OBD:BINA: Difference between revisions

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<CENTER>[[OBD:AKVA|<==]] <FONT SIZE=5>BINA</FONT> [[OBD:CBPI|==>]]<BR>
<CENTER>[[OBD:AKVA|<==]] <FONT SIZE=5>BINA : Binary data</FONT> [[OBD:CBPI|==>]]<BR>
<FONT SIZE=2>Binary data - Start file</FONT></CENTER>
<FONT SIZE=2>[[OBD:File types/Start|Start file]]</FONT></CENTER>




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{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
|- BGCOLOR="#FFDDBB"
| WIDTH=15% | <B>Hex</B>
! WIDTH=15% | Hex
| WIDTH=15% | <B>Translation</B>
! WIDTH=15% | Translation
| WIDTH=70% | <B>Meaning</B>
! WIDTH=70% | Meaning
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FF0000" | 01 67 23 00
| BGCOLOR="#FF0000" | 01 67 23 00
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The following table shows the raw file parts of the different BINA files. The crosses show which BINA are present in what level.
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.
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
|- ALIGN=CENTER BGCOLOR="#FFDDBB" VALIGN=TOP
|- BGCOLOR="#FFDDBB" VALIGN=TOP
| WIDTH=25% | <B>BINA file \ Level</B>
! Filename
| WIDTH=5% | <B>0</B>
! Meaning
| WIDTH=5% | <B>1</B>
! Function
| WIDTH=5% | <B>2</B>
| WIDTH=5% | <B>3</B>
| WIDTH=5% | <B>4</B>
| WIDTH=5% | <B>6</B>
| WIDTH=5% | <B>8</B>
| WIDTH=5% | <B>9</B>
| WIDTH=5% | <B>10</B>
| WIDTH=5% | <B>11</B>
| WIDTH=5% | <B>12</B>
| WIDTH=5% | <B>13</B>
| WIDTH=5% | <B>14</B>
| WIDTH=5% | <B>18</B>
| WIDTH=5% | <B>19</B>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | 3D-Particles
| ALIGN=LEFT | 3RAP''particle_name''.BINA
| X
| 3D particles (PAR3)
| &nbsp;
| ALIGN=LEFT | Primarily weapon particles (explosions, projectiles)
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Combat|Combat]]
| ALIGN=LEFT | [[OBD:BINA/Combat|CJBOCombat.BINA]]
| X
| Combat profile (OBJC = Object Class?)
| &nbsp;
| ALIGN=LEFT | Stores specific (non-melee) behaviour : weapon logic etc
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | Impact_Effects
| ALIGN=LEFT | EINOimpact_effects.BINA
| X
| (ONIE = Oni Impact Effects)
| &nbsp;
| ALIGN=LEFT | Footsteps etc?
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Melee_Profile|Melee_Profile]]
| ALIGN=LEFT | [[OBD:BINA/Melee Profile|CJBOMelee Profile.BINA]]
| X
| Melee profile (OBJC = Object Class?)
| &nbsp;
| ALIGN=LEFT | Melee profiles (what else?)
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | DBAS (unknown)
| ALIGN=LEFT | DBAS''character_name''.BINA
| X
| (SABD = Spawn (Array?) Binary Data)
| &nbsp;
| ALIGN=LEFT | Linked to (by name) from the [[OBD:ONCV|ONCV]] files.<br>Hold one or more [[OBD:ONCC|ONCC]] names for random spawns.
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
| &nbsp;
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Texture_Materials|Texture_Materials]]
| ALIGN=LEFT | [[OBD:BINA/Texture_Materials|DBTMTextureMaterials]]
| X
| (TMBD = Texture Materials Binary Data)
| &nbsp;
| ALIGN=LEFT | ...
| &nbsp;
|}
| &nbsp;
==Level-specific BINA==
| &nbsp;
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).
| &nbsp;
 
| &nbsp;
All level-specific BINA have the CJBO (OBJC) prefix and the BINA extension.
| &nbsp;
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
| &nbsp;
|- BGCOLOR="#FFDDBB" VALIGN=TOP
| &nbsp;
! WIDTH=30% | BINA file \ Level
| &nbsp;
! WIDTH=5% | 1
| &nbsp;
! WIDTH=5% | 2
| &nbsp;
! WIDTH=5% | 3
| &nbsp;
! WIDTH=5% | 4
| &nbsp;
! WIDTH=5% | 6
! WIDTH=5% | 8
! WIDTH=5% | 9
! WIDTH=5% | 10
! WIDTH=5% | 11
! WIDTH=5% | 12
! WIDTH=5% | 13
! WIDTH=5% | 14
! WIDTH=5% | 18
! WIDTH=5% | 19
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Character|Character]]
| ALIGN=LEFT | [[OBD:BINA/Character|Character]]
| &nbsp;
| X
| X
| X
| X
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Console|Console]]
| ALIGN=LEFT | [[OBD:BINA/Console|Console]]
| &nbsp;
| X
| X
| X
| X
Line 189: Line 118:
| X
| X
| X
| X
| &nbsp;
|bgcolor="black"|
| &nbsp;
|bgcolor="black"|
| X
| X
| X
| X
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Door|Door]]
| ALIGN=LEFT | [[OBD:BINA/Door|Door]]
| &nbsp;
| X
| X
| X
| X
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Flag|Flag]]
| ALIGN=LEFT | [[OBD:BINA/Flag|Flag]]
| &nbsp;
| X
| X
| X
| X
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Furniture|Furniture]]
| ALIGN=LEFT | [[OBD:BINA/Furniture|Furniture]]
| &nbsp;
| X
| X
| X
| X
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Neutral|Neutral]]
| ALIGN=LEFT | [[OBD:BINA/Neutral|Neutral]]
| &nbsp;
| X
| X
| X
| X
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Particle|Particle]]
| ALIGN=LEFT | [[OBD:BINA/Particle|Particle]]
| &nbsp;
| X
| X
| X
| X
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Patrol_Path|Patrol_Path]]
| ALIGN=LEFT | [[OBD:BINA/Patrol_Path|Patrol_Path]]
| &nbsp;
| X
| X
| X
| X
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/PowerUp|PowerUp]]
| ALIGN=LEFT | [[OBD:BINA/PowerUp|PowerUp]]
| &nbsp;
| X
| X
| X
| X
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Sound|Sound]]
| ALIGN=LEFT | [[OBD:BINA/Sound|Sound]]
| &nbsp;
| X
| X
| X
| X
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Trigger_Volume|Trigger_Volume]]
| ALIGN=LEFT | [[OBD:BINA/Trigger_Volume|Trigger_Volume]]
| &nbsp;
| X
| X
| X
| X
Line 349: Line 269:
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Trigger|Trigger]]
| ALIGN=LEFT | [[OBD:BINA/Trigger|Trigger]]
| &nbsp;
| X
| X
| X
| X
| &nbsp;
|bgcolor="black"|
| &nbsp;
|bgcolor="black"|
| X
| X
| X
| X
| &nbsp;
|bgcolor="black"|
| &nbsp;
|bgcolor="black"|
| X
| X
| &nbsp;
|bgcolor="black"|
| X
| X
| X
| X
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|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Turret|Turret]]
| ALIGN=LEFT | [[OBD:BINA/Turret|Turret]]
| &nbsp;
|bgcolor="black"|
| &nbsp;
| X
| X
| &nbsp;
|bgcolor="black"|
| &nbsp;
|bgcolor="black"|
| &nbsp;
|bgcolor="black"|
| X
| X
| &nbsp;
|bgcolor="black"|
| &nbsp;
|bgcolor="black"|
| X
| X
| &nbsp;
|bgcolor="black"|
| X
| X
| X
| X
Line 383: Line 301:
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| ALIGN=LEFT | [[OBD:BINA/Weapon|Weapon]]
| ALIGN=LEFT | [[OBD:BINA/Weapon|Weapon]]
| &nbsp;
|bgcolor="black"|
| &nbsp;
|bgcolor="black"|
| &nbsp;
| X
| X
| &nbsp;
|bgcolor="black"|
| &nbsp;
|bgcolor="black"|
| X
| X
| X
| X
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| X
| X
| X
| X
| &nbsp;
|bgcolor="black"|
| &nbsp;
|bgcolor="black"|
| X
| X
| X
| X

Revision as of 21:07, 16 March 2006

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.
Hold one or more ONCC names for random spawns.
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 ==>


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