Alien Trilogy BND: Difference between revisions

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{{CompactGRAFTOC}}
{{CompactGRAFTOC}}


<div style="border:solid 1px #AAAAAA; padding:4px; background-color:#F9F9F9;">
== BND ==
<i>Format Type:</i> File container<br />
<i>Extensions:</i> bnd(b16) <br />
* ''' Format Type ''': File container <br />
<i>Platforms:</i> <i>PC/PS1/Sega Saturn</i><br />
* ''' Extensions''': bnd and b16 for 16-bit sprites <br />
<i>Endian Order:</i> Little Endian/Big Endian
* ''' Platforms''': PC/PS1/Sega Saturn <br />
</div>
* ''' [http://en.wikipedia.org/wiki/Endianness Endian Order] ''': Little Endian/Big Endian


[[Category:Format_Container | Type: File Container]]
<br /><br />
== Format Specifications ==
<div style="border:solid 1px #AAAAAA; padding:4px; background-color:#F9F9F9; font-weight:bold;">
<tt>


<font color="blue"><i>A container file that can store sprites, textures, models, palette, texture mesh for models. Each file is divided into "sections" that have "names". The problem with this format is that one and the same file is used for different types of data, and different types of data are specified just by "sections" within the file itself. There are the following "section names":</i></font><br />
== Format Description ==
<font color="blue"><i>F000(#1,2,3....) F? - Frame, this section is used for sprites. Most sprites have compression, do not have information about frame sizes (hardcoded into the game engine in animation structures)</i></font><br />
 
<font color="blue"><i>T000(#1,2,3....) T? - Texture, in this section there are standard "descriptions" of images - size, color, no compression, resources can be ripped out with tools such as XWE, TiledGGD. </i></font><br />
A container file that can store sprites, textures, models, palette, texture mesh for models. Each file is divided into "sections" that have "names". The problem with this format is that one and the same file is used for different types of data, and different types of data are specified just by "sections" within the file itself. There are the following "section names":<br />
<font color="blue"><i>M000(#1,2,3....) M? - Model, section contains models. Contains a list of vertices and quads. The peculiarity with quads is apparently due to the fact that the game was originally developed for the Sega Saturn console, which supports them in hardware better than polygon</i></font><br />
* '''F000(#1,2,3....)''' F? - Frame, this section is used for sprites. Most sprites have compression, do not have information about frame sizes (hardcoded into the game engine in animation structures)<br />
<font color="blue"><i>BX00(#1,2,3....) - Texture mesh, usually located next to the texture section and has the same numbering. Contains a "list" of quads for texturing.</i></font><br />
* '''T000(#1,2,3....)''' T? - Texture, in this section there are standard "descriptions" of images - size, color, no compression, resources can be ripped out with tools such as XWE, TiledGGD. <br />
<font color="blue"><i>CX00(#1,2,3....) - ?urrently unencrypted section</i></font><br />
* '''M000(#1,2,3....)''' M? - Model, section contains models. Contains a list of vertices and quads. The peculiarity with quads is apparently due to the fact that the game was originally developed for the Sega Saturn console, which supports them in hardware better than polygon<br />
<font color="blue"><i>C000(#1,2,3....) - C? - Color, specific section, only available in b16 file variations. Contains a 16-bit palette.</i></font><br />
* '''BX00(#1,2,3....)''' - Texture mesh, usually located next to the texture section and has the same numbering. Contains a "list" of quads for texturing.</i></font><br />
* '''CX00(#1,2,3....)''' - urrently unencrypted section<br />
* '''C000(#1,2,3....)''' - C? - Color, specific section, only available in b16 file variations. Contains a 16-bit palette.<br />

Revision as of 19:15, 20 May 2021

Contents: GRAFs page - All - 0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z - Edit

BND

  • Format Type : File container
  • Extensions: bnd and b16 for 16-bit sprites
  • Platforms: PC/PS1/Sega Saturn
  • Endian Order : Little Endian/Big Endian


Format Description

A container file that can store sprites, textures, models, palette, texture mesh for models. Each file is divided into "sections" that have "names". The problem with this format is that one and the same file is used for different types of data, and different types of data are specified just by "sections" within the file itself. There are the following "section names":

  • F000(#1,2,3....) F? - Frame, this section is used for sprites. Most sprites have compression, do not have information about frame sizes (hardcoded into the game engine in animation structures)
  • T000(#1,2,3....) T? - Texture, in this section there are standard "descriptions" of images - size, color, no compression, resources can be ripped out with tools such as XWE, TiledGGD.
  • M000(#1,2,3....) M? - Model, section contains models. Contains a list of vertices and quads. The peculiarity with quads is apparently due to the fact that the game was originally developed for the Sega Saturn console, which supports them in hardware better than polygon
  • BX00(#1,2,3....) - Texture mesh, usually located next to the texture section and has the same numbering. Contains a "list" of quads for texturing.
  • CX00(#1,2,3....) - urrently unencrypted section
  • C000(#1,2,3....) - C? - Color, specific section, only available in b16 file variations. Contains a 16-bit palette.