OBD:BINA
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File description
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 67 23 00 | 9063 | 09063-CJBOCharacter.BINA |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | int32 | 34 8B 00 00 | 35636 | size of the part in the raw/separate file in bytes |
0x0C | offset | 40 DD E4 00 | 00 E4 DD 40 | at this position starts the part in the raw/separate file |
0x10 | char[16] | AD DE | dead | unused |
- Version-dependence
- The binary data chunk is stored in the separate file when available (Mac and Windows demo), in the raw file otherwise (Windows).
Overview of BINA types
BINA are differentiated by the layout of their raw/separate file 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 |
Global BINA
These are stored in level0_Final and are available globally. The filenames link to the raw/separate file parts of 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 |
DBAScharacter_name.BINA | SABD = Sound Animations Binary Data | Linked to (by name) from the ONCV files. |
DBMTTextureMaterials.BINA | TMBD = Texture Materials Binary Data | Assigns a material to a texture |
Level-specific BINA - OBJC (Object Collection)
These are stored on a level-by-level basis. The filenames link to the overview of every OBJC type. The table shows whenever an OBJC BINA is absent from a level (empty field), in the original Oni.
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 |
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AKVA << Other file types >> CBPI |
BINA : Binary Data |
Generic file |