BIN files: Difference between revisions

From Raynegard Wiki
Jump to navigationJump to search
 
No edit summary
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
*[[BIN bitmapdata]]
*[[BIN bitmapdata]] — 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]]
*[[BIN cockpitdata]] — Same flat indexed-image format as bitmapdata. Holds the artwork used for cockpit/HUD-style overlay panels.
*[[BIN etcimage]]
*[[BIN etcimage]] — 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]]
*[[BIN mapdata]] — 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]]
*[[BIN npcdata]] — 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]]
*[[BIN palette]] — 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]]
*[[BIN pattern]] — 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]]
*[[BIN point]] — 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]]
*[[BIN sedata]] — 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]]
*[[BIN seqence]] — 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]]
*[[BIN sprite]] — Same flat indexed-image format as bitmapdata. Individual 2D sprite/object art placed in the game world.
*[[BIN textdata]]
*[[BIN textdata]] — 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]]
*[[BIN texture]] — Same flat indexed-image format as bitmapdata. Texture maps applied to the 3D models defined in the mapdata archive.

Latest revision as of 13:01, 2 July 2026

  • BIN bitmapdata — 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 — Same flat indexed-image format as bitmapdata. Holds the artwork used for cockpit/HUD-style overlay panels.
  • BIN etcimage — 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 — Encrypted, name-indexed archive holding world/map data: plain-text .knd/.knd_p 3D model definitions describing map and building geometry, which reference textures and sprites from the texture/sprite archives by index.
  • BIN npcdata — Encrypted, name-indexed archive of plain-text NPC definition files (one record set per NPC), keyed by a self-referential npclist.dat file-name list stored as entry 0.
  • BIN palette — 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 — 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 — Plain-text 3D point/vertex-list entries (a count followed by that many x,y,z coordinate lines), consumed when building mesh geometry for map objects and models.
  • BIN sedata — Encrypted, numeric-indexed archive of short compressed sound-effect clips (SSF-format audio), referenced by the game's sound-effect id tables (e.g. setable.txt).
  • BIN seqence — 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 — Same flat indexed-image format as bitmapdata. Individual 2D sprite/object art placed in the game world.
  • BIN textdata — 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 — Same flat indexed-image format as bitmapdata. Texture maps applied to the 3D models defined in the mapdata archive.