OBD:BINA

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Main Page >> Oni Binary Data >> File types >> BINA


<== BINA : Binary data ==>
Start file


bina_all.gif


Hex Translation Meaning
01 67 23 00 9063 09063-CJBOCharacter.BINA
01 00 00 06 3 level 3
34 8B 00 00 35636 This is the size of the part in the raw file in bytes.
40 DD E4 00 E4 DD 40 At this line begins the part in the raw file.
AD DE dead not used


The following tables link to the RAW file parts of the different BINA files.

Global BINA

These are stored in level0_Final and are available globally.

Filename Meaning Function
3RAPparticle_name.BINA 3D particles (PAR3) Primarily weapon particles (explosions, projectiles)
CJBOCombat.BINA Combat profile (OBJC = Object Class?) Stores specific (non-melee) behaviour : weapon logic etc
EINOimpact_effects.BINA (ONIE = Oni Impact Effects) Footsteps etc?
CJBOMelee Profile.BINA Melee profile (OBJC = Object Class?) Melee profiles (what else?)
DBAScharacter_name.BINA (SABD = Spawn (Array?) Binary Data) Linked to (by name) from the ONCV files.
Somehow define randomly spawned ONCC.
DBTMTextureMaterials (TMBD = Texture Materials Binary Data) ...

Level-specific BINA

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

All level-specific BINA have the CJBO (OBJC) prefix and the BINA extension.

BINA file \ Level 1 2 3 4 6 8 9 10 11 12 13 14 18 19
Character X X X X X X X X X X X X X X
Console X X X X X X X X X X X X
Door X X X X X X X X X X X X X X
Flag X X X X X X X X X X X X X X
Furniture X X X X X X X X X X X X X X
Neutral X X X X X X X X X X X X X X
Particle X X X X X X X X X X X X X X
Patrol_Path X X X X X X X X X X X X X X
PowerUp X X X X X X X X X X X X X X
Sound X X X X X X X X X X X X X X
Trigger_Volume X X X X X X X X X X X X X X
Trigger X X X X X X X X X
Turret X X X X X X X
Weapon X X X X X X X X



<== BINA ==>


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