OBD:BINA/OBJC: Difference between revisions
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:Offsets are given with respect to RAW part size. | :Offsets are given with respect to RAW part size. | ||
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/bin_r_pu.gif | http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/bin_r_pu.gif | ||
{| | {|{{OBDtable}} | ||
|align=center| | |||
{|{{OBDtable}} | |||
|- BGCOLOR="#FFDDBB" | |- BGCOLOR="#FFDDBB" | ||
! WIDTH=12% |Offset | ! WIDTH=12% |Offset | ||
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! WIDTH=12% |Translation | ! WIDTH=12% |Translation | ||
!Meaning | !Meaning | ||
|- | |- | ||
|0x00 | |0x00 | ||
| BGCOLOR="#FF0000" | 43 4A 42 4F | | BGCOLOR="#FF0000" | 43 4A 42 4F | ||
| OBJC | | OBJC | ||
| ALIGN=LEFT | Object Collection | | ALIGN=LEFT | Object Collection | ||
|- | |- | ||
|0x04 | |0x04 | ||
| BGCOLOR="#FFFF00" | 18 02 00 00 | | BGCOLOR="#FFFF00" | 18 02 00 00 | ||
| 536 | | 536 | ||
| ALIGN=LEFT | size of the collection in bytes, counting from 0x08 | | ALIGN=LEFT | size of the collection in bytes, counting from 0x08 | ||
|- | |- | ||
|0x08 | |0x08 | ||
| BGCOLOR="#00FF00" | 27 00 00 00 | | BGCOLOR="#00FF00" | 27 00 00 00 | ||
| 39 | | 39 | ||
| ALIGN=LEFT | identification number for the weapon classes; in every level the same; do not change it | | ALIGN=LEFT | identification number for the weapon classes; in every level the same; do not change it | ||
|- | |- | ||
|0x0C | |0x0C | ||
| BGCOLOR="#00FFFF" | 28 00 00 00 | | BGCOLOR="#00FFFF" | 28 00 00 00 | ||
| 40 | | 40 | ||
| ALIGN=LEFT | size of next (first) object (outlined in black) | | ALIGN=LEFT | size of next (first) object (outlined in black) | ||
|- | |-BGCOLOR="#000000" | ||
|<FONT SIZE=2 COLOR="#FFFFFF">0x10 - 0x37</FONT> | |<FONT SIZE=2 COLOR="#FFFFFF">0x10 - 0x37</FONT> | ||
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">First object (40 bytes)</FONT> | | COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">First object (40 bytes)</FONT> | ||
|- | |- | ||
|0x38 | |0x38 | ||
| BGCOLOR="#FFFFFF" | 28 00 00 00 | | BGCOLOR="#FFFFFF" | 28 00 00 00 | ||
| 40 | | 40 | ||
| ALIGN=LEFT | size of next (second) object | | ALIGN=LEFT | size of next (second) object | ||
|- | |-BGCOLOR="#000000" | ||
|<FONT SIZE=2 COLOR="#FFFFFF">0x3C - ...</FONT> | |<FONT SIZE=2 COLOR="#FFFFFF">0x3C - ...</FONT> | ||
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Second object (40 bytes), etc</FONT> | | COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Second object (40 bytes), etc</FONT> | ||
|} | |||
|} | |} | ||
;Collection end | ;Collection end |
Revision as of 18:57, 29 July 2006
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- 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 :
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0x00 - 0x0F
- HEADER
- Example file : CJBOPowerUp.BINA from dunno where (level 3, probably)
- Offsets
- Offsets are given with respect to RAW part size.
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- 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]] |