Oni (PlayStation 2): Difference between revisions

m
(→‎Data storage: scripts)
Line 103: Line 103:
**Per-level folders
**Per-level folders
***SOUND.DAT referenced from level#_Final.dat, .SEP and .RAW looked up from .DAT
***SOUND.DAT referenced from level#_Final.dat, .SEP and .RAW looked up from .DAT
**Three short beep-like sounds (purpose unclear)
**Three short beeps stored separately (used as menu sounds)
*Intro and outro video sequences (18.12.2000 dev build has INTRO.PSS and OUTRO.PSS)
*Intro and outro video sequences (18.12.2000 dev build has INTRO.PSS and OUTRO.PSS)
*Game data for the loading screen interface (absent for the 18.12.2000 dev build)
*Game data for the loading screen interface (absent for the 18.12.2000 dev build)
Line 134: Line 134:
:The PS2 level scripts are similar to [[OBD:Localization/German|Big Blue Box Mac version]], in that they include some pre-beta folders (script logic intended for now-missing chapters and test levels). Some "test" subfolders are present for '''EnvWarehouse''' and '''manplant''', with backups of the scripts for levels 1 and 2.
:The PS2 level scripts are similar to [[OBD:Localization/German|Big Blue Box Mac version]], in that they include some pre-beta folders (script logic intended for now-missing chapters and test levels). Some "test" subfolders are present for '''EnvWarehouse''' and '''manplant''', with backups of the scripts for levels 1 and 2.
:When it comes to the PC/Mac discrepancy (in the [[Oni_(folder)/GameDataFolder/IGMD/tctf_ii|tctf_ii]] folder), the scripts match the PC version. However PS2 scripts have discrepancies of their own (to be documented later).
:When it comes to the PC/Mac discrepancy (in the [[Oni_(folder)/GameDataFolder/IGMD/tctf_ii|tctf_ii]] folder), the scripts match the PC version. However PS2 scripts have discrepancies of their own (to be documented later).
:The PS2 version of BSL implements at least two new script variables, '''psx2_ambient2''' and '''psx2_directional2''' (both of them floats). They appear to be white light intensities (i.e., shades of gray) used for the Gouraud shading of characters and other M3GM (powerups, weapons, furniture, animated objects). In PC/Mac Oni there is no possibility to adjust ambient or directional light intensities through scripts: the main directional light has intensity 0.7, the auxiliary directional light (turned on at higher quality settings) has intensity 0.3, and the ambient intensity is either 0.65 or 0.55 (larger is one directional light, smaller if two directional lights).
:The PS2 version of BSL implements at least two new script variables, '''psx2_ambient2''' and '''psx2_directional2''' (both of them floats). They appear to be white light intensities (i.e., shades of gray) used for the Gouraud shading of characters and other M3GM (powerups, weapons, furniture, animated objects). In PC/Mac Oni there is no possibility to adjust ambient or directional light intensities through scripts: the main directional light has intensity 0.7, the auxiliary directional light (turned on at higher quality settings) has intensity 0.3, and the ambient intensity is either 0.65 or 0.55 (larger if one directional light, smaller if two directional lights).
;Binary data
;Binary data
:The internal structure of '''level#_Final.dat''' and the corresponding '''.raw''' and '''.sep''' is compliant with the "VR31" iteration of instance files, although many resources were optimized for minimal storage space (textures use indexed colors, character animations has been split into a trimmed-down TRAM and an "extra" instance TREX that only exists for combat moves and such, etc). The few discrepancies between the PS2 implementation and the previously documented Windows/Mac versions are covered by the [[OBD:PS2]] page.
:The internal structure of '''level#_Final.dat''' and the corresponding '''.raw''' and '''.sep''' is compliant with the "VR31" iteration of instance files, although many resources were optimized for minimal storage space (textures use indexed colors, character animations has been split into a trimmed-down TRAM and an "extra" instance TREX that only exists for combat moves and such, etc). The few discrepancies between the PS2 implementation and the previously documented Windows/Mac versions are covered by the [[OBD:PS2]] page.
:Sounds are encoded using Sony's VAG format/codec, and (unlike for other Oni versions) their waveform data isn't stored in '''level#_Final.raw''' (see [[OBD:SNDD#PS2 implementation|SNDD]]). Instead the SNDD instances in '''level#_Final.dat''' contain links to '''SOUNDS/LEVEL#/SOUND.DAT''', which in turn references waveform data stored either in '''SOUNDS/LEVEL#/SOUND.SEP''' (raw VAG data without any headers) or '''SOUNDS/LEVEL#/SOUND.RAW''' (raw VAG data with minimal headers to allow the lookup of each sound). The three '''BINK#.VAG''' files are beep-like sounds picked from Oni's game data; they have a VAG header and are valid sounds for VAG-capable apps.
:Sounds are encoded using Sony's VAG format/codec, and (unlike for other Oni versions) their waveform data isn't stored in '''level#_Final.raw''' (see [[OBD:SNDD#PS2 implementation|SNDD]]). Instead the SNDD instances in '''level#_Final.dat''' contain links to '''SOUNDS/LEVEL#/SOUND.DAT''', which in turn references waveform data stored either in '''SOUNDS/LEVEL#/SOUND.SEP''' (raw VAG data without any headers) or '''SOUNDS/LEVEL#/SOUND.RAW''' (raw VAG data with minimal headers to allow the lookup of each sound). The three '''BINK#.VAG''' files are beep-like sounds picked from Oni's game data (SNDDbeep43, SNDDbeep24 and SNDDbeep23, respectively); they have a VAG header and are valid sounds for VAG-capable apps.


==Patches==
==Patches==