I'm currently working on a re-implementation project for Sim Theme Park, a game released by Bullfrog in 1999. The idea is that, since the game doesn't run very well on modern computers, it'd be a decent idea to re-write the game's "engine" and interface with assets that exist in a real copy of the game.
So far, I've done a decent amount of reverse-engineering on my own - but there's a couple of formats that I'm stumped on, namely the game's texture format: "WCT".
I know little about this file format. My initial ideas are as follows (based on attached blue.wct):
Code: Select all
13 01 20 03 - some sort of descriptor:
- 13 - Unknown
- 01 - Has alpha
- 20 - Image bits per pixel
- 04 - Compression flag?
40 00 - 2 bytes: Image width
40 00 - 2 bytes: Image height
14 00 - 2 bytes: Unknown
1e 00 - 2 bytes: Unknown
1e 00 - 2 bytes: Unknown
14 00 - 2 bytes: Unknown
7d 01 00 00 - 4 bytes: Length of first section
54 00 00 00 - 4 bytes: Length of second section
( First section )
00 - 1 byte: Padding
( Second section )
As for examples, there's many within the archive files in the game, but I've attached few for people who don't want to go through the process of extracting them (with examples of what they should look like).