Showdown reference screenshot library

Visual ground truth for the WP-002 TGIFILE.ART decoder and the Phase 3 scripted-room reimplementation. One clean stationary frame per distinct room/scene in Scooby-Doo! Showdown in Ghost Town (TLC, 2000), captured from a YouTube longplay.

Captured per WP-009. Consumed by EC-002 pre-flight (decoder visual comparison) and the WP-001 Ghidra session (scripted-room ground truth for *_Room.cpp reimplementation).

These are screen captures taken from publicly available YouTube footage of gameplay. They are used here for reverse-engineering reference and documentation purposes only — fair use in the context of a ScummVM engine implementation project, consistent with how ScummVM documents all supported games. No files extracted directly from the game disc are stored in this repository.

Naming convention

File naming is strictly canonical-first:

Capture rules (binary)

Once a capture is taken, replace the *(pending capture)* cell with:

<a href="ROOM_P21_Boot_Hill1.png"><img src="ROOM_P21_Boot_Hill1.png" width="320" alt="ROOM_P21_Boot_Hill1"></a>

and fill in the row’s Timestamp, Match Status, and Notes columns.


Source video

Single-source YouTube longplay for all captures below:

Per-row Source Video column defaults to this global URL when blank. If a second longplay is needed (e.g. for a chase sequence the first one skips), add a second URL block here and link explicitly in affected rows (e.g. [YT2](url)).


Provenance schema

Every gallery row uses this 6-column schema per WP-009 §Deliverables:

| Preview | Room ID | Source Video | Timestamp | Match Status | Notes | |—|—|—|—|—|—|


Tier guidance

Each room row is one of two tiers (per WP-009 §Scope):

Pre-known Stretch-tier rows below are flagged “scripted — no TGIFILE.ART entry” in the Notes column based on the WP-008 baseline. The remaining rows’ tier becomes definitive when WP-001 / WP-002 lands; until then, treat them as Required unless your capture pass discovers otherwise. Add a “Required” or “Stretch” tag to the Notes column when capturing so the tier is visible without cross-referencing.


Town & story rooms (P01–P20)

Preview Room ID Source Video Timestamp Match Status Notes
(pending capture) ROOM_P01_Town_Center       scripted — no TGIFILE.ART entry
(pending capture) ROOM_P02_Sheriffs_Office        
(pending capture) ROOM_P03_Street1        
(pending capture) ROOM_P04_Street2        
(pending capture) ROOM_P05_Stage        
(pending capture) ROOM_P06_Stage_Trapdoor        
(pending capture) ROOM_P07_Jail        
(pending capture) ROOM_P08_Post_Office        
(pending capture) ROOM_P09_Railroad_Station        
(pending capture) ROOM_P10_Front_Of_General_Store        
(pending capture) ROOM_P11_Street3        
(pending capture) ROOM_P12_Saloon       scripted — no TGIFILE.ART entry
(pending capture) ROOM_P13_Bank        
(pending capture) ROOM_P15_General_Store_Interior        
(pending capture) ROOM_P16_Bank_Vault        
(pending capture) ROOM_P17_Hotel_Hall        
(pending capture) ROOM_P18_Tunnel_Lit        
(pending capture) ROOM_P19_Back_Alley        
(pending capture) ROOM_P20_Hotel_Room        

Boot Hill (P21–P23)

Preview Room ID Source Video Timestamp Match Status Notes
(pending capture) ROOM_P21_Boot_Hill1        
(pending capture) ROOM_P22_Boot_Hill2        
(pending capture) ROOM_P23_Boot_Hill3        

Chase sequences (P24–P28, P33–P39)

Preview Room ID Source Video Timestamp Match Status Notes
(pending capture) ROOM_P24_Chase_B1        
(pending capture) ROOM_P25_Chase_B2        
(pending capture) ROOM_P25A_Chase_B2_Closeup        
(pending capture) ROOM_P27_Chase_B4        
(pending capture) ROOM_P28_Chase_B5        
(pending capture) ROOM_P33_Chase_C1        
(pending capture) ROOM_P34_Chase_C5        
(pending capture) ROOM_P35_Chase_C6        
(pending capture) ROOM_P37_Chase_C2        
(pending capture) ROOM_P38_Chase_C3        
(pending capture) ROOM_P39_Chase_C4        

Minigames

Preview Room ID Source Video Timestamp Match Status Notes
(pending capture) ROOM_P30_Horseshoe_Corral       scripted — Horseshoe_Corral_Room.cpp
(pending capture) ROOM_P32_Pie_Noon       scripted — Pie_Noon_Room.cpp

Engine / menu rooms

Preview Room ID Source Video Timestamp Match Status Notes
(pending capture) ROOM_Main_Menu       scripted — no TGIFILE.ART entry
(pending capture) ROOM_Open_Safe        

Character sprites (WP-002 first-decode reference)

entry[0] of TGIFILE.ART is OBJ_DAPHNE_A — a character sprite, not a background. At least one clean Daphne capture (idle or walk-cycle) is needed so WP-002 has a visual comparison target for its first decode pass. Other character sprites are optional but useful.

Preview Object ID Source Video Timestamp Match Status Notes
(pending capture) OBJ_DAPHNE_A       TGIFILE.ART entry[0] — first-decode target

Unmatched captures

Add rows here for any UNMATCHED_*.png files committed. Each row gets the same 6-column schema as the canonical tables above; Match Status is Unmatched, and Notes carries the justification (why no canonical ID applies — frame is between rooms, room not in WP-008 catalog, etc.).

Preview Filename Source Video Timestamp Match Status Notes
(none yet)          

Source-of-truth note

The 37 room IDs above were enumerated from tools/samples/asset-catalog.json (rooms map) on 2026-06-03. The catalog is regenerable from the SHA-256-locked source binaries via the command in WP-008 §Notes. If object.ini is reanalyzed and rooms are added/removed, regenerate and reconcile this list.