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Oni (PlayStation 2): Difference between revisions

(→‎Data storage: scripts)
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*persist.dat and PERSIST.DAT are [[persist.dat|savegame/preference files]] of the little-endian variety (i.e., created in Windows or by the PS2) and are byte-identical to each other. Actual save data is stored in a standard PS2 format on the memory card (obviously the game cannot write to files on disc anyway). They might be a development relic of the PS2 port since they are much smaller than a PC persist.dat (also, one is named in all-caps like the other files Rockstar added to the game directory).
*persist.dat and PERSIST.DAT are [[persist.dat|savegame/preference files]] of the little-endian variety (i.e., created in Windows or by the PS2) and are byte-identical to each other. Actual save data is stored in a standard PS2 format on the memory card (obviously the game cannot write to files on disc anyway). They might be a development relic of the PS2 port since they are much smaller than a PC persist.dat (also, one is named in all-caps like the other files Rockstar added to the game directory).
;Scripts
;Scripts
:The PS2 level scripts are similar to [[OBD:Localization/German|some Mac Oni versions]] or the Japanese Windows version, in that they include some pre-beta folders (script logic intended for now-missing chapters and test levels).
:The PS2 level scripts are similar to [[OBD:Localization/German|Big Blue Box Mac version]], in that they include some pre-beta folders (script logic intended for now-missing chapters and test levels). Some "test" subfolders are present for '''EnvWarehouse''' and '''manplant''', with backups of the scripts for levels 1 and 2.
:When it comes to the PC/Mac discrepancy (in the [[Oni_(folder)/GameDataFolder/IGMD/tctf_ii|tctf_ii]] folder), the scripts match the PC version. However PS2 scripts have discrepancies of their own (to be documented later).
:The PS2 version of BSL implements at least two new script variables, '''psx2_ambient2''' and '''psx2_directional2''' (both of them floats). They appear to be white light intensities (i.e., shades of gray) used for the Gouraud shading of characters and other M3GM (powerups, weapons, furniture, animated objects). In PC/Mac Oni there is no possibility to adjust ambient or directional light intensities through scripts: the main directional light has intensity 0.7, the auxiliary directional light (turned on at higher quality settings) has intensity 0.3, and the ambient intensity is either 0.65 or 0.55 (larger is one directional light, smaller if two directional lights).
;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.