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KORT BMP Format.gif
Format typeTileset
Max tile count65535
Tile names?No
Minimum tile size (pixels)0×0
Maximum tile size (pixels)65535×65535
Plane count1
Plane arrangementLinear
Transparent pixels?Palette-based
Hitmap pixels?No
Supports sub-tilesets?No
Compressed tiles?No
Hidden data?No

The animation format used in King Arthur's K.O.R.T. is an uncompressed non-indexed set of frames which have to be read in sequential order. The header does provide the number of frames. Like in the KORT Image Format, the image data itself is flipped in classic Bitmap style, meaning the lowest row is at the start of the data.

File format

The file has a short header with the number of frames and some identifying value. This is immediately followed by repeating blocks of frame data.


Offset Data type Name Description
0x00 UINT16LE NrOfFrames Number of frames in the file.
0x02 UINT16LE Id Always 0x1600.


Offset Data type Name Description
0x00 UINT16LE FrameNr Frame number
0x02 UINT16LE Width Width of the frame
0x04 UINT16LE Height Height of the frame
0x06 UINT16LE Stride Repetition of the width; most likely the stride. Not really useful since the data seems to always be compact. It has not been tested how the game interprets this.
0x08 UINT32LE Size Size of the following frame data block. Will always match Width*Height (or Width*Stride).
0x08 BYTE[Size] FrameData The actual frame data; a compact bottom-up 8 bpp image.

As mentioned, the image data will start from the bottom left corner, meaning the final image data needs to be flipped horizontally to get the final image.


The following tools are able to work with files in this format.

Name PlatformView images in this format? Convert/export to another file/format? Import from another file/format? Access hidden data? Edit metadata? Notes
C&C64 File Converter WindowsYesYesYesN/AN/A
KORT Sprite Converter WindowsNoYesYesN/AN/A Command line tool. The code from this tool was later implemented in the C&C64 File Converter.