EvilEngine/HIP (File Format): Difference between revisions

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* [[#STRM|STRM]] (AssetDataStream)
** [[#DHDR|DHDR]] (AssetDataHeader)
** [[#DPAK|DPAK]] (AssetDataPackage)
 
===Assets===
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{| class="wikitable"
! Name !! [[:Category:Scooby|Scooby]] !! [[:Category:BFBB|BFBB]] !! [[:Category:TSSM|TSSM]] !! [[:Category:Incredibles|Incredibles]] !! [[:Category:ROTU|ROTU]] !! [[:Category:Ratatouille_prototypes|RatProto]]
|-
| DEFAULT || 0colspan="6" || 0style="text-align:center" || 0 || 0 || 0
|-
| TEXTURE || 1colspan="6" ||style="text-align:center" 1 || 1 || 1 || 1
|-
| TEXTURE_STRM || |colspan="2" | || 2colspan="4" ||style="text-align:center" 2 || 2
|-
| BSP || colspan="2" style="text-align:center" || 2 || 3colspan="4" ||style="text-align:center" 3 || 3
|-
| MODEL || 3colspan="2" style="text-align:center" || 3 || colspan="4" ||style="text-align:center" 4 || 4
|-
| ANIMATION || 4colspan="2" style="text-align:center" || 4 || 5colspan="4" ||style="text-align:center" 5 || 5
|-
| VRAM || 5colspan="2" style="text-align:center" || 5 || 6colspan="4" ||style="text-align:center" 6 || 6
|-
| SRAM || 6colspan="2" style="text-align:center" || 6 || 7colspan="4" ||style="text-align:center" 7 || 7
|-
| SNDTOC || 7colspan="2" style="text-align:center" || 7 || 8colspan="4" ||style="text-align:center" 8 || 8
|-
| CUTSCENE || 8colspan="2" style="text-align:center" || 8 || 9colspan="4" ||style="text-align:center" 9 || 9
|-
| CUTSCENETOC || 9colspan="2" style="text-align:center" || 9 || 10colspan="4" ||style="text-align:center" 10 || 10
|-
| JSPINFO || || 10style="text-align:center" || 1110 || 11colspan="4" style="text-align:center" || 11
|}
 
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| TEXTURE || 3 || HOP: [[RWTX]]
|-
| TEXTURE_STRM || 1 || HIP: [[BINK]], [[TEXS]], [[WIRE]]
|-
| BSP || 3 || HOP: [[JSP]] (RpClump)
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| 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]], [[WIRE]], [[ZLIN]]
 
HOP: [[ANIM]], [[COLL]], [[DEST]], [[DTRK]], [[GRSM]], [[LODT]], [[MAPR]], [[NGMS]], [[PIPT]], [[SHRP]], [[SPLN]]
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| TEXTURE || 3 || HOP: [[RWTX]]
|-
| TEXTURE_STRM || 1 || HIP: [[TEXS]], [[WIRE]]
 
HOP: [[BINK]]
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| 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]], [[WIRE]]
 
HOP: [[COLL]], [[DEST]], [[JAW]], [[LODT]], [[MAPR]], [[NGMS]], [[PIPT]], [[SHRP]], [[SPLN]]
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'''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.
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* 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:
** 0x2900000x140000 is used in GCGerman USPS2 hipsHIP's
** 0x2A00000x290000 is used in XboxUS hipsGC HIP's
** 0x2C00000x2A0000 is used in PS2US hipsXbox 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 BFBBUS hipsHIP's except font2.HIP
** 0x03000000 is used in all German PS2 HIP's
 
====PCNT====
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</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.
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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==
[[HipHopFile]] is a C# library which can be used to work with HIP files.
 
==External links==
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