OBD:BINA/OBJC: Difference between revisions
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{|align=right | {{OBD BINA Header|align=right|prev=TMBD|type=OBJC|next=ONIE|name=Object Collection|onistuff=bina}} | ||
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;Object Collection | ;Object Collection | ||
*The collection's header structure (first 16 bytes) and collection layout is common to all 16 OBJC types. | *The collection's header structure (first 16 bytes) and collection layout is common to all 16 OBJC types. | ||
Line 39: | Line 10: | ||
:Supposedly it allowed developers to edit OBJC files while running the game. | :Supposedly it allowed developers to edit OBJC files while running the game. | ||
:[http://www6.fh-eberswalde.de/user/dkriesch/oni/bina_missing.htm HERE] is the additional information provided by those menus about the structure of a few OBJC types. | :[http://www6.fh-eberswalde.de/user/dkriesch/oni/bina_missing.htm HERE] is the additional information provided by those menus about the structure of a few OBJC types. | ||
==OBJC types== | |||
A given collection can only hold objects of a specific type, which can be : | |||
{| | |||
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{|{{OBDtable}} | |||
|-bgcolor=#FFDDBB | |||
!Type!!Long name!!Filename | |||
|- | |||
|[[OBD:BINA/OBJC/CHAR|CHAR]]||Character||CJBO'''Character'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/CMBT|CMBT]]||Combat profile||CJBO'''Combat'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/CONS|CONS]]||Console||CJBO'''Console'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/DOOR|DOOR]]||Door||CJBO'''Door'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/FLAG|FLAG]]||Flag||CJBO'''Flag'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/FURN|FURN]]||Furniture||CJBO'''Furniture'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/MELE|MELE]]||Melee profile||CJBO'''Melee Profile'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/NEUT|NEUT]]||Neutral behaviour||CJBO'''Neutral'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/PART|PART]]||Particle||CJBO'''Particle'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/PATR|PATR]]||Patrol path||CJBO'''Patrol_Path'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/PWRU|PWRU]]||Powerup||CJBO'''PowerUp'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/SNDG|SNDG]]||Sound Group||CJBO'''Sound'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/TRGV|TRGV]]||Trigger Volume||CJBO'''Trigger_Volume'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/TRIG|TRIG]]||Trigger||CJBO'''Trigger'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/TURR|TURR]]||Turret||CJBO'''Turret'''.BINA | |||
|- | |||
|[[OBD:BINA/OBJC/WEAP|WEAP]]||Weapon||CJBO'''Weapon'''.BINA | |||
|} | |||
|} | |||
Line 91: | Line 104: | ||
;"Weapon classes?" | ;"Weapon classes?" | ||
:If anyone can explain me WTF weapon classes have to do with it, I'd be greatly appreciative. [[User:Geyser|geyser]] | :If anyone can explain me WTF weapon classes have to do with it, I'd be greatly appreciative. [[User:Geyser|geyser]] | ||
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{{OBD BINA Footer|prev=TMBD|type=OBJC|next=ONIE|name=Object Collection}} |
Revision as of 18:53, 29 July 2006
|
- Object Collection
- The collection's header structure (first 16 bytes) and collection layout is common to all 16 OBJC types.
- A collection consists of a variable number of objects, the size of which can also vary.
- The size (in bytes) of the next object is announced by the field immediately preceding it (long, 4 bytes)
- The total size to the end of the collection is announced in the header.
- Blue Box Beta "revelations"
- A German Mac Beta version was released as part of a compilation of old Mac games.
- The version contained extra WMDD files, part of Oni's developer GUI.
- Supposedly it allowed developers to edit OBJC files while running the game.
- HERE is the additional information provided by those menus about the structure of a few OBJC types.
OBJC types
A given collection can only hold objects of a specific type, which can be :
|
0x00 - 0x0F
- HEADER
- Example file : CJBOPowerUp.BINA from dunno where (level 3, probably)
- Offsets
- Offsets are given with respect to RAW part size.
Offset | Hex | Translation | Meaning |
---|---|---|---|
0x00 | 43 4A 42 4F | OBJC | Object Collection |
0x04 | 18 02 00 00 | 536 | size of the collection in bytes, counting from 0x08 |
0x08 | 27 00 00 00 | 39 | identification number for the weapon classes; in every level the same; do not change it |
0x0C | 28 00 00 00 | 40 | size of next (first) object (outlined in black) |
0x10 - 0x37 | First object (40 bytes) | ||
0x38 | 28 00 00 00 | 40 | size of next (second) object |
0x3C - ... | Second object (40 bytes), etc |
- Collection end
- After the last object, the end of the collection is signaled by a null next object size.
- "Weapon classes?"
- If anyone can explain me WTF weapon classes have to do with it, I'd be greatly appreciative. geyser
ONI BINARY DATA |
---|
AKVA << Other file types >> CBPI |
BINA : Binary data |
TMBD << Other BINA >> ONIE |
OBJC : Object Collection |
[[OBD:File types/{{{family}}}|{{{family}}} file]] |