OBD:BINA: Difference between revisions
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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 | int32 |FFC8C8| 34 8B 00 00 | 35636 | size of the part in the raw/sep file in kb }} | ||
{{OBDtr| | {{OBDtr| 0x0C | offset |FFFFC8| 40 DD E4 00 |00 E4 DD 40| at this position starts the part in the raw/sep file }} | ||
{{OBDtr| | {{OBDtr| 0x10 | char[16] |C8FFC8| AD DE | dead | unused }} | ||
|} | |} | ||
Line 19: | Line 19: | ||
==Global files== | |||
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 ov every BINA type (or object type for [[OBD:BINA/OBJC|OBJC]]). | ||
{{Table}} | |||
|- BGCOLOR="# | |-BGCOLOR="#E9E9E9" | ||
! Filename | ! WIDTH=30% | Filename || WIDTH=35% | Meaning || WIDTH=35% | Function | ||
|- | |- | ||
| [[OBD:BINA/PAR3|3RAP''particle_name''.BINA]] | |||
| | | PAR3 = 3D particles | ||
| Explosions, projectiles, flashes, trails... everything | |||
|- | |- | ||
| [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]] | |||
| Combat profile | | Combat profile; [[OBD:BINA/OBJC|OBJC]] = Object Collection | ||
| Stores specific (non-melee) behaviour : 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]] = Object Collection) | | Melee profile ([[OBD:BINA/OBJC|OBJC]] = Object Collection) | ||
| 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 files - [[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 and the table shows whenever an [[OBD:BINA/OBJC|OBJC]] BINA is absent from a level (empty field). | ||
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|-ALIGN=CENTER | |-ALIGN=CENTER | ||
| ALIGN=LEFT | [[OBD:BINA/OBJC/WEAP|CJBO'''Weapon'''.BINA]] || || ||X|| || ||X||X||X||X||X|| || ||X||X | | ALIGN=LEFT | [[OBD:BINA/OBJC/WEAP|CJBO'''Weapon'''.BINA]] || || ||X|| || ||X||X||X||X||X|| || ||X||X | ||
|} | |||
== Overview - 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 | |||
|} | |} | ||
{{OBD_File_Footer | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family=Start}} | {{OBD_File_Footer | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family=Start}} |
Revision as of 13:50, 18 September 2007
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 67 23 00 | 9063 | 09063-CJBOCharacter.BINA |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | int32 | 34 8B 00 00 | 35636 | size of the part in the raw/sep file in kb |
0x0C | offset | 40 DD E4 00 | 00 E4 DD 40 | at this position starts the part in the raw/sep file |
0x10 | char[16] | AD DE | dead | unused |
- 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
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 OBJC).
Filename | Meaning | Function |
---|---|---|
3RAPparticle_name.BINA | PAR3 = 3D particles | Explosions, projectiles, flashes, trails... everything |
CJBOCombat.BINA | Combat profile; OBJC = Object Collection | Stores specific (non-melee) behaviour : weapon logic etc |
EINOimpact_effects.BINA | ONIE = Oni Impact Effects | Footsteps, combat sounds, etc |
CJBOMelee Profile.BINA | Melee profile (OBJC = Object Collection) | Melee profiles |
DBAScharacter_name.BINA | SABD = Sound Animations Binary Data | Linked to (by name) from the ONCV files. |
DBMTTextureMaterials.BINA | TMBD = Texture Materials Binary Data | Assigns a material to a texture |
Level-specific files - 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 OBJC BINA is absent from a level (empty field).
BINA file \ Level | 1 | 2 | 3 | 4 | 6 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 18 | 19 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
CJBOCharacter.BINA | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
CJBOConsole.BINA | X | X | X | X | X | X | X | X | X | X | X | X | ||
CJBODoor.BINA | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
CJBOFlag.BINA | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
CJBOFurniture.BINA | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
CJBONeutral.BINA | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
CJBOParticle.BINA | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
CJBOPatrol_Path.BINA | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
CJBOPowerUp.BINA | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
CJBOSound.BINA | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
CJBOTrigger_Volume.BINA | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
CJBOTrigger.BINA | X | X | X | X | X | X | X | X | X | |||||
CJBOTurret.BINA | X | X | X | X | X | X | X | |||||||
CJBOWeapon.BINA | X | X | X | X | X | X | X | X |
Overview - BINA types
BINA are differentiated by the layout of their RAW/SEP part. The different types are :
OBJC : Object Collection... | |||||||
---|---|---|---|---|---|---|---|
CHAR Character |
CMBT Combat profile |
CONS Console |
DOOR Door |
FLAG Flag |
FURN Furniture |
MELE Melee profile |
NEUT Neutral behaviour |
PART Particle |
PATR Patrol path |
PWRU Powerup |
SNDG Sound Group |
TRGV Trigger Volume |
TRIG Trigger |
TURR Turret |
WEAP Weapon |
ONIE : Oni Impact Effects | |||||||
PAR3 : 3D Particle | |||||||
SABD : Sound Animations Binary Data | |||||||
TMBD : Texture Materials Binary Data |
ONI BINARY DATA |
---|
AKVA << Other file types >> CBPI |
BINA : Binary Data |
Start file |