Hi Octane

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Hi Octane
Hi Octane.png
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Levels?X mark.svg Not editable
Tiles?X mark.svg Not editable
Sprites?X mark.svg Not editable
Fullscreen?X mark.svg Not editable
Sound?X mark.svg Not editable
Music?X mark.svg Not editable
Text?X mark.svg Not editable
Story/cutscenes?X mark.svg Not editable
UI/menus?X mark.svg Not editable

Hi Octane is hover-car racing game, using the Magic Carpet 2 engine.

Tools

There are no known tools that work with this game.

File formats

The following file formats are used by this game.
Filename Format Details
sounds/music.dat DAT Format (Bullfrog) Archive containing music files in different formats: XMI Format, GEN Format, ROL Format, WTB Format.
There are four files per format : TGAME1, TGAME2, TGAME4, TINTRO2.

! Note: sounds/sound.dat format is not a DAT Format (Bullfrog).

RNC-compressed files

Many of the game's files are compressed using the Rob Northen Compression format; some of them such as SOUND\SOUND.DAT are a concatenation of many RNC archives simply glued together.

A command-line unpacker can be found here : Bullfrog games RNC Utilities (from Unpacking RNC files)

DAT/TAB pairs

Can be decompressed using Bullfrog games DAT/TAB Graphics extractor (they first must be decompressed if they are RNC-compressed).

Game's files

Name Format RNC compressed Notes
data\hfont0-0.dat
data\hfont0-0.tab
Unknown format Yes Thin white font (SVGA)
data\hspr0-0.dat
data\hspr0-0.tab
Unknown format Yes Editor icons (large)
data\intro.dat Autodesk FLI animation No Game introduction
data\logo0-0.dat
data\logo0-0.tab
Unknown format Yes Game logo (VGA)
data\logo0-1.dat
data\logo0-1.tab
Unknown format Yes Game logo (SVGA)
data\mfont0-0.dat
data\mfont0-0.tab
Unknown format Yes Thin white font (VGA)
data\mspr0-0.dat
data\mspr0-0.tab
Unknown format Yes Editor icons (small)
data\olfnt0-0.dat
data\olfnt0-0.tab
Unknown format Yes Large white font (VGA)
data\olfnt0-1.dat
data\olfnt0-1.tab
Unknown format Yes Large white font (SVGA)
data\onet0-*.dat
data\oscr0-*.dat
Raw VGA image, 320×200 and 640×480 Yes Loading and selection screens
data\osfnt0-0.dat
data\osfnt0-0.tab
Unknown format Yes Small white font (VGA)
data\osfnt0-1.dat
data\osfnt0-1.tab
Unknown format Yes Small white font (VGA)
data\palet0-0.dat VGA Palette No The palette of every asset of the game, unless specified
data\panel0-0.dat
data\panel0-0.tab
Unknown format No HUD 2-players (SVGA)
data\panel0-1.dat
data\panel0-1.tab
Unknown format No HUD 1-player (SVGA)
data\panel9-0.dat
data\panel9-0.tab
Unknown format No HUD 2-players (VGA)
data\panel9-1.dat
data\panel9-1.tab
Unknown format No HUD 1-player (VGA)
data\pfont0-0.dat
data\pfont0-0.tab
Unknown format No Large green font (VGA)
data\pfont0-1.dat
data\pfont0-1.tab
Unknown format No Large green font (SVGA)
data\point0-0.dat
data\point0-0.tab
Unknown format Yes Editor cursors
data\puzzle.dat Raw VGA image, 112×96 No The cheat puzzle activated with CTRL-Tab in-game
data\sky0-*.dat Raw VGA Image, 256×256 Yes Horizon of each track
data\srch0-0.dat Raw VGA Image, 32×32 Yes Looks like a radar but seems to be unused
data\table0-*.dat Unknown format Yes

These files differ by at most a few bytes, their name suggests a sine table but this is pure speculation.

The following pattern appears when they are interpreted as a 256 pixels wide image:

HiOctaneTable.png

data\textu0-*.dat Raw VGA image, 64×16384 Yes 64×64 terrain textures
data\title.dat Raw VGA image, 320×200 Yes The introductory screen
data\tmaps.dat Unknown format No
data\tmaps.tab Unknown format No
data\track0-0.dat
data\track0-0.tab
Unknown format Yes
data\track0-1.dat
data\track0-1.tab
Unknown format Yes
objects/data/tex0-0.dat
objects/data/tex0-0.tab
Hi-Octane Texture Atlas, 256×768 No In-game textures
objects/data/tex0-1.dat
objects/data/tex0-1.tab
Hi-Octane Texture Atlas, 256×88 No In-game textures

Note: none of the TAB files are RNC-compressed.

Notes

General

The image formats above are partially decoded, they are still missing palette information.

All the images are paletted, 8 bits per pixels.

INTRO.DAT

Header can be fixed using Autodesk Animator FLI files fixer but since format is pretty old and that Autodesk Animation Player 1.10 is a legacy Win16 executable, it is not very convenient to use as of today.

Instead, the file can be converted by FFMPEG to either BMP or AVI,

Convert the animation to individual images, handle last invalid frame:

ffmpeg -i INTRO.DAT -vframes 548 -pix_fmt bgr24 intro%03d.bmp

Convert the sequence of images to a raw AVI and respect the original frame rate:

ffmpeg -r 14 -i intro%03d.bmp -vcodec rawvideo intro.avi

Note that since the underlying format does not handle audio, there won't be any.

Credits

Syndicate series unofficial fan site for the various utilities.

Aybe for the examination of files data.