The Blues Brothers Map Format

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The Blues Brothers Map Format
320px
There is no image of a map in this format — upload one!
Format typeMap/level
Map type2D tile-based
Layer countUnknown
Viewport (pixels)Unknown
Games

There are six levels in The Blues Brothers. Here's a table which shows which files are used in which level.

Level number French name English translation Level data First 128 background tiles Second 128 background tiles 2 Foreground tiles Tile attributes Enemy sprites
1 Magasin Store MAG.SQL MAG.CK1 MAG.CK2 AVTMAG.SQV MAGASIN.BIN ENEMI1.SQV
2 Entrepot Warehouse ENT.SQL ENT.CK1 ENT.CK2 AVTENT.SQV ENTREPOT.BIN ENEMI2.SQV
3 Prison Prison PRISON.SQL PRISON.CK1 PRISON.CK2 AVTPRIS.SQV PRISON.BIN ENEMI3.SQV
4 Egout Sewer EGOU.SQL EGOU.CK1 EGOU.CK2 AVTEGOU.SQV EGOU.BIN ENEMI4.SQV
5 Ville City VILLE.SQL VILLE.CK1 VILLE.CK2 AVTVILLE.SQV VILLE.BIN ENEMI5.SQV
6 Concert Concert CONCERT.SQL CONCERT.CK1 CONCERT.CK2 none CONCERT.BIN ENEMI6.SQV

Each level has a width of 128 tiles, the height of a level is equal to filesize / 128. Every byte in the level data corresponds to a background tile. When the value of a byte is smaller than 128 the tile is found in a .CK1 file, when the value is 128 or more the tile is found in a .CK2 file.

The positions of the players, enemies and gates are stored in the executables. For 1.EXE the offsets are:

Level number Player 1 x Player 1 y Player 2 x Player 2 y Enemies x Enemies y Enemy types Gates x Gates y
1 unknown unknown unknown unknown unknown unknown unknown unknown unknown
2 unknown unknown unknown unknown unknown unknown unknown unknown unknown
3 unknown unknown unknown unknown unknown unknown unknown unknown unknown
4 unknown unknown unknown unknown unknown unknown unknown unknown unknown
5 unknown unknown unknown unknown unknown unknown unknown unknown unknown
6 unknown unknown unknown unknown unknown unknown unknown unknown unknown

And for 2.EXE the offsets are:

Level number Player 1 x Player 1 y Player 2 x Player 2 y Enemies x Enemies y Enemy types Gates x Gates y
1 0x18469 0x1822B 0x1846B 0x1822D 0x1841B 0x181DD unknown unknown unknown
2 0x182CF 0x18091 0x182D1 0x18093 unknown unknown unknown unknown unknown
3 0x18321 0x180E3 0x18323 0x180E5 unknown unknown unknown unknown unknown
4 0x18373 0x18135 0x18375 0x18137 unknown unknown unknown unknown unknown
5 0x183C5 0x18187 0x183C7 0x18189 unknown unknown unknown unknown unknown
6 0x18417 0x181D9 0x18419 0x181DB 0x183C9 0x1818B unknown unknown unknown

The unit of the values of the UINT16LEs found at these offsets is pixels.

Attributes

The .BIN file associated to the level contains 256 entries which are 10 bytes long each, these indices do represent the tiles found in associated CK1 and CK2 sprite sheets.

Byte index Type Meaning
0 UINT8?

0x01 : spike ?

0x05 : weapon, there is only one -> the crate

0x07 : ladder (except the edges ?)

0x0A : walkable / ground / cannot pass through

1 unknown always 0x00 or 0x03
2 unknown unknown
3 unknown

MAG : 0x00

ENT : 0x00, 0x01

PRISON : 0x00, 0x01, 0x02, 0x03

EGOU : 0x00, 0x01, 0x02

VILLE : 0x00

CONCERT : 0x00, 0x01, 0x02

4 unknown unknown
5 unknown always 0x00 or 0x01
6 unknown probably related to front tiles since for CONCERT it is always 0xFF
7 unknown

For level 1, either 0x00 or tile index:

- when 0x00 object is not animated (exceptions: camera, moving walkway; these are animated)

- when not 0x00 object is animated : sparkles, vinyls (actually only these)

8 unknown unknown
9 INT8

Index of the front tile to draw from the associated AVTXXX.SQV file, if 0xFF it means there is no front tile for this tile. For CONCERT level it will be always 0xFF since there are no front tiles associated to this level.

Note: pay attention to signed/unsigned type in the table above. For instance, the value of byte 9 will mean -1, not 255 when its value is 0xFF.

Parsing example (C#):

    byte tile = ...;
    if((sbyte)tile > -1)
    {
        // tile has a front tile, draw it
    }
 
    // it is more meaningful than writing
    byte tile = ...;
    if(tile != 0xFF)
    {
        // ...
    }

Credits

This file format was reverse engineered by Frenkel. If you find this information helpful in a project you're working on, please give credit where credit is due. (A link back to this wiki would be nice too!)