BIN files: Difference between revisions
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*[[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 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]] — 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 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]] — Per-entry | *[[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 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 <code>x,y,z</code> coordinate lines), consumed when building mesh geometry for map objects and models. | *[[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. | ||
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_p3D 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.datfile-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,zcoordinate 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.