Pipeworks Spigot Engine
History
The Spigot engine appears to have been developed for Pipeworks Studios' second game, Godzilla: Destroy All Monsters Melee (Gamecube, 2002). The June 3rd, 2002 copy of Pipework's Gallery page calls the engine Spigot, confirming the name.
It was expanded and ported to multiple platforms, being used as late as 2012 (Wheel of Fortune for the Wii U) by Pipeworks, and 2014 by external developers (Colossal Kaiju Combat: Kaijuland Battles, by Sunstone Games)
In at least one case (Haunted House, 2010), it seems to be called "ImaginEngine". There's clear continuity between the games using both names, so it may have changed name at some point?
Games possibly using the Spigot Engine
Title | Year | Platform | Bundle version | Game version | Build date | Internal name | Game folder (in debug info) |
---|---|---|---|---|---|---|---|
Godzilla: Destroy All Monsters Melee | 2002 | GameCube | 1.18 | No version.txt file | ? | ? | |
Godzilla: Destroy All Monsters Melee | 2003 | Xbox | ? | ? | ? | ? | |
Godzilla: Save the Earth | 2004 | PS2 | 1.3 | No version.txt file | ? | ? | |
Godzilla: Save the Earth | 2004 | Xbox | 1.3 | 4.670 (from XBE) | 09/09/2004 | ? | |
Rampage: Total Destruction | 2006 | GameCube | 1.3 | 6.1.0.25 | 02/24/2006 | ? | |
Rampage: Total Destruction | 2006 | Wii | 1.4 | 7.1.0.54 | 10/16/2006 | ? | |
Rampage: Total Destruction | 2006 | PS2 | 1.3 | 6.1.0.24 | 02/23/2006 | RAMPAGE | |
NHRA Drag Racing: Countdown to the Championship | 2007 | PSP | 1.4 | No version.txt file | ? | ? | |
NHRA Drag Racing: Countdown to the Championship | 2007 | PS2 | 1.4 | 2.8.7.626 | 06/01/2007 | DRAGRACE | |
Godzilla: Unleashed | 2007 | PS2 | 1.4 | 1.0.0.0135 | 10/12/2007 | GZ3PS2 | |
Godzilla: Unleashed | 2007 | Wii | 1.4 | 6.12.0.0267 | 10/18/2007 | Godzilla3 | |
Boogie | 2007 | PS2 | 1.4 | 5.1.1.398 | 10/15/2007 | Boogie | |
Are You Smarter Than a 5th Grader?: Make the Grade | 2008 | Wii | 1.4 | 1.1.0.554 | 08/01/2008 | FifthGrader | |
Merv Griffin's Crosswords | 2008 | Wii | 1.03 | 6.0.0.402 | 09/26/2008 | Crossword | |
Night at the Museum: Battle of the Smithsonian | 2009 | Wii | 1.03 | 1.0.0.779 | 03/07/2009 | Night | |
Night at the Museum: Battle of the Smithsonian | 2009 | Xbox 360 | 1.03 | No version.txt file | ? | Night | |
Charm Girls Club: Pajama Party | 2009 | Wii | 1.03 | 1.0.0.512 | 08/04/2009 | GirlsClub | E:\Build\GirlsClub\GirlsClub |
GeoStorm | 2009 | Windows (32bit) | ? | ? | ? | ? | |
Monopoly | 2010 | PSP | 1.13 | No version.txt file | ? | Monopoly | |
Jeopardy | 2010 | Wii | 1.20 | 1.0.0.430 | 08/11/2010 | Jeopardy | E:\Build\WheelJeopardy\Jeopardy |
Wheel of Fortune | 2010 | Wii | 1.20 | 1.0.0.415 | 08/11/2010 | Wheel | E:\Build\WheelJeopardy\Wheel |
Deadliest Warrior | 2010 | PS3 | ? | ? | ? | ? | |
Deadliest Warrior | 2010 | Xbox 360 | ? | ? | ? | ? | |
Zumba Fitness | 2010 | PS3 | v1.20 | ? | ? | Zumba | |
Zumba Fitness | 2010 | Wii | 1.20 | 1.0.0.508 | 10/11/2010 | Zumba | E:\Build\Zumba\Zumba |
UDraw Studio | 2010 | Wii | 1.20 | 1.0.0.129 | 09/11/2010 | TabletPaint | E:\Build\TabletPaint\TabletPaint |
Haunted House | 2010 | Wii | 1.20 | 1.0.0.100 | 08/19/2010 | HauntedHouse | P:\ImaginEngine\HauntedHouse\HauntedHouse |
UDraw Studio: Instant Artist | 2011 | Wii | 1.30 | 1.0.0.213 | 09/05/2011 | TabletPaint2 | D:\build\TabletPaint2\TabletPaint2 |
Deadliest Warrior: Legends | 2011 | PS3 | ? | ? | ? | ? | |
Deadliest Warrior: Legends | 2011 | Xbox 360 | ? | ? | ? | ? | |
Gremlins: Gizmo | 2011 | Wii | 1.30 | 1.0.0.309 | 08/29/2011 | GForce | E:\Build\GForce\GForce |
Monster High: Ghoul Spirit | 2011 | Wii | 1.30 | 1.0.0.272 | 01/11/2013 | Monster | C:\projects\MonsterHigh_2011\Wii\Monster |
Devil May Cry: HD Collection | 2012 | PS3 | ? | ? | ? | ? | |
Devil May Cry: HD Collection[1] | 2012 | Xbox 360 | 1.30 | No version.txt file | ? | X360DMC | |
Wheel of Fortune | 2012 | PS3 | ? | ? | ? | ? | |
Wheel of Fortune | 2012 | Wii U | 1.30 | 1.0.0.076 | 11/19/2012 | Wheel | |
Wheel of Fortune | 2012 | Xbox 360 | 1.30 | 1.0.0.565 | 09/03/2012 | Wheel | |
Jeopardy! | 2012 | PS3 | ? | ? | ? | ? | |
Jeopardy! | 2012 | Wii U | 1.30 | 1.0.0.073 | 11/14/2012 | Jeopardy | |
Jeopardy! | 2012 | Xbox 360 | 1.30 | 1.0.0.537 | 08/21/2012 | Jeopardy | |
Deadliest Warrior: Ancient Combat | 2012 | PS3 | ? | ? | ? | ? | |
Deadliest Warrior: Ancient Combat | 2012 | Xbox 360 | v1.20 | 1.0.0.046 | 10/14/2011 | DWarrior | |
Colossal Kaiju Combat™: Kaijuland Battles | 2014 | Windows (32bit) | 1.30 | 1.0.0.467 | 09/24/2015 | Kaiju |
Pipeworks games NOT using the Spigot Engine
Title | Year | Platforms | Engine |
---|---|---|---|
GLOM | 2001 | PalmOS | ? |
Prince of Persia: Revelations | 2005 | PSP | ? |
Godzilla: Unleashed: Double Smash | 2007 | DS | ? |
Prince of Persia: Rival Swords | 2007 | PSP/Wii | ? |
Zumba Fitness | 2010 | Xbox 360 | Fabric |
Wreck-It Ralph | 2012 | Wii/DS/3DS | ? |
Godzilla: Smash 3 | 2014 | Android/iOS | Unity |
Prominence Poker | 2016 | Windows (32bit)/PS4/Xbox One | Unreal |
Magic Spellslingers | 2022 | Windows/MacOS/iOS/Android | Unity |
Virtual Machine
Spigot uses a "PWK Virtual Machine", version 3.01 in Wheel of Fortune (2010, Wii). It appears to be used for scripting, and the scripts are contained in matching .pvd and .pvm files.
Debug info
Some games have shipped with debugging information included, allowing for function/class names to be extracted.
Known games with debugging info:
- Godzilla: Unleashed (2007, Wii) (partially stripped)
- Wheel of Fortune (2010, Wii)
- Jeopardy (2010, Wii)
- Night at the Museum: Battle of the Smithsonian (2009, Wii) (partially stripped)
- Zumba Fitness (2010, Wii)
- Merv Griffin's Crosswords (2008, Wii) (partially stripped)
- Gremlins: Gizmo (2011, Wii)
- UDraw Studio (2010, Wii)
- Monster High: Ghoul Spirit (2011, Wii)
- Haunted House (2010, Wii)
- Are You Smarter Than a 5th Grader?: Make the Grade (2008, Wii)
As for the debug information itself, it's included in a "default.elf" file. This file is not used by the retail game, although supposedly it is a perfect match for the retail executable if stripped and converted. There's no legitimate reason for this file to be left on the disk, so it was presumably included by mistake.
The debugging information in the file is not fully loaded by Ghidra (which seems to just get symbol names). LLVM-dwarfdump can be used to get significantly more of it, though not all of it is decodable, and the output will include a lot of "decoding failed" errors.
Bundle files
A key part of the Spigot engine are Pipeworks bundle files. These contain named, typed, and compressed resources for the game to use.
Bundle files are stored in .bdg files, although some games use alternate extensions, such as .bdx (Wheel of Fortune, 2012, Xbox) or .bd9 (Colossal Kaiju Combat™: Kaijuland Battles, 2014, Windows).
Sometimes there is an accompanying .jnl file, but this doesn't appear to be neccessary, and is more of a log file of the tool used to compile the bundle file.
The bundle file comes in many versions, with the most well analyzed at the moment being v1.20.
Bundle v1.20 format
Offset | Official Name | Size | Type | Value/Notes |
---|---|---|---|---|
0 | szSigString | 40 | String | "Pipeworks bundle v1.20 (big endian) \x1a\0" |
40 | szProjectName | 32 | String | Zero-terminated, padded with random bytes |
72 | bBigEndian | 1 | byte | 01 if the file is big endian, 00 if little-endian |
76 | nTotalSize | 4 | BE Int | |
80 | nTypeNames | 4 | BE Int | Count of type names |
84 | nTypesOffset | 4 | BE Int | Offset to the directory of resource types. |
88 | nTypesSize | 4 | BE int | Length of the directory of resource types |
92 | nResEntries | 4 | BE int | |
96 | nResLocsOffset | 4 | BE int | |
100 | nResReqs | 4 | BE int | |
104 | nResReqsOffset | 4 | BE Int | |
108 | nForkPairs | 4 | BE int | |
112 | nForkPairsOffset | 4 | BE Int | |
116 | nNameInfoOffset | 4 | BE Int | |
120 | nNameInfoSize | 4 | BE Int |
Offset | Name | Size | Type | Value/Notes |
---|---|---|---|---|
0 | unknown | 1 | byte | seems to be 0x00 or 0x10 in all examples |
1 | flags/type? | 1 | byte | Unknown purpose. Seen values: 00, 01, 03, 04, 05, 06, 08, 0x0A, 0x11, |
2 | Type name | n | string | Zero-terminated. Sometimes ends with '\0\xFF' for unknown reasons. (padding/off by one error?) |
Offset | Name | Size | Type | Value/Notes |
---|---|---|---|---|
0 | nOffset | 4 | BE int | Offset to where the resource begins |
4 | nSizeAndType | 4 | TypedInt | Size of the chunk, uncompressed |
8 | nSizeAndCompression | 4 | TypedInt | Size of the chunk, compressed |
12 | nResourceId | 4 | BE int | Resource ID of the chunk |
TypedInt is a weird data structure used in a view places: It's a 32bit integer, but it's masked with 0x3ffffff on every use. So it's a 26-bit integer.
The top 6 bits are used for type information. The bottom 3 of the top 6 are the compression type (1=compressed, 0=uncompressed), and the top-3 encode how many buffers are needed for loading (0-7)
Other software
at least Wheel of Fortune (2010, Wii) has a separate engine called "RockNRoll" which appears to be used for collision/physics.
It also uses the Fonix middleware for speech (recognition or lip-syncing?), and FMOD for audio playback. Videos are encoded in the THP format.
- ↑ Possibly only uses Spigot for the menu system between the games