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authorB. Stack <bgstack15@gmail.com>2024-03-10 23:05:43 -0400
committerB. Stack <bgstack15@gmail.com>2024-03-10 23:05:43 -0400
commit1d0a6c692218703677cdcf8e6ceb98640ad36515 (patch)
tree2ae00011c4026a95f84efa9864097231261924fb /srb_lib.py
parentprogress for day (diff)
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add get/set name
Diffstat (limited to 'srb_lib.py')
-rw-r--r--srb_lib.py54
1 files changed, 51 insertions, 3 deletions
diff --git a/srb_lib.py b/srb_lib.py
index dc69614..1b13175 100644
--- a/srb_lib.py
+++ b/srb_lib.py
@@ -18,16 +18,19 @@
# winetricks vd=1024x768
# winetricks vd=off
# Dependencies:
-# python3-crcmod
import sys, struct
-srb_lib_version = "20240309a"
+srb_lib_version = "20240310a"
# Table of byte positions of values in the savegame file, minus the first four bytes which are the checksum. Due to zero-indexing of python lists, but for ease of usage, we will always put a zero as the value of index 0. That is, profile 1 will use index 1 of the list.
# money is 0x270 bytes after the "Z<dddddddd" start.
PROFILE_START_POSITION = [0, 0x10, 0x142C, 0x2848]
POS_MONEY = 0x270
POS_EQUIPPED_WEAPON = 0x284
+POS_PROFILE_IN_USE = 0x290
+POS_NAME = 0x294
+
+NAME_CHARS = " ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!?"
# stinger purchased is relative 0x28C, value 0x40 (b01000000) or 64
# water-balloon-gun is relative 0x2D, value 0x0001
@@ -190,6 +193,7 @@ def crc_poly(data, n, poly, crc=0, ref_in=False, ref_out=False, xor_out=0):
def _get_data_from_data_object(data_object):
""" Helper function to either open file, or pass bytes through. """
+ data = None
if type(data_object) == str:
_, data = read_file(data_object)
elif type(data_object) == bytes:
@@ -268,7 +272,7 @@ def get_level_status(data_object,profile_id,level):
profile_level_status = data[PROFILE_START_POSITION[profile_id]+POS_LEVEL_START+(4*level_obj["pos_r"])]
# it comes back as an int, but does it look better as a hex?
return hex(profile_level_status)
-
+
def get_level_info(level):
""" Returns dictionary of level from LEVELS, searching by id or name. """
try:
@@ -293,6 +297,50 @@ def get_level_info(level):
return -1, f"invalid level index {level}; use 0-{len(LEVELS)}"
return -1, f"invalid way to reference level: [{type(level)}]. Use id or name."
+def get_name(data_object,profile_id):
+ """ Print the name of the profile_id. """
+ data = _get_data_from_data_object(data_object)
+ name_array = struct.unpack_from('<8i',data,PROFILE_START_POSITION[profile_id]+POS_NAME)
+ #print(f"debug: name_array: {name_array}, type {type(name_array)}")
+ name_str = ""
+ for i in name_array:
+ name_str += NAME_CHARS[i]
+ return name_str
+
+def set_name(data_object,profile_id,new_name):
+ """ Set the name of the profile_id. Note that this allows you to set a name for a profile that is not in use, which preseeds the name when you select to make a profile in this slot in-game. """
+ data = _get_data_from_data_object(data_object)
+ data_bytearray = bytearray(data)
+ # convert new_name to tuple of integer values
+ name_array = []
+ for i in new_name.upper():
+ try:
+ j = NAME_CHARS.index(i)
+ except ValueError:
+ return -1, f"Invalid characters in requested name {new_name}."
+ name_array.append(j)
+ # right-pad with spaces
+ while len(name_array) < 8:
+ name_array.append(0)
+ if len(name_array) > 8 or len(name_array) < 0:
+ return -1, f"Invalid length {len(name_array)} of name {new_name}."
+ x = 0
+ # for some reason I cannot figure out '<8i' with a tuple or list of ints. So just do it manually.
+ for i in name_array:
+ struct.pack_into('<1i',data_bytearray,PROFILE_START_POSITION[profile_id]+POS_NAME+(4*x),i)
+ x = x + 1
+ data = bytes(data_bytearray)
+ #print(f"debug: after setting name to {new_name}, we checked and got {get_name(data,profile_id)}")
+ return data, ""
+
+def get_profile_in_use(data_object,profile_id):
+ """ Print if the profile_id is in use. """
+ data = _get_data_from_data_object(data_object)
+ # it always comes as a tuple
+ in_use = struct.unpack_from('<1?',data,PROFILE_START_POSITION[profile_id]+POS_PROFILE_IN_USE)[0]
+ #print(f"debug: in_use: {in_use}, type {type(in_use)}")
+ return in_use
+
def calculate_checksum(data):
""" Return the 4-byte checksum used by the game for the provided data. """
# aka # CRC-32/BZIP2
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