EvilEngine/SDF (File Format)
Introduction[edit]
SDF files are most likely the original level files that the developers at Heavy Iron worked with in their level editor tool, before compiling them into HIP/HOP archives that the game can read.
Instead of two individual HIP and HOP archives, all of the assets are contained in one SDF file. The main difference from HIP/HOP is that SDF files only reference external files by path (models, textures, sounds, text files, etc.). In order to view those assets in a SDF editor, you would need those external files someplace else on your computer. In our case, we don't already have these external files, but since they are included in HIP/HOP archives, we can simply extract them and use them as external files.
SDF files are only present on the GameCube version of Scooby-Doo and BFBB, and are ignored by the game.
General Info[edit]
SDF files are little endian.
String Format[edit]
All strings have the following format:
int length // including null-terminator char[length] text
Asset Types[edit]
- Anim
- AnimList
- Boulder
- Breakaway Platform
- Button
- Camera
- Conditional
- Conveyer Belt
- Counter
- Credits
- Cutscene
- Cutscene Mgr
- Destructible Object
- Disco Floor
- Dispatcher
- Electric Arc Generator
- Env
- Fly
- Fog
- game_object:BoulderGenerator
- game_object:bungee_drop
- game_object:bungee_hook
- game_object:BusStop
- game_object:Camera_Tweak
- game_object:Flythrough
- game_object:NPCSettings
- game_object:talk_box
- game_object:task_box
- game_object:Taxi
- game_object:Teleport
- game_object:text_box
- Group
- hud:meter:font
- hud:meter:unit
- hud:model
- hud:text
- JSP
- LightKit
- Marker
- Maya References
- Mechanism
- Model
- Move Point
- NPC
- NPC Properties
- Paddle
- Particle Emitter
- Particle Emitter Property
- Particle System
- Platform
- Player
- pointer
- Portal
- Power Up/Item
- Raw
- SDF
- SFX
- Shrapnel
- Simple Object
- Sound
- Springboard Platform
- Streaming Sound
- String Table
- Surface
- Teeter-Totter
- Text
- Texture
- Timer
- Trigger
- UI
- UI Font