XML:BINA/SABD: Difference between revisions

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m (copy edit; I guess "constellations" refers to a hierarchy?)
m (actually the section header was named better before)
 
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{{XML_BINA_Header | prev=PAR3 | type=SABD | next=TMBD | name=Sound Animations Binary Data}}
{{XML_BINA_Header | prev=PAR3 | type=SABD | next=TMBD | name=SoundAnims}}


===General information===
==General information==
* The XML code on this page is compatible with OniSplit '''v0.9.61.0'''
* The XML code on this page is compatible with OniSplit '''v0.9.61.0'''
* BINA'''DBAS'''*.oni files are '''global'''. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat.)
* BINA'''DBAS'''*.oni files are '''global'''. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat.)
* Those files are collections not unlike TRAC. SABD determines what sound plays when a character performs an animation or a specific type of animation.
* SABD collections determine what sound plays when a character performs an animation or a specific type of animation.
* Only three files hold actual content:
* Only three files hold actual content:
:: BINADBASAny.oni
:: '''BINADBASAny.oni'''
:: BINADBASKonoko.oni
:: '''BINADBASKonoko.oni'''
:: BINADBASShinatama_Zombie.oni
:: BINADBASShinatama_Zombie.oni ("SHINZOMwalk1" animation only)


==Sound-picking mechanism==
ONCC -> ONCV name
          +
        BINADBAS <SoundAnimation Variant="''VariantName''" />
          =
        sound pool (possible choices are narrowed by available anim name, type, and modifier?)


===Sound picking mechanism===
Damage modifier might be the same as in ONIE.
[...]
* Heavy hurt sound: 15 HP or more.
* Medium hurt sound: 10-14 HP.
* Light hurt sound: less than 10 HP


 
==Tag hierarchy==
===Tag hierarchy===
{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
! Animation
! Animation
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|}
|}


===Tag explanations===
==Tag explanations==
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| XML tag
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: Crouch (?, "never used")
: Crouch (?, "never used")
: Jump (?, "never used")
: Jump (?, "never used")
: <strike>Any</strike> (not used here because it is the default in XML, see [[#Tag hierachy|tag hierarchy]])
: <strike>Any</strike> (not used here because it is the default in XML, see [[#Tag hierarchy|tag hierarchy]])
|-
|-
| <Frame>
| <Frame>

Latest revision as of 01:56, 5 April 2021

SABD : SoundAnims
XML modding tips
  • See HERE to start learning about XML modding.
  • See HERE if you are searching for information on how to handle object coordinates.
  • See HERE for some typical modding errors and their causes.
XML.png
XML

AKEV << Other file types >> CONS

PAR3 << Other BINA >> TMBD

switch to OBD page

General information

  • The XML code on this page is compatible with OniSplit v0.9.61.0
  • BINADBAS*.oni files are global. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat.)
  • SABD collections determine what sound plays when a character performs an animation or a specific type of animation.
  • Only three files hold actual content:
BINADBASAny.oni
BINADBASKonoko.oni
BINADBASShinatama_Zombie.oni ("SHINZOMwalk1" animation only)

Sound-picking mechanism

ONCC -> ONCV name
         +
        BINADBAS <SoundAnimation Variant="VariantName" />
         =
        sound pool (possible choices are narrowed by available anim name, type, and modifier?)

Damage modifier might be the same as in ONIE.

  • Heavy hurt sound: 15 HP or more.
  • Medium hurt sound: 10-14 HP.
  • Light hurt sound: less than 10 HP

Tag hierarchy

Animation Modifier is Any Modifier is not Any
       <Assignment>
           <Target>
               <Animation>...</Animation>
               <Frame>...</Frame>
           </Target>
           <Sound>...</Sound>
       </Assignment>
       <Assignment>
           <Target>
               <Type>...</Type>
               <Frame>...</Frame>
           </Target>
           <Sound>...</Sound>
       </Assignment>
       <Assignment>
           <Target>
               <Type>...</Type>
               <Modifier>...</Modifier>
               <Frame>...</Frame>
           </Target>
           <Sound>...</Sound>
       </Assignment>

Tag explanations

XML tag Content type Description
<SoundAnimation Variant="..."> char[32] ONCVfile_name.oni (without file suffix .oni)
<Assignment> -
<Target> -
<Animation> char[32] TRAMfile_name.oni (without file suffix .oni)
<Type> flag ? = not double checked, the other flags can be found in exported files
Any (?)
Block (?)
DrawWeapon
Fall (?)
FallingFlail
Fly (?)
GettingHit (?)
Holster (?)
Jump
Kick
Land (?)
Knockdown (?)
Pickup
Powerup (?)
Punch
ReloadMercuryBow
ReloadPistol
ReloadRifle
ReloadScramCannon
ReloadScreamer
ReloadStream
ReloadSuperball
ReloadVandegraf
Roll
Run (?)
Slide
Stand (?)
Startle (?)
Walk (?)
<Modifier> flag
HeavyDamage
MediumDamage
LightDamage
Crouch (?, "never used")
Jump (?, "never used")
Any (not used here because it is the default in XML, see tag hierarchy)
<Frame> integer Sound will be played at this animation frame.
<Sound> char[32] OSBDfile_name.imp.oni (without file suffix .oni)