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*[[BIN bitmapdata]] β Flat, single-image files: a small header (palette size, width, height) followed by an embedded color palette and 8-bit indexed pixel data. General-purpose still images (backgrounds, larger art), accessed by numeric index. *[[BIN cockpitdata]] β Same flat indexed-image format as bitmapdata. Holds the artwork used for cockpit/HUD-style overlay panels. *[[BIN etcimage]] β Same flat indexed-image format as bitmapdata. A catch-all bucket for miscellaneous 2D art that doesn't belong to the other image archives. *[[BIN mapdata]] β Encrypted, name-indexed archive holding world/map data: plain-text <code>.knd</code>/<code>.knd_p</code> 3D model definitions describing map and building geometry, which reference textures and sprites from the texture/sprite archives by index. *[[BIN npcdata]] β Encrypted, name-indexed archive of plain-text NPC definition files (one record set per NPC), keyed by a self-referential <code>npclist.dat</code> file-name list stored as entry 0. *[[BIN palette]] β Per-entry 16-bit color palettes, one file per numeric index, matched by index to the corresponding sprite sheet in the pattern archive to color its indexed pixel data. *[[BIN pattern]] β Multi-sprite sheets: each entry is a small directory of sub-images (offset + width/height per sprite) packed into one indexed-color pixel blob, colored using the matching-index file from the palette archive. Used for character/entity/effect animation frames. *[[BIN point]] β Plain-text 3D point/vertex-list entries (a count followed by that many <code>x,y,z</code> coordinate lines), consumed when building mesh geometry for map objects and models. *[[BIN sedata]] β Encrypted, numeric-indexed archive of short compressed sound-effect clips (SSF-format audio), referenced by the game's sound-effect id tables (e.g. <code>setable.txt</code>). *[[BIN seqence]] β Plain-text, numeric-indexed animation-sequence tracks (the client's own spelling of "sequence"): per-frame timing/loop data and pattern-sheet frame indices, with built-in 8-direction mirroring, that drive playback of a pattern sheet's sprite frames. *[[BIN sprite]] β Same flat indexed-image format as bitmapdata. Individual 2D sprite/object art placed in the game world. *[[BIN textdata]] β Encrypted, name-indexed archive of the game's plain-text data tables: item/NPC/monster stats, UI strings, quick-chat phrases, world zone/effect/BGM tables, and more. The largest and most varied of the BIN archives. *[[BIN texture]] β Same flat indexed-image format as bitmapdata. Texture maps applied to the 3D models defined in the mapdata archive.
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