BitB/BitR/XPAL/STR# system fully reverse-engineered: - BitB<id>.dat: big-endian uint16 width/height header - BitR<id>.dat: raw 8-bit palette-indexed pixels (no header) - XPAL<id>.dat: 256 RGB triplets, 8-bit per channel - STR#<id>.dat: length-prefixed UI string tables - Runtime patch: index 2 must be forced to black (0,0,0) -- the game engine overwrites this at runtime but stored values vary Discovery: XPAL7A12 (correct render) vs XPAL7A1C (salmon background) differ in only 3 palette entries (0,1,2); index 2 is the canvas black. All 32 full-screen menu backgrounds, 57 vehicle HUD icons, cockpit windshield frames, vehicle selection screens, and button strips now render correctly. Documented in docs/FORMATS.md. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> |
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Havoc — Preservation & Godot Remaster
Reverse-engineering, asset-extraction, and Godot remaster of Havoc (Reality Bytes, Inc., 1995) — a first-person vehicular-combat shooter for Windows 95/98.
Havoc renders a software-rasterized 3D world (textured terrain, low-poly enemy/pickup models, drivable and flyable vehicles, dithered 8-bit color) into a DirectDraw framebuffer, framed by an elaborate 2D cockpit HUD (mirrors, radar, gauges, weapon icons). Biomes include desert, snow/ice, lava, and ocean.
The original 32-bit executable (DirectDraw + DirectSound, no Direct3D — the 3D is all software) no longer runs reliably on modern Windows (legacy DirectDraw + a 16-bit installer/DirectX setup path). Rather than only emulate it, this project extracts the original data into open formats and rebuilds the game in Godot as a quality-of-life remaster.
Legal: Havoc is 30-year-old abandonware. This repository contains only original reverse-engineering code and documentation. It does not redistribute the game's executables, DLLs, or data files (see
.gitignore). You must supply your own copy of the game data to run the tools.
Status
- Identified binaries:
HAVOC.EXE/LAUNCHER.EXE/SETUP.EXEare 32-bit PE (i386), DirectDraw + DirectSound, not 16-bit/DOS. - Cracked the
.FF("FlashFile") archive format — see docs/FORMATS.md. - Extracted
MUSIC.FF: 97 WAV segments + 17 playlist-sequenced songs (verified correct). - FL Studio pack: per-song MIDI + sample mapping (
tools/ff_extract.py --fl). - ogg/mp3 conversion (
--convert, needs ffmpeg). - Crack graphics formats:
GRAFIX*.DAT,LAND*.DAT,MAP*.MAP,STUF*.DAT. - Decompile
HAVOC.EXE(Ghidra) to recover game logic. - Godot remaster project (widescreen, higher-res, rebindable input).
Tools
tools/ff_extract.py — extract any .FF archive.
python tools/ff_extract.py MUSIC.FF -o out_music --songs # raw entries + assembled songs
python tools/ff_extract.py MUSIC.FF -o out_music --songs --convert ogg
python tools/ff_extract.py MUSIC.FF -o Havoc_MUSIC_FLStudio --fl # FL Studio samples + MIDI
Layout
tools/ reverse-engineering & extraction scripts (tracked)
docs/ format documentation (tracked)
godot/ Godot remaster project (tracked, WIP)
<game files> original data — supplied by you, gitignored