# Arkham City WAD / BKPK container format All values little-endian. Verified by byte-identical round trips of every shipped WAD (INT/ITA/FRA/DEU/ESN LOC WADs and `SFX\17705D3E.wad`) and every BKPK pack. ## WWAD (`*.wad`) | off | type | meaning | |------|------|---------| | 0x00 | 4s | `WWAD` | | 0x04 | u32 | version `0x01020000` | | 0x08 | u32 | entry count N | | 0x0C | u32 | table offset (always `0x1C`) | | 0x10 | u32 | table size (`12*N`) | | 0x14 | u32 | data start (header area size; `0x8000` LOC, `0x1000` SFX) | | 0x18 | u32 | data size (`file size - data start`) | | 0x1C | N x {u32 hash, u32 size, u32 offset} | | Rules: - Table sorted by `hash` interpreted as **signed** int32. Payloads stored in table order. - Each payload starts at the next **0x1000-aligned** offset after the previous one. - `size` = payload length rounded up to **0x800**; padding is zero. - File ends 0x1000-aligned; header area after the table is zero. - `hash` = Wwise media/file ID (names: `hashlist.txt`, e.g. `CHR_RadioScanner`, `AMB_Steel_B3`, `Music`). Payload kinds: - **LOC WADs**: each entry is a group of WEMs, the variations of one line (ITA: 10816 WEMs in 2464 entries; e.g. `CHR_RadioScanner` holds 91). Each WEM starts at the next 0x800 boundary after the previous one (zero padding); 3 entries pack two WEMs back to back. Addressed `HASH:i`. - **SFX WAD**: 79 grouped ambience/effect entries (260 WEMs) plus 4 **stream packs** (below). Where the game gets the inner offsets: the entry IDs appear next to `BKPK` headers inside the LZO-compressed UE3 packages (e.g. `BmGame.upk`, `OW.upk`, `Church_B1_*.upk`). Those embedded BKPK tables give each WEM's offset **and size**. ackit does not rewrite `.upk` files, so these WEMs are replaced **in place, no larger than the original** (zero-filled to the original size), and the WAD layout never changes. The user's earlier quickbms-reimport mod did the same and was loaded by the game. Only the 4 SFX stream packs, whose BKPK index is a loose `.bnk`, can change size. ## BKPK stream packs (`SFX\.bnk` + SFX WAD entry ``) `EDF036D6` (Music, 314 WEMs, incl. the intro/front-end music `393BC53A`), `E8F980BE` (Music_PDLC, 75), `57572DAC` (Global, 1), `FCA4F778` (1). The `.bnk` file is an index + an embedded soundbank; the WEM data lives in the SFX WAD entry with the same ID. | off | meaning | |------|---------| | 0x00 | `BKPK` | | 0x04 | version `0x01020000` | | 0x08 | pack id (== WAD entry hash) | | 0x10 | media count N | | 0x18 | table size `12*N` | | 0x1C | table offset `0x48` | | 0x20 | total stream size (== WAD entry size) | | 0x2C | end of table (`0x48 + 12*N`) | | 0x38 | embedded bank size | | 0x3C | embedded bank offset (0x800 or 0x1000; a normal BKHD/HIRC/STID bank) | | 0x48 | N x {u32 media id, u32 size, u32 offset in the WAD entry} | Rules: table sorted by media id; each media starts at the next **0x800-aligned** offset; total = end rounded up to 0x800. Padding is mostly zero (a few non-zero bytes in `EDF036D6`; the tool keeps original bytes where nothing moved). Replacing a pack media (`ackit` target `EDF036D6/393BC53A`) rewrites the pack table (`.bnk`), the WAD entry payload, and the WAD table/offsets. Verified in-game (NOTES.md, E2). ## Regular soundbanks (`SFX\*.bnk`, bank version 56) BKHD / DIDX {id, offset, size} / DATA / HIRC / STID. In-memory WEMs (DATA) are 16-byte aligned. `ackit/bnk.py` can read/rebuild them, but most front-end sounds come from banks embedded in UE3 packages (`.upk`), which this toolkit does not modify.