OBD:BINA: Difference between revisions
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Revision as of 01:48, 29 July 2006
ONI BINARY DATA |
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AKVA << Other file types >> CBPI |
BINA : Binary data |
Start file |
Struct def for OUP |
Overview @ Oni Stuff |
- 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
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 |