BIN (2007): Difference between revisions
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=== Types of values: === | === Types of values: === | ||
* '''0x00''' - ''''String'''', | * '''0x00''' - ''''String'''', | ||
** | ** Strings, separated with 0x00; | ||
* '''0x01''' - ''''String_tbl'''', | * '''0x01''' - ''''String_tbl'''', | ||
**Strings, separated with 0x00 with the table after last 0x00 - row of bytes (same amount as entries) that sets IDs of lines that appear in every entry; | **Strings, separated with 0x00 with the table after last 0x00 - row of bytes (same amount as entries) that sets IDs of lines that appear in every entry; |
Revision as of 15:08, 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 | Parameter
chunk |
Start of Parameter chunk (size = parameter count (n) * 0x40) |
For every parameter declaration in Parameter chunk | ||
0x00 | String | Name of the parameter |
0x30 | int32 | 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 | Values
chunk |
For every parameter, in same order as declaration, lists every value for every entry,
according to the type formatting (see below) |
Types of values:
- 0x00 - 'String',
- Strings, separated with 0x00;
- 0x01 - 'String_tbl',
- Strings, separated with 0x00 with the table after last 0x00 - row of bytes (same amount as entries) that sets IDs of lines that appear in every entry;
- 0x02 - 'String_idx',
- Strings, 2 bytes for ID it's used from, then the value and 0x00;
- 0x03 - 'Value',
- Integers as text like 'String';
- 0x04 - 'Value_tbl',
- Integers as text. Same as 'String_tbl' - table after 0x00;
- 0x05 - 'Value_idx',
- Integers as text. Same as 'String_idx';
- 0x06 - 'Special_scenariocategory',
- 4 byte hex values, not separated, 0xFFFFFFFF is "empty";
- 0x07 - 'Special_scenariostatus' (sometimes 'Special_scenariocompare'),
- 4 Byte hex values, separated by 0xFFFFFFFF;
- 0x08 - 'Stageid',
- Strings, separated with 0x00;
- 0x09 - 'Special_scenariocompare',
- 4 byte hex values, not separated, 0xFFFFFFFF is "empty";
- 0x0A - 'Special_value',
- 4 byte int values, go one after another;
- 0x0B - 'Itemid',
- 4 byte int values, go one after another;
- 0x0C - 'Comment',
- Never encountered in game files, so not implemented;
- 0x0D - 'BGM_ID',
- 4 byte values, not separated, 0xFFFFFFFF is "empty";
- 0x0E - 'Unknown',
- Never encountered in game files, so not implemented;
- 0x0F - 'USE_COUNTER',
- 4 byte int values, go one after another;
- 0x10 - 'ENTITY_UID'
- 4 byte values, not separated, 0xFFFFFFFF is "empty";