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*persist.dat and PERSIST.DAT are [[persist.dat|savegame/preference files]] of the little-endian variety (i.e., created in Windows or by the PS2) and are byte-identical to each other. Actual save data is stored in a standard PS2 format on the memory card (obviously the game cannot write to files on disc anyway). They might be a development relic of the PS2 port since they are much smaller than a PC persist.dat (also, one is named in all-caps like the other files Rockstar added to the game directory). | *persist.dat and PERSIST.DAT are [[persist.dat|savegame/preference files]] of the little-endian variety (i.e., created in Windows or by the PS2) and are byte-identical to each other. Actual save data is stored in a standard PS2 format on the memory card (obviously the game cannot write to files on disc anyway). They might be a development relic of the PS2 port since they are much smaller than a PC persist.dat (also, one is named in all-caps like the other files Rockstar added to the game directory). | ||
;Scripts | ;Scripts | ||
:The PS2 | :The PS2 IGMD includes the same pre-beta folders as the [[European Mac releases]]: scripting logic intended for now-missing chapters and test levels. Some "test" subfolders are present for '''EnvWarehouse''' and '''manplant''', with backups of the scripts for levels 1 and 2. | ||
:When it comes to the | :When it comes to the Windows/Mac differences in the [[Oni (folder)/GameDataFolder/IGMD/tctf_ii|tctf_ii]] folder, the scripts match the Windows versions. However PS2 scripts have differences of their own (to be documented later). | ||
:The PS2 version of BSL implements at least two new script variables, '''psx2_ambient2''' and '''psx2_directional2''' (both of them floats). They appear to be white light intensities (i.e., shades of gray) used for the Gouraud shading of characters and other M3GM (powerups, weapons, furniture, animated objects). In | :The PS2 version of BSL implements at least two new script variables, '''psx2_ambient2''' and '''psx2_directional2''' (both of them floats). They appear to be white light intensities (i.e., shades of gray) used for the Gouraud shading of characters and other M3GM (powerups, weapons, furniture, animated objects). In Windows/Mac Oni there is no possibility to adjust ambient or directional light intensities through scripts: the main directional light has intensity 0.7, the auxiliary directional light (turned on at higher quality settings) has intensity 0.3, and the ambient intensity is either 0.65 or 0.55 (larger if one directional light, smaller if two directional lights). | ||
;Binary data | ;Binary data | ||
:The internal structure of '''level#_Final.dat''' and the corresponding '''.raw''' and '''.sep''' is compliant with the "VR31" iteration of instance files, although many resources were optimized for minimal storage space (textures use indexed colors, character animations has been split into a trimmed-down TRAM and an "extra" instance TREX that only exists for combat moves and such, etc). | :The internal structure of '''level#_Final.dat''' and the corresponding '''.raw''' and '''.sep''' is compliant with the "VR31" iteration of instance files, although many resources were optimized for minimal storage space (textures use indexed colors, character animations has been split into a trimmed-down TRAM and an "extra" instance TREX that only exists for combat moves and such, etc.). These deviations in PS2 resource formats are covered by the [[OBD:PS2]] page. | ||
:Sounds are encoded using Sony's VAG format/codec, and (unlike for other Oni versions) their waveform data isn't stored in '''level#_Final.raw''' (see [[OBD:SNDD#PS2 implementation|SNDD]]). Instead the SNDD instances in '''level#_Final.dat''' contain links to '''SOUNDS/LEVEL#/SOUND.DAT''', which in turn references waveform data stored either in '''SOUNDS/LEVEL#/SOUND.SEP''' (raw VAG data without any headers) or '''SOUNDS/LEVEL#/SOUND.RAW''' (raw VAG data with minimal headers to allow the lookup of each sound). The three '''BINK#.VAG''' files are beep-like sounds picked from Oni's game data (SNDDbeep43, SNDDbeep24 and SNDDbeep23, respectively); they have a VAG header and are valid sounds for VAG-capable apps. | :Sounds are encoded using Sony's VAG format/codec, and (unlike for other Oni versions) their waveform data isn't stored in '''level#_Final.raw''' (see [[OBD:SNDD#PS2 implementation|SNDD]]). Instead the SNDD instances in '''level#_Final.dat''' contain links to '''SOUNDS/LEVEL#/SOUND.DAT''', which in turn references waveform data stored either in '''SOUNDS/LEVEL#/SOUND.SEP''' (raw VAG data without any headers) or '''SOUNDS/LEVEL#/SOUND.RAW''' (raw VAG data with minimal headers to allow the lookup of each sound). The three '''BINK#.VAG''' files are beep-like sounds picked from Oni's game data (SNDDbeep43, SNDDbeep24 and SNDDbeep23, respectively); they have a VAG header and are valid sounds for VAG-capable apps. | ||