hey hey i did it
You can unpack the .hip files using one of the tools in the .zip found here, namely exsegs.exe. This'll produce an extensionless file with "+00000" added onto the end. I stuck this file into TiledGGD and used its corresponding .hpl as the palette, messed around a bit with the settings until it read it right and got this.
I can make a converter for it tomorrow (it's too late for me right now), but if Ploaj or Daxar get round to it first that's fine. The format is really simple, it's just 8bpp using the palette (which is indeed big-endian ARGB), and I expect that all images just have a constant width of 512.
(Looking at the source code for exsegs, it does seem to be a format that uses some raw version of zlib. No idea how it's actually decompressing it though, and there might not be implementations for it outside of C.)
You can unpack the .hip files using one of the tools in the .zip found here, namely exsegs.exe. This'll produce an extensionless file with "+00000" added onto the end. I stuck this file into TiledGGD and used its corresponding .hpl as the palette, messed around a bit with the settings until it read it right and got this.
I can make a converter for it tomorrow (it's too late for me right now), but if Ploaj or Daxar get round to it first that's fine. The format is really simple, it's just 8bpp using the palette (which is indeed big-endian ARGB), and I expect that all images just have a constant width of 512.
(Looking at the source code for exsegs, it does seem to be a format that uses some raw version of zlib. No idea how it's actually decompressing it though, and there might not be implementations for it outside of C.)