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=Generic | align=center}}




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;Version-dependence
:The binary data chunk is stored in the SEP file when available (Mac and PC demo), in the RAW otherwise (PC).
----
== Overview of BINA types ==
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
|}


;Version-dependence
The binary data chunk is stored in the SEP file when available (Mac and PC demo), in the RAW otherwise (PC).


==Global files==
----
==Global BINA==


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]]).
These are stored in '''level0_Final''' and are available globally. The filenames link to the RAW/SEP parts of every BINA type (or object type for [[OBD:BINA/OBJC|OBJC]]).




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==Level-specific files - [[OBD:BINA/OBJC|OBJC]] (Object Collection)==
----
==Level-specific BINA - [[OBD:BINA/OBJC|OBJC]] (Object Collection)==


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).
These are stored on a level-by-level basis. The filenames link to the overview of every OBJC type. The table shows whenever an [[OBD:BINA/OBJC|OBJC]] BINA is absent from a level (empty field), in the original Oni.




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== Overview - BINA types ==
{{OBD_File_Footer | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family=Generic}}
 
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}}