OBD:BINA: Difference between revisions

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{{OBD_File_Header | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family=Start | align=center}}
{{OBD_File_Header | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family=General | align=center}}


==Introduction==
"BINA" is short for "binary data", which refers to chunks of data that are stored in the [[separate file]] when available (Windows demo, Mac) or in the [[raw file]] otherwise (Windows). BINA is registered as a tag, but is really a wrapper for other tags. One of those tags, OBJC, is a wrapper for still more tags (see below).


==File description==
[[image:bina_all.gif]]
[[image:bina_all.gif]]


{{Table}}
{{Table}}
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{{OBDtr| 0x00 | res_id  |FF0000| 01 67 23 00 | 9063      | 09063-CJBOCharacter.BINA }}
{{OBDtr| 0x00 | res_id  |FF0000| 01 67 23 00 | 9063      | 09063-CJBOCharacter.BINA }}
{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 3        | level 3 }}
{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 3        | level 3 }}
{{OBDtr| 0x08 | int32    |FFC8C8| 34 8B 00 00 | 35636    | size of the part in the raw/sep file in kb }}
{{OBDtr| 0x08 | int32    |FFC8C8| 34 8B 00 00 | 35636    | size of the part in the raw/separate file in bytes }}
{{OBDtr| 0x0C | offset  |FFFFC8| 40 DD E4 00 |00 E4 DD 40| at this position starts the part in the raw/sep file }}
{{OBDtr| 0x0C | offset  |FFFFC8| 40 DD E4 00 |00 E4 DD 40| at this position starts the part in the raw/separate file }}
{{OBDtr| 0x10 | char[16] |C8FFC8| AD DE      | dead      | unused }}
{{OBDtr| 0x10 | char[16] |C8FFC8| AD DE      | dead      | unused }}
|}
|}


==Overview of BINA types==
The different sub-tags of BINA are:


;Version-dependence
{{Table}}
The binary data chunk is stored in the SEP file when available (Mac and PC demo), in the RAW otherwise (PC).
|-BGCOLOR="#E9E9E9"
 
!COLSPAN=8|[[OBD:BINA/OBJC|OBJC]]: Objects...
 
|-ALIGN=CENTER
==Global files==
|WIDTH=12%|[[OBD:BINA/OBJC/CHAR|CHAR]]<BR>Character
 
|WIDTH=13%|[[OBD:BINA/OBJC/CMBT|CMBT]]<BR>Combat profile
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:BINA/OBJC|OBJC]]).
|WIDTH=12%|[[OBD:BINA/OBJC/CONS|CONS]]<BR>Console
|WIDTH=13%|[[OBD:BINA/OBJC/DOOR|DOOR]]<BR>Door
|WIDTH=12%|[[OBD:BINA/OBJC/FLAG|FLAG]]<BR>Flag
|WIDTH=13%|[[OBD:BINA/OBJC/FURN|FURN]]<BR>Furniture
|WIDTH=12%|[[OBD:BINA/OBJC/MELE|MELE]]<BR>Melee profile
|WIDTH=13%|[[OBD:BINA/OBJC/NEUT|NEUT]]<BR>Neutral behaviour
|-ALIGN=CENTER
|[[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
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/ONIE|ONIE]]: Oni Impact Effects
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/PAR3|PAR3]]: 3D Particle
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/SABD|SABD]]: Sound Animations Binary Data
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/TMBD|TMBD]]: Texture Materials Binary Data
|}


==Global BINA types==
These are stored in '''level0_Final''' and are available globally. The file names link to the raw/separate file parts of every BINA type (or object type, for OBJC).


{{Table}}
{{Table}}
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|-
|-
| [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]]
| [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]]
| Combat profile; [[OBD:BINA/OBJC|OBJC]] = Object Collection
| Combat profile; [[OBD:BINA/OBJC|OBJC]] = Objects
| Stores specific (non-melee) behaviour : weapon logic etc
| Stores specific (non-melee) behavior: weapon logic, etc.
|-
|-
| [[OBD:BINA/ONIE|EINO'''impact_effects'''.BINA]]
| [[OBD:BINA/ONIE|EINO'''impact_effects'''.BINA]]
| ONIE = Oni Impact Effects
| ONIE = Oni Impact Effects
| Footsteps, combat sounds, etc
| Footsteps, combat sounds, etc.
|-
|-
| [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]]
| [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]]
| Melee profile ([[OBD:BINA/OBJC|OBJC]] = Object Collection)
| Melee profile; [[OBD:BINA/OBJC|OBJC]] = Objects
| Melee profiles
| Melee profiles
|-
|-
| [[OBD:BINA/SABD|DBAS''character_name''.BINA]]
| [[OBD:BINA/SABD|DBAS''character_name''.BINA]]
| SABD = Sound Animations Binary Data
| SABD = Sound Animations Binary Data
| Linked to (by name) from the [[OBD:ONCV|ONCV]] files.
| Linked to (by name) from the [[OBD:ONCV|ONCV]] files
|-
|-
| [[OBD:BINA/TMBD|DBMT'''TextureMaterials'''.BINA]]
| [[OBD:BINA/TMBD|DBMT'''TextureMaterials'''.BINA]]
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|}
|}


 
==Level-specific BINA types (OBJC)==
==Level-specific files - [[OBD:BINA/OBJC|OBJC]] (Object Collection)==
Most BINA/OBJC files are stored on a level-by-level basis, though two global OBJCs are listed above. The file names link to the overview of every OBJC type. The table shows whether a BINA/OBJC is present in a certain level.
 
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:BINA/OBJC|OBJC]] BINA is absent from a level (empty field).
 


{{Table}}
{{Table}}
|-BGCOLOR="#E9E9E9"
|-BGCOLOR="#E9E9E9"
! WIDTH=30% | BINA file \ Level || WIDTH=5% | 1 || WIDTH=5% | 2 || WIDTH=5% | 3 || WIDTH=5% | 4 || WIDTH=5% | 6 || WIDTH=5% | 8 || WIDTH=5% | 9 || WIDTH=5% | 10 || WIDTH=5% | 11 || WIDTH=5% | 12 || WIDTH=5% | 13 || WIDTH=5% | 14 || WIDTH=5% | 18 || WIDTH=5% | 19
! WIDTH=30% | BINA file / Level || WIDTH=5% | 1 || WIDTH=5% | 2 || WIDTH=5% | 3 || WIDTH=5% | 4 || WIDTH=5% | 6 || WIDTH=5% | 8 || WIDTH=5% | 9 || WIDTH=5% | 10 || WIDTH=5% | 11 || WIDTH=5% | 12 || WIDTH=5% | 13 || WIDTH=5% | 14 || WIDTH=5% | 18 || WIDTH=5% | 19
|-ALIGN=CENTER
|-ALIGN=CENTER
| ALIGN=LEFT | [[OBD:BINA/OBJC/CHAR|CJBO'''Character'''.BINA]]      ||X||X||X||X||X||X||X||X||X||X||X||X||X||X
| ALIGN=LEFT | [[OBD:BINA/OBJC/CHAR|CJBO'''Character'''.BINA]]      ||X||X||X||X||X||X||X||X||X||X||X||X||X||X
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|}
|}


{{OBD_File_Footer | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family=General}}


== Overview - BINA types ==
{{OBD}}
 
BINA are differentiated by the layout of their RAW/SEP part. The different types are :
 
 
{{Table}}
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/OBJC|OBJC]] : Object Collection...
|-ALIGN=CENTER
|WIDTH=12%|[[OBD:BINA/OBJC/CHAR|CHAR]]<BR>Character
|WIDTH=13%|[[OBD:BINA/OBJC/CMBT|CMBT]]<BR>Combat profile
|WIDTH=12%|[[OBD:BINA/OBJC/CONS|CONS]]<BR>Console
|WIDTH=13%|[[OBD:BINA/OBJC/DOOR|DOOR]]<BR>Door
|WIDTH=12%|[[OBD:BINA/OBJC/FLAG|FLAG]]<BR>Flag
|WIDTH=13%|[[OBD:BINA/OBJC/FURN|FURN]]<BR>Furniture
|WIDTH=12%|[[OBD:BINA/OBJC/MELE|MELE]]<BR>Melee profile
|WIDTH=13%|[[OBD:BINA/OBJC/NEUT|NEUT]]<BR>Neutral behaviour
|-ALIGN=CENTER
|[[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
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/ONIE|ONIE]] : Oni Impact Effects
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/PAR3|PAR3]] : 3D Particle
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/SABD|SABD]] : Sound Animations Binary Data
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/TMBD|TMBD]] : Texture Materials Binary Data
|}
 
 
{{OBD_File_Footer | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family=Start}}
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