
 
 
 | 234 | CBPI-link       $C48    12      Link to the Body Part Impacts | 
 
 
 
 
 | 235 | Peace timer     $C4C    4       Peace timer in 1/60 seconds; after that time the character switches back from fight to peace mode | 
 
 
 
 
 | 236 | First idle timer        $C50    4       First idle timer in 1/60 seconds; after that time Oni plays a special idle animation | 
 
 
 
 
 | 237 | Second idle timer       $C54    4       Second idle timer in 1/60 seconds; after that time Oni plays a special idle animation | 
 
 
 
 
 | 238 | Basic health    $C58    4       Extra health informations are stored in the Character.BINA files | 
 
 
 
 
 | 239 | Basic health    $C5C    4       Unknown; always the same | 
 
 
 
 
 | 240 | Minimal body size factor        $C60    9       Minimal body size factor | 
 
 
 
 
 | 241 | Maximal body size factor        $C64    9       Maximal body size factor | 
 
 
 
 
 | 242 | Unknown $C68    9       Unknown; always the same | 
 
 
 
 
 | 243 | Unknown $C6C    9       Unknown; always the same | 
 
 
 
 
 | 244 | Unknown $C70    9       Unknown | 
 
 
 
 
 | 245 | Unknown $C74    9       Unknown | 
 
 
 
 
 | 246 | Unknown $C78    9       Unknown; always the same | 
 
 
 
 
 | 247 | Unknown $C7C    9       Unknown; always the same | 
 
 
 
 
 | 248 | Unknown $C80    9       Unknown; always the same | 
 
 
 
 
 | 249 | Unknown $C84    9       Unknown | 
 
 
 
 
 | 250 | TRAC-link       $C88    12      Link to the Animation Collection | 
 
 
 
 
 | 251 | TRSC-link       $C8C    12      Link to the Screen (Aiming) Collection | 
 
 
 
 
 | 252 | Unknown $C90    2       Unknown; always the same | 
 
 
 
 
 | 253 | Unknown $C92    2       Unknown; only the mad bomber use it | 
 
 
 
 
 | 254 | Unknown $C94    1       Unknown | 
 
 
 
 
 | 255 | Unknown $C95    1       Unknown | 
 
 
 
 
 | 256 | Unknown $C96    1       Unknown | 
 
 
 
 
 | 257 | Unknown $C97    1       Unknown | 
 
 
 
 
 | 258 | Not useed       $C98    1008    Not used |