| 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 |