OBD:BINA: Difference between revisions

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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).


Line 91: Line 90:
|-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}}

Revision as of 13:50, 18 September 2007

ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary Data
switch to XML:BINA page
Overview @ Oni Stuff
OBD.png


Bina all.gif


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