XML:File types: Difference between revisions

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m (table aesthetics; rest will have to come tomorrow)
(filling in file names and location, correcting (hopefully all of) my mistakes)
Line 8: Line 8:
:[[Image:Aqua Dot-Yellow.png]] : incomplete
:[[Image:Aqua Dot-Yellow.png]] : incomplete
:[[Image:Aqua Dot-Red.png]] : not available, but that doesn't mean you cannot mod the file type
:[[Image:Aqua Dot-Red.png]] : not available, but that doesn't mean you cannot mod the file type
Location:
:global: File(s) found in level0_Final
:local: File(s) found in level[1-19]_Final
:both: File(s) found in all level files


==BINA==
==BINA==
{|width="100%" style="background-color:#F9F9F9; border:1px solid #AAA"
{|width="100%" style="background-color:#F9F9F9; border:1px solid #AAA"
!width="100px" align="left" style="background-color:#EEEEEE"|Tag
!width="150px" align="left" style="background-color:#EEEEEE"|Tag
!width="250px" align="left" style="background-color:#EEEEEE"|Name
!width="250px" align="left" style="background-color:#EEEEEE"|Name
!width="50px" align="left" style="background-color:#EEEEEE"|Docs
!width="50px" align="left" style="background-color:#EEEEEE"|Docs
Line 18: Line 23:
{{XMLtype|BINA/ONIE|Oni Impact Effects
{{XMLtype|BINA/ONIE|Oni Impact Effects
|some
|some
|BINAEINOimpact_effects.oni
|BINAEINOimpact_effects
|yes
|global
|A list of all impact effects which can happen in the game. That includes weapon particles, hand-to-hand combat, and footsteps. The impact effect is selected according the type of impact ([[#Impt|Impt]]) and the material ([[#Mtrl|Mtrl]]) which is hit.}}
|A list of all impact effects which can happen in the game. That includes weapon particles, hand-to-hand combat, and footsteps. The impact effect is selected according the type of impact ([[#Impt|Impt]]) and the material ([[#Mtrl|Mtrl]]) which is hit.}}
{{XMLtype|BINA/PAR3|Particle class
{{XMLtype|BINA/PAR3|Particle class
|some
|some
|
|BINA3RAP...
|
|global
|A list of types of particles which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. A specific instance of a PAR3 class is a PART.}}
|A type of particle which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. The list of the specific particles spawned in a certain level is a [[#BINA/OBJC/PART|PART]].}}
{{XMLtype|BINA/SABD|Sound Animation Binary Data
{{XMLtype|BINA/SABD|Sound Animation Binary Data
|some
|some
|
|BINADBAS...
|
|global
|A list of the sounds to be played for each animation type, according to the character variant (ONCV) and the type of animation (TRAM) that they are playing.}}
|A list of the sounds to be played for an animation type. There is one of these for each character variant ([[#ONCV|ONCV]]).}}
{{XMLtype|position=bottom|BINA/TMBD|Texture Materials Binary Data
{{XMLtype|position=bottom|BINA/TMBD|Texture Materials Binary Data
|some
|yes
|
|BINADBMTTextureMaterials
|
|global
|A list of the material (Mtrl) for each texture map (TXMP). Used by ONIE.}}
|A list of the materials ([[#Mtrl|Mtrl]]) assigned to each texture map ([[#TXMP|TXMP]]). Used by [[#BINA/ONIE|ONIE]].}}
|}
|}


Line 47: Line 52:
{{XMLtype|BINA/OBJC/CHAR|
{{XMLtype|BINA/OBJC/CHAR|
|some
|some
|
|BINACJBOCharacter
|yes
|local
|List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.}}
|List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.}}
{{XMLtype|BINA/OBJC/CMBT|
{{XMLtype|BINA/OBJC/CMBT|
|some
|some
|
|BINACJBOCombat
|yes
|global
|List of combat profiles for global use, containing conditions that govern the AI's melee, weapon combat, and retreat behavior, based on factors like distance and the enemy's reactions.}}
|List of combat profiles for global use, containing conditions that govern the AI's melee, weapon combat, and retreat behavior, based on factors like distance and the enemy's reactions.}}
{{XMLtype|BINA/OBJC/CONS|
{{XMLtype|BINA/OBJC/CONS|
|yes
|yes
|
|BINACJBOConsole
|yes
|local
|List of consoles in a specific level, containing their position, script name (ID), screen images, and script function names. Consoles are used to open doors, trigger alarms, or provide information.}}
|List of consoles in a specific level, containing their position, script name (ID), screen images, and script function names. Consoles are used to open doors, trigger alarms, or provide information.}}
{{XMLtype|BINA/OBJC/DOOR|
{{XMLtype|BINA/OBJC/DOOR|
|yes
|yes
|
|BINACJBODoor
|yes
|local
|List of doors in a specific level, containing their conditions for when a door opens (e.g., is the action key required?), and what events are triggered by a character who opens the door.}}
|List of doors in a specific level, containing their conditions for when a door opens (e.g., is the action key required?), and what events are triggered by a character who opens the door.}}
{{XMLtype|BINA/OBJC/FLAG|
{{XMLtype|BINA/OBJC/FLAG|
|yes
|yes
|
|BINACJBOFlag
|yes
|local
|List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths.}}
|List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths.}}
{{XMLtype|BINA/OBJC/FURN|
{{XMLtype|BINA/OBJC/FURN|
|yes
|yes
|
|BINACJBOFurniture
|yes
|local
|List of pieces of furniture in a specific level. This file type can be used to import level objects.}}
|List of pieces of furniture in a specific level. This file type can be used to import level objects.}}
{{XMLtype|BINA/OBJC/MELE|
{{XMLtype|BINA/OBJC/MELE|
|some
|some
|
|BINACJBOMelee Profile
|yes
|global
|List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves.}}
|List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves.}}
{{XMLtype|BINA/OBJC/NEUT|
{{XMLtype|BINA/OBJC/NEUT|
|yes
|yes
|
|BINACJBONeutral
|yes
|local
|List of neutral character behaviors in a specific level. Every character has a melee, combat and neutral behavior ID. It determines whether a non-player character (NPC) talks to you and whether they give you a power-up.}}
|List of neutral character behaviors in a specific level. Every character has a melee, combat and neutral behavior ID. It determines whether a non-player character (NPC) talks to you and whether they give you a power-up.}}
{{XMLtype|BINA/OBJC/PART|
{{XMLtype|BINA/OBJC/PART|
|yes
|yes
|
|BINACJBOParticle
|yes
|local
|List of particles in a specific level, containing their position, script name and scaling.}}
|List of particles in a specific level, containing their position, script name and scaling.}}
{{XMLtype|BINA/OBJC/PATR|
{{XMLtype|BINA/OBJC/PATR|
|yes
|yes
|
|BINACJBOPatrol Path
|yes
|local
|List of patrol paths in a specific level, containing an ID which is used by CHAR and the scripting command "ai2_dopath".}}
|List of patrol paths in a specific level, containing an ID which is used by CHAR and the scripting command "ai2_dopath".}}
{{XMLtype|BINA/OBJC/PWRU|
{{XMLtype|BINA/OBJC/PWRU|
|yes
|yes
|
|BINACJBOPowerUp
|yes
|local
|List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.}}
|List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.}}
{{XMLtype|BINA/OBJC/SNDG|
{{XMLtype|BINA/OBJC/SNDG|
|yes
|some
|
|BINACJBOSound
|yes
|local
|List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you come near a machine and you hear a sound, that's because of SNDG.}}
|List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you come near a machine and you hear a sound, that's because of SNDG.}}
{{XMLtype|BINA/OBJC/TRGV|
{{XMLtype|BINA/OBJC/TRGV|
|yes
|yes
|
|BINACJBOTrigger Volume
|yes
|local
|List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script.}}
|List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script.}}
{{XMLtype|BINA/OBJC/TRIG|
{{XMLtype|BINA/OBJC/TRIG|
|yes
|yes
|
|BINAJCBOTrigger
|yes
|local
|List of laser triggers in a specific level. There are several forms of triggers, and they can trigger not only turrets (TURR), but also script functions in the level.}}
|List of laser triggers in a specific level. There are several forms of triggers, and they can trigger not only turrets (TURR), but also script functions in the level.}}
{{XMLtype|BINA/OBJC/TURR|
{{XMLtype|BINA/OBJC/TURR|
|yes
|yes
|
|BINACJBOTurret
|yes
|local
|List of turrets in a specific level. Note that their pods are part of the level geometry. Spawn one manually and it might be located somewhere in the air. Determines their head's position, the weapon inside the turret head, and the team ID to target.}}
|List of turrets in a specific level. Note that their pods are part of the level geometry. Spawn one manually and it might be located somewhere in the air. Determines their head's position, the weapon inside the turret head, and the team ID to target.}}
{{XMLtype|position=bottom|BINA/OBJC/WEAP|
{{XMLtype|position=bottom|BINA/OBJC/WEAP|
|yes
|yes
|
|BINACJBOWeapon
|yes
|local
|List of weapons in a specific level, determining their spawn location at level load.}}
|List of weapons in a specific level, determining their spawn location at level load.}}
|}
|}
Line 129: Line 134:
==Others==
==Others==
{|width="100%" style="background-color:#F9F9F9; border:1px solid #AAA"
{|width="100%" style="background-color:#F9F9F9; border:1px solid #AAA"
!width="100px" align="left" style="background-color:#EEEEEE"|Tag
!width="150px" align="left" style="background-color:#EEEEEE"|Tag
!width="250px" align="left" style="background-color:#EEEEEE"|Name
!width="250px" align="left" style="background-color:#EEEEEE"|Name
!width="50px" align="left" style="background-color:#EEEEEE"|Docs
!width="50px" align="left" style="background-color:#EEEEEE"|Docs
Line 136: Line 141:
{{XMLtype|AISA|
{{XMLtype|AISA|
|yes
|yes
|
|AISAlevel##_scripts
|yes
|local
|This file type was probably in the process of being replaced by BINA/CJBO/[[#CHAR|CHAR]] when Oni shipped, but AISA is still used for a few cutscene characters.}}
|This file type was probably in the process of being replaced by BINA/CJBO/[[#CHAR|CHAR]] when Oni shipped, but AISA is still used for a few cutscene characters.}}
{{XMLtype|AKEV|
{{XMLtype|AKEV|
|some
|some
|
|AKEV...
|yes
|local
|It's the 3D level model. The AKEV exports as a Collada (.dae) file, meant to be edited in a 3D modeler like [[Mod Tool]].}}
|It's the 3D level model. The AKEV exports as a Collada (.dae) file, meant to be edited in a 3D modeler like [[Mod Tool]].}}
{{XMLtype|CONS|
{{XMLtype|CONS|
|some
|some
|
|CONSconsole...
|yes
|global
|Console class.}}
|Console class.}}
{{XMLtype|DOOR|
{{XMLtype|DOOR|
|some
|
|yes
|yes
|DOOR...
|global
|Door class.}}
|Door class.}}
{{XMLtype|DPge|
{{XMLtype|DPge|
|yes
|yes
|
|DPgelev_##_pg_##
|yes
|global
|Diary page.}}
|Diary page.}}
{{XMLtype|FILM|
{{XMLtype|FILM|
|yes
|yes
|
|FILM...
|yes
|local
|A record of a character's movements, created by a developer recording his gameplay and played back in cutscenes to make an AI perform complex actions. During playback, AIs have no AI. ^_^}}
|A record of a character's movements, created by a developer recording his gameplay and played back in cutscenes to make an AI perform complex actions. During playback, AIs have no AI. ^_^}}
{{XMLtype|HPge|
{{XMLtype|HPge|
|yes
|yes
|
|HPgehelp_pg_01
|yes
|global
|Help page.}}
|Help page. There is only one.}}
{{XMLtype|IGHH|
{{XMLtype|IGHH|
|yes
|yes
|
|IGHHhud_help_info
|yes
|global
|In-game HUD; your health bar, compass, etc.}}
|In-game HUD; your health bar, compass, etc.}}
{{XMLtype|Impt|
{{XMLtype|Impt|
|yes
|yes
|
|Impt...
|yes
|global
|This file is used to build up the hierarchy of impacts. See [[#BINA/ONIE|BINA/ONIE]] for more information.}}
|This file is used to build up the hierarchy of impacts. See [[#BINA/ONIE|BINA/ONIE]] for more information.}}
{{XMLtype|IPge|
{{XMLtype|IPge|
|yes
|yes
|
|IPge...
|yes
|local
|Item page. If you have created a new item, you can describe it here.}}
|Item page. If you have created a new item, you can describe it here.}}
{{XMLtype|M3GM|
{{XMLtype|M3GM|
|yes
|yes
|
|M3GM...
|yes
|both
|Some of these 3D objects are used by OBANs and PAR3s.}}
|Some of these 3D objects are used by OBANs and PAR3s.}}
{{XMLtype|Mtrl|
{{XMLtype|Mtrl|
|yes
|yes
|
|Mtrl...
|yes
|global
|This file is used to build up the hierarchy of materials. See [[XML:BINA/ONIE|BINA/ONIE]] for more information.}}
|This file is used to build up the hierarchy of materials. See [[XML:BINA/ONIE|BINA/ONIE]] for more information.}}
{{XMLtype|OBAN|
{{XMLtype|OBAN|
|yes
|yes
|
|OBAN...
|yes
|both
|Yes, used by objects but also for moving characters and cutscene cameras.}}
|Yes, used by objects but also for moving characters and cutscene cameras.}}
{{XMLtype|OFGA|
{{XMLtype|OFGA|
|yes
|yes
|
|OFGA...
|yes
|N/A
|Used to import objects with no functions. (Door, consoles, etc. get imported by their [[#OBJC|object collections]]. See [[XML:ONLV|ONLV]] for more information.)}}
|Used to import objects with no functions. (Door, consoles, etc. get imported by their [[#OBJC|object collections]]. See [[XML:ONLV|ONLV]] for more information.)}}
{{XMLtype|ONCC|
{{XMLtype|ONCC|
|some
|some
|
|ONCC...
|yes
|local
|Here a type of character (Konoko, Strikers, etc.) is assigned their weapon skill, behavior ID, vision radius, jumping height, sounds, 3D model (TRBS), animation collection (TRAC), textures (TRMA), and much more.
|Here a type of character (Konoko, Strikers, etc.) is assigned their weapon skill, behavior ID, vision radius, jumping height, sounds, 3D model (TRBS), animation collection (TRAC), textures (TRMA), and much more.
: The XML file contains also the character's body part material (CBPM), body part impacts (CBPI), and particles for animations (ONCP and ONIA).)}}
: The XML file contains also the character's body part material (CBPM), body part impacts (CBPI), and particles for animations (ONCP and ONIA).)}}
{{XMLtype|ONCV|
{{XMLtype|ONCV|
|yes
|yes
|
|ONCV...
|yes
|global
|1) It's used to create a pool of characters from which an AI can be randomly spawned, in order to create a natural variance in appearance. A flag in a CHAR determines which ONCV the character falls under. 2) It can be also used to upgrade characters on the Hard difficulty level, also determined by a flag in the CHAR.)}}
|1) It's used to create a pool of characters from which an AI can be randomly spawned, in order to create a natural variance in appearance. A flag in a CHAR determines which ONCV the character falls under. 2) It can be also used to upgrade characters on the Hard difficulty level, also determined by a flag in the CHAR.)}}
{{XMLtype|ONGS|
{{XMLtype|ONGS|
|yes
|yes
|
|ONGSgame_settings
|yes
|global
|There you can modify the game's health bar, hypo spray strength, game difficulty, autoprompts (text messages when picking up a new kind of item), etc.}}
|Here you can modify the game's health bar, hypo spray strength, game difficulty, autoprompts (text messages when picking up a new kind of item), etc.}}
{{XMLtype|ONLD|
{{XMLtype|ONLD|
|yes
|some
|
|ONLDlevel_##
|yes
|global
|The level name on the Load Game screen.}}
|The level name on the Load Game screen.}}
{{XMLtype|ONLV|
{{XMLtype|ONLV|
|yes
|some
|
|ONLV...
|yes
|local
|Holds among other things: the name of the BSL folder with the scripts for this level, and links to the AKEV, ONSK, and AISA.}}
|Holds among other things: the name of the BSL folder with the scripts for this level, and links to the AKEV, ONSK, and AISA.}}
{{XMLtype|ONSK|
{{XMLtype|ONSK|
|yes
|yes
|
|ONSK...
|yes
|local
|It's essentially a box of textures that sits on the level, so you will need five images for the top, north, east, south and west. The bottom has no image.}}
|It's essentially a box of textures that sits on the level, so you will need five images for the top, north, east, south and west. The bottom has no image.}}
{{XMLtype|ONVL|
{{XMLtype|ONVL|
|yes
|yes
|
|ONVLvariant_list
|yes
|global
|It's used to randomize characters' appearances.}}
|It's used to randomize characters' appearances.}}
{{XMLtype|ONWC|
{{XMLtype|ONWC|
|yes
|yes
|
|ONWCw...
|yes
|global
|Describes the primary and secondary fire mode and more, and links to PAR3, a 3D model, and textures (TXMP).}}
|Describes the primary and secondary fire mode and more, and links to PAR3, a 3D model, and textures (TXMP).}}
{{XMLtype|OPge|
{{XMLtype|OPge|
|yes
|yes
|
|OPgelevel_##
|yes
|local
|This is the source of the text that appears in the Objective tab of the Pause screen.}}
|This is the source of the text that appears in the Objective tab of the Pause screen.}}
{{XMLtype|OSBD|
{{XMLtype|OSBD|
|yes
|some
|
|OSBD...
|yes
|global
|They determine how sounds (SNDD) get played.}}
|They determine how sounds (SNDD) get played.}}
{{XMLtype|PSpc|
{{XMLtype|PSpc|
|yes
|yes
|
|PSpc...
|yes
|both
|Oni can decorate a page (OPge, TxtC, maybe others) with images from one source. PSpc specifies the coordinates of these parts.}}
|Oni can decorate a page (OPge, TxtC, maybe others) with images from one source. PSpc specifies the coordinates of these parts.}}
{{XMLtype|PSpL|
{{XMLtype|PSpL|
|yes
|no
|
|PSpLpartspec_list
|yes
|global
|Part specification list.}}
|Part specification list.}}
{{XMLtype|PSUI|
{{XMLtype|PSUI|
|no
|no
|
|PSUIpsui_...
|yes
|global
|Part Specifications UI (User Interface).}}
|Part Specifications UI (User Interface).}}
{{XMLtype|StNA|
{{XMLtype|StNA|
|yes
|yes
|
|StNA...
|yes
|global
|StNA files are obsolete. However, on its page you'll find collections of flags used by TRAM.}}
|StNA files are obsolete. However, on its page you'll find collections of flags used by TRAM.}}
{{XMLtype|SUBT|
{{XMLtype|SUBT|
|yes
|yes
|
|SUBT...
|yes
|global
|This is just here for informational purposes, because SUBTs are not extracted as to .xml files, but rather to .txt.}}
|This is just here for informational purposes, because SUBTs are not extracted as to .xml files, but rather to .txt.}}
{{XMLtype|TRAC|
{{XMLtype|TRAC|
|yes
|yes
|
|TRAC...
|yes
|both
|Totoro Animation collection. Used to build a hierarchy of moves (TRAM) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from.}}
|Totoro Animation collection. Used to build a hierarchy of moves (TRAM) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from.}}
{{XMLtype|TRAM|
{{XMLtype|TRAM|
|some
|some
|
|TRAM...
|yes
|both
|You can create new animations with Mod Tool. But for setting Oni-specific flags, links to particles, and so on, you need to edit the XML file afterwards, or create a precursor XML beforehand.}}
|You can create new animations with Mod Tool. But for setting Oni-specific flags, links to particles, and so on, you need to edit the XML file afterwards, or create a precursor XML beforehand.}}
{{XMLtype|TRAS|
{{XMLtype|TRAS|
|no
|no
|
|TRAS...
|yes
|both
|Used for make characters aim with weapons.}}
|Used for make characters aim with weapons.}}
{{XMLtype|TRBS|
{{XMLtype|TRBS|
|yes
|yes
|
|TRBS...
|yes
|local
|Totoro Body Set, in other words the 3D model of a character. Character classes (ONCC) link to TRBS. The 3D data itself will be exported/imported as Collada (.dae) files.}}
|Totoro Body Set, in other words the 3D model of a character. Character classes (ONCC) link to TRBS. The 3D data itself will be exported/imported as Collada (.dae) files.}}
{{XMLtype|TRGE|
{{XMLtype|TRGE|
|yes
|yes
|
|TRGEtrigger_emitter_0
|yes
|global
|This file type holds the 3D model for a laser trigger and its coordinates. Used by TRIG.}}
|This file type holds the 3D model for a laser trigger and its coordinates. Used by TRIG.}}
{{XMLtype|TRIG|
{{XMLtype|TRIG|
|yes
|some
|
|TRIG...
|yes
|global
|(Laser) Trigger class.}}
|(Laser) Trigger class.}}
{{XMLtype|TRMA|
{{XMLtype|TRMA|
|yes
|yes
|
|TRMA...
|yes
|local
|Texture Map Array. Every [[XML:TRIA#Bones|body part]] of a character is covered by a texture. This file type holds the links to those textures.}}
|Texture Map Array. Every [[XML:TRIA#Bones|body part]] of a character is covered by a texture. This file type holds the links to those textures.}}
{{XMLtype|TRSC|
{{XMLtype|TRSC|
|no
|no
|
|TRSC
|yes
|both
|Used for make characters aim with weapons.}}
|Used for making characters aim with weapons.}}
{{XMLtype|TXMB|
{{XMLtype|TXMB|
|yes
|yes
|
|TXMB...
|yes
|both
|A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens.}}
|A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens.}}
{{XMLtype|TXMP|
{{XMLtype|TXMP|
|yes
|yes
|
|TXMP...
|yes
|both
|Well, this type covers all images in Oni (except the ones larger than 256x256, which are TXMB).}}
|Well, this type covers all images in Oni (except the ones larger than 256x256, which are TXMB).}}
{{XMLtype|TxtC|
{{XMLtype|TxtC|
|yes
|yes
|
|TxtClevel_...
|yes
|local
|Text (Console).}}
|Text (Console).}}
{{XMLtype|WMCL|
{{XMLtype|WMCL|
|yes
|no
|
|WMCLcursor_list
|yes
|global
|Mouse pointer(s).}}
|Mouse pointer(s).}}
{{XMLtype|WMDD|
{{XMLtype|WMDD|
|yes
|yes
|
|WMDD...
|yes
|global
|It shapes pages like TxtC and WPge. However, new button functions would require engine modding.}}
|It shapes pages like TxtC and WPge. However, new button functions would require engine modding.}}
{{XMLtype|WMM|
{{XMLtype|WMM|
|yes
|yes
|
|WMM...
|yes
|global
|Window Manager Menu.}}
|Window Manager Menu.}}
{{XMLtype|position=bottom|WPge|
{{XMLtype|position=bottom|WPge|
|yes
|yes
|
|WPgew...
|yes
|global
|This is the source for the text and images that appear in the Weapons tab of the pause screen.}}
|This is the source for the text and images that appear in the Weapons tab of the pause screen.}}
|}
|}


[[Category:XML data docs]]
[[Category:XML data docs]]

Revision as of 18:01, 9 April 2014

XML.png
See Modding Oni for an introduction to modding.
See XML for an introduction to XML modding.

The XML namespace is devoted to explaining Oni's data types, originally documented in a technical byte-by-byte manner at OBD, according to the more user-friendly format they appear in when exported by OniSplit as XML. Following is an overview of each data type's function, and whether it has XML documentation available.

Documentation status:

Aqua Dot-Green.png : available
Aqua Dot-Yellow.png : incomplete
Aqua Dot-Red.png : not available, but that doesn't mean you cannot mod the file type

Location:

global: File(s) found in level0_Final
local: File(s) found in level[1-19]_Final
both: File(s) found in all level files

BINA

Tag Name Docs File Location
BINA/ONIE Aqua Dot-Yellow.png Oni Impact Effects

BINAEINOimpact_effects global A list of all impact effects which can happen in the game. That includes weapon particles, hand-to-hand combat, and footsteps. The impact effect is selected according the type of impact (Impt) and the material (Mtrl) which is hit.
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BINA/PAR3 Aqua Dot-Yellow.png Particle class

BINA3RAP... global A type of particle which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. The list of the specific particles spawned in a certain level is a PART.
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BINA/SABD Aqua Dot-Yellow.png Sound Animation Binary Data

BINADBAS... global A list of the sounds to be played for an animation type. There is one of these for each character variant (ONCV).
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BINA/TMBD Aqua Dot-Green.png Texture Materials Binary Data

BINADBMTTextureMaterials global A list of the materials (Mtrl) assigned to each texture map (TXMP). Used by ONIE.
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OBJC

Tag Name Docs File Location
BINA/OBJC/CHAR Aqua Dot-Yellow.png

BINACJBOCharacter local List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.
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BINA/OBJC/CMBT Aqua Dot-Yellow.png

BINACJBOCombat global List of combat profiles for global use, containing conditions that govern the AI's melee, weapon combat, and retreat behavior, based on factors like distance and the enemy's reactions.
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BINA/OBJC/CONS Aqua Dot-Green.png

BINACJBOConsole local List of consoles in a specific level, containing their position, script name (ID), screen images, and script function names. Consoles are used to open doors, trigger alarms, or provide information.
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BINA/OBJC/DOOR Aqua Dot-Green.png

BINACJBODoor local List of doors in a specific level, containing their conditions for when a door opens (e.g., is the action key required?), and what events are triggered by a character who opens the door.
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BINA/OBJC/FLAG Aqua Dot-Green.png

BINACJBOFlag local List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths.
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BINA/OBJC/FURN Aqua Dot-Green.png

BINACJBOFurniture local List of pieces of furniture in a specific level. This file type can be used to import level objects.
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BINA/OBJC/MELE Aqua Dot-Yellow.png

BINACJBOMelee Profile global List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves.
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BINA/OBJC/NEUT Aqua Dot-Green.png

BINACJBONeutral local List of neutral character behaviors in a specific level. Every character has a melee, combat and neutral behavior ID. It determines whether a non-player character (NPC) talks to you and whether they give you a power-up.
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BINA/OBJC/PART Aqua Dot-Green.png

BINACJBOParticle local List of particles in a specific level, containing their position, script name and scaling.
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BINA/OBJC/PATR Aqua Dot-Green.png

BINACJBOPatrol Path local List of patrol paths in a specific level, containing an ID which is used by CHAR and the scripting command "ai2_dopath".
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BINA/OBJC/PWRU Aqua Dot-Green.png

BINACJBOPowerUp local List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.
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BINA/OBJC/SNDG Aqua Dot-Yellow.png

BINACJBOSound local List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you come near a machine and you hear a sound, that's because of SNDG.
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BINA/OBJC/TRGV Aqua Dot-Green.png

BINACJBOTrigger Volume local List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script.
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BINA/OBJC/TRIG Aqua Dot-Green.png

BINAJCBOTrigger local List of laser triggers in a specific level. There are several forms of triggers, and they can trigger not only turrets (TURR), but also script functions in the level.
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BINA/OBJC/TURR Aqua Dot-Green.png

BINACJBOTurret local List of turrets in a specific level. Note that their pods are part of the level geometry. Spawn one manually and it might be located somewhere in the air. Determines their head's position, the weapon inside the turret head, and the team ID to target.
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BINA/OBJC/WEAP Aqua Dot-Green.png

BINACJBOWeapon local List of weapons in a specific level, determining their spawn location at level load.
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Others

Tag Name Docs File Location
AISA Aqua Dot-Green.png

AISAlevel##_scripts local This file type was probably in the process of being replaced by BINA/CJBO/CHAR when Oni shipped, but AISA is still used for a few cutscene characters.
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AKEV Aqua Dot-Yellow.png

AKEV... local It's the 3D level model. The AKEV exports as a Collada (.dae) file, meant to be edited in a 3D modeler like Mod Tool.
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CONS Aqua Dot-Yellow.png

CONSconsole... global Console class.
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DOOR Aqua Dot-Green.png

DOOR... global Door class.
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DPge Aqua Dot-Green.png

DPgelev_##_pg_## global Diary page.
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FILM Aqua Dot-Green.png

FILM... local A record of a character's movements, created by a developer recording his gameplay and played back in cutscenes to make an AI perform complex actions. During playback, AIs have no AI. ^_^
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HPge Aqua Dot-Green.png

HPgehelp_pg_01 global Help page. There is only one.
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IGHH Aqua Dot-Green.png

IGHHhud_help_info global In-game HUD; your health bar, compass, etc.
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Impt Aqua Dot-Green.png

Impt... global This file is used to build up the hierarchy of impacts. See BINA/ONIE for more information.
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IPge Aqua Dot-Green.png

IPge... local Item page. If you have created a new item, you can describe it here.
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M3GM Aqua Dot-Green.png

M3GM... both Some of these 3D objects are used by OBANs and PAR3s.
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Mtrl Aqua Dot-Green.png

Mtrl... global This file is used to build up the hierarchy of materials. See BINA/ONIE for more information.
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OBAN Aqua Dot-Green.png

OBAN... both Yes, used by objects but also for moving characters and cutscene cameras.
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OFGA Aqua Dot-Green.png

OFGA... N/A Used to import objects with no functions. (Door, consoles, etc. get imported by their object collections. See ONLV for more information.)
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ONCC Aqua Dot-Yellow.png

ONCC... local Here a type of character (Konoko, Strikers, etc.) is assigned their weapon skill, behavior ID, vision radius, jumping height, sounds, 3D model (TRBS), animation collection (TRAC), textures (TRMA), and much more.
The XML file contains also the character's body part material (CBPM), body part impacts (CBPI), and particles for animations (ONCP and ONIA).)
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ONCV Aqua Dot-Green.png

ONCV... global 1) It's used to create a pool of characters from which an AI can be randomly spawned, in order to create a natural variance in appearance. A flag in a CHAR determines which ONCV the character falls under. 2) It can be also used to upgrade characters on the Hard difficulty level, also determined by a flag in the CHAR.)
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ONGS Aqua Dot-Green.png

ONGSgame_settings global Here you can modify the game's health bar, hypo spray strength, game difficulty, autoprompts (text messages when picking up a new kind of item), etc.
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ONLD Aqua Dot-Yellow.png

ONLDlevel_## global The level name on the Load Game screen.
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ONLV Aqua Dot-Yellow.png

ONLV... local Holds among other things: the name of the BSL folder with the scripts for this level, and links to the AKEV, ONSK, and AISA.
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ONSK Aqua Dot-Green.png

ONSK... local It's essentially a box of textures that sits on the level, so you will need five images for the top, north, east, south and west. The bottom has no image.
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ONVL Aqua Dot-Green.png

ONVLvariant_list global It's used to randomize characters' appearances.
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ONWC Aqua Dot-Green.png

ONWCw... global Describes the primary and secondary fire mode and more, and links to PAR3, a 3D model, and textures (TXMP).
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OPge Aqua Dot-Green.png

OPgelevel_## local This is the source of the text that appears in the Objective tab of the Pause screen.
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OSBD Aqua Dot-Yellow.png

OSBD... global They determine how sounds (SNDD) get played.
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PSpc Aqua Dot-Green.png

PSpc... both Oni can decorate a page (OPge, TxtC, maybe others) with images from one source. PSpc specifies the coordinates of these parts.
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PSpL Aqua Dot-Red.png

PSpLpartspec_list global Part specification list.
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PSUI Aqua Dot-Red.png

PSUIpsui_... global Part Specifications UI (User Interface).
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StNA Aqua Dot-Green.png

StNA... global StNA files are obsolete. However, on its page you'll find collections of flags used by TRAM.
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SUBT Aqua Dot-Green.png

SUBT... global This is just here for informational purposes, because SUBTs are not extracted as to .xml files, but rather to .txt.
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TRAC Aqua Dot-Green.png

TRAC... both Totoro Animation collection. Used to build a hierarchy of moves (TRAM) which form a weighted moveset, based on which parent TRAC(s) a character's TRAC inherits from.
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TRAM Aqua Dot-Yellow.png

TRAM... both You can create new animations with Mod Tool. But for setting Oni-specific flags, links to particles, and so on, you need to edit the XML file afterwards, or create a precursor XML beforehand.
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TRAS Aqua Dot-Red.png

TRAS... both Used for make characters aim with weapons.
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TRBS Aqua Dot-Green.png

TRBS... local Totoro Body Set, in other words the 3D model of a character. Character classes (ONCC) link to TRBS. The 3D data itself will be exported/imported as Collada (.dae) files.
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TRGE Aqua Dot-Green.png

TRGEtrigger_emitter_0 global This file type holds the 3D model for a laser trigger and its coordinates. Used by TRIG.
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TRIG Aqua Dot-Yellow.png

TRIG... global (Laser) Trigger class.
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TRMA Aqua Dot-Green.png

TRMA... local Texture Map Array. Every body part of a character is covered by a texture. This file type holds the links to those textures.
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TRSC Aqua Dot-Red.png

TRSC both Used for making characters aim with weapons.
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TXMB Aqua Dot-Green.png

TXMB... both A series of concatenated TXMPs, used for creating splash screens, like the Main Menu background and level intro/win/loss screens.
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TXMP Aqua Dot-Green.png

TXMP... both Well, this type covers all images in Oni (except the ones larger than 256x256, which are TXMB).
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TxtC Aqua Dot-Green.png

TxtClevel_... local Text (Console).
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WMCL Aqua Dot-Red.png

WMCLcursor_list global Mouse pointer(s).
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WMDD Aqua Dot-Green.png

WMDD... global It shapes pages like TxtC and WPge. However, new button functions would require engine modding.
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WMM Aqua Dot-Green.png

WMM... global Window Manager Menu.
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WPge Aqua Dot-Green.png

WPgew... global This is the source for the text and images that appear in the Weapons tab of the pause screen.
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