EvilEngine/DYNA

Format
Dynamics are object assets, so they start with their 8 byte header, then are followed by another 8 byte header:

HUD format (BFBB)
hud:meter:font, hud:meter:unit, hud:model, and hud:text all contain another header following the DYNA header:

Meter format
hud:meter:font and hud:meter:unit both contain another header following the HUD header: