OBD:BINA: Difference between revisions

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==BINA types==
==BINA types==
BINA are differentiated by the layout of their RAW/SEP part. The different types are :
BINA are differentiated by the layout of their RAW/SEP part. The different types are :
{|border=1 cellspacing=0 style="background:#FFEEDD;"
{|{{OBDtable}}
|-style="background:#FFDDBB;"
|align=center|
{|{{OBDtable}}
|-bgcolor=#FFDDBB
!colspan=4|[[OBD:BINA/OBJC|OBJC]] : Object Collection...
!colspan=4|[[OBD:BINA/OBJC|OBJC]] : Object Collection...
|-
|-
![[OBD:BINA/OBJC/CHAR|CHAR]]<br>Character
|[[OBD:BINA/OBJC/CHAR|CHAR]]<br>Character
![[OBD:BINA/OBJC/CMBT|CMBT]]<br>Combat profile
|[[OBD:BINA/OBJC/CMBT|CMBT]]<br>Combat profile
![[OBD:BINA/OBJC/CONS|CONS]]<br>Console
|[[OBD:BINA/OBJC/CONS|CONS]]<br>Console
![[OBD:BINA/OBJC/DOOR|DOOR]]<br>Door
|[[OBD:BINA/OBJC/DOOR|DOOR]]<br>Door
|-
|-
![[OBD:BINA/OBJC/FLAG|FLAG]]<br>Flag
|[[OBD:BINA/OBJC/FLAG|FLAG]]<br>Flag
![[OBD:BINA/OBJC/FURN|FURN]]<br>Furniture
|[[OBD:BINA/OBJC/FURN|FURN]]<br>Furniture
![[OBD:BINA/OBJC/MELE|MELE]]<br>Melee profile
|[[OBD:BINA/OBJC/MELE|MELE]]<br>Melee profile
![[OBD:BINA/OBJC/NEUT|NEUT]]<br>Neutral behaviour
|[[OBD:BINA/OBJC/NEUT|NEUT]]<br>Neutral behaviour
|-
|-
![[OBD:BINA/OBJC/PART|PART]]<br>Particle
|[[OBD:BINA/OBJC/PART|PART]]<br>Particle
![[OBD:BINA/OBJC/PATR|PATR]]<br>Patrol path
|[[OBD:BINA/OBJC/PATR|PATR]]<br>Patrol path
![[OBD:BINA/OBJC/PWRU|PWRU]]<br>Powerup
|[[OBD:BINA/OBJC/PWRU|PWRU]]<br>Powerup
![[OBD:BINA/OBJC/SNDG|SNDG]]<br>Sound Group
|[[OBD:BINA/OBJC/SNDG|SNDG]]<br>Sound Group
|-
|-
![[OBD:BINA/OBJC/TRGV|TRGV]]<br>Trigger Volume
|[[OBD:BINA/OBJC/TRGV|TRGV]]<br>Trigger Volume
![[OBD:BINA/OBJC/TRIG|TRIG]]<br>Trigger
|[[OBD:BINA/OBJC/TRIG|TRIG]]<br>Trigger
![[OBD:BINA/OBJC/TURR|TURR]]<br>Turret
|[[OBD:BINA/OBJC/TURR|TURR]]<br>Turret
![[OBD:BINA/OBJC/WEAP|WEAP]]<br>Weapon
|[[OBD:BINA/OBJC/WEAP|WEAP]]<br>Weapon
|-style="background:#FFDDBB;"
|-bgcolor=#FFDDBB
!colspan=4|[[OBD:BINA/ONIE|ONIE]] : Oni Impact Effects
!colspan=4|[[OBD:BINA/ONIE|ONIE]] : Oni Impact Effects
|-style="background:#FFDDBB;"
|-bgcolor=#FFDDBB
!colspan=4|[[OBD:BINA/PAR3|PAR3]] : 3D Particle
!colspan=4|[[OBD:BINA/PAR3|PAR3]] : 3D Particle
|-style="background:#FFDDBB;"
|-bgcolor=#FFDDBB
!colspan=4|[[OBD:BINA/SABD|SABD]] : Sound Animations Binary Data
!colspan=4|[[OBD:BINA/SABD|SABD]] : Sound Animations Binary Data
|-style="background:#FFDDBB;"
|-bgcolor=#FFDDBB
!colspan=4|[[OBD:BINA/TMBD|TMBD]] : Texture Materials Binary Data
!colspan=4|[[OBD:BINA/TMBD|TMBD]] : Texture Materials Binary Data
|}
|}
|}


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{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
{|{{OBDtable}}
|- BGCOLOR="#FFDDBB"
|align=center|
{|{{OBDtable}}
|-BGCOLOR=#FFDDBB
! WIDTH=15% | Hex
! WIDTH=15% | Hex
! WIDTH=15% | Translation
! WIDTH=15% | Translation
! WIDTH=70% | Meaning
! WIDTH=70% | Meaning
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| BGCOLOR="#FF0000" | 01 '''67 23''' 00
| BGCOLOR="#FF0000" | 01 '''67 23''' 00
| 9063
| 9063
| ALIGN=LEFT | file ID : 0x2367 = 09063-CJBOCharacter.BINA
| ALIGN=LEFT | file ID : 0x2367 = 09063-CJBOCharacter.BINA
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| BGCOLOR="#FFFF00" | 01 00 00 '''06'''
| BGCOLOR="#FFFF00" | 01 00 00 '''06'''
| 3
| 3
| ALIGN=LEFT | level ID : 0x06 = 6, level 3
| ALIGN=LEFT | level ID : 0x06 = 6, level 3
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| BGCOLOR="#FFC8C8" | 34 8B 00 00
| BGCOLOR="#FFC8C8" | 34 8B 00 00
| 35636
| 35636
| ALIGN=LEFT | size of the part in the raw/sep file (in bytes)
| ALIGN=LEFT | size of the part in the raw/sep file (in bytes)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| BGCOLOR="#FFFFC8" | 40 DD E4 00
| BGCOLOR="#FFFFC8" | 40 DD E4 00
| E4 DD 40
| E4 DD 40
| ALIGN=LEFT | offset of binary data in the raw/sep file (in bytes)
| ALIGN=LEFT | offset of binary data in the raw/sep file (in bytes)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| BGCOLOR="#C8FFC8" | AD DE
| BGCOLOR="#C8FFC8" | AD DE
| dead
| dead
| ALIGN=LEFT | blank filler
| ALIGN=LEFT | blank filler
|}
|}
|}


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==Global BINA==
==Global BINA==
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: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:OBJC|OBJC]]).
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
{|{{OBDtable}}
|- BGCOLOR="#FFDDBB" VALIGN=TOP
|align=center|
{|{{OBDtable}}
|- BGCOLOR="#FFDDBB"
! Filename
! Filename
! Meaning
! Meaning
! Function
! Function
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/PAR3|3RAP''particle_name''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/PAR3|3RAP''particle_name''.BINA]]
| (PAR3 = 3D particles)
| (PAR3 = 3D particles)
| ALIGN=LEFT | Explosions, projectiles, flashes, trails... everything
| ALIGN=LEFT | Explosions, projectiles, flashes, trails... everything
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]]
| Combat profile ([[OBD:OBJC|OBJC]] = Object Collection)
| Combat profile ([[OBD:OBJC|OBJC]] = Object Collection)
| ALIGN=LEFT | Stores specific (non-melee) behaviour : weapon logic etc
| ALIGN=LEFT | Stores specific (non-melee) behaviour : weapon logic etc
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/ONIE|EINO'''impact_effects'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/ONIE|EINO'''impact_effects'''.BINA]]
| (ONIE = Oni Impact Effects)
| (ONIE = Oni Impact Effects)
| ALIGN=LEFT | Footsteps, combat sounds, etc
| ALIGN=LEFT | Footsteps, combat sounds, etc
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]]
| Melee profile ([[OBD:OBJC|OBJC]] = Object Collection)
| Melee profile ([[OBD:OBJC|OBJC]] = Object Collection)
| ALIGN=LEFT | Melee profiles (what else?)
| ALIGN=LEFT | Melee profiles (what else?)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/SABD|DBAS''character_name''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/SABD|DBAS''character_name''.BINA]]
| (SABD = Sound Animations Binary Data)
| (SABD = Sound Animations Binary Data)
| ALIGN=LEFT | Linked to (by name) from the [[OBD:ONCV|ONCV]] files.
| ALIGN=LEFT | Linked to (by name) from the [[OBD:ONCV|ONCV]] files.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/TMBD|DBMT'''TextureMaterials'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/TMBD|DBMT'''TextureMaterials'''.BINA]]
| (TMBD = Texture Materials Binary Data)
| (TMBD = Texture Materials Binary Data)
| ALIGN=LEFT | ...
| ALIGN=LEFT | ...
|}
|}
|}


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==Level-specific [[OBD:OBJC|OBJC]]==
==Level-specific [[OBD:OBJC|OBJC]]==
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:OBJC|OBJC]] BINA is absent from a level (black 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:OBJC|OBJC]] BINA is absent from a level (black field).
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
{|{{OBDtable}}
|- BGCOLOR="#FFDDBB" VALIGN=TOP
|align=center|
{|{{OBDtable}}
|- BGCOLOR="#FFDDBB"
! WIDTH=30% | BINA file \ Level
! WIDTH=30% | BINA file \ Level
! WIDTH=5% | 1
! WIDTH=5% | 1
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! WIDTH=5% | 18
! WIDTH=5% | 18
! WIDTH=5% | 19
! WIDTH=5% | 19
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/CHAR|CJBO'''Character'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/CHAR|CJBO'''Character'''.BINA]]
| X
| X
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/CONS|CJBO'''Console'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/CONS|CJBO'''Console'''.BINA]]
| X
| X
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/DOOR|CJBO'''Door'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/DOOR|CJBO'''Door'''.BINA]]
| X
| X
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/FLAG|CJBO'''Flag'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/FLAG|CJBO'''Flag'''.BINA]]
| X
| X
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/FURN|CJBO'''Furniture'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/FURN|CJBO'''Furniture'''.BINA]]
| X
| X
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/NEUT|CJBO'''Neutral'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/NEUT|CJBO'''Neutral'''.BINA]]
| X
| X
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/PART|CJBO'''Particle'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/PART|CJBO'''Particle'''.BINA]]
| X
| X
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/PATR|CJBO'''Patrol_Path'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/PATR|CJBO'''Patrol_Path'''.BINA]]
| X
| X
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/PWRU|CJBO'''PowerUp'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/PWRU|CJBO'''PowerUp'''.BINA]]
| X
| X
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/SNDG|CJBO'''Sound'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/SNDG|CJBO'''Sound'''.BINA]]
| X
| X
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/TRGV|CJBO'''Trigger_Volume'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/TRGV|CJBO'''Trigger_Volume'''.BINA]]
| X
| X
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/TRIG|CJBO'''Trigger'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/TRIG|CJBO'''Trigger'''.BINA]]
| X
| X
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/TURR|CJBO'''Turret'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/TURR|CJBO'''Turret'''.BINA]]
|bgcolor="black"|
|bgcolor="black"|
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| X
| X
| X
| X
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/WEAP|CJBO'''Weapon'''.BINA]]
| ALIGN=LEFT | [[OBD:BINA/OBJC/WEAP|CJBO'''Weapon'''.BINA]]
|bgcolor="black"|
|bgcolor="black"|
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| X
| X
| X
| X
|}
|}
|}



Revision as of 14:47, 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).

Blue Box Beta "revelations"

See the OBJC page


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




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. 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 (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 filenames link to the overview of every OBJC type and the table 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]]