Introduction
"OBJC" is short for "Objects", which refers to lists of files which are stored in the separate file when available (Windows demo, Mac) or in the raw file otherwise (Windows). OBJC is registered as a tag (and is also a sub-tag of BINA), but it serves as a wrapper for other tags. OBJCs are lists composed of a standard wrapper with a little header data and then elements of specific data types which have their own tags. Objects listed in OBJCs could be edited in-game by the developers using the GUI which was discovered by fans in the European Mac releases of Oni. Screenshots of the editing interface are shown on the pages of each type which the interface could edit.
File description
- Example file
- BINACJBOPowerUp from level3
- Offsets
- Offsets are given with respect to the start of the raw file's data part.
Offset |
Type |
Raw Hex |
Value |
Description
|
0x00 |
char[4] |
43 4A 42 4F |
OBJC |
tag
|
0x04 |
int32 |
18 02 00 00 |
536 |
size to end of object list from 0x08, in bytes
|
0x08 |
int32 |
27 00 00 00 |
39 |
object format version
|
0x0C |
int32 |
28 00 00 00 |
40 |
size of next object (black outline)
|
0x10 - 0x37 : first object (40 bytes)
|
0x38 |
int32 |
28 00 00 00 |
40 |
size of next object
|
0x3C - ... : second object (40 bytes), etc.
|
- General layout
- The list's header (first 16 bytes) and layout is common to all 16 OBJC types (see below).
- The size of the whole list is announced at 0x04 (int32), followed by the list.
- Unlike ONIE and TMBD (which are arrays), OBJC announces the size of every object (int32).
- After the last object, the end of the list is signaled by a null next object size.
- Object header
- All objects start with the following header:
Offset |
Type |
Raw Hex |
Value |
Description
|
0x00 |
char[4] |
52 52 57 50 |
PWRU |
object type
|
0x04 |
int32 |
AC 1C 00 00 |
7340 |
object ID
|
0x08 |
bitset32 |
00 00 00 00 |
0x00 |
object flags, only used at runtime in Tool mode
|
0x0C |
float |
E8 92 77 44 |
990.254 |
x position
|
0x10 |
float |
00 00 D8 41 |
27.000000 |
y position
|
0x14 |
float |
71 DD 98 43 |
305.73 |
z position
|
0x18 |
float |
00 00 00 00 |
0.000000 |
rotation on the x axis in degrees
|
0x1C |
float |
00 00 00 00 |
0.000000 |
rotation on the y axis in degrees
|
0x20 |
float |
00 00 00 00 |
0.000000 |
rotation on the z axis in degrees
|
OBJC types
A given list can only hold objects of one type, which can be:
Type |
Long name |
File name
|
CHAR |
Character |
BINACJBOCharacter
|
CMBT |
Combat profile |
BINACJBOCombat
|
CONS |
Console |
BINACJBOConsole
|
DOOR |
Door |
BINACJBODoor
|
FLAG |
Flag |
BINACJBOFlag
|
FURN |
Furniture |
BINACJBOFurniture
|
MELE |
Melee profile |
BINACJBOMelee Profile
|
NEUT |
Neutral behaviour |
BINACJBONeutral
|
PART |
Particle |
BINACJBOParticle
|
PATR |
Patrol path |
BINACJBOPatrol_Path
|
PWRU |
Powerup |
BINACJBOPowerUp
|
SNDG |
Sound Group |
BINACJBOSound
|
TRGV |
Trigger Volume |
BINACJBOTrigger_Volume
|
TRIG |
Trigger |
BINACJBOTrigger
|
TURR |
Turret |
BINACJBOTurret
|
WEAP |
Weapon |
BINACJBOWeapon
|
|