OBD:Raw and separate file formats: Difference between revisions

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{{UpdatedForOniX|1.0.0}}
{{OBD Home}}
{{OBD Home}}
:''You should read the [[dat|Instance file format]] page before this one.''
{{Hatnote|You should read the [[dat|Instance file format]] page before this one.<br>
:''You can read about the [[OBD:File types|specific types of resources]] in the binary data files after this page.''
:You can read about the [[OBD:File types|specific types of resources]] in the binary data files after this page.}}
 
In Windows retail Oni, raw files (ending in ".raw") contain chunks of data which are indexed by instance files and loaded on demand. In Mac Oni and the Windows demo, separate files (ending in ".sep") contain some of the data formerly contained by raw files (see "Mac vs. Windows" below for details). Thus, data offsets given in instance files' instance descriptors may apply to a raw file in Windows and a separate file on Macs.
In Windows retail Oni, raw files (ending in ".raw") contain chunks of data which are indexed by instance files and loaded on demand. In Mac Oni and the Windows demo, separate files (ending in ".sep") contain some of the data formerly contained by raw files (see "Mac vs. Windows" below for details). Thus, data offsets given in instance files' instance descriptors may apply to a raw file in Windows and a separate file on Macs.


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Textures can be stored with compression, and the amount of textures which are compressed in a given version ranges from "most" to "almost none". This leads to dramatic variations in size for the .raw (over 10% of the total amount of game content).
Textures can be stored with compression, and the amount of textures which are compressed in a given version ranges from "most" to "almost none". This leads to dramatic variations in size for the .raw (over 10% of the total amount of game content).


===Mac vs. Windows===
===File storage===
====Storage====
The following table illustrates how some data was moved from raw files to separate files after the Windows version was finalized and before the Mac version was finalized. This version of the engine was then used for the Windows demo and Mac demo.
The following table illustrates how some data was moved from raw files to separate files after the Windows version was finalized and before the Mac version was finalized. See [[History of Mac Oni]] for the reason why the Windows demo uses separate files like Mac Oni does.


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AGDB resources are omitted from Macs and the Windows demo because this data is unused by Oni.
AGDB resources are omitted from Macs and the Windows demo because this data is unused by Oni.


====Sounds====
===Sound format===
The SNDD resources in the instance files (which are just wrappers for the actual sound data in the raw files) are 32 bytes long on the Mac, and 96 bytes long in Windows. This is because of the difference in the format of the core data: Macs store sound data in the AIFF format, and Windows uses the WAV format.
The SNDD resources in the instance files (which are just wrappers for the actual sound data in the raw files) are 32 bytes long on the Mac, and 96 bytes long in Windows. This is because of the difference in the format of the core data: Macs store sound data in the AIFF format, and Windows uses the WAV format.


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