AMP format sucks

Well, I figured out the AMP file format present in the WTAnime.bin file now. Previously the way I was handling these was way the hell wrong. No wonder everything broke.

This file format is a gigantic freaking nightmare because it mixes program code, audio and graphics on puree setting. It will be impossible to ever edit any AMP file without having the original to pull data from, much like WindThunder’s insane script format.

Here’s the structure of the AMP files. They’re actually ANI_FILE v1.0 according to the header.

Structure of WindThunder’s ANI_FILE v1.0 format:

Pad all values with 0×00, all numerical data is little Endian

The footer contains the actual animation code, times sound effects and music. This format in concept is similar to an Animated JPEG movie, expect it works with anything the WindThunder engine supports: PCX, BMP, JPG, TIFF, PNG, and AMP.

The [data] section is looped for however many times file-count specifies.

Rebuilding new AMP files will require a user to have the source one to import footer animation data from.

[header]
0x0  - 16 bytes
string "ANI_FILE v1.0"
0x10 - 4 bytes
int width
0x14 - 4 bytes
int height
0x18 - 1 byte
int filecount
[data]
0x19 - 4 bytes
int filesize
0x1d - data
...
[footer]
...

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