The BK file format is similar in many ways to the AF file format, however, there are some significant differences.
Link to complete data from the different .BK files: https://katajakasa.fi/projects/openomf/cards/
Unknown | 1 DWORD | 0 for INTRO, 2 for ending cutscenes,4 for main menu/newsroom/VS/Mechlab/melee, 6 for creditsm 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?) |
Each animation is preceded by the offset of the next animation stored as a DWORD, along with an animation number. Reading the animation and advancing the file pointer should result in the file pointer being the same as the next animation
offset. An animation number
>= 50 marks the end of the animations section. When this occurs, the next animation
offset is set to the offset of the current animation.
Next animation | 1 DWORD | Position of next animation relative to start of file, in bytes |
Animation number | 1 BYTE | Unique identifier for animation |
Unknown | 1 BYTE | Nul padding? (not for fire pit wandering orb) |
Unknown A | 1 BYTE | Animation to chain to if collision/hit (eg. fire orb 15 → fire ball 17) |
Unknown B | 1 BYTE | Animation to chain to on no collision/hit(?) (eg. fire orb 15 → fire orb fade 16) |
Repeat | 1 BYTE | 255 for animations to play on BK start (eg. spotlights on main menu, torches in fire pit, newscaster's lips/eyes), Desert animation (spawn the planes) 0 has 254 in this field. |
Probability | 1 WORD | How likely this is to happen, lower is higher probability, 0 means never. 1 for torches/'cloud of dust' in fire pit, 200 for 'cloud of dust' in desert, 1000 for spikes in spike pit. For example, setting this to 1 for animation 0 in the desert means that planes will always be strafing you. |
Unknown E | 1 BYTE | Arena hazard damage (eg. spike pit, fire pit fireball, electric walls in powerplant)? |
Anim string size | 1 WORD | |
Anim string | N BYTES | Animation string, size is determined by the previous value |
There then follows an AF Animation Structure.
After the animations there is a footer structure:
Background image | W*H BYTES | W and H are the width and height in the file header |
Num palettes | 1 BYTE | Specifies the number of palettes which follow |
Palette data | 256 * 3 BYTES | A palette |
Palette remapping tables | 19 * 256 BYTES | See below |
The palette remapping tables are maps from image colour indices into palette indices, for various different colour effects. The tables are for:
Index | Purpose |
---|---|
0-3 | Fade to black, for shadows |
4 | Dark blue, for menu backgrounds |
Most BK files | |
5-8 | Saturating to white, then black-and-white (newsroom transition?) |
9-13 | Saturating light blue → white (lightning flashes?) |
14-18 | Green (?) |
Fire pit [3 palettes: normal, fire, ice] | |
?? | TODO |
Desert [4 palettes] | |
5-18 | Slow fade to white |
An AF Footer follows.