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.

Note: the X and Y coordinates of all Vector3s in HUD assets are measured in screen coordinates (0 to 1). The Z coordinate is distance from the camera which is only useful for Z-buffering (there is no visible size difference).

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

Types
The following is a list of all DYNA types found across all 4 games (Scooby doesn't use DYNAs). Columns 1 through 4 represent the games ordered by their release dates, and specify which asset types are used in each game.


 * 1) SpongeBob SquarePants: Battle for Bikini Bottom
 * 2) The SpongeBob SquarePants Movie
 * 3) The Incredibles
 * 4) The Incredibles: Rise of the Underminer