OBD:BINA
Jump to navigation
Jump to search
|
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/sep file in kb |
0x0C | offset | 40 DD E4 00 | 00 E4 DD 40 | at this position starts the part in the raw/sep file |
0x10 | char[16] | AD DE | dead | unused |
- Version-dependence
The binary data chunk is stored in the SEP file when available (Mac and PC demo), in the RAW otherwise (PC).
Global files
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 |
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 files - OBJC (Object Collection)
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 (empty 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 |
Overview - 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 |
ONI BINARY DATA |
---|
AKVA << Other file types >> CBPI |
BINA : Binary Data |
Start file |