BIN (scenario2): Difference between revisions

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Line 178: Line 178:
!Parameter list
!Parameter list
!Used in
!Used in
!Description
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x00
|0x00
Line 183: Line 184:
|
|
* int32 Unk1
* int32 Unk1
|
|
|
|-
|-
|0x01
|0x01
|BGM
|BGM
|
|
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x02
|0x02
|Possibly disables city noises.
|
Can be set to either "none" or "no_gaya"
|
|
* int32 Pointer1
* int32 Pointer1
|Battles (Y5 only)
|Battles (Y5 only)
|Possibly disables background watchers.
Can be set to either "none" or "no_gaya"
|-
|-
|0x03
|0x03
|Caption
|Caption
|
|
|
|
|
Line 204: Line 209:
|0x04
|0x04
|Cutscene_04
|Cutscene_04
|
|
|
|
|
Line 209: Line 215:
|0x05
|0x05
|Results
|Results
|
|
|
|
|
Line 216: Line 223:
|
|
* int32 Unknown1
* int32 Unknown1
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
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* int32 Unk2
* int32 Unk2
* int32 Unk3
* int32 Unk3
|
|
|
|-
|-
|0x08
|0x08
|Effects
|Effects
|
|
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x09
|0x09
|Always 0x01
|
|
|
* int32 Unk1  
* int32 Unk1  
|
|
|Teleports player to the position set in Player Settings
(which is stating the ID of the position in player_pos.bin)
Can be set to 0 or 1
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x0A
|0x0A
Line 241: Line 254:
|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
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|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x0C
|0x0C
|Always empty
|Always empty
|
|
|
|
|
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|0x0D
|0x0D
|Always empty
|Always empty
|
|
|
|
|
Line 261: Line 278:
|0x0E
|0x0E
|Cutscene_14
|Cutscene_14
|
|
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x0F
|0x0F
|Always 0x00
|
|
|
* int32 Unk1  
* int32 Unk1  
|(Y5 only)
|Used in cutscenes (Y5 only)
|Always 0x00
|-
|-
|0x10
|0x10
|Equip
|Equip
|
|
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x12
|0x12
|Always WEHRS0001
|
|
|
* int32 Pointer1
* int32 Pointer1
|(Y5 only)
|Unique parameter for Saigo Training 2 fight (Y5 only)
|Points to WEHRS0001
|-
|-
|0x13
|0x13
|Start_Auth
|Start_Auth
|
|
|
|
|
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* int32 Unk1  
* int32 Unk1  
|
|
|Starts battle intro
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x16
|0x16
Line 296: Line 319:
|
|
* int32 Unk1  
* int32 Unk1  
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x17
|0x17
|Always 0x00
|
|
|
* int32 Unk1  
* int32 Unk1  
|(Y5 only)
|Cutscenes (Y5 only)
|Always 0x000000
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x19
|0x19
Line 308: Line 333:
|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
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|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
Line 321: Line 348:
* int32 Unk1  
* int32 Unk1  
|(HGG only)
|(HGG only)
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x1C
|0x1C
Line 327: Line 355:
* int32 Unk1  
* int32 Unk1  
|(Y5 only)
|(Y5 only)
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x1D
|0x1D
Line 332: Line 361:
|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
Line 338: Line 368:
|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-
|-
|0x1F
|0x1F
|State_Progress
|State_Progress
|
|
|
|
|
Line 347: Line 379:
|0x20
|0x20
|State_Enum_Unk
|State_Enum_Unk
|
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|
|
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Line 352: Line 385:
|0x21
|0x21
|Timer
|Timer
|
|
|
|
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Line 357: Line 391:
|0x22
|0x22
|Follow_Up
|Follow_Up
|
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|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x23
|0x23
|Always 0x00
|
|
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* int32 Unk1  
* int32 Unk1  
|
|
|Activates post-battle effects
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x24
|0x24
|Always 0x00 or 0x01
|
|
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* int32 Unk1  
* int32 Unk1  
|
|
|Starts battle intro
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
|0x26
|0x26
Line 376: Line 413:
|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-
|-
|0x27
|0x27
|Cutscene_39
|Cutscene_39
|
|
|
|
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|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
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* int32 Unk1  
* int32 Unk1  
|(Y5 only)
|(Y5 only)
|
|-
|-
|0x2B
|0x2B
|Player_Intro
|Player_Intro
|
|
|
|
|
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|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
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|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-
|-
|0x2E
|0x2E
|Movie_Name
|Movie_Name
|
|
|
|
|
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|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
Line 427: Line 473:
|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
Line 433: Line 480:
|
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* int32 Unk1  
* int32 Unk1  
|
|
|
|-style="background-color:#AA6060"
|-style="background-color:#AA6060"
Line 440: Line 488:
* int32 Unk1  
* int32 Unk1  
|(HGG Only)
|(HGG Only)
|
|}
|}
[[Category:File Formats]]
[[Category:File Formats]]

Latest revision as of 02:02, 24 December 2022

Majima construction.svg This page is under construction

Check back later for additional changes


Scenario2.bin is an overhauled version of BIN (scenario). Controls the main flow of the game, specifying scenario flags and parameters like music that plays in specific moments.

Used in:

Technical Information

File consists of multiple interconnected chunks. Listed in the order of appearance in the file, which does not represent the actual complexity.

Yakuza 5 has slightly different nodes that other games don't have, so it is separated.

Yakuza Ishin\Zero\Kiwami version:

Header
Offset Type Description
0x00 int32 Unused
0x04 int32 Unused chunk count
0x08 int32 Unused chunk pointer
0x0C int32 Unused
0x10 int32 Player Settings Node Count
0x14 int32 Player Settings Pointer
0x18 int32 Scenario Settings Node Count
0x1C int32 Scenario Settings Pointer
0x20 int32 Settings Size
0x24 int32 Settings Pointer
0x28 int32 Node Count
0x2C int32 Node Pointer
0x30 int32 Scenario Access Pointer
0x34 int32 Scenario Access Node Count
0x38 int32 String Pointer
0x3C int32 Unused
0x40 int32 String Pointer
Player Settings
Offset Type Description
0x00 uint32 Game Mode
0x04 int32 String Pointer
0x08 int32 Player Position
0x0C int32 Unknown
0x10 uint32 Misc Settings Size
0x14 int32 Misc Settings Pointer
Scenario Settings List
Offset Type Description
0x00 int32 Player Settings Pointer
0x04 int32 Player Settings Versions Count
0x08 int32 Node ID
0x0C int32 Unused?
0x10-0x2C u32 Extra Settings 1-8 Size (in entries of 4 bytes)
0x30-0x3C u32 Extra Settings 1-8 Pointer

It's been too straightforward so far, let's spice it up!

Scenario Settings
Offset Type Description
0x00 int16 0x80 - Indicates the start of a setting
0x04 uint16 Category
0x08-0xXX int32 Parameters specific to the Category, full list below.
Category Parameters
Byte Category Parameter list Used in Description
0x00
  • int32 Unk1
0x01 BGM
0x02
  • int32 Pointer1
Battles (Y5 only) Possibly disables background watchers.

Can be set to either "none" or "no_gaya"

0x03 Caption
0x04 Cutscene_04
0x05 Results
0x06
  • int32 Unknown1
0x07
  • int32 Unk1
  • int32 Unk2
  • int32 Unk3
0x08 Effects
0x09
  • int32 Unk1
Teleports player to the position set in Player Settings

(which is stating the ID of the position in player_pos.bin) Can be set to 0 or 1

0x0A
  • int32 Unk1
0x0B
  • int32 Unk1
0x0C Always empty
0x0D Always empty
0x0E Cutscene_14
0x0F
  • int32 Unk1
Used in cutscenes (Y5 only) Always 0x00
0x10 Equip
0x12
  • int32 Pointer1
Unique parameter for Saigo Training 2 fight (Y5 only) Points to WEHRS0001
0x13 Start_Auth
0x14 Always 0x01
  • int32 Unk1
Starts battle intro
0x16 Always 0x00 or 0x01
  • int32 Unk1
0x17
  • int32 Unk1
Cutscenes (Y5 only) Always 0x000000
0x19 Always 0x01
  • int32 Unk1
0x1A Always 0x00
  • int32 Unk1
0x1B Always 0x00
  • int32 Unk1
(HGG only)
0x1C Always 0x01
  • int32 Unk1
(Y5 only)
0x1D Always 0x01
  • int32 Unk1
0x1E Always 0x00 or 0x01
  • int32 Unk1
0x1F State_Progress
0x20 State_Enum_Unk
0x21 Timer
0x22 Follow_Up
0x23
  • int32 Unk1
Activates post-battle effects
0x24
  • int32 Unk1
Starts battle intro
0x26 Always 0x01 (Y5) or 0xFF
  • int32 Unk1
0x27 Cutscene_39
0x28 Always 0x01 (Y5) or 0xFF
  • int32 Unk1
0x29 Always 0x10D2
  • int32 Unk1
(Y5 only)
0x2B Player_Intro
0x2C Always 0x01
  • int32 Unk1
0x2D Always 0x01
  • int32 Unk1
0x2E Movie_Name
0x31 Always 0x00 or 0x01
  • int32 Unk1
0x32 Always 0x00 or 0x03
  • int32 Unk1
0x33 Always 0x64
  • int32 Unk1
0x34 Always 0x01
  • int32 Unk1
(HGG Only)