OBD:BINA: Difference between revisions

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{|align=right
{{OBD_File_Header|type=BINA|prev=AKVA|next=CBPI|name=Binary data|family=Start|extra=[http://www6.fh-eberswalde.de/user/dkriesch/onistuff/oni_bina.htm Overview @ Oni Stuff]}}
![[OBD:Oni Binary Data|ONI BINARY DATA]]
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![[OBD:AKVA|AKVA]] << [[OBD:File types|Other file types]] >> [[OBD:CBPI|CBPI]]
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!<FONT SIZE=5>BINA : Binary data</FONT>
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![[OBD:File types/Start|Start file]]
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![http://geyser.oni2.net/OUP/BINA.txt Struct def for OUP]
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![http://www6.fh-eberswalde.de/user/dkriesch/onistuff/oni_bina.htm Overview @ Oni Stuff]
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;Structure
;Structure
BINA files only have a small (32-byte) header stored in the DAT
BINA files only have a small (32-byte) header stored in the DAT
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{|align=center
{{OBD_File_Footer|type=BINA|prev=AKVA|next=CBPI|name=Binary data}}
![[OBD:Oni Binary Data|ONI BINARY DATA]]
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![[OBD:AKVA|AKVA]] << [[OBD:File types|Other file types]] >> [[OBD:CBPI|CBPI]]
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!BINA : Binary data
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Revision as of 04:56, 29 July 2006

ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
switch to XML:BINA page
Overview @ Oni Stuff
OBD.png
Structure

BINA files only have a small (32-byte) header stored in the DAT

The only information there is :

  • at 0x08, the size of the binary data chunk in the RAW/SEP file, and its
  • at 0x0C, the offset of the binary data chunk to the start of the RAW/SEP
Version-dependence

The binary data chunk is stored in the SEP file when available (Mac and PC demo), in the RAW otherwise (PC).

Different BINA types

BINA are differentiated by the layout of their RAW/SEP part. The different types are :

  • OBJC : Object Collection...
  • ONIE : Oni Impact Effects
  • PAR3 : 3D Particle
  • SABD : Sound Animations Binary Data
  • TMBD : Texture Materials Binary Data
Blue Box Beta "revelations"

See the OBJC page

The following tables link to the RAW file parts of the different BINA files. (OBJC info offered by beta WMDDs)




0x00 - 0x1F

MINIMAL DAT PART

bina_all.gif


Hex Translation Meaning
01 67 23 00 9063 file ID : 0x2367 = 09063-CJBOCharacter.BINA
01 00 00 06 3 level ID : 0x06 = 6, level 3
34 8B 00 00 35636 size of the part in the raw/sep file (in bytes)
40 DD E4 00 E4 DD 40 offset of binary data in the raw/sep file (in bytes)
AD DE dead blank filler




Global BINA

These are stored in level0_Final and are available globally.

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 (what else?)
DBAScharacter_name.BINA (SABD = Sound Animations Binary Data) Linked to (by name) from the ONCV files.
DBMTTextureMaterials.BINA (TMBD = Texture Materials Binary Data) ...




Level-specific OBJC

These are stored on a level-by-level basis. The following table links to the RAW parts and shows whenever an OBJC BINA is absent from a level (black 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




ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
[[OBD:File types/{{{family}}}|{{{family}}} file]]