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edits
(conciser wording, a couple corrections, and wiki formatting touch-up) |
(→Data storage: more info on SOUND.RAW and BINK#.VAG) |
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*A separate folder containing the sound data | *A separate folder containing the sound data | ||
**Per-level folders | **Per-level folders | ||
***SOUND.DAT referenced from level#_Final.dat, .SEP looked up from .DAT | ***SOUND.DAT referenced from level#_Final.dat, .SEP and .RAW looked up from .DAT | ||
**Three short sounds | **Three short beep-like sounds (purpose unclear) | ||
*Intro and outro video sequences (18.12.2000 dev build has INTRO.PSS and OUTRO.PSS) | *Intro and outro video sequences (18.12.2000 dev build has INTRO.PSS and OUTRO.PSS) | ||
*Game data for the loading screen interface (absent for the 18.12.2000 dev build) | *Game data for the loading screen interface (absent for the 18.12.2000 dev build) | ||
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;Binary data | ;Binary data | ||
:The internal structure of '''level#_Final.dat''' and the corresponding '''.raw''' and '''.sep''' is compliant with the "VR31" iteration of instance files, although many resources were optimized for minimal storage space (textures use indexed colors, character animations has been split into a trimmed-down TRAM and an "extra" instance TREX that only exists for combat moves and such, etc). The few discrepancies between the PS2 implementation and the previously documented Windows/Mac versions are covered by the [[OBD:PS2]] page. | :The internal structure of '''level#_Final.dat''' and the corresponding '''.raw''' and '''.sep''' is compliant with the "VR31" iteration of instance files, although many resources were optimized for minimal storage space (textures use indexed colors, character animations has been split into a trimmed-down TRAM and an "extra" instance TREX that only exists for combat moves and such, etc). The few discrepancies between the PS2 implementation and the previously documented Windows/Mac versions are covered by the [[OBD:PS2]] page. | ||
:Sounds are encoded using Sony's VAG format/codec, and (unlike for other Oni versions) their waveform data isn't stored in '''level#_Final.raw''' (see [[OBD:SNDD#PS2 implementation|SNDD]]). Instead the SNDD instances in '''level#_Final.dat''' contain links to '''SOUNDS/LEVEL#/SOUND.DAT''', which in turn references waveform data stored in '''SOUNDS/LEVEL#/SOUND.SEP''' ( | :Sounds are encoded using Sony's VAG format/codec, and (unlike for other Oni versions) their waveform data isn't stored in '''level#_Final.raw''' (see [[OBD:SNDD#PS2 implementation|SNDD]]). Instead the SNDD instances in '''level#_Final.dat''' contain links to '''SOUNDS/LEVEL#/SOUND.DAT''', which in turn references waveform data stored either in '''SOUNDS/LEVEL#/SOUND.SEP''' (raw VAG data without any headers) or '''SOUNDS/LEVEL#/SOUND.RAW''' (raw VAG data with minimal headers to allow the lookup of each sound). The three '''BINK#.VAG''' files are three beep-like sounds picked from Oni's resources; they have a VAG header and are valid sounds for VAG-capable apps. | ||
==Patches== | ==Patches== |