XML:BINA/SABD: Difference between revisions

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===general information===
===general information===
* The xml code on this page is compatible with onisplit '''v0.9.61.0'''
* The xml code on this page is compatible with onisplit '''v0.9.61.0'''
* BINA'''DBAS'''*.oni files are '''global'''. (They can be found in edition/GameDataFolder/'''level0_'''... )
* BINA'''DBAS'''*.oni files are '''global'''. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat)
* Those files are collections not unlike TRAC. SABD determine what sound plays when a character performs an animation or a specific type of animation.
* Those files are collections not unlike TRAC. SABD determine what sound plays when a character performs an animation or a specific type of animation.
* Only three files hold actual content:
* Only three files hold actual content:

Revision as of 13:16, 18 April 2013

SABD : Sound Animations Binary Data
XML modding tips
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  • See HERE if you are searching for information on how to handle object coordinates.
  • See HERE for some typical modding errors and their causes.
XML.png
XML

AKEV << Other file types >> CONS

PAR3 << Other BINA >> TMBD

switch to OBD page

general information

  • The xml code on this page is compatible with onisplit v0.9.61.0
  • BINADBAS*.oni files are global. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat)
  • Those files are collections not unlike TRAC. SABD determine what sound plays when a character performs an animation or a specific type of animation.
  • Only three files hold actual content:
BINADBASAny.oni
BINADBASKonoko.oni
BINADBASShinatama_Zombie.oni


sound picking mechanism

[...]


tag constellations

animation modifier is Any modifier is not Any
       <Assignment>
           <Target>
               <Animation>...</Animation>
               <Frame>...</Frame>
           </Target>
           <Sound>...</Sound>
       </Assignment>
       <Assignment>
           <Target>
               <Type>...</Type>
               <Frame>...</Frame>
           </Target>
           <Sound>...</Sound>
       </Assignment>
       <Assignment>
           <Target>
               <Type>...</Type>
               <Modifier>...</Modifier>
               <Frame>...</Frame>
           </Target>
           <Sound>...</Sound>
       </Assignment>


tag explanations

XML tag content type description
<SoundAnimation Variant="..."> char[32] ONCVfile_name.oni (without file suffix .oni)
<Assignment> -
<Target> -
<Animation> char[32] TRAMfile_name.oni (without file suffix .oni)
<Type> flag ? = not double checked, the other flags can be found in exported files
Any (?)
Block (?)
DrawWeapon
Fall (?)
FallingFlail
Fly (?)
GettingHit (?)
Holster (?)
Jump
Kick
Land (?)
Knockdown (?)
Pickup
Powerup (?)
Punch
ReloadMercuryBow
ReloadPistol
ReloadRifle
ReloadScramCannon
ReloadScreamer
ReloadStream
ReloadSuperball
ReloadVandegraf
Roll
Run (?)
Slide
Stand (?)
Startle (?)
Walk (?)
<Modifier> flag
HeavyDamage
MediumDamage
LightDamage
Crouch (?, "never used")
Jump (?, "never used")
Any (not used here because it is the default in XML, see tag constellations)
<Frame> integer Sound will be played at this animation frame.
<Sound> char[32] OSBDfile_name.imp.oni (without file suffix .oni)