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	<id>https://Selrach2040.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Raynegard_game_assets</id>
	<title>Raynegard game assets - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://Selrach2040.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Raynegard_game_assets"/>
	<link rel="alternate" type="text/html" href="https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;action=history"/>
	<updated>2026-07-04T07:05:31Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.45.4</generator>
	<entry>
		<id>https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;diff=14&amp;oldid=prev</id>
		<title>0:0:0:0:0:0:0:1 at 10:53, 2 July 2026</title>
		<link rel="alternate" type="text/html" href="https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;diff=14&amp;oldid=prev"/>
		<updated>2026-07-02T10:53:25Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:53, 2 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Raynegard&#039;s game data is distributed as many small files packed into a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;handful of &lt;/del&gt;custom container/archive &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;formats&lt;/del&gt;. The client unpacks these at startup (or on demand) to load its text, images, sprites, maps, NPC/item data, and sound.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Raynegard&#039;s game data is distributed as many small files packed into a custom &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.bin &lt;/ins&gt;container/archive &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;format&lt;/ins&gt;. The client unpacks these at startup (or on demand) to load its text, images, sprites, maps, NPC/item data, and sound.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The two container families documented so far:&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[BIN files]] — the game&amp;#039;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. &amp;lt;code&amp;gt;textdatah.bin&amp;lt;/code&amp;gt;) and the packed data file (&amp;lt;code&amp;gt;textdata.bin&amp;lt;/code&amp;gt;). The header is just a flat list of &amp;lt;code&amp;gt;(offset, size)&amp;lt;/code&amp;gt; entries, one per packed file, with no padding or alignment between entries. Some archives (&amp;quot;directory-type&amp;quot;) 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 — &amp;lt;code&amp;gt;bitmapdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cockpitdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;etcimage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mapdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;npcdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;palette&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pattern&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;point&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sedata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;seqence&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sprite&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;textdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; — together covering nearly every non-executable asset category in the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[BIN files]] — the game&amp;#039;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. &amp;lt;code&amp;gt;textdatah.bin&amp;lt;/code&amp;gt;) and the packed data file (&amp;lt;code&amp;gt;textdata.bin&amp;lt;/code&amp;gt;). The header is just a flat list of &amp;lt;code&amp;gt;(offset, size)&amp;lt;/code&amp;gt; entries, one per packed file, with no padding or alignment between entries. Some archives (&amp;quot;directory-type&amp;quot;) 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 — &amp;lt;code&amp;gt;bitmapdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cockpitdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;etcimage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mapdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;npcdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;palette&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pattern&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;point&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sedata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;seqence&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sprite&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;textdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; — together covering nearly every non-executable asset category in the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[SSF files]] — Raynegard&amp;#039;s custom compressed audio format. Unlike the BIN archives, an &amp;lt;code&amp;gt;.ssf&amp;lt;/code&amp;gt; file is not a container — 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 &amp;lt;code&amp;gt;.wav&amp;lt;/code&amp;gt; for playback outside the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[SSF files]] — Raynegard&amp;#039;s custom compressed audio format. Unlike the BIN archives, an &amp;lt;code&amp;gt;.ssf&amp;lt;/code&amp;gt; file is not a container — 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 &amp;lt;code&amp;gt;.wav&amp;lt;/code&amp;gt; for playback outside the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overviews of the individual file types packed inside each container (or, for SSF, further format detail) will be added on their respective pages next.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key raynegard_wiki:diff:1.41:old-13:rev-14:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>0:0:0:0:0:0:0:1</name></author>
	</entry>
	<entry>
		<id>https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;diff=13&amp;oldid=prev</id>
		<title>127.0.0.1: Clarify SSF is a single-track audio format, not a container (via update-page on MediaWiki MCP Server)</title>
		<link rel="alternate" type="text/html" href="https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;diff=13&amp;oldid=prev"/>
		<updated>2026-07-02T10:51:38Z</updated>

		<summary type="html">&lt;p&gt;Clarify SSF is a single-track audio format, not a container (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:51, 2 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[BIN files]] — the game&amp;#039;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. &amp;lt;code&amp;gt;textdatah.bin&amp;lt;/code&amp;gt;) and the packed data file (&amp;lt;code&amp;gt;textdata.bin&amp;lt;/code&amp;gt;). The header is just a flat list of &amp;lt;code&amp;gt;(offset, size)&amp;lt;/code&amp;gt; entries, one per packed file, with no padding or alignment between entries. Some archives (&amp;quot;directory-type&amp;quot;) 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 — &amp;lt;code&amp;gt;bitmapdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cockpitdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;etcimage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mapdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;npcdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;palette&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pattern&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;point&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sedata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;seqence&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sprite&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;textdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; — together covering nearly every non-executable asset category in the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[BIN files]] — the game&amp;#039;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. &amp;lt;code&amp;gt;textdatah.bin&amp;lt;/code&amp;gt;) and the packed data file (&amp;lt;code&amp;gt;textdata.bin&amp;lt;/code&amp;gt;). The header is just a flat list of &amp;lt;code&amp;gt;(offset, size)&amp;lt;/code&amp;gt; entries, one per packed file, with no padding or alignment between entries. Some archives (&amp;quot;directory-type&amp;quot;) 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 — &amp;lt;code&amp;gt;bitmapdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cockpitdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;etcimage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mapdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;npcdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;palette&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pattern&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;point&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sedata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;seqence&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sprite&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;textdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; — together covering nearly every non-executable asset category in the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[SSF files]] — Raynegard&#039;s custom compressed audio format, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;used for the game&#039;s sound effects and music. Each &lt;/del&gt;&amp;lt;code&amp;gt;.ssf&amp;lt;/code&amp;gt; file 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 &amp;lt;code&amp;gt;.wav&amp;lt;/code&amp;gt; for playback outside the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[SSF files]] — Raynegard&#039;s custom compressed audio format&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Unlike the BIN archives&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an &lt;/ins&gt;&amp;lt;code&amp;gt;.ssf&amp;lt;/code&amp;gt; file &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is not a container — each one holds a single sound effect or music track. It &lt;/ins&gt;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 &amp;lt;code&amp;gt;.wav&amp;lt;/code&amp;gt; for playback outside the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Overviews of the individual file types packed inside each container (or, for SSF, further format detail) will be added on their respective pages next.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Overviews of the individual file types packed inside each container (or, for SSF, further format detail) will be added on their respective pages next.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key raynegard_wiki:diff:1.41:old-12:rev-13:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>127.0.0.1</name></author>
	</entry>
	<entry>
		<id>https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;diff=12&amp;oldid=prev</id>
		<title>127.0.0.1: Add overview of the BIN and SSF asset container formats (via update-page on MediaWiki MCP Server)</title>
		<link rel="alternate" type="text/html" href="https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;diff=12&amp;oldid=prev"/>
		<updated>2026-07-02T10:49:43Z</updated>

		<summary type="html">&lt;p&gt;Add overview of the BIN and SSF asset container formats (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:49, 2 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;strong&amp;gt;Game &lt;/del&gt;files.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;&lt;/del&gt;/&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strong&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Raynegard&#039;s game data is distributed as many small &lt;/ins&gt;files &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;packed into a handful of custom container/archive formats&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The client unpacks these at startup (or on demand) to load its text, images, sprites, maps, NPC&lt;/ins&gt;/&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;item data, and sound.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[BIN files]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[SSF files]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The two container families documented so far:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[BIN files]] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;— the game&#039;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. &amp;lt;code&amp;gt;textdatah.bin&amp;lt;/code&amp;gt;) and the packed data file (&amp;lt;code&amp;gt;textdata.bin&amp;lt;/code&amp;gt;). The header is just a flat list of &amp;lt;code&amp;gt;(offset, size)&amp;lt;/code&amp;gt; entries, one per packed file, with no padding or alignment between entries. Some archives (&quot;directory-type&quot;) 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 — &amp;lt;code&amp;gt;bitmapdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cockpitdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;etcimage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mapdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;npcdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;palette&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pattern&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;point&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sedata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;seqence&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sprite&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;textdata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; — together covering nearly every non-executable asset category in the game.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[[SSF files]] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;— Raynegard&#039;s custom compressed audio format, used for the game&#039;s sound effects and music. Each &amp;lt;code&amp;gt;.ssf&amp;lt;/code&amp;gt; file 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 &amp;lt;code&amp;gt;.wav&amp;lt;/code&amp;gt; for playback outside the game.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overviews of the individual file types packed inside each container (or, for SSF, further format detail) will be added on their respective pages next.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key raynegard_wiki:diff:1.41:old-10:rev-12:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>127.0.0.1</name></author>
	</entry>
	<entry>
		<id>https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;diff=10&amp;oldid=prev</id>
		<title>Selrach2040 at 11:25, 1 July 2026</title>
		<link rel="alternate" type="text/html" href="https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;diff=10&amp;oldid=prev"/>
		<updated>2026-07-01T11:25:20Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:25, 1 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;strong&amp;gt;Game files.&amp;lt;/strong&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;strong&amp;gt;Game files.&amp;lt;/strong&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[BIN files]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&lt;/ins&gt;[[BIN files]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[SSF files]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&lt;/ins&gt;[[SSF files]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Selrach2040</name></author>
	</entry>
	<entry>
		<id>https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;diff=9&amp;oldid=prev</id>
		<title>Selrach2040 at 11:22, 1 July 2026</title>
		<link rel="alternate" type="text/html" href="https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;diff=9&amp;oldid=prev"/>
		<updated>2026-07-01T11:22:52Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:22, 1 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;strong&amp;gt;Game files.&amp;lt;/strong&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[BIN files]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[BIN files]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[SSF files]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[SSF files]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key raynegard_wiki:diff:1.41:old-8:rev-9:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>Selrach2040</name></author>
	</entry>
	<entry>
		<id>https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;diff=8&amp;oldid=prev</id>
		<title>Selrach2040: Created page with &quot;BIN files SSF files&quot;</title>
		<link rel="alternate" type="text/html" href="https://Selrach2040.com/wiki/index.php?title=Raynegard_game_assets&amp;diff=8&amp;oldid=prev"/>
		<updated>2026-07-01T11:21:46Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&lt;a href=&quot;/wiki/index.php/BIN_files&quot; title=&quot;BIN files&quot;&gt;BIN files&lt;/a&gt; &lt;a href=&quot;/wiki/index.php?title=SSF_files&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;SSF files (page does not exist)&quot;&gt;SSF files&lt;/a&gt;&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[BIN files]]&lt;br /&gt;
[[SSF files]]&lt;/div&gt;</summary>
		<author><name>Selrach2040</name></author>
	</entry>
</feed>