EvilEngine/HIP (File Format): Difference between revisions

no edit summary
m (whoops)
No edit summary
 
(One intermediate revision by the same user not shown)
Line 60:
* [[#STRM|STRM]] (AssetDataStream)
** [[#DHDR|DHDR]] (AssetDataHeader)
** [[#DPAK|DPAK]] (AssetDataPackage)
 
===Assets===
Line 81:
 
{| 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
|}
 
Line 202:
| TEXTURE || 3 || HOP: [[RWTX]]
|-
| TEXTURE_STRM || 1 || HIP: [[BINK]], [[TEXS]], [[WIRE]]
|-
| BSP || 3 || HOP: [[JSP]] (RpClump)
Line 212:
| 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]]
Line 237:
| TEXTURE || 3 || HOP: [[RWTX]]
|-
| TEXTURE_STRM || 1 || HIP: [[TEXS]], [[WIRE]]
 
HOP: [[BINK]]
Line 249:
| 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]]
Line 287:
'''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.
Line 489:
</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.
Line 523 ⟶ 522:
 
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==
2,079

edits