Inspired by qrleon's painstaking hand-capture of some of Klik & Play's most glorious sprites, I decided to look into how hard it would be to crack the Klik & Play file format.
As it turns out, it wasn't really that hard at all! Reverse engineering is kind of fun. And I discovered 010 Editor in the process, which is all kinds of badass.
I'm pretty sure I now have enough information to batch extract raw bitmap data, if I just knew exactly what KNP's colour palette was. I think the simplest way to find out is just to take a screen grab of the sprite editor and slurp up the colours from that.
The on-screen colour palette maps onto colour indexes like so:
0 16 32 ... 240
1 17 33 ... 241
2 18 34 ... 242
... ... ... ... ...
15 31 48 ... 255
except for one cute trick. The first colour, 0, doesn't actually map to 0, it maps to some other black elsewhere in the palette (207, IIRC). 0 is the transparent colour.
I'm not sure yet if there's any way to tell, just given the .img file, which images correspond to which objects, animations, etc. I'm guessing that there probably isn't, which is unfortunate, as .gam files are a lot more complicated. (There's all kinds of friggin' garbage data in them.)
I've attached the 010 Binary Template that I whipped up while I was figuring out the Klik & Play .img file format, to help future generations of people who want to reverse-engineer the Klik & Play file format. I also loaded that last sentence up with keywords so that Klik & Play hackers might find this page via Google.