OBD:BINA: Difference between revisions

1,168 bytes added ,  18 September 2007
m
finished; very strange; why is there no navigation box?
m (saving...)
m (finished; very strange; why is there no navigation box?)
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{{OBDtr| 0x00 | res_id  |FF0000| 01 67 23 00 | 9063      | 09063-CJBOCharacter.BINA }}
{{OBDtr| 0x00 | res_id  |FF0000| 01 67 23 00 | 9063      | 09063-CJBOCharacter.BINA }}
{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 3        | level 3 }}
{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 3        | level 3 }}
{{OBDtr| 0x00 | int32    |FFC8C8| 34 8B 00 00 | 35636    | size of the part in the raw/sep file in kb }}
{{OBDtr| 0x08 | int32    |FFC8C8| 34 8B 00 00 | 35636    | size of the part in the raw/sep file in kb }}
{{OBDtr| 0x02 | offset  |FFFFC8| 40 DD E4 00 |00 E4 DD 40| at this position starts the part in the raw/sep file }}
{{OBDtr| 0x0C | offset  |FFFFC8| 40 DD E4 00 |00 E4 DD 40| at this position starts the part in the raw/sep file }}
{{OBDtr| 0x04 | char[16] |C8FFC8| AD DE      | dead      | unused }}
{{OBDtr| 0x10 | char[16] |C8FFC8| AD DE      | dead      | unused }}
|}
|}


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;Global files
==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 [[OBD:BINA/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:BINA/OBJC|OBJC]]).
{|{{OBDtable}}
 
|align=center|
 
{|{{OBDtable}}
{{Table}}
|- BGCOLOR="#FFDDBB"
|-BGCOLOR="#E9E9E9"
! Filename
! WIDTH=30% | Filename || WIDTH=35% | Meaning || WIDTH=35% | Function
! Meaning
! Function
|-
|-
| ALIGN=LEFT | [[OBD:BINA/PAR3|3RAP''particle_name''.BINA]]
| [[OBD:BINA/PAR3|3RAP''particle_name''.BINA]]
| (PAR3 = 3D particles)
| PAR3 = 3D particles
| ALIGN=LEFT | Explosions, projectiles, flashes, trails... everything
| Explosions, projectiles, flashes, trails... everything
|-
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]]
| [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]]
| Combat profile ([[OBD:BINA/OBJC|OBJC]] = Object Collection)
| Combat profile; [[OBD:BINA/OBJC|OBJC]] = Object Collection
| ALIGN=LEFT | Stores specific (non-melee) behaviour : weapon logic etc
| Stores specific (non-melee) behaviour : weapon logic etc
|-
|-
| ALIGN=LEFT | [[OBD:BINA/ONIE|EINO'''impact_effects'''.BINA]]
| [[OBD:BINA/ONIE|EINO'''impact_effects'''.BINA]]
| (ONIE = Oni Impact Effects)
| ONIE = Oni Impact Effects
| ALIGN=LEFT | Footsteps, combat sounds, etc
| Footsteps, combat sounds, etc
|-
|-
| ALIGN=LEFT | [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]]
| [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]]
| Melee profile ([[OBD:BINA/OBJC|OBJC]] = Object Collection)
| Melee profile ([[OBD:BINA/OBJC|OBJC]] = Object Collection)
| ALIGN=LEFT | Melee profiles (what else?)
| Melee profiles
|-
|-
| ALIGN=LEFT | [[OBD:BINA/SABD|DBAS''character_name''.BINA]]
| [[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.
| Linked to (by name) from the [[OBD:ONCV|ONCV]] files.
|-
|-
| ALIGN=LEFT | [[OBD:BINA/TMBD|DBMT'''TextureMaterials'''.BINA]]
| [[OBD:BINA/TMBD|DBMT'''TextureMaterials'''.BINA]]
| (TMBD = Texture Materials Binary Data)
| TMBD = Texture Materials Binary Data
| ALIGN=LEFT | ...
| Assigns a material to a texture
|}
|}
|}




;Level-specific files - [[OBD:BINA/OBJC|OBJC]] (Object Collection)
==Level-specific files - [[OBD:BINA/OBJC|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 [[OBD:BINA/OBJC|OBJC]] BINA is absent from a level (empty 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:BINA/OBJC|OBJC]] BINA is absent from a level (empty field).


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|-ALIGN=CENTER
|-ALIGN=CENTER
| ALIGN=LEFT | [[OBD:BINA/OBJC/WEAP|CJBO'''Weapon'''.BINA]]        || || ||X|| || ||X||X||X||X||X|| || ||X||X
| ALIGN=LEFT | [[OBD:BINA/OBJC/WEAP|CJBO'''Weapon'''.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 :
{{Table}}
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/OBJC|OBJC]] : Object Collection...
|-ALIGN=CENTER
|WIDTH=12%|[[OBD:BINA/OBJC/CHAR|CHAR]]<BR>Character
|WIDTH=13%|[[OBD:BINA/OBJC/CMBT|CMBT]]<BR>Combat profile
|WIDTH=12%|[[OBD:BINA/OBJC/CONS|CONS]]<BR>Console
|WIDTH=13%|[[OBD:BINA/OBJC/DOOR|DOOR]]<BR>Door
|WIDTH=12%|[[OBD:BINA/OBJC/FLAG|FLAG]]<BR>Flag
|WIDTH=13%|[[OBD:BINA/OBJC/FURN|FURN]]<BR>Furniture
|WIDTH=12%|[[OBD:BINA/OBJC/MELE|MELE]]<BR>Melee profile
|WIDTH=13%|[[OBD:BINA/OBJC/NEUT|NEUT]]<BR>Neutral behaviour
|-ALIGN=CENTER
|[[OBD:BINA/OBJC/PART|PART]]<BR>Particle
|[[OBD:BINA/OBJC/PATR|PATR]]<BR>Patrol path
|[[OBD:BINA/OBJC/PWRU|PWRU]]<BR>Powerup
|[[OBD:BINA/OBJC/SNDG|SNDG]]<BR>Sound Group
|[[OBD:BINA/OBJC/TRGV|TRGV]]<BR>Trigger Volume
|[[OBD:BINA/OBJC/TRIG|TRIG]]<BR>Trigger
|[[OBD:BINA/OBJC/TURR|TURR]]<BR>Turret
|[[OBD:BINA/OBJC/WEAP|WEAP]]<BR>Weapon
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/ONIE|ONIE]] : Oni Impact Effects
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/PAR3|PAR3]] : 3D Particle
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/SABD|SABD]] : Sound Animations Binary Data
|-BGCOLOR="#E9E9E9"
!COLSPAN=8|[[OBD:BINA/TMBD|TMBD]] : Texture Materials Binary Data
|}
|}




{{OBD_File_Footer | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family=Start}}
{{OBD_File_Footer | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family=Start}}
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