There's a file named BIGLUMP.BIN on the disc and at offset D1000 is where the heads start:
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I've uploaded all the relevant files here:
https://drive.google.com/drive/folders/ ... sp=sharing
basically it's categorized by Teams in alphabetical order, so the first team is the Atlanta Hawks with Dikembe Mutombo as the first player. And each player data is separated by a message that reads ""Gary Liddon BYC rules the world as caffeine boy".
I found another game that was programmed by Gary Liddon called SpongeBob SquarePants: SuperSponge and the source code is available online: https://github.com/hazelcode/SBSPSS
That game also contains a BIGLUMP.bin file and I thought maybe the two games shared similar tools and formats. At first I thought the heads might be a uncompressed .gfx file and I used a tool from the github called Tga2Gfx.exe but when comparing the hex it don't resemble that.
then I thought it might be compressed and I use the tool lznp.exe, and it did decompress something but I couldn't get it any image to display in TiledGGD.
I've recently released a mod for a similar game called NBA Jam 22 ver1.4, and the heads in that one are uncompressed, while the body sprites use Rob Northen-compression. I believe hangtime uses a similar template for the heads.
here's a example of how the head data look in NBA Jam:
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In hangtime, the head order seems the same, at offset D1000 is the backhead, then at D1100 is the upright angle facing away, then at D1260 is the perfect side view angle. I haven't gone down much further but I confirm these are where the heads are stored by blanking the hex with zeros and it corrupted the image. I've also copied the hex portion for the side view angle to the backhead angle and it does swap the image though it came out disjointed.
I also think that each angle is it's own individual sprite that is compressed opposed to it being in a spritesheet like NBA Jam. This allows for players to have long hair and wear top hats and stuff. Anyway, thanks for reading and any help would be appreciated.