BIN (2007): Difference between revisions
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== Technical Information == | == Technical Information == | ||
{| class="wikitable" | |||
0x04 | |+Offset Table | ||
!Offset | |||
!Type | |||
!Description | |||
|- | |||
|0x00 | |||
|4 bytes | |||
|Magic (0x20, 0x07, 0x03, 0x19) | |||
|- | |||
|0x04 | |||
|int32 | |||
|Amount of parameters for every entry | |||
|- | |||
|0x08 | |||
|int32 | |||
|Amount of entries in the file | |||
|- | |||
|0x10 | |||
| | |||
|Start of parameter chunk (size = parameter count (n) * 0x40) | |||
|- | |||
! colspan="3" |For every parameter declaration in Parameter chunk | |||
|- | |||
|0x00 | |||
|String | |||
|Name of the parameter | |||
|- | |||
|0x30 | |||
|String | |||
|Parameter type ''(see the list for reference)'' | |||
|- | |||
|0x34 | |||
|int32 | |||
|Amount of strings or other entries in the parameter if it fits the type | |||
|- | |||
|0x38 | |||
|int32 | |||
|Size in bytes this parameter chunk uses up | |||
|- | |||
! colspan="3" |After parameter declaration chunk | |||
|- | |||
|0x10 + n*0x40 | |||
!Varies | |||
|Values chunk, described in details under the table | |||
|} | |||
For every parameter, in same order as declaration, file lists every value for every entry, according to the type formatting. | |||
If there is a “table after last 0x00”, it means there’s a row of bytes (same amount as | |||
entries) that sets IDs of lines that appear in every entry. | |||
=== Types of values: === | |||
=== Types: === | |||
* ''''String'''', | * ''''String'''', | ||
** Byte value: 00: Strings, separated with 0x00; | ** Byte value: 00: Strings, separated with 0x00; |
Revision as of 14:54, 14 December 2022
20070319 .bin format was created on 19th March 2007 by Ryu Ga Gotoku Studio for the first PS3 game in the series - Ryu ga Gotoku: Kenzan! and the date 2007.03.19 is used in header to differentiate these .bin files from others.
Overview
This file is used for storing parameters and strings in pre-Dragon Engine games .
Technical Information
Offset | Type | Description |
---|---|---|
0x00 | 4 bytes | Magic (0x20, 0x07, 0x03, 0x19) |
0x04 | int32 | Amount of parameters for every entry |
0x08 | int32 | Amount of entries in the file |
0x10 | Start of parameter chunk (size = parameter count (n) * 0x40) | |
For every parameter declaration in Parameter chunk | ||
0x00 | String | Name of the parameter |
0x30 | String | Parameter type (see the list for reference) |
0x34 | int32 | Amount of strings or other entries in the parameter if it fits the type |
0x38 | int32 | Size in bytes this parameter chunk uses up |
After parameter declaration chunk | ||
0x10 + n*0x40 | Varies | Values chunk, described in details under the table |
For every parameter, in same order as declaration, file lists every value for every entry, according to the type formatting.
If there is a “table after last 0x00”, it means there’s a row of bytes (same amount as entries) that sets IDs of lines that appear in every entry.
Types of values:
- 'String',
- Byte value: 00: Strings, separated with 0x00;
- 'String_tbl',
- Byte value: 01: Strings, separated with 0x00 with table after last 0x00;
- 'String_idx',
- Byte value: 02: Strings, 2 bytes for ID it's used from, then the value and 0x00;
- 'Value',
- Byte value: 03: Integers as text like 00;
- 'Value_tbl',
- Byte value: 04: Integers as text. Same as 01 - table after 0x00;
- 'Value_idx',
- Byte value: 05: Integers as text. Same as 02;
- 'Special_scenariocategory',
- Byte value: 06: 4 byte hex values, not separated, 0xFFFFFFFF is "empty";
- 'Special_scenariostatus',
- Byte value: 07: or sometimes special_scenariocompare; 4 Byte hex values, separated by 0xFFFFFFFF;
- 'Stageid',
- Byte value: 08: Strings, separated with 0x00;
- 'Special_scenariocompare',
- Byte value: 09: 4 byte hex values, not separated, 0xFFFFFFFF is "empty";
- 'Special_value',
- Byte value: 0A: 4 byte int values, go one after another;
- 'Itemid',
- Byte value: 0B: 4 byte int values, go one after another;
- 'Comment',
- Byte value: 0C: Never encountered in game files, so not implemented;
- 'BGM_ID',
- Byte value: 0D: 4 byte values, not separated, 0xFFFFFFFF is "empty";
- 'Unknown',
- Byte value: 0E: Never encountered in game files, so not implemented;
- 'USE_COUNTER',
- Byte value: 0F: 4 byte int values, go one after another;
- 'ENTITY_UID'
- Byte value: 10: 4 byte values, not separated, 0xFFFFFFFF is "empty";