Editing
Raynegard game assets
From Raynegard Wiki
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
Raynegard's game data is distributed as many small files packed into a custom .bin container/archive format. The client unpacks these at startup (or on demand) to load its text, images, sprites, maps, NPC/item data, and sound. *[[BIN files]] β the game's general-purpose archive format. Assets of a given category (text, sprites, maps, NPC data, etc.) are bundled in matched pairs of files: a small header file (e.g. <code>textdatah.bin</code>) and the packed data file (<code>textdata.bin</code>). The header is just a flat list of <code>(offset, size)</code> entries, one per packed file, with no padding or alignment between entries. Some archives ("directory-type") also store a self-referential file-name list as entry 0, so files can be looked up by name instead of index; others are accessed purely by numeric index. Contents are sometimes obfuscated with a simple repeating XOR cipher (key byte + increment, resetting per file) rather than real encryption. At startup the client loads about a dozen of these paired archives β <code>bitmapdata</code>, <code>cockpitdata</code>, <code>etcimage</code>, <code>mapdata</code>, <code>npcdata</code>, <code>palette</code>, <code>pattern</code>, <code>point</code>, <code>sedata</code>, <code>seqence</code>, <code>sprite</code>, <code>textdata</code>, <code>texture</code> β together covering nearly every non-executable asset category in the game. *[[SSF files]] β Raynegard's custom compressed audio format. Unlike the BIN archives, an <code>.ssf</code> file is not a container β each one holds a single sound effect or music track. It has a small header (channel count, sample rate, loop flag/loop point) followed by audio data encoded with a custom ADPCM-style compression scheme. Decoding walks the file block by block, reconstructing 16-bit PCM samples from packed nibbles and a small set of fixed prediction coefficients, so it can be converted losslessly-in-practice to a standard <code>.wav</code> for playback outside the game.
Summary:
Please note that all contributions to Raynegard Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Raynegard Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Page actions
Page
Discussion
Read
Edit
History
Page actions
Page
Discussion
More
Tools
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Navigation
Main page
Reddit Community
Discord Server
Recent changes
Random page
Help about MediaWiki
Special pages
Search
Tools
What links here
Related changes
Page information