The BK file format is similar in many ways to the AF file format, however, there are some signifigant differences.
Unknown |
1 BYTE |
0 for INTRO, 2 for ending cutscenes,4 for main menu/newsroom/VS/Mechlab/melee, 6 for credits,
8 for Arena0, 16 for Arena1, 32 for Arena2, 64 for Arena3 and 128 for Arena4
|
Unknown |
1 DWORD |
?
|
Width |
1 WORD |
Background width? (always 320?)
|
Height |
1 WORD |
Background height? (always 200?)
|
Animations
Each animation is preceeded by the offset of the next animation stored as a DWORD. Reading the animation and advancing the file pointer should result in the file pointer being the same as this value. When the value is the same as the value for the previous animation, the animation block is at an end.
Next Animation |
1 DWORD |
position of next animation, in bytes
|
Animation Number |
1 WORD |
Unique identifier for animation
|
Unknown |
1 BYTE |
Nul padding?
|
Unknown |
1 DWORD |
This is a magic value that somehow relates to the subsequent animation structure
|
Unknown |
13 BYTES |
This value is here unless the previous value is 'weird' (65536000 or 18)
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