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{{OBD_File_Header | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family= | {{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| | {{OBDtr| 0x08 | uint32 |FFC8C8| 34 8B 00 00 | 35636 | size of the part in the raw/separate file in bytes }} | ||
{{OBDtr| | {{OBDtr| 0x0C | offset |FFFFC8| 40 DD E4 00 |00 E4 DD 40| at this position starts the part in the raw/separate file }} | ||
|} | |} | ||
==Overview of BINA types== | |||
The different sub-tags of BINA are: | |||
{{ | {{Table}} | ||
|-BGCOLOR="#E9E9E9" | |||
!COLSPAN=8|[[OBD:BINA/OBJC|OBJC]]: Objects... | |||
|-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" | ||
|[[OBD:BINA/OBJC/CHAR|CHAR]]< | !COLSPAN=8|[[OBD:BINA/PAR3|PAR3]]: 3D Particle | ||
|[[OBD:BINA/OBJC/CMBT|CMBT]]< | |-BGCOLOR="#E9E9E9" | ||
|[[OBD:BINA/OBJC/CONS|CONS]]< | !COLSPAN=8|[[OBD:BINA/SABD|SABD]]: Sound Animations Binary Data | ||
|[[OBD:BINA/OBJC/DOOR|DOOR]]< | |-BGCOLOR="#E9E9E9" | ||
| | !COLSPAN=8|[[OBD:BINA/TMBD|TMBD]]: Texture Materials Binary Data | ||
|[[OBD:BINA/OBJC/FLAG|FLAG]]< | |||
|[[OBD:BINA/OBJC/FURN|FURN]]< | |||
|[[OBD:BINA/OBJC/MELE|MELE]]< | |||
|[[OBD:BINA/OBJC/NEUT|NEUT]]< | |||
|- | |||
|[[OBD:BINA/OBJC/PART|PART]]< | |||
|[[OBD:BINA/OBJC/PATR|PATR]]< | |||
|[[OBD:BINA/OBJC/PWRU|PWRU]]< | |||
|[[OBD:BINA/OBJC/SNDG|SNDG]]< | |||
|[[OBD:BINA/OBJC/TRGV|TRGV]]< | |||
|[[OBD:BINA/OBJC/TRIG|TRIG]]< | |||
|[[OBD:BINA/OBJC/TURR|TURR]]< | |||
|[[OBD:BINA/OBJC/WEAP|WEAP]]< | |||
|- | |||
! | |||
|- | |||
! | |||
|- | |||
! | |||
|- | |||
! | |||
|} | |} | ||
==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}} | |||
|-BGCOLOR="#E9E9E9" | |||
! WIDTH=30% | Filename || WIDTH=35% | Meaning || WIDTH=35% | Function | |||
|-BGCOLOR=# | |||
! WIDTH= | |||
|- | |- | ||
| | | [[OBD:BINA/PAR3|3RAP''particle_name''.BINA]] | ||
| | | PAR3 = 3D particles | ||
| | | Explosions, projectiles, flashes, trails... everything | ||
|- | |- | ||
| | | [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]] | ||
| | | Combat profile; [[OBD:BINA/OBJC|OBJC]] = Objects | ||
| | | Stores specific (non-melee) behavior: weapon logic, etc. | ||
|- | |- | ||
| | | [[OBD:BINA/ONIE|EINO'''impact_effects'''.BINA]] | ||
| | | ONIE = Oni Impact Effects | ||
| | | Footsteps, combat sounds, etc. | ||
|- | |- | ||
| | | [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]] | ||
| | | Melee profile; [[OBD:BINA/OBJC|OBJC]] = Objects | ||
| | | Melee profiles | ||
|- | |- | ||
| [[OBD:BINA/SABD|DBAS''character_name''.BINA]] | |||
| SABD = Sound Animations Binary Data | |||
| Linked to (by name) from the [[OBD:ONCV|ONCV]] files | |||
| | |||
|- | |- | ||
| [[OBD:BINA/TMBD|DBMT'''TextureMaterials'''.BINA]] | |||
| | | TMBD = Texture Materials Binary Data | ||
| Assigns a material to a texture | |||
| | |||
|} | |} | ||
==Level-specific BINA types (OBJC)== | |||
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. | |||
{{Table}} | {{Table}} | ||
|-BGCOLOR="#E9E9E9" | |-BGCOLOR="#E9E9E9" | ||
! WIDTH=30% | BINA file | ! 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}} | |||
{{OBD}} | |||
{{ |
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