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{{OBD_File_Header|type=BINA|prev=AKVA|next=CBPI|name=Binary data|family=Start| | {{OBD_File_Header|align=right|type=BINA|prev=AKVA|next=CBPI|name=Binary data|family=Start|onistuff=bina}} | ||
;Structure | ;Structure | ||
BINA files only have a small (32-byte) header stored in the DAT | BINA files only have a small (32-byte) header stored in the DAT | ||
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;Version-dependence | ;Version-dependence | ||
The binary data chunk is stored in the SEP file when available (Mac and PC demo), in the RAW otherwise (PC). | The binary data chunk is stored in the SEP file when available (Mac and PC demo), in the RAW otherwise (PC). | ||
;Blue Box Beta "revelations" | ;Blue Box Beta "revelations" | ||
See the [[OBD:BINA/OBJC|OBJC]] page | See the [[OBD:BINA/OBJC|OBJC]] page | ||
==BINA types== | |||
BINA are differentiated by the layout of their RAW/SEP part. The different types are : | |||
{|border=1 cellspacing=0 style="background:#FFEEDD;" | |||
|-style="background:#FFDDBB;" | |||
!colspan=4|[[OBD:BINA/OBJC|OBJC]] : Object Collection... | |||
|- | |||
![[OBD:BINA/OBJC/CHAR|CHAR]]<br>Character | |||
![[OBD:BINA/OBJC/CMBT|CMBT]]<br>Combat profile | |||
![[OBD:BINA/OBJC/CONS|CONS]]<br>Console | |||
![[OBD:BINA/OBJC/DOOR|DOOR]]<br>Door | |||
|- | |||
![[OBD:BINA/OBJC/FLAG|FLAG]]<br>Flag | |||
![[OBD:BINA/OBJC/FURN|FURN]]<br>Furniture | |||
![[OBD:BINA/OBJC/MELE|MELE]]<br>Melee profile | |||
![[OBD:BINA/OBJC/NEUT|NEUT]]<br>Neutral behaviour | |||
|- | |||
![[OBD:BINA/OBJC/PART|PART]]<br>Particle | |||
![[OBD:BINA/OBJC/PATR|PATR]]<br>Patrol path | |||
![[OBD:BINA/OBJC/PWRU|PWRU]]<br>Powerup | |||
![[OBD:BINA/OBJC/SNDG|SNDG]]<br>Sound Group | |||
|- | |||
![[OBD:BINA/OBJC/TRGV|TRGV]]<br>Trigger Volume | |||
![[OBD:BINA/OBJC/TRIG|TRIG]]<br>Trigger | |||
![[OBD:BINA/OBJC/TURR|TURR]]<br>Turret | |||
![[OBD:BINA/OBJC/WEAP|WEAP]]<br>Weapon | |||
|-style="background:#FFDDBB;" | |||
!colspan=4|[[OBD:BINA/ONIE|ONIE]] : Oni Impact Effects | |||
|-style="background:#FFDDBB;" | |||
!colspan=4|[[OBD:BINA/PAR3|PAR3]] : 3D Particle | |||
|-style="background:#FFDDBB;" | |||
!colspan=4|[[OBD:BINA/SABD|SABD]] : Sound Animations Binary Data | |||
|-style="background:#FFDDBB;" | |||
!colspan=4|[[OBD:BINA/TMBD|TMBD]] : Texture Materials Binary Data | |||
|} | |||
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---- | ---- | ||
==Global BINA== | ==Global BINA== | ||
These are stored in '''level0_Final''' and are available globally. | These are stored in '''level0_Final''' and are available globally. The filenames link to the RAW/SEP parts ov every BINA type (or object type for [[OBD:OBJC|OBJC]]). | ||
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 | {| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 | ||
|- BGCOLOR="#FFDDBB" VALIGN=TOP | |- BGCOLOR="#FFDDBB" VALIGN=TOP | ||
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| ALIGN=LEFT | [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]] | | ALIGN=LEFT | [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]] | ||
| Combat profile (OBJC = Object Collection) | | Combat profile ([[OBD:OBJC|OBJC]] = Object Collection) | ||
| ALIGN=LEFT | Stores specific (non-melee) behaviour : weapon logic etc | | ALIGN=LEFT | Stores specific (non-melee) behaviour : weapon logic etc | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
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| ALIGN=LEFT | Footsteps, combat sounds, etc | | ALIGN=LEFT | Footsteps, combat sounds, etc | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| ALIGN=LEFT | [[OBD:BINA/ | | ALIGN=LEFT | [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]] | ||
| Melee profile (OBJC = Object Collection) | | Melee profile ([[OBD:OBJC|OBJC]] = Object Collection) | ||
| ALIGN=LEFT | Melee profiles (what else?) | | ALIGN=LEFT | Melee profiles (what else?) | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
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---- | ---- | ||
==Level-specific [[OBD:OBJC|OBJC]]== | ==Level-specific [[OBD:OBJC|OBJC]]== | ||
These are stored on a level-by-level basis. The | These are stored on a level-by-level basis. The filenames link to the overview of every OBJC type and the table shows whenever an [[OBD:OBJC|OBJC]] BINA is absent from a level (black field). | ||
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 | {| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 | ||
|- BGCOLOR="#FFDDBB" VALIGN=TOP | |- BGCOLOR="#FFDDBB" VALIGN=TOP |