Layout.bin File For Resident Evil 4 Apr 2026
| Offset | Size | Type | Description | |--------|------|------|-------------| | 0x00 | 4 | uint32 | Number of entities (N) | | 0x04 | 4 | uint32 | Unknown (always 1 or 0) | | 0x08 | 4 | uint32 | Unknown (flags?) | | 0x0C | 4 | uint32 | Offset to entity list (usually 0x20) | | 0x10 | 16 | char[16] | Room name (e.g., "R109") |
Here’s a technical write-up on the file from Resident Evil 4 (2005 original, often found in PC ports and modding contexts). Technical Write-Up: Layout.bin in Resident Evil 4 (2005) 1. Overview File Name: Layout.bin Location: Typically inside image/ or ss/ directory (PC version) or packed within .dat / .uha archives (GameCube/PS2). Purpose: Defines the static placement of interactive objects, enemies, triggers, and camera zones within a room (R00M file). Layout.bin File For Resident Evil 4
While .R00M files store the room’s geometry (collision, visual meshes, lights), Layout.bin stores the – essentially the “set dressing” of things that aren’t part of the static level mesh. 2. File Structure (PC version) Layout.bin is a binary file with a simple header + array of fixed-size records . No compression or encryption. | Offset | Size | Type | Description
| Type ID | Meaning | |---------|---------| | 0 | Empty / placeholder | | 1 | Enemy (Ganado) | | 2 | Item pickup (herb, ammo, etc.) | | 3 | Weapon (handgun, shotgun, etc.) | | 4 | Breakable object (crate, barrel) | | 5 | Door / transition trigger | | 6 | Cutscene trigger | | 7 | Enemy spawn point (dynamite, crossbow) | | 8 | Merchant spawn point | | 9 | Treasure (jewelry, gem) | | 10 | Key item (e.g., Insignia Key) | | 11 | Typewriter save point | | 12 | Puzzle logic entity | File Structure (PC version) Layout
If you want to change where enemies/items spawn in a room – without touching 3D models or scripts – Layout.bin is your primary target.
Then at offset 0x20 begins the entity array, each entity (0x28). 3. Entity Record Layout (40 bytes) | Offset | Size | Type | Description | |--------|------|------|-------------| | 0x00 | 4 | float | Position X | | 0x04 | 4 | float | Position Y | | 0x08 | 4 | float | Position Z | | 0x0C | 4 | float | Rotation Y (yaw, radians) | | 0x10 | 4 | int32 | Entity Type ID | | 0x14 | 4 | int32 | Subtype / Item ID | | 0x18 | 4 | int32 | Flags / Spawn conditions | | 0x1C | 4 | int32 | Linked entity ID (for triggers) | | 0x20 | 4 | int32 | Reserved / Padding (0) | | 0x24 | 4 | int32 | Unknown (often -1) | Note: Rotation uses only Y-axis (Euler yaw). Pitch/roll are unused in static layout. 4. Entity Type IDs (Partial list) Based on reverse engineering and modding community findings:
The is primarily a PC port artifact – Capcom likely split it for easier patching/modding. 9. Example Hex Dump (First 3 entities) Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 03 00 00 00 01 00 00 00 00 00 00 00 20 00 00 00 ............ ... 00000010 52 31 30 39 00 00 00 00 00 00 00 00 00 00 00 00 R109............ 00000020 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ (entity 0) 00000030 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000040 C3 F5 48 43 00 00 00 00 00 00 00 00 00 00 00 00 ÃõHC............ (entity 1) 00000050 02 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 ................ ... 10. Summary Layout.bin is a lean, straightforward binary file for static entity placement in Resident Evil 4 ’s PC version. It complements .R00M geometry and .SCD scripting. Its simplicity makes it a favorite among modders for enemy randomizers, item relocation, and difficulty tweaks.