EvilEngine/HIP (File Format): Difference between revisions
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'''HIP archives''', also referred to as '''HIP/HOP files''', are files used by Heavy Iron Studios to store all level data in their Evil Engine games. They are made up of [[assets]], which are the resources and objects used to create levels, characters and menus.
In [[:Category:Scooby|Scooby-Doo! Night of 100 Frights]], all HIP archives use the file extension <code>.HIP</code>. [[:Category:Scooby|SpongeBob SquarePants: Battle for Bikini Bottom]] introduced the file extension <code>.HOP</code>, which has the exact same file format as <code>.HIP</code> but is typically used to store different types of assets. Localized <code>.HIP</code> files were added in [[:Category:TSSM|The SpongeBob SquarePants Movie]] and later games to support different languages (<code>_US.HIP</code>, <code>_JP.HIP</code>, etc.).
==
There are three known revisions of the HIP archive format: the first one used in [[:Category:Scooby|Scooby-Doo! Night of 100 Frights]], a second one used in [[:Category:BFBB|SpongeBob SquarePants: Battle For Bikini Bottom]] and a third one which is used in [[:Category:TSSM|The SpongeBob SquarePants Movie]], [[:Category:Incredibles|The Incredibles]], [[:Category:ROTU|The Incredibles: Rise of the Underminer]] and [[:Category:RatProto|Ratatouille Prototype]].
<pre>
PKR: HIP file version update history
Version 1:
- baseline
Version 2:
- Compatible version support information
- Asset data checksum
- Layer data checksum
- Creation/Modification date
Version 3:
- HIP Layers represent asset memory placement
- Layers are not compacted to reduce waste
- Loading is based on layers (was by asset)
- Added asynchronous loading support
</pre>
===
All integers in HIP archives are unsigned 32-bit (4 bytes long). They are always written in [https://en.wikipedia.org/wiki/Endianness big endian], regardless of platform.
Integers are referred to as <code>int</code> in format descriptions.
===Strings===
All strings in HIP archives are [https://en.wikipedia.org/wiki/Null-terminated_string null-terminated] (i.e. end with a NULL byte, <code>'\0'</code> in C/C++). They do not have a character count at the beginning. All strings are padded at the end so that their length is a multiple of two bytes, meaning:
* Strings with an odd length (<code>"abc"</code>) will end with one NULL (hex <code>61 62 63 00</code>).
* Strings with an even length (<code>"abcd"</code>) with end with two NULLs (hex <code>61 62 63 64 00 00</code>).
* Empty strings are written as hex <code>00 00</code>.
Strings are referred to as <code>string</code> in format descriptions.
===Structure===
A HIP archive is stored as a tree of ''blocks'' (also known as chunks), where blocks can contain arbitrary data as well as any number of child blocks.
Each block begins with an <code>int</code> human-readable ID that determines what kind of data is present in the block, followed by an <code>int</code> length that is the total amount of bytes taken up by the block's data + child blocks, if any. After the ID and length, the block's data is stored; its format depends on the block ID (see [[#Blocks|Blocks]]). Any remaining bytes after the data make up the block's child blocks, which have the same format as normal blocks. Child blocks are parsed repeatedly until the end of the parent block is reached.
The basic block hierarchy common to all HIP archives is as follows:
* [[#HIPA|HIPA]]
* [[#PACK|PACK]] (Package)
** [[#PVER|PVER]] (PackageVersion)
** [[#PFLG|PFLG]] (PackageFlags)
** [[#PCNT|PCNT]] (PackageCount)
** [[#PCRT|PCRT]] (PackageCreated)
** [[#PMOD|PMOD]] (PackageModified)
** [[#PLAT|PLAT]] (PackagePlatform) '''[Not present in Scooby]'''
* [[#DICT|DICT]] (Dictionary)
** [[#ATOC|ATOC]] (AssetTableOfContents)
*** [[#AINF|AINF]] (AssetInfo)
*** [[#AHDR|AHDR]] (AssetHeader) '''[Multiple can be present]'''
**** [[#ADBG|ADBG]] (AssetDebug)
** [[#LTOC|LTOC]] (LayerTableOfContents)
*** [[#LINF|LINF]] (LayerInfo)
*** [[#LHDR|LHDR]] (LayerHeader) '''[Multiple can be present]'''
**** [[#LDBG|LDBG]] (LayerDebug)
* [[#STRM|STRM]] (AssetDataStream)
** [[#DHDR|DHDR]] (AssetDataHeader)
** [[#DPAK|DPAK]] (AssetDataPackage)
===Assets===
Assets are the most important part of HIP archives; they're like the files in ZIP archives. Assets hold all of the raw data for textures, models, sounds, and even objects within a level. Assets also have a name, as well as a unique ID (which is generated from the name using a [[Data Types#AssetID|hash algorithm]]). The ID is used by the game to find/identify assets. Assets also have a type ID that tells the game how to interpret the asset's raw data. The asset's data is stored at a specified offset in the [[#DPAK|DPAK]] block. HIP archives do not use any compression for asset data.
Each asset entry is represented by an [[#AHDR|AHDR]] block in HIP archives.
====Types====
A list of all known asset types can be found here: [[Asset#List of asset types|List of asset types]]
===Layers===
Layers are used by HIP archives to group assets of specific types together. Layers have a type ID that specifies what "category" of asset types they contain. For example, <code>TEXTURE</code> layers contain all of the [[RWTX]] assets in a HIP archive, <code>MODEL</code> layers contain all of the [[MODL]] assets, and <code>DEFAULT</code> layers contain many different types of assets (most <code>.HIP</code> files have all their assets in the <code>DEFAULT</code> layer).
Assets in the same layer have their raw data stored next to each other in the [[#DPAK|DPAK]] block. This is mainly done to optimize the memory layout of assets in-game, as well as enforce the order in which assets are loaded (e.g. <code>TEXTURE</code> layers must be stored before <code>MODEL</code> in order for textures to be applied to models properly).
Each layer entry is represented by an [[#LHDR|LHDR]] block in HIP archives.
====Types====
The following table lists all known layer types and their corresponding type IDs in each game. An empty cell means the layer type is not present in the game.
{| class="wikitable"
! Name !! [[:Category:Scooby|Scooby]] !! [[:Category:BFBB|BFBB]] !! [[:Category:TSSM|TSSM]] !! [[:Category:Incredibles|Incredibles]] !! [[:Category:ROTU|ROTU]] !! [[:Category:Ratatouille_prototypes|RatProto]]
|-
| DEFAULT || colspan="6" style="text-align:center" | 0
|-
| TEXTURE || colspan="6" style="text-align:center" | 1
|-
| TEXTURE_STRM || colspan="2" | || colspan="4" style="text-align:center" | 2
|-
| BSP || colspan="2" style="text-align:center" | 2 || colspan="4" style="text-align:center" | 3
|-
| MODEL || colspan="2" style="text-align:center" | 3 || colspan="4" style="text-align:center" | 4
|-
| ANIMATION || colspan="2" style="text-align:center" | 4 || colspan="4" style="text-align:center" | 5
|-
| VRAM || colspan="2" style="text-align:center" | 5 || colspan="4" style="text-align:center" | 6
|-
| SRAM || colspan="2" style="text-align:center" | 6 || colspan="4" style="text-align:center" | 7
|-
| SNDTOC || colspan="2" style="text-align:center" | 7 || colspan="4" style="text-align:center" | 8
|-
| CUTSCENE || colspan="2" style="text-align:center" | 8 || colspan="4" style="text-align:center" | 9
|-
| CUTSCENETOC || colspan="2" style="text-align:center" | 9 || colspan="4" style="text-align:center" | 10
|-
| JSPINFO || || style="text-align:center" | 10 || colspan="4" style="text-align:center" | 11
|}
====Layout====
HIP archives often contain multiple layers of the same type, usually placed right next to each other. In the vanilla games, assets are distributed across those layers so that each layer has roughly the same number of assets. For example, if a HIP archive has 3 <code>TEXTURE</code> layers and 30 total [[RWTX]] assets, each <code>TEXTURE</code> layer will contain 10 [[RWTX]] assets. This was most likely done for multi-threading purposes (loading multiple layers in parallel).
[[:Category:TSSM|The SpongeBob SquarePants Movie]] and later games have JSP layer "groups" to support multiple JSPs in one level. These are made up of 3 <code>BSP</code> layers followed by one <code>JSPINFO</code> layer. JSP layer groups often appear multiple times in a HIP archive. A <code>.HIP</code>/<code>.HOP</code> pair will always have the same number of JSP layer groups, even though they are completely empty in <code>.HIP</code> files.
The following tables specify the layout of layers for each game. Each table is sorted by the layers' order of appearance in HIP archives.
* The '''Name''' column is the internal name for each layer type.
* The '''Count''' column is how many times each layer type repeats.
* The '''Asset Types''' column lists what asset types appear in each layer type and whether they mainly appear in <code>.HIP</code>, <code>.HOP</code>, or localized <code>.HIP</code> files (e.g. <code>_US.HIP</code>).
{| class="wikitable"
|+ [[:Category:Scooby|Scooby-Doo! Night of 100 Frights]]
! Name !! Count !! Asset Types
|-
| TEXTURE || 1 || HIP: [[RWTX]]
|-
| BSP || 1 || HIP: [[BSP]]
|-
| MODEL || 1 || HIP: [[MODL]]
|-
| ANIMATION || 1 ||
|-
| DEFAULT || 1 || HIP: [[ALST]], [[ANIM]], [[ATBL]], [[BUTN]], [[CAM]], [[CNTR]], [[COND]], [[CSNM]], [[DPAT]], [[DSTR]], [[EGEN]], [[ENV]], [[FOG]], [[GRUP]], [[GUST]], [[HANG]], [[LITE]], [[LOBM]], [[MAPR]], [[MINF]], [[MPHT]], [[MRKR]], [[MVPT]], [[NPC]], [[PARE]], [[PARS]], [[PEND]], [[PICK]], [[PKUP]], [[PLAT]], [[PLYR]], [[PORT]], [[PRJT]], [[SCRP]], [[SFX]], [[SIMP]], [[SURF]], [[TEXT]], [[TIMR]], [[TRIG]], [[UI]], [[UIFT]], [[VOLU]]
|-
| CUTSCENE || 1 || HIP: [[CSN]]
|-
| SRAM || 1 || HIP: [[SND]], [[SNDS]]
|-
| SNDTOC || 1 || HIP: [[CTOC]], [[SNDI]]
|}
{| class="wikitable"
|+ [[:Category:BFBB|SpongeBob SquarePants: Battle for Bikini Bottom]]
! Name !! Count !! Asset Types
|-
| TEXTURE || 3 || HOP: [[RWTX]]
|-
| BSP || 3 || HOP: [[JSP]] (RpClump)
|-
| JSPINFO || 1 || HOP: [[JSP]] (JSP Info)
|-
| MODEL || 3 || HOP: [[MODL]]
|-
| ANIMATION || 1 || HOP: [[ANIM]]
|-
| DEFAULT || 1 || HIP: [[ALST]], [[ATBL]], [[BOUL]], [[BUTN]], [[CAM]], [[CNTR]], [[COND]], [[CRDT]], [[CSNM]], [[DPAT]], [[DSCO]], [[DSTR]], [[DYNA]], [[EGEN]], [[ENV]], [[FLY]], [[FOG]], [[GRUP]], [[LKIT]], [[MINF]], [[MRKR]], [[MVPT]], [[PARE]], [[PARP]], [[PARS]], [[PICK]], [[PKUP]], [[PLAT]], [[PLYR]], [[PORT]], [[RAW]], [[SFX]], [[SHRP]], [[SIMP]], [[SURF]], [[TEXT]], [[TIMR]], [[TRIG]], [[UI]], [[UIFT]], [[VIL]], [[VILP]]
HOP: [[COLL]], [[JAW]], [[LODT]], [[MAPR]], [[PIPT]], [[SHDW]]
|-
| CUTSCENE || 1 || HOP: [[CSN]]
|-
| SRAM || 1 || HOP: [[SND]], [[SNDS]]
|-
| SNDTOC || 1 || HOP: [[CTOC]], [[SNDI]]
|}
{| class="wikitable"
! Name !! Count !! Asset Types
|+ [[:Category:TSSM|The SpongeBob SquarePants Movie]]
|-
| TEXTURE || 3 || HOP: [[RWTX]]
|-
| TEXTURE_STRM || 1 || HIP: [[TEXS]]
|-
| BSP || 3 || HOP: [[JSP]] (RpClump)
|-
| JSPINFO || 1 || HOP: [[JSP]] (JSP Info)
|-
| MODEL || 3 || HOP: [[MODL]]
|-
| ANIMATION || 1 ||
|-
| DEFAULT || 1 || HIP: [[ALST]], [[ATBL]], [[BOUL]], [[BUTN]], [[CAM]], [[CNTR]], [[COND]], [[CSNM]], [[DPAT]], [[DSCO]], [[DYNA]], [[EGEN]], [[ENV]], [[FLY]], [[FOG]], [[GRUP]], [[LKIT]], [[MINF]], [[MRKR]], [[MVPT]], [[PARE]], [[PARP]], [[PARS]], [[PICK]], [[PKUP]], [[PLAT]], [[PLYR]], [[PORT]], [[RANM]], [[RAW]], [[SCRP]], [[SDFX]], [[SGRP]], [[SIMP]], [[SPLN]], [[SURF]], [[TIMR]], [[TRIG]], [[UIM]]
HOP: [[ANIM]], [[COLL]], [[DEST]], [[JAW]], [[LODT]], [[MAPR]], [[PIPT]], [[SHRP]]
Localized HIP: [[CRDT]], [[TEXT]]
|-
| CUTSCENE || 1 || HOP: [[CSN]]
|-
| SRAM || 1 || HOP: [[CSSS]], [[SND]], [[SNDS]]
|-
| SNDTOC || 1 || HOP: [[SNDI]]
|-
| CUTSCENETOC || 1 || HOP: [[CTOC]]
|}
{| class="wikitable"
|+ [[:Category:Incredibles|The Incredibles]]
! Name !! Count !! Asset Types
|-
| TEXTURE || 3 || HOP: [[RWTX]]
|-
| TEXTURE_STRM || 1 || HIP: [[BINK]], [[TEXS]], [[WIRE]]
|-
| BSP || 3 || HOP: [[JSP]] (RpClump)
|-
| JSPINFO || 1 || HOP: [[JSP]] (JSP Info)
|-
| MODEL || 3 || HOP: [[MODL]]
|-
| ANIMATION || 1 ||
|-
| DEFAULT || 1 || HIP: [[ALST]], [[ATBL]], [[ATKT]], [[BOUL]], [[BUTN]], [[CAM]], [[CNTR]], [[COND]], [[CSNM]], [[DPAT]], [[DUPC]], [[DYNA]], [[ENV]], [[FOG]], [[GRUP]], [[LKIT]], [[MINF]], [[MRKR]], [[MVPT]], [[NPCS]], [[ONEL]], [[PGRS]], [[PICK]], [[PLAT]], [[PLYR]], [[PORT]], [[RANM]], [[RAW]], [[SCRP]], [[SDFX]], [[SGRP]], [[SIMP]], [[SLID]], [[SPLP]], [[SSET]], [[SURF]], [[TIMR]], [[TPIK]], [[TRIG]], [[TRWT]], [[UIM]], [[VIL]], [[ZLIN]]
HOP: [[ANIM]], [[COLL]], [[DEST]], [[DTRK]], [[GRSM]], [[LODT]], [[MAPR]], [[NGMS]], [[PIPT]], [[SHRP]], [[SPLN]]
Localized HIP: [[CRDT]], [[SUBT]], [[TEXT]]
|-
| CUTSCENE || 1 || HOP: [[CSN]]
|-
| SRAM || 1 || HOP: [[CSSS]], [[SND]], [[SNDS]]
Localized HIP: [[SNDS]]
|-
| SNDTOC || 1 || HOP: [[SNDI]]
Localized HIP: [[SNDI]]
|-
| CUTSCENETOC || 1 || HOP: [[CTOC]]
|}
{| class="wikitable"
|+ [[:Category:ROTU|The Incredibles: Rise of the Underminer]]
! Name !! Count !! Asset Types
|-
| TEXTURE || 3 || HOP: [[RWTX]]
|-
| TEXTURE_STRM || 1 || HIP: [[TEXS]], [[WIRE]]
HOP: [[BINK]]
|-
| BSP || 3 || HOP: [[JSP]] (RpClump)
|-
| JSPINFO || 1 || HOP: [[JSP]] (JSP Info)
|-
| MODEL || 3 || HOP: [[MODL]]
|-
| ANIMATION || 1 || HOP: [[ANIM]]
|-
| DEFAULT || 1 || HIP: [[ALST]], [[ATBL]], [[BOUL]], [[CAM]], [[CCRV]], [[CNTR]], [[COND]], [[DPAT]], [[DYNA]], [[ENV]], [[FOG]], [[GRUP]], [[LKIT]], [[MINF]], [[MRKR]], [[MVPT]], [[NPCS]], [[PARE]], [[PARP]], [[PARS]], [[PGRS]], [[PICK]], [[PLAT]], [[PLYR]], [[PORT]], [[RAW]], [[SCRP]], [[SDFX]], [[SGRP]], [[SIMP]], [[SPLN]], [[SURF]], [[TIMR]], [[TPIK]], [[TRIG]], [[TRWT]], [[UIM]], [[VOLU]]
HOP: [[COLL]], [[DEST]], [[JAW]], [[LODT]], [[MAPR]], [[NGMS]], [[PIPT]], [[SHRP]], [[SPLN]]
Localized HIP: [[CRDT]], [[SUBT]], [[TEXT]]
|-
| CUTSCENE || 1 ||
|-
| SRAM || 1 || HOP: [[SND]], [[SNDS]]
Localized HIP: [[SNDS]]
|-
| SNDTOC || 1 || HOP: [[SNDI]]
Localized HIP: [[SNDI]]
|-
| CUTSCENETOC || 1 ||
|}
==
This section contains the format for all known block types in HIP archives. Each section heading is the block's type ID as if it was a human-readable string.
===HIPA===
This block contains no data or child blocks. It is used to mark the start of the file, and the ID can serve as a [https://en.wikipedia.org/wiki/Magic_number_(programming)#In_files magic number] to identify the file's type.
===PACK===
This
====PVER====
This
<pre>
int subVersion
int clientVersion
int
</pre>
'''subVersion''' is 2 in all games.
'''clientVersion''' is 0x00000001 in Scooby-Doo PS2 prototype, 0x00040006 (4.6) in Scooby-Doo final, and 0x000A000F (10.15) in all other games.
'''compatVersion''' is 1 in all games.
====PFLG====
This block contains archive flags. It is unused by the game.
<pre>
int flags
</pre>
* In all games, this value always includes 0x2E in the flags. Its meaning is unknown.
* In BFBB, every file except font2.HIP has some extra flags:
** 0x140000 is used in German PS2 HIP's
** 0x290000 is used in US GC HIP's
** 0x2A0000 is used in US Xbox HIP's
** 0x2C0000 is used in US PS2 HIP's
** 0x510000 is used in GC mn-pal/mnu3.HIP and mn-pal/mnu3.HOP
** 0x02000000 is used in all US HIP's except font2.HIP
** 0x03000000 is used in all German PS2 HIP's
====PCNT====
This block contains counts of specific things, only the first 2 are used by the game.
<pre>
int assetCount
int layerCount
int maxAssetSize
int maxLayerSize
int maxXformAssetSize
</pre>
'''assetCount''' determines how many assets are in the HIP archive and thus how many [[#AHDR|AHDR]] blocks should be present.
'''layerCount''' determines how many layers are in the HIP archive and thus how many [[#LHDR|LHDR]] blocks should be present.
'''maxAssetSize''' is the largest asset size in bytes out of all assets in the archive.
'''maxLayerSize''' is the size in bytes of the layer that takes up the most space in the [[#DPAK|DPAK]] block, minus the padding bytes at the end.
'''maxXformAssetSize''' is the largest asset size in bytes out of all assets specifically with the <code>READ_TRANSFORM</code> flag set (see [[#AHDR|AHDR]] flags).
====PCRT====
This block contains the creation date of the archive.
<pre>
int createdDate
string createdDateString
</pre>
'''createdDate''' is the number of seconds since 00:00, Jan 1 1970 UTC, with a timezone offset of UTC-7:00 (Pacific Time).
'''createdDateString''' is '''createdDate''' as a string, in the format <code>Www Mmm dd hh:mm:ss yyyy</code>.
* Www - the day of the week (one of Mon, Tue, Wed, Thu, Fri, Sat, Sun).
* Mmm - the month (one of Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec).
* dd - the day of the month
* hh - hours
* mm - minutes
* ss - seconds
* yyyy - years
* Example: Thu Sep 02 06:15:46 2004
This is the same format returned by the C standard function [https://en.cppreference.com/w/c/chrono/ctime <code>ctime()</code>]. It always ends with a newline character (<code>'\n'</code>, <code>'\x0A'</code>) in Scooby.
====PMOD====
This block contains the latest modification date of the archive.
<pre>
int modifiedDate
</pre>
====PLAT====
This
BFBB:
<pre>
int platformID
string
string
string language
string
</pre>
TSSM, Incredibles, ROTU:
<pre>
int platformID
string language
string
string
</pre>
'''platformID''' is a 4-byte ID referring to which platform the archive was built for.
'''platformName''' is a human-readable string corresponding to the platformID.
'''region''' is the archive's target region.
'''language''' is the archive's target language.
'''gameName''' is the archive's target game.
The following table lists all possible values for these variables:
{| class="wikitable"
! Name !! [[:Category:BFBB|BFBB]] !! [[:Category:TSSM|TSSM]]/[[:Category:Incredibles|Incredibles]]/[[:Category:ROTU|ROTU]]
|-
| platformID || <code>'GC\0\0'</code>, <code>'P2\0\0'</code>, <code>'XB\0\0'</code> || <code>'GC\0\0'</code>, <code>'PS2\0'</code>, <code>'BX\0\0'</code>
|-
| platformName || GameCube, Xbox, PlayStation 2 ||
|-
| region || NTSC, PAL || NTSC, PAL
|-
| language || US Common, United Kingdom, French, German || US, BE, CH, CZ, DE, DK, ES, FI, FR, IT, JP, KR, NL, NO, PL, PT, RU, SE, SK, TW, UK
|-
| gameName || Sponge Bob, Incredibles, Jimmy Newtron || Incredibles
|}
===DICT===
This
====ATOC====
This section holds all the asset entries for the HIP archive. It contains no data and a [[#AINF|AINF]] child block followed by a variable number of [[#AHDR|AHDR]] child blocks. The number of AHDR blocks should match the '''assetCount''' value found in [[#PCNT|PCNT]]. All AHDR blocks together form a list and is sorted by the '''id''' value found within each block when building the HIP archive.
=====AINF=====
This block is unused by the game.
<pre>
int
</pre>
This value is always 0.
=====AHDR=====
This block defines an entry for an [[asset]]. It contains some data followed by an [[#ADBG|ADBG]] child block.
<pre>
int id
int type
int offset
int
int plus
int flags
</pre>
'''id''' is the asset's unique 4-byte ID, which is calculated by the asset's name using a variation of the BKDR hash algorithm, described [[Data Types#AssetID|here]].
'''type''' is the asset's 4-byte type ID, which is typically human-readable and can be read as an ASCII string if preferred. All known type IDs can be found [[Asset#List of asset types|here]].
'''offset''' is the starting position of the asset's data, relative to the beginning of the file.
'''size''' is the length in bytes of the asset's data.
'''plus''' is the amount of padding bytes present between the end of the asset's data and the next asset in the layer's data. It's calculated from the '''alignment''' value in the [[#ADBG|ADBG]] block. The last asset in each layer has a plus value of 0.
'''flags''' is a bitfield of settings which specifies how the asset's data is stored and how it should be handled by the game:
* 0x1 - SOURCE_FILE - The asset's data was sourced from an external file. The filename/path can be found in the [[#ADBG|ADBG]] child block.
* 0x2 - SOURCE_VIRTUAL - The asset's data was created within the level editor Heavy Iron used. The filename in [[#ADBG|ADBG]] is empty.
* 0x4 - READ_TRANSFORM - The asset's data is stored in a special format which needs to be "transformed" by the game into a runtime-specific format. This applies to all [[RenderWare]] assets, such as [[MODL]], which is stored as a <code>.dff</code> file and needs to be transformed into an "RpClump" (RenderWare object) at runtime.
* 0x8 - WRITE_TRANSFORM - The asset's data needs to be transformed from a runtime-specific format into a special binary format, likely used by Heavy Iron's level editor.
===
This block defines debugging info for its parent [[#AHDR|AHDR]] block.
<pre>
int alignment
string name
string filename
int checksum
</pre>
'''alignment''' is the multiple of bytes that the asset's data aligns to. This value can be -1 (or any negative value), which means it uses the "default" alignment value for the asset's specific type ID. The default alignment value for each asset type can be found in <code>.LIP</code>/<code>.LOP</code> files in BFBB and Scooby (either 16 or 32 for most types).
'''name''' is the asset's name, which also determines the asset's ID. This was (unfortunately) trimmed to 31 characters (plus the NULL byte) when stored in vanilla HIP files, despite HIP files supporting longer strings, however, the asset ID was calculated from the asset's original name. This means that there are sometimes multiple assets in a HIP file with the same name but different IDs.
'''filename''' is the asset's source filename if the <code>SOURCE_FILE</code> flag is set in the parent [[#AHDR|AHDR]] block.
'''checksum''' is the checksum of the asset's data. The algorithm to calculate the checksum is [https://opensource.apple.com/source/CommonCrypto/CommonCrypto-60074/libcn/crc32-mpeg-2.c.auto.html CRC-32/MPEG-2]. It's unused by the game.
====LTOC====
This section holds all the layer entries for the HIP archive. It contains no data and a [[#LINF|LINF]] child block followed by a variable number of [[#LHDR|LHDR]] child blocks. The number of LHDR blocks should match the '''layerCount''' value found in [[#PCNT|PCNT]].
=====LINF=====
This block is unused by the game.
<pre>
int
</pre>
This value is always 0.
=====LHDR=====
This block defines an entry for a layer. It contains some data followed by an [[#LDBG|LDBG]] child block.
<pre>
int
int
int[
</pre>
'''type''' is the layer's type ID, which determines what types of assets are stored within this layer. Multiple layers can have the same type ID, which means that assets will be divided evenly between those layers. [[#Layers|Layers]] lists all known type IDs.
'''assetCount''' is the number of assets in this layer.
'''assetIDs''' is a list of all the assets' IDs. The order of IDs in this list determines the order that the assets' data will be stored in [[#DPAK|DPAK]].
======LDBG======
This block is unused by the game.
<pre>
int
</pre>
This value is unknown in Scooby-Doo PS2 prototype and always -1 (0xFFFFFFFF) in all other games.
===STRM===
This block organizes all of the data for the assets in the HIP archive. It contains no data and 2 child blocks: [[#DHDR|DHDR]] and [[#DPAK|DPAK]]. Some Incredibles PC archives (mainly localized ones) are known to have an incorrect section/block size value in this block. This could be due to the additional used padding bytes, even though the assets are the same length as in the US version. However, blocksize values in this block are ignored by the game anyway.
====DHDR====
This block is unused by the game.
<pre>
int dhdr
</pre>
This value is always -1 (0xFFFFFFFF).
====DPAK====
This
Each layer is aligned to a fixed size which depends on the target platform:
* GameCube: 32 bytes
* PS2/Xbox: 2048 bytes
Each asset is aligned to the alignment value specified by their corresponding [[#ADBG|ADBG]] block.
In order to align assets and layers, padding bytes are used. All padding bytes have the value <code>0x33</code>.
* All assets, ''except'' for the last asset in each layer, have padding bytes after them. The plus value in each asset's [[#AHDR|AHDR]] block is set to the amount of padding bytes used.
* All layers, including the last one, have padding at the end. The '''maxLayerSize''' value in [[#PCNT|PCNT]] does not include the amount of padding bytes used.
If there are 0 assets ('''assetCount''' in [[#PCNT|PCNT]] is 0), this block contains no data. Otherwise:
<pre>
int paddingAmount
char[paddingAmount] padding
char[] data
</pre>
There is padding between the start of the block and the beginning of the asset data. The amount of padding is calculated from the fixed layer alignment size (described above), minus the first 4 bytes which is reserved for '''paddingAmount'''. It specifies how many padding bytes will follow.
'''Scooby-Doo PS2 Prototype:''' Those HIP archives do not have padding bytes at the beginning of this block. They also use <code>0x00</code> as pad byte instead of <code>0x33</code>.
==Tools==
[[
==External links==
* [https://github.com/bfbbdecomp/bfbb/blob/master/src/Core/x/xhipio.cpp xhipio.cpp] - BFBB's source code for reading basic blocks and values from HIP archives
* [https://github.com/bfbbdecomp/bfbb/blob/master/src/Core/x/xpkrsvc.cpp xpkrsvc.cpp] - BFBB's source code for reading all assets and layers from BFBB-specific HIP archives
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