Difference between revisions of "Background/Arena File Format (.BK)"

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{| border='1'
 
{| border='1'
|Unknown || 1 BYTE || 0 for INTRO, 2 for ending cutscenes,4 for main menu/newsroom/VS/Mechlab/melee, 6 for credits,
+
|Unknown || 1 DWORD || 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
 
8 for Arena0, 16 for Arena1, 32 for Arena2, 64 for Arena3 and 128 for Arena4
 
|-
 
|-
|Unknown || 1 DWORD || ? 33554432, 16777216 or variable
+
|Unknown || 1 BYTE || ? 1, 2 or variable
 
|-
 
|-
 
|Width || 1 WORD || Background width? (always 320?)
 
|Width || 1 WORD || Background width? (always 320?)

Revision as of 23:55, 21 November 2009

The BK file format is similar in many ways to the AF file format, however, there are some signifigant differences.

Header

Unknown 1 DWORD 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 BYTE ? 1, 2 or variable
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 Header

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 or 15?)