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The [[Oni2AS|Oni 2 dev disc]] from Angel Studios contains: | |||
*the main ELF executable '''SCPS_123.45''' | |||
*a plain-text configuration file '''SYSTEM.CNF''' | |||
*a '''SYSTEM''' folder containing fifteen ELF binaries ('''*.IRX''') and a file called '''IOPRP255.IMG''' | |||
*the three "binary data" files '''BANKS.DAT''', '''RB.DAT''' and '''STREAMS.DAT''' | |||
:"RB" possibly stands for "Rebirth", one of Oni2's working (sub)titles. | |||
:"DAT" probably does ''not'' stand for "Death and Taxes", another of Oni2's working (sub)titles. ^_^ | |||
==DAT file format (file table)== | |||
The common format of the three "binary data" files is as follows (illustrated on the example of '''RB.DAT'''). | |||
{{table}} | {{table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x00 | 4CC | FF0000 | 41 | {{OBDtr| 0x00 | 4CC | FF0000 | 44 41 56 45 | "DAVE" | a control code }} | ||
{{OBDtr| | {{OBDtr| 0x04 | int32 | FFFF00 | 18 41 00 00 | 16664 | number of file table entries (files or folders) }} | ||
{{OBDtr| 0x08 | offset | 00FF00 | 00 18 04 00 | 0x41800 | offset to start of file name block, from 0x800, in bytes }} | |||
{{OBDtr| 0x0C | offset | 00FFFF | 00 30 0A 00 | 0xA3000 | offset to start of file data block, from 0x800, in bytes }} | |||
}} | {{OBDtr| 0x10 | char[2032] | FFFFFF | 00 ... |0|padding}} | ||
{{OBDtr| | {{OBDtrBK|File table, first entry}} | ||
{{OBDtr| | {{OBDtr| 0x800 | offset |FFC8C8| 00 00 00 00 | 0x00 | offset to file name, from start of file name block, in bytes | ||
}} | *in this case it points to <nowiki>0x800+0x41800+0x00=0x42000</nowiki> | ||
{{OBDtr| | *the string at that address is '''actlog.txt''' (null-terminated) }} | ||
{{OBDtr| | {{OBDtr| 0x804 | offset |FFFFC8| BC D9 1F 02 | 0x21FD9BC | absolute offset to file data, from start of DAT file, in bytes }} | ||
{{OBDtr| | {{OBDtr| 0x808 | int32 |C8FFC8| 00 08 00 00 | 2048 | uncompressed file size, in bytes }} | ||
{{OBDtr| 0x80C | int32 |C8FFFF| 94 00 00 00 | 148 | compressed file size, in bytes }} | |||
{{OBDtrBK|File table, second entry}} | |||
{{OBDtr| 0x810 | offset |FFC8C8| 0B 00 00 00 | 0x0B | offset to file name, from start of file name block, in bytes | |||
*in this case it points to <nowiki>0x800+0x41800+0x0B=0x4200B</nowiki> | |||
*the string at that address is '''Audio/''' (null-terminated) }} | |||
{{OBDtr| 0x814 | offset |FFFFC8| 22 D3 1D 02 | 0x21DD322 | absolute offset to file data, from start of DAT file, in bytes | |||
*the offset 0x21DD322 points to no actual data in this case | |||
*is it common to folders (as in this case) and empty files }} | |||
{{OBDtr| 0x818 | int32 |C8FFC8| 00 00 00 00 | 0 | uncompressed file size (zero; it's a folder) }} | |||
{{OBDtr| 0x81C | int32 |C8FFFF| 00 00 00 00 | 0 | compressed file size (also zero) }} | |||
{{OBDtrBK|File table, third entry}} | |||
{{OBDtr| 0x820 | offset |FFC8C8| 12 00 00 00 | 0x12 | offset to file name, from start of file name block, in bytes | |||
*in this case it points to <nowiki>0x800+0x41800+0x0B=0x42012</nowiki> | |||
*the string at that address is '''Audio/banks/''' (null-terminated) }} | |||
{{OBDtr| 0x824 | offset |FFFFC8| 22 D3 1D 02 | 0x21DD322 | absolute offset to file data, from start of DAT file, in bytes | |||
*the offset 0x21DD322 points to no actual data in this case | |||
*is it common to folders (as in this case) and empty files }} | |||
{{OBDtr| 0x828 | int32 |C8FFC8| 00 00 00 00 | 0 | uncompressed file size (zero; it's a folder) }} | |||
{{OBDtr| 0x82C | int32 |C8FFFF| 00 00 00 00 | 0 | compressed file size (also zero) }} | |||
{{OBDtrBK|File table, fourth entry}} | |||
{{OBDtr| 0x830 | offset |FFC8C8| 1F 00 00 00 | 0x1F | offset to file name, from start of file name block, in bytes | |||
*in this case it points to <nowiki>0x800+0x41800+0x1F=0x4201F</nowiki> | |||
*the string at that address is '''Audio/banks/attack.bd''' (null-terminated) }} | |||
{{OBDtr| 0x834 | offset |FFFFC8| 00 00 53 06 | 0x6530000 | absolute offset to file data, from start of DAT file, in bytes }} | |||
{{OBDtr| 0x838 | int32 |C8FFC8| 90 09 03 00 | 199056 | uncompressed file size, in bytes }} | |||
{{OBDtr| 0x83C | int32 |C8FFFF| 13 85 02 00 | 165139 | compressed file size, in bytes }} | |||
{{OBDtrBK|...etc (rest of the file table)}} | |||
|} | |} | ||
For | The file table format is apparently a PS2 standard, and there are free tools like [http://www.watto.org/game_extractor.html Game Extractor (basic version)] that can display the folder structure and file sizes, and extract uncompressed files. However, while Game Extractor correctly identifies the compressed and uncompressed file sizes, it apparently does not know what the compression algorithm is (at least in the free version, the compressed files are extracted as-is, and are thus unusable). Only very short files are packed without compression (mostly trivial-looking stub files of little interest). | ||
: | |||
: | After some forum lurking, it becomes clear that the compression algorithm is ZIP, or rather "deflate", in its most common implementation (open-source [https://www.zlib.net/ ZLIB] library). However, the compressed files have no ZIP header, so the decompressor/compressor must use the right default settings for this to work. The correct setup is as follows: | ||
z_stream infstream; // initialization of the "inflate" stream | |||
::... | infstream.zalloc = Z_NULL; | ||
infstream.zfree = Z_NULL; | |||
infstream.opaque = Z_NULL; | |||
: | |||
infstream.avail_in = (uInt)(size_comp); // size of compressed input | |||
infstream.next_in = (Bytef *)file_comp; // input file (char array) | |||
infstream.avail_out = (uInt)(size_orig); // size of decompressed output | |||
infstream.next_out = (Bytef *)file_orig; // output file (char array) | |||
// the actual DE-compression work. | |||
inflateInit2(&infstream,-15); | |||
inflate(&infstream, Z_NO_FLUSH); | |||
inflateEnd(&infstream); | |||
The important line, which defines the decompression rules, is '''inflateInit2(&infstream,-15)'''. -15 means maximum compression and no header. For more details, c.f. the ZLIB documentation. | |||
With proper decompression, the DAT files extract as follows: [http://geyser.oni2.net/BANKS.DAT.ZIP BANKS.DAT] [http://geyser.oni2.net/RB.DAT.ZIP RB.DAT] [http://geyser.oni2.net/STREAMS.DAT.ZIP STREAMS.DAT] | |||
*'''STREAMS.DAT''' holds 22 '''*.stm''' files (21 vocalization sounds and 1 musical piece). See below for the STM format and a link to the converted sound files. | |||
*'''BANKS.DAT''' holds 13 sound sets, each of which is a pair of a '''*.hd''' file (similar to Oni's [[OSGr]]?) and a corresponding '''*.bd''' file (similar to a group of Oni's [[SNDD]] bundled together). The '''*.bd''' files in '''BANKS.DAT''' are identical to the ones stored in '''RB.DAT''' (in the '''Audio/banks/''' folder), and possibly redundant. The '''*.hd''' files are not duplicated in '''RB.DAT''', which instead has plain-text '''*.td''' files (apparently all three file types are supposed to work together, but perhaps '''*.hd''' is just a binary version of '''*.td''' with some additional features) | |||
*'''RB.DAT''' holds all the rest of the game data: textures, levels, characters, animations, scripts, etc. | |||
==Commonplace file formats== | |||
Some of the files in '''RB.DAT''' are either in plain text or in otherwise widely known formats that can be opened by third-party programs. Here is the list of such commonplace formats used in Oni 2. | |||
*'''*.txt''' : [[wp:Text_file|Text file]]s. Some in Windows format (CR+LF at EOL), some in Unix format (only LF at EOL) | |||
*'''*.mb''' : Binary file used by Maya 3D program (work-in-progress models of some characters and props) | |||
*'''*.mb.swatches''' : Maya swatches, whatever they are. There are also '''*.mel''' files (plain text) | |||
*'''*.wav''' : [[wp:WAV|WAV]]. A common format for the uncompressed storage of sounds (through pulse-code modulation) | |||
*'''*.tga''' : [[wp:Truevision_TGA|Targa]]. A versatile texture format that supports RLE compression, MIP map storage, indexed as well as RGB color schemes, and transparency (and therefore is widely used in games). | |||
*'''*.xml''' : [[wp:XML|XML]]. | |||
*'''*.cue''' : [[wp:Cue_sheet_(computing)|Cue sheet]]. Occurs only once, as '''rb.cue''' at the root of '''RB.DAT''' | |||
*'''*.m2v''' : [[wp:MPEG-2|MPEG-2]]. Video files. Occur in the form of '''movies/angel.m2v''' and '''movies/rockstarlogo.m2v''' | |||
*'''*.doc''' : Microsoft Word file | |||
*'''*.xls''' : Microsoft Excel file | |||
*'''*.psd''' : Adobe Photoshop file | |||
*'''*.tif''' : [[wp:TIFF|TIFF]] image file | |||
*'''*.lnk''' : Microsoft shortcut | |||
==Plain text file formats== | |||
Apart from XML files (and some TXT and '''*.log''' files; mostly debug logs), Oni 2 has many custom plain-text files, listed below. | |||
'''Save files -''' occurs only in the form of '''sample.oni2save''' at the root of '''RB.DAT''' | |||
'''Template files -''' occurs only in the form of '''template/rb.template''' and a couple of '''layout.template''' files (see '''Layout files''' below) | |||
'''Graph files -''' files ending in '''.graph''', found in '''layout/*/''' | |||
'''Layout files -''' files that specify the layout of a level. They're called names like '''layout.actors''', '''layout.et''' (entities), '''layout.graphs''', '''layout.groups''', '''layout.lights''', '''layout.paths''', '''layout.fog''', '''layout.atktab''' (attack table), '''layout.template''', '''layout.campack''' (also '''layout.campacknew'''), '''layout.bnds''' (bounds) | |||
'''Environment settings -''' occurs only in the form of '''default.environment''' files in various '''layout/*/''' folders | |||
'''"rb" files -''' core settings of some sort found '''in Settings/''': '''rb.ammo''', '''rb.expl''' (explosions), '''rb.formations''', '''rb.fx''' (effects), '''rb.gamedata''', '''rb.gt''', '''rb.inventory''', '''rb.patterns''', '''rb.proj''' (projectiles), and '''rb.weap''' (weapons). Also '''Audio/rb.audiopackages''' and '''fx/rb.fxe''', as well as the aforementioned '''template/rb.template'''. ("rb" possibly stands for "Rebirth", one of Oni2's working (sub)titles.) | |||
'''UI files -''' two files ending in '''.ui''', found in '''Settings/''': '''rbfrontend.ui''' and '''rbgame.ui''' | |||
'''Tuning files -''' two files ending in '''.tune''', found in '''Settings/''': '''pad.tune''' and '''pad_before_massive_tuning.tune''' | |||
'''Script files -''' files ending in '''.oni''', rather similar to [[BSL]]. Can be compiled into binary '''*.onc''' files. | |||
'''Model files -''' files ending in '''.mod''' (or '''.mod.bak''' or '''.mod.old''') or '''.xmod'''. Version 1 format is plain-text, version 2 is binary (see below for both). | |||
'''Pathfinding files -''' files ending in '''.room''' and '''.bsp''', found in '''Level/*/''' | |||
'''Mesh files -''' files ending in '''.mesh''', found in '''Level/*/''' (pathfinding) or '''Entity/*/''' (explosions and gun flares) | |||
'''Fighting state machines -''' files ending in '''.fsm''', found in '''Statemachine/''' | |||
'''Attack patterns -''' files ending in '''.atk''', found in '''Statemachine/''' and '''layout/fightai_grapple/statemachine_backup/''' | |||
'''Formation files -''' files ending in '''.frm''', found in '''Settings/''', apparently something to do with the GUI page layout. | |||
'''HUD setting files -''' occurs only in the form of '''Settings/HUD_Settings.hud''' | |||
'''Control mapping files -''' occurs only in the form of '''Settings/control.map''' | |||
'''Particle files -''' files ending in '''.ptx''', found in '''Settings/''' | |||
'''Shader files -''' files ending in '''.shader''', used as an intermediate between models and their textures. | |||
'''"Neat" files -''' two files ending in '''.neat''' in '''Entity/kno/''' (apparently improved '''.shader''' files) | |||
'''Attack FX tables -''' files ending in '''.attackfxtable''', found in '''fx/''' | |||
'''Effect lists etc -''' files ending in '''.fxl''' and '''.fxm''', found in '''fx/''' | |||
'''Jump files -''' files ending in '''.jump''', found in '''entity.tune/animpkg/nav/''' | |||
'''Locomotion files -''' files ending in '''.loco''', found in '''entity.tune/animpkg/nav/''', and in the respective folders of some character entities. | |||
'''Blocking files -''' files ending in '''.blk''', found in '''entity.tune/*/''', and in the respective folders of some character entities. | |||
'''Reaction files -''' files ending in '''.rct''', found in '''entity.tune/*/''' | |||
'''Animation packages -''' files ending in '''.apkg''' (and '''.apkg.txt'''), found in '''entity.tune/animpkg/'''. Also, template file '''entity.tune/animpkg/nav/nav.tpkg''' | |||
'''Animation collections -''' files ending in '''.anims''' or '''.Anims''', found in '''entity.tune/*/''', and in the respective folders of some animated entities. | |||
'''Attack data files -''' files ending in '''.atdt''' (or '''.atdt.bak'''), found in '''entity.tune/*/''', and in the respective folders of some character entities. | |||
'''Attack collections -''' files ending in '''.attacks''', found in '''entity.tune/*/''', and in the respective folders of some character entities. | |||
'''Attachment files -''' occurs only in the form of '''entity.tune/erc/erc.attach''' | |||
'''Fighter data -''' occurs only in the form of '''entity.tune/kno/kno.ft''' | |||
'''Weapon data -''' files ending in '''.weap''', found in '''entity.tune/*/'''. Possibly related to '''Settings/rb.weap''' | |||
'''Sound library -''' files ending in '''.sndlib''', found in '''entity.tune/*/''' | |||
'''BFG files -''' files ending in '''.bfg''', found in '''layout/*/''' and '''Entity/*/''' | |||
'''MMB files -''' files ending in '''.mmb''', found in '''layout/*/''' | |||
'''Entity type -''' files ending in '''.type''', found in '''Entity/*/''' (mostly '''entity.type''' or '''Entity.type''') | |||
'''Bounds and physics -''' files ending in '''.bnd''' (mostly '''Bound.bnd''' or '''Bound#.bnd''') and '''.phys''' (either '''Bound.phys''' or '''Bound#.phys'''), found in '''Entity/*/''' | |||
'''Shape files -''' files ending in '''.sha''', found in '''Entity/*/''' | |||
'''Skeleton files -''' files ending in '''.skel''', found in '''Entity/*/''' for rigged/animated models | |||
'''Edge files -''' files ending in '''.em''', found in '''Entity/*/''' (for character collision?) | |||
'''Gait files -''' files ending in '''.gait''' (or '''.gait.bak'''), found in '''Entity/*/''' for characters (a gait is a "manner of walking") | |||
'''TC files -''' files ending in '''.tc''', found in '''Entity/*/''' (apparently for animated textures; "texture collection"?) | |||
'''Playback files -''' files ending in '''.play''', found in '''Entity/jae/''' and '''Entity/krk/''' | |||
'''"lot" files -''' files ending in '''.lot''', found in '''Entity/''' (lists of '''*.mb''' files). Also '''Entity/back.lot.withTemplates''' | |||
'''"ini" files -''' occurs only in the form of '''Entity/button.ini''' | |||
'''"mel" files -''' apparently Maya project definition (plain text) | |||
'''"attr" and "geom" -''' only occur as '''Entity/proxy/exportTMP/exportTmp/set_temp1.attr''' and '''Entity/proxy/exportTMP/exportTmp/static.geom''' | |||
Some plain-text files do not have an "extension". Usually those are either empty files, or dummy files of an identifiable type. Examples are '''tim_atk_FCH1_rht_pch_uprcutreadme''' (a plain-text "readme" file), '''trashpath''' and '''guardpos''' (unused stubs of '''.oni'''-like scripts), '''ack''' (some kind of skeleton data for Konoko) and '''pants''' | |||
==STM file format (sound stream)== | |||
There are some regular WAV files in '''Audio/banks/wav/ ''' [and some audio streams encoded in the ''*.bd''' files, not yet reverse engineered at the time of writing [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 01:40, 6 February 2018 (CET) ], but there is also a WAV-like format called STM (unrelated to the MIDI-like STM file mentioned on Wikipedia). | |||
To be documented later. The WAV files obtained after conversion can be found [http://geyser.oni2.net/STM2WAV.ZIP HERE] | |||
==TEX file format (texture)== | |||
A texture format similar to Oni's [[TXMP]]. | |||
To be documented later. The TGA images obtained after conversion can be found [http://geyser.oni2.net/TEX2TGA.ZIP HERE] | |||
Some of the textures are temporary or alternative copies, and so their filenames don't end in '''.tex''' but '''.tex.old''' or '''.tex.highRes''' | |||
==MOD file format (plain text)== | |||
Most of Oni 2's models are in a plain text format identified as "version: 1.10". | |||
... | |||
==MOD file format (binary)== | |||
The more recent model format is a binary format identified as "version: 2.10". Apart from the more compact binary storage, it seems equivalent to the plain-text 1.10 format described above. | |||
... | |||
==SNE file format (binary)== | |||
... | |||
==HD and BD file format (binary)== | |||
... | |||
==ANIM file format== | |||
... | |||
[[Category:Modding information]] | [[Category:Modding information]] |