Difference between revisions of "Object ID Tables"
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Heinermann (talk | contribs) (add random objects section) |
Heinermann (talk | contribs) (→Objects: couple more objects) |
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| {{ObjID|392}} || Ultimate Origin Mirror | | {{ObjID|392}} || Ultimate Origin Mirror | ||
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| {{ObjID|80C}} || Blockhead | |||
|- | |||
| {{ObjID|820}} || Lock | |||
|} | |} | ||
Revision as of 10:40, 1 August 2025
Note: This page pertains to Reverse Engineering of Okami.
Object IDs are either domain specific or treated as a 16-bit value with its category ID as the high byte.
Categories
| Group ID | Directory | Description |
|---|---|---|
| 01 | pl/ |
Player character |
| 02 | em/ |
|
| 03 | et/ |
|
| 04 | hm/ |
Human NPCs |
| 05 | an/ |
Animals |
| 06 | wp/ |
|
| 07 | ef/ |
|
| 08 | ut/ |
|
| 09 | gt/ |
|
| 0A | it/ |
Items |
| 0B | vt/ |
Vegetation and other destructible objects |
| 0C | dr/ |
Doors |
| 0D | ms/ |
|
| 0E | es/ |
|
| 0F | us/ |
Objects
Known sparse objects without separate pages listed here.
| Object ID | Description |
|---|---|
| 0x392 (et/et92.dat) | Ultimate Origin Mirror |
| 0x80C (ut/ut0c.dat) | Blockhead |
| 0x820 (ut/ut20.dat) | Lock |