OBD:BINA: Difference between revisions

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Removing DEAD part... It is NOT a part of the type...
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m (Removing DEAD part... It is NOT a part of the type...)
 
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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| 0x00 | int32   |FFC8C8| 34 8B 00 00 | 35636    | size of the part in the raw/sep file in kb }}
{{OBDtr| 0x08 | uint32   |FFC8C8| 34 8B 00 00 | 35636    | size of the part in the raw/separate file in bytes }}
{{OBDtr| 0x02 | 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| 0x04 | char[16] |C8FFC8| AD DE      | dead      | unused }}
|}
|}


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


{{OBD_File_Footer | type=WMM_ | prev=WMDD | next=WMMB | name=WM (Window Menu) Menu | family=Global}}
{{Table}}
 
|-BGCOLOR="#E9E9E9"
 
!COLSPAN=8|[[OBD:BINA/OBJC|OBJC]]: Objects...
{{OBD_File_Header|align=right|type=BINA|prev=AKVA|next=CBPI|name=Binary data|family=Start|onistuff=bina}}
|-ALIGN=CENTER
;Structure
|WIDTH=12%|[[OBD:BINA/OBJC/CHAR|CHAR]]<BR>Character
BINA files only have a small (32-byte) header stored in the DAT
|WIDTH=13%|[[OBD:BINA/OBJC/CMBT|CMBT]]<BR>Combat profile
 
|WIDTH=12%|[[OBD:BINA/OBJC/CONS|CONS]]<BR>Console
The only information there is has to do with the binary data in the RAW/SEP :
|WIDTH=13%|[[OBD:BINA/OBJC/DOOR|DOOR]]<BR>Door
*at 0x08, the size of the binary data chunk in the RAW/SEP file
|WIDTH=12%|[[OBD:BINA/OBJC/FLAG|FLAG]]<BR>Flag
*at 0x0C, the offset of the binary data chunk to the start of the RAW/SEP
|WIDTH=13%|[[OBD:BINA/OBJC/FURN|FURN]]<BR>Furniture
;Version-dependence
|WIDTH=12%|[[OBD:BINA/OBJC/MELE|MELE]]<BR>Melee profile
The binary data chunk is stored in the SEP file when available (Mac and PC demo), in the RAW otherwise (PC).
|WIDTH=13%|[[OBD:BINA/OBJC/NEUT|NEUT]]<BR>Neutral behaviour
;Blue Box Beta "revelations"
|-ALIGN=CENTER
See the [[OBD:BINA/OBJC|OBJC]] page
|[[OBD:BINA/OBJC/PART|PART]]<BR>Particle
 
|[[OBD:BINA/OBJC/PATR|PATR]]<BR>Patrol path
 
|[[OBD:BINA/OBJC/PWRU|PWRU]]<BR>Powerup
==BINA types==
|[[OBD:BINA/OBJC/SNDG|SNDG]]<BR>Sound Group
BINA are differentiated by the layout of their RAW/SEP part. The different types are :
|[[OBD:BINA/OBJC/TRGV|TRGV]]<BR>Trigger Volume
{|{{OBDtable}}
|[[OBD:BINA/OBJC/TRIG|TRIG]]<BR>Trigger
|align=center|
|[[OBD:BINA/OBJC/TURR|TURR]]<BR>Turret
{|{{OBDtable}}
|[[OBD:BINA/OBJC/WEAP|WEAP]]<BR>Weapon
|-bgcolor=#FFDDBB
|-BGCOLOR="#E9E9E9"
!colspan=4|[[OBD:BINA/OBJC|OBJC]] : Object Collection...
!COLSPAN=8|[[OBD:BINA/ONIE|ONIE]]: Oni Impact Effects
|-
|-BGCOLOR="#E9E9E9"
|[[OBD:BINA/OBJC/CHAR|CHAR]]<br>Character
!COLSPAN=8|[[OBD:BINA/PAR3|PAR3]]: 3D Particle
|[[OBD:BINA/OBJC/CMBT|CMBT]]<br>Combat profile
|-BGCOLOR="#E9E9E9"
|[[OBD:BINA/OBJC/CONS|CONS]]<br>Console
!COLSPAN=8|[[OBD:BINA/SABD|SABD]]: Sound Animations Binary Data
|[[OBD:BINA/OBJC/DOOR|DOOR]]<br>Door
|-BGCOLOR="#E9E9E9"
|-
!COLSPAN=8|[[OBD:BINA/TMBD|TMBD]]: Texture Materials Binary Data
|[[OBD:BINA/OBJC/FLAG|FLAG]]<br>Flag
|[[OBD:BINA/OBJC/FURN|FURN]]<br>Furniture
|[[OBD:BINA/OBJC/MELE|MELE]]<br>Melee profile
|[[OBD:BINA/OBJC/NEUT|NEUT]]<br>Neutral behaviour
|-
|[[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=#FFDDBB
!colspan=4|[[OBD:BINA/ONIE|ONIE]] : Oni Impact Effects
|-bgcolor=#FFDDBB
!colspan=4|[[OBD:BINA/PAR3|PAR3]] : 3D Particle
|-bgcolor=#FFDDBB
!colspan=4|[[OBD:BINA/SABD|SABD]] : Sound Animations Binary Data
|-bgcolor=#FFDDBB
!colspan=4|[[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}}
----
|-BGCOLOR="#E9E9E9"
==0x00 - 0x1F==
! WIDTH=30% | Filename || WIDTH=35% | Meaning || WIDTH=35% | Function
;MINIMAL DAT PART
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/bina_all.gif
 
 
{|{{OBDtable}}
|align=center|
{|{{OBDtable}}
|-BGCOLOR=#FFDDBB
! WIDTH=15% | Hex
! WIDTH=15% | Translation
! WIDTH=70% | Meaning
|-
|-
| BGCOLOR="#FF0000" | 01 '''67 23''' 00
| [[OBD:BINA/PAR3|3RAP''particle_name''.BINA]]
| 9063
| PAR3 = 3D particles
| ALIGN=LEFT | file ID : 0x2367 = 09063-CJBOCharacter.BINA
| Explosions, projectiles, flashes, trails... everything
|-
|-
| BGCOLOR="#FFFF00" | 01 00 00 '''06'''
| [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]]
| 3
| Combat profile; [[OBD:BINA/OBJC|OBJC]] = Objects
| ALIGN=LEFT | level ID : 0x06 = 6, level 3
| Stores specific (non-melee) behavior: weapon logic, etc.
|-
|-
| BGCOLOR="#FFC8C8" | 34 8B 00 00
| [[OBD:BINA/ONIE|EINO'''impact_effects'''.BINA]]
| 35636
| ONIE = Oni Impact Effects
| ALIGN=LEFT | size of the part in the raw/sep file (in bytes)
| Footsteps, combat sounds, etc.
|-
|-
| BGCOLOR="#FFFFC8" | 40 DD E4 00
| [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]]
| E4 DD 40
| Melee profile; [[OBD:BINA/OBJC|OBJC]] = Objects
| ALIGN=LEFT | offset of binary data in the raw/sep file (in bytes)
| Melee profiles
|-
|-
| BGCOLOR="#C8FFC8" | AD DE
| [[OBD:BINA/SABD|DBAS''character_name''.BINA]]
| dead
| SABD = Sound Animations Binary Data
| ALIGN=LEFT | blank filler
| Linked to (by name) from the [[OBD:ONCV|ONCV]] 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]]).
{|{{OBDtable}}
|align=center|
{|{{OBDtable}}
|- BGCOLOR="#FFDDBB"
! Filename
! Meaning
! Function
|-
| ALIGN=LEFT | [[OBD:BINA/PAR3|3RAP''particle_name''.BINA]]
| (PAR3 = 3D particles)
| ALIGN=LEFT | Explosions, projectiles, flashes, trails... everything
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]]
| Combat profile ([[OBD:BINA/OBJC|OBJC]] = Object Collection)
| ALIGN=LEFT | Stores specific (non-melee) behaviour : weapon logic etc
|-
| ALIGN=LEFT | [[OBD:BINA/ONIE|EINO'''impact_effects'''.BINA]]
| (ONIE = Oni Impact Effects)
| ALIGN=LEFT | Footsteps, combat sounds, etc
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]]
| Melee profile ([[OBD:BINA/OBJC|OBJC]] = Object Collection)
| ALIGN=LEFT | Melee profiles (what else?)
|-
| ALIGN=LEFT | [[OBD:BINA/SABD|DBAS''character_name''.BINA]]
| (SABD = Sound Animations Binary Data)
| ALIGN=LEFT | Linked to (by name) from the [[OBD:ONCV|ONCV]] files.
|-
|-
| ALIGN=LEFT | [[OBD:BINA/TMBD|DBMT'''TextureMaterials'''.BINA]]
| [[OBD:BINA/TMBD|DBMT'''TextureMaterials'''.BINA]]
| (TMBD = Texture Materials Binary Data)
| TMBD = Texture Materials Binary Data
| ALIGN=LEFT | ...
| 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.


----
----
==Level-specific [[OBD:BINA/OBJC|OBJC]]==
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}}


----
{{OBD}}
----
{{OBD_File_Footer|type=BINA|prev=AKVA|next=CBPI|name=Binary data}}
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