OBD:BINA: Difference between revisions

159 bytes added ,  29 July 2006
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{{OBD_File_Header|type=BINA|prev=AKVA|next=CBPI|name=Binary data|family=Start|extra=[http://www6.fh-eberswalde.de/user/dkriesch/onistuff/oni_bina.htm Overview @ Oni Stuff]}}
{{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).
;Different BINA types
BINA are differentiated by the layout of their RAW/SEP part. The different types are :
*[[OBD:BINA/OBJC|OBJC]] : Object Collection...
**[[OBD:BINA/OBJC/CHAR|CHAR]] : Character
**[[OBD:BINA/OBJC/CMBT|CMBT]] : Combat profile
**[[OBD:BINA/OBJC/CONS|CONS]] : Console
**[[OBD:BINA/OBJC/DOOR|DOOR]] : Door
**[[OBD:BINA/OBJC/FLAG|FLAG]] : Flag
**[[OBD:BINA/OBJC/FURN|FURN]] : Furniture
**[[OBD:BINA/OBJC/MELE|MELE]] : Melee profile
**[[OBD:BINA/OBJC/NEUT|NEUT]] : Neutral behaviour
**[[OBD:BINA/OBJC/PART|PART]] : Particle
**[[OBD:BINA/OBJC/PATR|PATR]] : Patrol path
**[[OBD:BINA/OBJC/PWRU|PWRU]] : Powerup
**[[OBD:BINA/OBJC/SNDG|SNDG]] : Sound Group
**[[OBD:BINA/OBJC/TRGV|TRGV]] : Trigger Volume
**[[OBD:BINA/OBJC/TRIG|TRIG]] : Trigger
**[[OBD:BINA/OBJC/TURR|TURR]] : Turret
**[[OBD:BINA/OBJC/WEAP|WEAP]] : Weapon
*[[OBD:BINA/ONIE|ONIE]] : Oni Impact Effects
*[[OBD:BINA/PAR3|PAR3]] : 3D Particle
*[[OBD:BINA/SABD|SABD]] : Sound Animations Binary Data
*[[OBD:BINA/TMBD|TMBD]] : Texture Materials Binary Data
;Blue Box Beta "revelations"
;Blue Box Beta "revelations"
See the [[OBD:BINA/OBJC|OBJC]] page
See the [[OBD:BINA/OBJC|OBJC]] page


The following tables link to the RAW file parts of the different BINA files. [http://www6.fh-eberswalde.de/user/dkriesch/oni/bina_missing.htm (OBJC info offered by beta WMDDs)]
 
==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/Melee Profile|CJBO'''Melee Profile'''.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 following table links to the RAW parts and shows whenever an [[OBD:OBJC|OBJC]] BINA is absent from a level (black field).
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