This is a collection of tools for Tony Hawk's Pro Skater 2.
There's a lot of overlap with these other games, potentially based on the Neversoft Big Guns engine:
- SW: Skeleton Warriors
- AP: Apocalypse
- MDK: MDK (PlayStation)
- SM: Spiderman
- THPS1!April9: Tony Hawk's Pro Skater 1 (April 9 1999 build)
- THPS1!July7: Tony Hawk's Pro Skater 1 (July 7 1999 build)
- THPS1!July10: Tony Hawk's Pro Skater 1 (July 10 1999 build)
- THPS1: Tony Hawk's Pro Skater 1
- SM2: Spider-Man 2: Enter: Electro
- THPS2: Tony Hawk's Pro Skater 2
- THPS2X: Tony Hawk's Pro Skater 2x
- MH: Mat Hoffman's Pro BMX
- THPS3: Tony Hawk's Pro Skater 3 (PlayStation / N64)
- SDH: Sea-Doo Hydrocross (PlayStation)
- THPS4: Tony Hawk's Pro Skater 4 (PlayStation)
Extracts THPS2X DDX files (Texture collections).
Make THPS2X DDM files (Material collections) human-readable.
Make THPS2 TRG files (Scripts / Commands and level meta-data) human-readable.
A lot of this is based on SYMBOLS.TDF, which is included in THPS2 (Windows).
Disassembles THPS2 PKR files (User created skatepark).
Extracts PKR file.
Viewer for PSX files.
Stolen from https://gist.github.com/iamgreaser/2a67f7473d9c48a70946018b73fa1e40
There's additional file formats which are commonly found in THPS2:
- BON (THPS2X-Xbox) = Likely mesh and texture for characters.
- REC (THPS2-Windows) = Replay files
- THPS2 CRETEX.BIN = A list of items for skater editor.
- THPS2 PRE = Container format for small files, assembled from S files
- THPS2 PSX = Level files (psxviewer.c exists, but Blender 2.80 importer would be good)
- THPS2 FNT = Font glyph map
- THPS2 CD.HET/CD.HEP = List of files on CD
- THPS2 CD.HED/CD.WAD = Container for files on CD
- THPS2 SBL = Some debug symbols
- THPS2 SFX = Some sound-effect list
- THPS2 TS = Trick list
PlayStation STR video file format. See https://github.com/m35/jpsxdec/blob/readme/jpsxdec/PlayStation1_STR_format.txt
PlayStation VAB audio file format.
Microsoft RIFF Palette.
gunzip
to extract BMR image; 640x480, 16 bit per pixel little-endian grayscale.
Raw image files, 16 bit per pixel, with 8 byte zero-footer. Typically 640x480, or 512x240.
This was likely assembled from a SYMBOLS.S (using a tool called stotdf.exe)
Header files
Assembler directives. The following files are named in other files, or exist. The assembler was either something custom, or common. Possibly different tools were used for different tasks.
This uses another tool to handle S files.
Windows Bitmap.
DirectDraw Surface file.
RIFF file format for audio. Windows version uses: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, mono 44100 Hz.
Most of these are left-overs from debugging / development.
However, there's some additional files which the game potentially uses.
List of user created parks that are included with the game.
- Hex Editing Created Parks (THPS2)
- Mick West Blog article: Practical Hash IDs (Used in Tony Hawk engine)
- Mick West Blog article: Evolve Your Hierarchy (Used in later Tony Hawk games; also describes earlier games)
- THPS blender importer/exporter (io_thps_scene)
- PSX file format documentation
- List of all bruteforced filenames in THPS1 (PlayStation)
- spidey-tools
The files in this repository may be used under MIT License (see LICENSE.md) unless noted otherwise in the respective file.