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|
#!/usr/bin/env python3
# Startdate: 2024-03-08-6 15:28
# File: srb_lib.py
# Purpose: library for srb.exe savegame hacking
# SPDX-License-Identifier: GPL-3.0-only
# History:
# Usage:
# from srb.py
# Reference:
# blog posts 2024-03
# <https://github.com/8051Enthusiast/delsum>
# crc width=32 poly=0x4c11db7 init=0x0 xorout=0x235b4b9c refin=false refout=false out_endian=little
# Incorrect functions: https://gist.github.com/djsweet/3477115595efab31905be7000bb013bc FAILED
# Fuctions that worked: https://gist.github.com/Lauszus/6c787a3bc26fea6e842dfb8296ebd630 Author: Lauszus
# https://stackoverflow.com/questions/46109815/reversing-the-byte-order-of-a-string-containing-hexadecimal-characters
# https://gamefaqs.gamespot.com/pc/930591-snoopy-vs-the-red-baron/faqs/46161
# Documentation:
# winetricks vd=1024x768
# winetricks vd=off
# Dependencies:
import sys, struct
srb_lib_version = "20240318a"
# 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.
# "Z<dddddddd" is the start of a profile.
CHECKSUM_LENGTH = 0x4
PROFILE_START_POSITION = [0, 0x10, 0x142C, 0x2848]
POS_MONEY = 0x270
POS_HEALTH = 0x274 # 0-3 is available levels
POS_STUNT = 0x280 # 0-3 is available levels
POS_GUN = 0x27C # 0-3 is available levels
POS_EQUIPPED_WEAPON = 0x284
POS_PROFILE_IN_USE = 0x290
POS_NAME = 0x294
# absolute 0x3fc is profile 1, so relative to start position
# relative to profile: 0x3E8 is level 0, levelset 0
# rel 0x404 is level 0 of levelset 1
NAME_CHARS = " ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!?"
POS_BYTES_WEAPONS_PURCHASED = 0x028C
# Woodstock Missile and Bottle Rockets are always available to use.
# for equipped-weapon
# id = value of equipped byte
# e = equippable
# p = purchase flag, where in the two bytes (when looking at it big-endian) the entry is.
WEAPONS = [
{"id":0x0,"e":False,"p":0x0, "name":"none"}, # custom for this library
{"id":0x1,"e":False,"p":0x0, "name":"machine-gun-single"}, # not part of the game, but works if you set manually
{"id":0x2,"e":False,"p":0x0, "name":"machine-gun-double"}, # not part of the game, but works if you set manually
{"id":0x3,"e":False,"p":0x0, "name":"machine-gun-triple"}, # not part of the game, but works if you set manually
{"id":0x4,"e":False,"p":0x0, "name":"machine-gun-four"},
{"id":0x5,"e":True, "p":0x0020,"name":"Potato Gun"}, # always available to buy
{"id":0x6,"e":True, "p":0x0040,"name":"Stinger"}, # always available to buy
{"id":0x7,"e":True, "p":0x0, "name":"Woodstock Missile"}, # always available to player
{"id":0x8,"e":True, "p":0x0100,"name":"Water Balloon Cannon"},
{"id":0x9,"e":True, "p":0x0200,"name":"Snow Blower"},
{"id":0xA,"e":True, "p":0x0400,"name":"Fire Boomerang"},
{"id":0xB,"e":True, "p":0x0800,"name":"Lightning Rod"},
{"id":0xC,"e":True, "p":0x0, "name":"Bottle Rockets"}, # always available to player
{"id":0xD,"e":True, "p":0x2000,"name":"Roman Candles"},
{"id":0xE,"e":True, "p":0x4000,"name":"10 Gauge Pumpkin"},
{"id":0xF,"e":False,"p":0x6F60,"name":"all"}, # custom for this library
]
POS_PLANES_PURCHASED = 0x288
PLANES = [
{"p":0x0000,"name":"none"},
{"p":0x0100,"name":"marcie"},
{"p":0x0020,"name":"sally"},
{"p":0x0800,"name":"rerun"},
{"p":0x0200,"name":"pigpen"},
{"p":0x1000,"name":"woodstock"},
{"p":0x2000,"name":"baron"},
{"p":0x3B20,"name":"all"},
]
# c = balloon color
# l = level count
# le = letters, calculated
# b = balloon count, calculated
LEVELSETS = [
{"id":0,"l":6,"c":"red" ,"b":0,"le":"","name":"Aerodrome Island"},
{"id":1,"l":3,"c":"yellow","b":0,"le":"","name":"Woods of Montsec"},
{"id":2,"l":3,"c":"green" ,"b":0,"le":"","name":"Front Lines of Verdun"},
{"id":3,"l":5,"c":"blue" ,"b":0,"le":"","name":"Mines of the Matterhorn"},
{"id":4,"l":3,"c":"orange","b":0,"le":"","name":"Verdon Gorge"},
{"id":5,"l":2,"c":"none" ,"b":0,"le":"","name":"Flying Fortress"},
]
INT_SIZE = 0x4
# relative to player profile
POS_LEVEL_START = 0x2D4
POS_LEVEL_BALLOONS = 0x4B4
POS_LEVEL_BALLOONS_MULTIPLIER_LEVELSET = 0x238
POS_LEVEL_BALLOONS_MULTIPLIER_LEVEL = 0x50
POS_LEVELSET_COMPLETED_LETTERS_COUNT = 0x3A0
POS_LEVEL_LETTERS = 0x3E8
POS_LEVEL_LETTERS_MULTIPLIER_LEVELSET = 7
POS_LEVELSET_COMPLETED_MISSIONS_MASK = 0x2B8
# pos_r = relative position for level status
# set_pos = level number within the levelset. Necessary for certain position calculations including letters.
LEVELS = [
{"id":0, "pos_r":0, "set_pos":0,"setid":0,"b":10,"l":"m" ,"name":"Defend Island"},
{"id":1, "pos_r":1, "set_pos":1,"setid":0,"b":10,"l":"a" ,"name":"Recover Plans"},
{"id":2, "pos_r":2, "set_pos":2,"setid":0,"b":10,"l":"r" ,"name":"Protect the Trucks"},
{"id":3, "pos_r":3, "set_pos":3,"setid":0,"b":10,"l":"c" ,"name":"Attack of the U-Boats"},
{"id":4, "pos_r":4, "set_pos":4,"setid":0,"b":10,"l":"i" ,"name":"Cripple Outpost Island"},
{"id":5, "pos_r":5, "set_pos":5,"setid":0,"b":10,"l":"e" ,"name":"Sink the Battleship"},
{"id":6, "pos_r":7, "set_pos":0,"setid":1,"b":10,"l":"sa" ,"name":"Rerun's Challenge"},
{"id":7, "pos_r":8, "set_pos":1,"setid":1,"b":10,"l":"l" ,"name":"Eliminate Tree Village"},
{"id":8, "pos_r":9, "set_pos":2,"setid":1,"b":10,"l":"ly" ,"name":"Tree Chopper"},
{"id":9, "pos_r":14,"set_pos":0,"setid":2,"b":10,"l":"re" ,"name":"Trench Warfare"},
{"id":10,"pos_r":15,"set_pos":1,"setid":2,"b":10,"l":"r" ,"name":"Recover Allied Base"},
{"id":11,"pos_r":16,"set_pos":2,"setid":2,"b":10,"l":"un" ,"name":"Giant Tank"},
{"id":12,"pos_r":21,"set_pos":0,"setid":3,"b":10,"l":"pi" ,"name":"Surprise Attack"},
{"id":13,"pos_r":22,"set_pos":1,"setid":3,"b":10,"l":"g" ,"name":"Derail the Train"},
{"id":14,"pos_r":23,"set_pos":2,"setid":3,"b":10,"l":"p" ,"name":"Enter the Mines"},
{"id":15,"pos_r":24,"set_pos":3,"setid":3,"b":10,"l":"e" ,"name":"Explore the Mines"},
{"id":16,"pos_r":25,"set_pos":4,"setid":3,"b":10,"l":"n" ,"name":"Destroy Driller Boss"},
{"id":17,"pos_r":28,"set_pos":0,"setid":4,"b":10,"l":"woo","name":"Navigate the Canyon"},
{"id":18,"pos_r":29,"set_pos":1,"setid":4,"b":10,"l":"dst","name":"Destroy Circus City"},
{"id":19,"pos_r":30,"set_pos":2,"setid":4,"b":10,"l":"ock","name":"Circus Aircraft Carrier"},
{"id":20,"pos_r":35,"set_pos":0,"setid":5,"b": 0,"l":"bar","name":"Rescue Allies"},
{"id":21,"pos_r":36,"set_pos":1,"setid":5,"b": 0,"l":"on" ,"name":"Battle the Red Baron"}
]
# hex values
# INCOMPLETE: I think balloons and letters merely count as one of the types of requirements. there can up to 5 secondary objectives in a level (maybe the levels without balloons though?). This is probably a bitmask for secondary objectives (including all-balloons,all-letters),health,time.
# Definitely 0x64 means the whole level is 100% complete, rank General.
#LEVEL_STATUSES = {
# "4A": "3-balloons,no-letters,under-time,good-health,corporal",
# "47": "2-balloons,no-letters,under-time,good-health,corporal",
# "59": "all-balloons,all-letters,under-time,good-health,sergeant",
# "5B": "all-balloons,all-letters,under-time,good-health,colonel",
# "5B": "9-balloons,no-letter,under-time,good-health,colonel",
# "5D": "all-balloons,all-letters,under-time,good-health,colonel",
# "5E": "all-balloons,no-letter,under-time,good-health,colonel",
# "60": "all-balloons,all-letters,under-time,good-health,colonel",
# "61": "all-balloons,all-letters,under-time,2/3obj,good-health,colonel",
# "62": "all-balloons,all-letters,under-time,good-health,colonel",
# "63": "all-balloons,all-letters,under-time,good-health,colonel",
# "64": "all-balloons,all-letters,under-time,good-health,general"
#}
# While there are other bitmasks for most ranks, general is only ever 0x64.
LEVEL_STATUSES = [
{"b":0x00,"name":"none"},
{"b":0x47,"name":"corporal"},
{"b":0x59,"name":"sergeant"},
{"b":0x5B,"name":"colonel"},
{"b":0x64,"name":"general"}, # depends on all secondary objectives, all letters, all balloons, under time, at least 50/100 health, not lost any lives.
]
POS_TUTORIAL_COMPLETED = 0x2D0 # bool
# DEFINE FUNCTIONS
def ferror(*args, **kwargs):
print(*args, file=sys.stderr, **kwargs)
def debuglev(_numbertocheck, debuglevel):
# if _numbertocheck <= debuglevel then return truthy
_debuglev = False
try:
if int(_numbertocheck) <= int(debuglevel):
_debuglev = True
except Exception as e:
pass
return _debuglev
def read_file(filename):
""" Return the stored checksum and contents of the file """
with open(filename, 'rb') as f:
# Read the entire file
file_contents = f.read()
checksum = file_contents[0:4]
file_contents_without_checksum = file_contents[4:]
return checksum, file_contents_without_checksum
def write_file(filename, checksum, data):
""" Write the checksum and data to the file. We are assuming the checksum is already correct. """
print(f"debug: checksum(type={type(checksum).__name__})={checksum}")
if type(checksum) == int:
checksum = checksum
elif type(checksum) == str:
checksum = int(checksum)
elif type(checksum) == bytes:
checksum = int.from_bytes(checksum)
with open(filename, 'wb') as f:
f.write(struct.pack('>L',checksum))
#f.write(struct.pack('>I',int(checksum)))
f.write(data)
######## start copy-paste 2
# https://gist.github.com/Lauszus/6c787a3bc26fea6e842dfb8296ebd630
def reflect_data(x, width):
# See: https://stackoverflow.com/a/20918545
if width == 8:
x = ((x & 0x55) << 1) | ((x & 0xAA) >> 1)
x = ((x & 0x33) << 2) | ((x & 0xCC) >> 2)
x = ((x & 0x0F) << 4) | ((x & 0xF0) >> 4)
elif width == 16:
x = ((x & 0x5555) << 1) | ((x & 0xAAAA) >> 1)
x = ((x & 0x3333) << 2) | ((x & 0xCCCC) >> 2)
x = ((x & 0x0F0F) << 4) | ((x & 0xF0F0) >> 4)
x = ((x & 0x00FF) << 8) | ((x & 0xFF00) >> 8)
elif width == 32:
x = ((x & 0x55555555) << 1) | ((x & 0xAAAAAAAA) >> 1)
x = ((x & 0x33333333) << 2) | ((x & 0xCCCCCCCC) >> 2)
x = ((x & 0x0F0F0F0F) << 4) | ((x & 0xF0F0F0F0) >> 4)
x = ((x & 0x00FF00FF) << 8) | ((x & 0xFF00FF00) >> 8)
x = ((x & 0x0000FFFF) << 16) | ((x & 0xFFFF0000) >> 16)
else:
raise ValueError('Unsupported width')
return x
def crc_poly(data, n, poly, crc=0, ref_in=False, ref_out=False, xor_out=0):
g = 1 << n | poly # Generator polynomial
# Loop over the data
for d in data:
# Reverse the input byte if the flag is true
if ref_in:
d = reflect_data(d, 8)
# XOR the top byte in the CRC with the input byte
crc ^= d << (n - 8)
# Loop over all the bits in the byte
for _ in range(8):
# Start by shifting the CRC, so we can check for the top bit
crc <<= 1
# XOR the CRC if the top bit is 1
if crc & (1 << n):
crc ^= g
# Reverse the output if the flag is true
if ref_out:
crc = reflect_data(crc, n)
# Return the CRC value
return crc ^ xor_out
##### end copy-paste 2
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:
data = data_object
return data
def _convert_dec_to_reverse_bytes(num_dec):
""" Helper function to turn a given decimal value into the little-endian values for insertion into the data. """
# Here is how to do this manually.
#num_str = str(hex(num_dec))[2:]
#num_str = ("0" if len(num_str) % 2 else "") + num_str
#num_bytes = bytearray.fromhex(num_str)
#num_bytes.reverse()
#return bytes(num_bytes)
# I learned how to do this the pythonic way.
return struct.pack('<i',num_dec)
def get_money(data_object,profile_id):
""" Print in decimal the current money value of the profile_id. """
data = _get_data_from_data_object(data_object)
money_dec = data[PROFILE_START_POSITION[profile_id]+POS_MONEY] + (data[PROFILE_START_POSITION[profile_id]+POS_MONEY+1] * 0x100)
#money_dec = int(money_hex, base=16)
return money_dec
def set_money(data_object,profile_id, money_dec):
""" Using data, set the money given in decimal for the given profile_id. """
data = _get_data_from_data_object(data_object)
#money_bytes = _convert_dec_to_reverse_bytes(money_dec)
data = srb_pack('<i',data,PROFILE_START_POSITION[profile_id]+POS_MONEY,money_dec)
print(f"after setting money to {money_dec}, we checked and got {get_money(data,profile_id)}")
return data
def get_weapon(data_object,profile_id):
""" For given profile, print currently equipped weapon. """
data = _get_data_from_data_object(data_object)
weapon_id = data[PROFILE_START_POSITION[profile_id]+POS_EQUIPPED_WEAPON]
weapon_id = int(weapon_id)
try:
weapon, message = get_weapon_info(weapon_id)
except:
return f"unable to determine weapon"
if message != "":
return f"failed to get weapon due to {message}"
print(f"debug: got weapon {weapon}")
return weapon["name"]
def set_weapon(data_object,profile_id,weapon):
data = _get_data_from_data_object(data_object)
weapon, message = get_weapon_info(weapon)
if (not bool(weapon)) or message != "":
ferror(f"Warning: cannot set weapon to {weapon}, because {message}")
return -1
# armed with weapon as the index number, let's change the savegame data
data = srb_pack('<i',data,PROFILE_START_POSITION[profile_id]+POS_EQUIPPED_WEAPON,weapon["id"])
print(f"after setting weapon to {weapon['name']}, we checked and got {get_weapon(data,profile_id)}")
return data
def get_weapon_info(weapon):
"""
Returns tuple of (weapon object, message) searching by name or id. Message is empty if the weapon object is returned.
"""
try:
weapon = int(weapon)
except:
pass
if type(weapon) == str:
try:
weapon_obj = [i for i in WEAPONS if i["name"].lower() == weapon.lower()][0]
#weapon_id = [index for index in range(len(WEAPONS)) if WEAPONS[index].lower() == weapon.lower()][0]
return weapon_obj, ""
except:
return {}, f"cannot find weapon {weapon}" # must be an incorrect name
elif type(weapon) == int:
if weapon in range(0,16):
weapon_obj = [i for i in WEAPONS if i["id"] == weapon][0]
return weapon_obj, ""
#return weapon, WEAPONS[weapon]
else:
return {}, f"invalid index {weapon}; use 0-15" # must be <0 or >15
return {}, f"invalid way to reference weapon: [{type(weapon)}]. Use index or name."
def get_purchased_weapons(data_object,profile_id,silent=False):
"""
For the given profile, return which weapons are already purchased, as a comma-separated string and a bitmask.
"""
data = _get_data_from_data_object(data_object)
weapons_purchased = struct.unpack_from('<1i',data,PROFILE_START_POSITION[profile_id]+POS_BYTES_WEAPONS_PURCHASED)[0]
#print(f"debug: got weapons_purchased 0x{weapons_purchased:0x}")
all_weapons_mask = [i for i in WEAPONS if i["name"] == "all"][0]["p"]
none_weapons_mask = [i for i in WEAPONS if i["name"] == "none"][0]["p"]
# short-circuit if all
if weapons_purchased & all_weapons_mask == all_weapons_mask:
return "all", all_weapons_mask
# short-circuit if none
elif weapons_purchased | none_weapons_mask == 0:
return "none", none_weapons_mask
weapons_list = []
weapons_mask = 0x0
for i in WEAPONS:
#result = weapons_purchased & i["p"]
#print(f"debug: checking {i['p']:x} \"{i['name']}\" bitwise against {weapons_purchased:x}: {result:x}")
if weapons_purchased & i["p"] and (i["name"] not in ["all","none"]):
weapons_list.append(i["name"])
weapons_mask += i["p"]
if not silent:
print(f"debug: currently have 0x{weapons_mask:04x} b{weapons_mask:016b}, {weapons_list}")
return ','.join(weapons_list), weapons_mask
def get_level_status(data_object,profile_id,level,silent=False):
""" Display all sorts of useful info about a level for the profile. The return value is not as useful as the printed info. """
data = _get_data_from_data_object(data_object)
level_obj, message = get_level_info(level)
if message != "" or level == -1:
ferror(f"Unable to get level status for {level}.")
levelset_obj, message = get_levelset_info(level_obj["setid"])
if message != "" or levelset_obj == -1:
ferror(f"Unable to get levelset info for {level_obj['setid']}.")
if not silent:
print(f"Debug: for input {level} found level_obj {level_obj} and message {message}")
pos_level_status = PROFILE_START_POSITION[profile_id]+POS_LEVEL_START+(INT_SIZE*level_obj["pos_r"])
pos_level_balloons = PROFILE_START_POSITION[profile_id]+POS_LEVEL_BALLOONS+(level_obj["setid"]*POS_LEVEL_BALLOONS_MULTIPLIER_LEVELSET)+(POS_LEVEL_BALLOONS_MULTIPLIER_LEVEL*level_obj["set_pos"])
pos_level_which_balloons = pos_level_balloons + INT_SIZE
pos_level_letters = PROFILE_START_POSITION[profile_id]+POS_LEVEL_LETTERS+(INT_SIZE*level_obj["set_pos"])+(INT_SIZE*POS_LEVEL_LETTERS_MULTIPLIER_LEVELSET*level_obj["setid"])
profile_level_status = data[pos_level_status]
profile_level_balloons = data[pos_level_balloons]
profile_level_which_balloons = struct.unpack_from('<1i',data,pos_level_which_balloons)[0]
profile_level_letters = data[pos_level_letters]
if not silent:
print(f"Debug: abs 0x{CHECKSUM_LENGTH+pos_level_status:04x} level status 0x{profile_level_status:x}")
print(f"Debug: abs 0x{CHECKSUM_LENGTH+pos_level_balloons:04x} collected balloon count: {profile_level_balloons}/{level_obj['b']}")
print(f"Debug: abs 0x{CHECKSUM_LENGTH+pos_level_which_balloons:04x} which balloons: b{profile_level_which_balloons:010b}")
print(f"Debug: abs 0x{CHECKSUM_LENGTH+pos_level_letters:04x} letter count: {profile_level_letters}/{len(level_obj['l'])}")
# it comes back as an int, but does it look better as a hex?
return hex(profile_level_status)
def set_level_status(data_object,profile_id,level,status):
data = _get_data_from_data_object(data_object)
level_obj, message = get_level_info(level)
if message != "" or level_obj == -1:
ferror(f"Unable to get level status for {level}.")
current_status = get_level_status(data, profile_id, level, silent=True)
print(f"Before changing, level {level} has status {current_status}")
bits = 0x0
try:
bits = [i for i in LEVEL_STATUSES if i["name"]==status][0]["b"]
except:
return data, "", f"unable-to-set-level-completion-status-{status}"
#print(f"debug: will try to set bits {bits:02x}")
data = srb_pack('<1i',data,PROFILE_START_POSITION[profile_id]+POS_LEVEL_START+(INT_SIZE*level_obj["pos_r"]),bits)
current_status = get_level_status(data, profile_id, level, silent=True)
levelset_available_levels = get_levelset_available_levels(data,profile_id,level_obj["setid"])
print(f"debug: levelset {level_obj['setid']} currently has {levelset_available_levels} available levels.")
# if setting to any completed status, if the levelset available levels is less than this level, then make it this.
if levelset_available_levels < (level_obj["set_pos"] + 1) and status not in ["none"]:
data, message = set_levelset_available_levels(data,profile_id,level_obj["setid"],level_obj["set_pos"] + 1)
if message != "":
return -1, -1, f"Unable to set levelset available levels to minimum of this level set_pos {level_obj['set_pos']}"
# decrement the available levels in the levelset if clearing out this level and the available levels is exactly this one.
if levelset_available_levels == (level_obj["set_pos"] + 1) and status in ["none"]:
data, message = set_levelset_available_levels(data,profile_id,level_obj["setid"],level_obj["set_pos"])
if message != "":
return -1, -1, f"Unable to decrement levelset available levels."
return data, current_status, ""
def set_level_balloons(data_object,profile_id,level,count):
data = _get_data_from_data_object(data_object)
level_obj, message = get_level_info(level)
if message != "" or level == -1:
ferror(f"Unable to get level status for {level}.")
# simplify the task; does a user really need to set individual balloons?!
if count not in ["all","none"]:
return -1, f"Can only set balloons to all or none for a level."
pos_level_balloons = PROFILE_START_POSITION[profile_id]+POS_LEVEL_BALLOONS+(level_obj["setid"]*POS_LEVEL_BALLOONS_MULTIPLIER_LEVELSET)+(POS_LEVEL_BALLOONS_MULTIPLIER_LEVEL*level_obj["set_pos"])
pos_level_which_balloons = pos_level_balloons + INT_SIZE
#profile_level_balloons = data[pos_level_balloons]
#profile_level_which_balloons = struct.unpack_from('<1i',data,pos_level_which_balloons)[0]
#print(f"Debug: abs 0x{CHECKSUM_LENGTH+pos_level_balloons:04x} collected balloon count: {profile_level_balloons}/{level_obj['b']}")
#print(f"Debug: abs 0x{CHECKSUM_LENGTH+pos_level_which_balloons:04x} which balloons: b{profile_level_which_balloons:010b}")
if count == "all":
target_count = 10
target_which = 0x3FF # b1111111111, or bitmask that is 10 bits long
else:
target_count = 0
target_which = 0x0
data = srb_pack('<1i',data,pos_level_balloons,target_count)
data = srb_pack('<1i',data,pos_level_which_balloons,target_which)
return data, ""
def get_levelset_status(data_object,profile_id,levelset,silent=False):
""" Display all sorts of useful info about a levelset for the profile. The return value is not as useful as the printed info. """
data = _get_data_from_data_object(data_object)
levelset_obj, message = get_levelset_info(levelset)
if message != "" or levelset == -1:
ferror(f"Unable to get levelset status for {levelset_obj['setid']}.")
if not silent:
print(f"Debug: got levelset {levelset_obj}")
pos_levelset_completed_letters_count = PROFILE_START_POSITION[profile_id]+POS_LEVELSET_COMPLETED_LETTERS_COUNT+(INT_SIZE*2*levelset_obj["id"])
pos_levelset_completed_letters_mask = pos_levelset_completed_letters_count + INT_SIZE
pos_levelset_completed_mission_mask = PROFILE_START_POSITION[profile_id]+POS_LEVELSET_COMPLETED_MISSIONS_MASK+(INT_SIZE*levelset_obj["id"])
profile_levelset_completed_letters_count = data[pos_levelset_completed_letters_count]
# for some reason bit 1 is not used, so bitshift right 1.
profile_levelset_completed_letters_mask = struct.unpack_from('<1i',data,pos_levelset_completed_letters_mask)[0] >> 1
# python trick to reverse a custom-formatted string and convert back to int while reading the string as base 2
profile_levelset_completed_letters_mask = int(f"{profile_levelset_completed_letters_mask:0{len(levelset_obj['le'])}b}"[::-1],2)
profile_levelset_completed_mission_mask = data[pos_levelset_completed_mission_mask]
profile_levelset_status = f"b{profile_levelset_completed_mission_mask:06b}"
collected_balloons_for_levelset, message = get_collected_balloons_for_levelset(data,profile_id,levelset,silent=True)
if message != "":
ferror("Unable to count collected balloons.")
if not silent:
print(f"Debug: levelset {levelset_obj['id']},\"{levelset_obj['name']:23s}\" has mission mask: b{pow(2,levelset_obj['l'])-1:06b}")
print(f"Debug: abs 0x{CHECKSUM_LENGTH+pos_levelset_completed_mission_mask:04x} levelset_obj {levelset_obj['id']} completed missions: {profile_levelset_status}")
print(f"Debug: abs 0x{CHECKSUM_LENGTH+pos_levelset_completed_letters_count:04x} completed letter count: {profile_levelset_completed_letters_count}/{len(levelset_obj['le'])}")
print(f"Debug: abs 0x{CHECKSUM_LENGTH+pos_levelset_completed_letters_mask:04x} completed letter mask: b{profile_levelset_completed_letters_mask:0{len(levelset_obj['le'])}b}")
print(f"Debug: collected balloons: {collected_balloons_for_levelset}/{levelset_obj['b']} {levelset_obj['c']}")
completed_letters = list(levelset_obj['le'])
x = 0
for i in f"{profile_levelset_completed_letters_mask:0{len(levelset_obj['le'])}b}":
completed_letters[x] = completed_letters[x].upper() if int(i) == 1 else completed_letters[x]
x += 1
completed_letters = ''.join(completed_letters)
if not silent:
print(f"Debug: letters, uppercase is collected: {completed_letters}")
# it comes back as an int, but does it look better as a hex?
return profile_levelset_status
def set_level_letters(data_object,profile_id,level,letters):
""" Set collected letters for given level to all or none. """
data = _get_data_from_data_object(data_object)
level_obj, message = get_level_info(level)
if message != "" or level == -1:
return -1, f"Unable to get level status for {level}."
levelset_obj, message = get_levelset_info(level_obj["setid"])
if message != "":
return -1, f"For set_level_letters unable to get levelset for {level_obj['setid']}."
pos_level_letters = PROFILE_START_POSITION[profile_id]+POS_LEVEL_LETTERS+(INT_SIZE*level_obj["set_pos"])+(INT_SIZE*POS_LEVEL_LETTERS_MULTIPLIER_LEVELSET*level_obj["setid"])
if letters not in ["all","none"]:
return -1, f"Cannot set level letters to {letters}. Use all or none."
if letters == "all":
letter_count = len(level_obj["l"])
else:
letter_count = 0
# update letter count for level.
data = srb_pack('<1i',data,pos_level_letters,letter_count)
pos_levelset_completed_letters_count = PROFILE_START_POSITION[profile_id]+POS_LEVELSET_COMPLETED_LETTERS_COUNT+(INT_SIZE*2*levelset_obj["id"])
#print(f"debug: setting abs 0x{CHECKSUM_LENGTH+pos_levelset_completed_letters_count:04x} to {letter_count}")
#data = srb_pack('<1i',data,pos_levelset_completed_letters_count,letter_count)
# prepare to update the levelset completed letters count and mask
pos_levelset_completed_letters_mask = pos_levelset_completed_letters_count + INT_SIZE
# need to get current letter bitmask for levelset
# convert the left-1-bitshifted value to useful, left-to-right mask
profile_levelset_completed_letters_mask = struct.unpack_from('<1i',data,pos_levelset_completed_letters_mask)[0] >> 1
# python trick to reverse a custom-formatted string and convert back to int while reading the string as base 2
profile_levelset_completed_letters_mask = int(f"{profile_levelset_completed_letters_mask:0{len(levelset_obj['le'])}b}"[::-1],2)
print(f"debug: levelset {levelset_obj['id']} before changes has letters mask {profile_levelset_completed_letters_mask:0{len(levelset_obj['le'])}b}")
levels_to_check = [i for i in LEVELS if i["setid"] == levelset_obj["id"]]
#print(f"need to check levels {levels_to_check}")
levelset_letters_count = 0
x = 0
bitmask_pos = 0
while x < len(levels_to_check):
ltc = [i for i in levels_to_check if i["set_pos"] == x][0]
this_level_count = data[PROFILE_START_POSITION[profile_id]+POS_LEVEL_LETTERS+(INT_SIZE*ltc["set_pos"])+(INT_SIZE*POS_LEVEL_LETTERS_MULTIPLIER_LEVELSET*ltc["setid"])]
#print(f"debug: level {ltc['id']} has count {this_level_count}")
levelset_letters_count += this_level_count
if ltc["id"] == level_obj["id"]:
this_bitmask_pos = bitmask_pos
bitmask_pos += len(ltc["l"])
x += 1
# so now that this_bitmask_pos is populated with the location in the levelset letter mask of this level's letters, we need to manipulate it.
#print(f"debug: need to manipulate letter mask {profile_levelset_completed_letters_mask:0{len(levelset_obj['le'])}b} at position {this_bitmask_pos} length {len(level_obj['l'])}")
new_letter_mask = list(f"{profile_levelset_completed_letters_mask:0{len(levelset_obj['le'])}b}")
#print(f"debug: this_bitmask_pos={this_bitmask_pos},len(level_obj['l'])={len(level_obj['l'])}, thing={(['1'] if letters == 'all' else ['0'])*len(level_obj['l'])}")
# I could not get this pythonic thing working the way I wanted. I think the slice manipulation that uses len(level_obj["l"]) was not working....
#new_letter_mask[this_bitmask_pos:len(level_obj["l"])+1] = (["1"] if letters == "all" else ["0"]) * len(level_obj["l"])
# ... so I just run it per spot individually.
x = 0
while x < len(level_obj["l"]):
new_letter_mask[this_bitmask_pos+x] = "1" if letters == "all" else "0"
x += 1
#print(f"debug: intermediate, new_letter_mask={new_letter_mask}")
new_letter_mask = "".join(new_letter_mask)
new_letter_mask_int = int(new_letter_mask,2)
#print(f"debug: new_letter_mask updated list is str {new_letter_mask}, int {new_letter_mask_int}")
#print(f"debug: total letters collected for levelset {levelset_obj['id']}: {levelset_letters_count}")
print(f"debug: new letters bitmask for levelset {levelset_obj['id']}: {new_letter_mask_int:0{len(new_letter_mask)}b}")
# bitmask needs to be reversed and left-1-bitshifted
new_letter_mask_final = int(f"{new_letter_mask_int:0{len(levelset_obj['le'])}b}"[::-1],2) << 1
print(f"debug: so that final bitmask should be {new_letter_mask_final:016b}")
# set levelset letter count
data = srb_pack('<1i',data,pos_levelset_completed_letters_count,levelset_letters_count)
# set levelset letter mask
data = srb_pack('<1i',data,pos_levelset_completed_letters_mask,new_letter_mask_final)
return data, ""
def get_levelset_available_levels(data_object,profile_id,levelset):
data = _get_data_from_data_object(data_object)
levelset_obj, message = get_levelset_info(levelset)
if message != "":
return -1, f"For set_levelset_available_levels unable to get levelset for {levelset}."
pos_levelset_completed_mission_mask = PROFILE_START_POSITION[profile_id]+POS_LEVELSET_COMPLETED_MISSIONS_MASK+(INT_SIZE*levelset_obj["id"])
return data[pos_levelset_completed_mission_mask]
def set_levelset_available_levels(data_object,profile_id,levelset,completed_count):
data = _get_data_from_data_object(data_object)
levelset_obj, message = get_levelset_info(levelset)
if message != "":
return -1, f"For set_levelset_available_levels unable to get levelset for {levelset}."
if completed_count == "all":
completed_count = 8 # no levelset has more than 6 levels so this is a safe maximum, and it will get checked farther below.
if completed_count == "none":
completed_count = 0
# by this point, it better be an integer
try:
completed_count = int(completed_count)
except:
return -1, f"cannot set levelset available levels to {completed_count}"
if completed_count < 0:
completed_count = 0
completed_count = min(levelset_obj["l"], completed_count)
pos_levelset_completed_mission_mask = PROFILE_START_POSITION[profile_id]+POS_LEVELSET_COMPLETED_MISSIONS_MASK+(INT_SIZE*levelset_obj["id"])
completed_bitmask = pow(2,completed_count)-1
#print(f"debug: need to set levelset {levelset} available count to {completed_count}, which stored as a bitmask should be {completed_bitmask:07b}")
data = srb_pack('<1i',data,pos_levelset_completed_mission_mask,completed_bitmask)
return data, ""
def get_collected_balloons_for_levelset(data_object,profile_id,levelset,silent=False):
data = _get_data_from_data_object(data_object)
levelset_obj, message = get_levelset_info(levelset)
if message != "":
ferror(f"For balloon count unable to get levelset for {levelset}.")
return -1, "failed"
levels = [i for i in LEVELS if i["setid"] == levelset_obj["id"]]
x = 0
profile_balloons = 0
while x < levelset_obj["l"]:
level_obj = [i for i in levels if i["set_pos"] == x][0]
pos_level_balloons = PROFILE_START_POSITION[profile_id]+POS_LEVEL_BALLOONS+(level_obj["setid"]*POS_LEVEL_BALLOONS_MULTIPLIER_LEVELSET)+(POS_LEVEL_BALLOONS_MULTIPLIER_LEVEL*level_obj["set_pos"])
profile_level_balloons = data[pos_level_balloons]
profile_balloons += profile_level_balloons
x += 1
if not silent:
print(f"Debug: for levelset {levelset_obj['id']}, collected {profile_balloons} balloons.")
return profile_balloons, ""
def get_level_info(level):
""" Returns dictionary of level from LEVELS, searching by id or name. """
try:
# if it is an integer, make sure it shows up as one in the next check
level = int(level)
except:
pass
if type(level) == str:
try:
level = [i for i in LEVELS if i["name"].lower() == level.lower()][0]
return level, ""
except:
return -1, f"cannot find level {level}"
elif type(level) == int:
if level in range(0,len(LEVELS)+1):
try:
level = [i for i in LEVELS if i["id"] == level][0]
return level, ""
except:
return -1, f"cannot find level by id {level}"
else:
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_levelset_info(levelset):
"""
Returns dictionary of levelset from LEVELSETS with the addition of the letters and balloon counts from the associated missions.
Search by id or name.
"""
try:
# if it is an integer, make sure it shows up as one in the next check
levelset = int(levelset)
except:
pass
if type(levelset) == str:
try:
levelset = [i for i in LEVELSETS if i["name"].lower() == levelset.lower()][0]
except:
return -1, f"cannot find levelset {levelset}"
elif type(levelset) == int:
if levelset in range(0,len(LEVELSETS)+1):
try:
levelset = [i for i in LEVELSETS if i["id"] == levelset][0]
#return levelset, "valid"
except:
return -1, f"cannot find levelset by id {levelset}"
else:
return -1, f"invalid levelset index {levelset}; use 0-{len(LEVELSETS)}"
if type(levelset) != dict:
return -1, f"invalid way to reference levelset: [{type(levelset)}]. Use id or name."
# so now we have the dictionary and we need to add the letters and balloons
these_levels = [i for i in LEVELS if i["setid"] == levelset["id"]]
# thankfully every levelset has letters. Not all levelsets have balloons but we can check on only this.
if len(levelset["le"]) == 0:
x = 0
while x < len(these_levels):
this_level = [i for i in these_levels if i["set_pos"] == x][0]
levelset["le"] += this_level["l"]
# because we only add balloon count under that if statement.
levelset["b"] += this_level["b"]
x = x + 1
return levelset, ""
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)
# 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
# How I was doing this before:
#data_bytearray = bytearray(data)
#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)
data = srb_pack('<8i',data,PROFILE_START_POSITION[profile_id]+POS_NAME+(INT_SIZE*x),*name_array)
#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 get_tutorial_completed(data_object,profile_id):
""" Print if the profile has completed the tutorial. """
data = _get_data_from_data_object(data_object)
# it always comes as a tuple
tutorial_completed = struct.unpack_from('<1?',data,PROFILE_START_POSITION[profile_id]+POS_TUTORIAL_COMPLETED)[0]
return tutorial_completed
def set_tutorial_completed(data_object,profile_id,completed):
""" Set tutorial-completed for given profile. """
data = _get_data_from_data_object(data_object)
data = srb_pack('<?',data,PROFILE_START_POSITION[profile_id]+POS_TUTORIAL_COMPLETED,bool(completed))
return data, get_tutorial_completed(data,profile_id)
def get_plane_stat(data_object,profile_id,stat):
""" Get health/stunt/gun statistic for profile. """
data = _get_data_from_data_object(data_object)
stat = stat.lower()
if stat not in ["health","stunt","gun"]:
return -1, f"Available plane stats are health,stunt,gun."
if "health" == stat:
thispos = POS_HEALTH
elif "stunt" == stat:
thispos = POS_STUNT
else: # gun
thispos = POS_GUN
output = struct.unpack_from('<1i',data,PROFILE_START_POSITION[profile_id]+thispos)[0]+1
#print(f"debug: at offset {PROFILE_START_POSITION[profile_id]+thispos:x} got {output:1b}")
return output, ""
def set_plane_stat(data_object,profile_id,stat,value):
""" Set health/stunt/gun statistic for profile. """
data = _get_data_from_data_object(data_object)
stat = stat.lower()
if stat not in ["health","stunt","gun"]:
return -1, f"Available plane stats are health,stunt,gun."
if value not in range(1,6) or (value == 5 and stat != "gun"):
return -1, f"Invalid value {value} for stat."
if "health" == stat:
thispos = POS_HEALTH
elif "stunt" == stat:
thispos = POS_STUNT
else: # gun
thispos = POS_GUN
data = srb_pack('<1i',data,PROFILE_START_POSITION[profile_id]+thispos,value-1)
return data, ""
def set_purchased_weapons(data_object,profile_id,action,weapons_list):
""" For the given profile, take action on weapons_list, where action is in ["add","remove"] from the player. """
data = _get_data_from_data_object(data_object)
if action not in ["add","remove"]:
return -1, f"Failed: can only [\"add\",\"remove\"] purchased weapons"
# validate weapons_list
action_mask = 0x0
for w in weapons_list:
weapon, message = get_weapon_info(w)
if message != "":
return -1, f"unable to {action} weapons because {message} on weapon {w}"
action_mask = action_mask | weapon["p"]
cur_weapons, cur_mask = get_purchased_weapons(data,profile_id)
#print(f"debug: action_mask(type {type(action_mask)})={action_mask}")
#print(f"debug: cur_mask(type {type(cur_mask)})={cur_mask}")
#print(f"debug: need to {action}-combine {cur_mask:016b} and {action_mask:016b}")
if action == "add":
final_mask = cur_mask | action_mask
elif action == "remove":
final_mask = cur_mask & ~action_mask
if final_mask != cur_mask:
print(f"debug: beginning 0x{cur_mask:04x}, b{cur_mask:016b} {cur_weapons}")
print( f"debug: {action:6s} 0x{action_mask:04x}, b{action_mask:016b} {','.join(weapons_list)}")
data = srb_pack('<1i',data,PROFILE_START_POSITION[profile_id]+POS_BYTES_WEAPONS_PURCHASED, final_mask)
print( f"debug: final 0x{final_mask:04x}, b{final_mask:016b} {get_purchased_weapons(data,profile_id,silent=True)[0]}")
# if we make it to the end
return data, ""
def get_purchased_planes(data_object,profile_id, silent=False):
""" List which planes are purchased already. """
data = _get_data_from_data_object(data_object)
planes_purchased = struct.unpack_from('<1i',data,PROFILE_START_POSITION[profile_id]+POS_PLANES_PURCHASED)[0]
all_planes_mask = [i for i in PLANES if i["name"] == "all"][0]["p"]
none_planes_mask = [i for i in PLANES if i["name"] == "none"][0]["p"]
# short-circuit if all
if planes_purchased & all_planes_mask == all_planes_mask:
return "all", all_planes_mask
# short-circuit if none
elif planes_purchased | none_planes_mask == 0:
return "none", none_planes_mask
planes_list = []
planes_mask = 0x0
for i in PLANES:
if planes_purchased & i["p"] and (i["name"] not in ["all","none"]):
planes_list.append(i["name"])
planes_mask += i["p"]
if not silent:
print(f"debug: currently have 0x{planes_mask:04x} b{planes_mask:016b}, {planes_list}")
return ','.join(planes_list), planes_mask
def set_purchased_planes(data_object,profile_id,action,planes_list):
""" For the given profile, take action on planes_list, where action is in ["add","remove"] from the player. """
data = _get_data_from_data_object(data_object)
if action not in ["add","remove"]:
return -1, f"Failed: can only [\"add\",\"remove\"] purchased planes"
# validate planes_list
action_mask = 0x0
for p in planes_list:
try:
plane = [i for i in PLANES if i["name"] == p][0]
except:
return -1, f"unable to {action} planes because {message} on plane {p}"
action_mask = action_mask | plane["p"]
cur_planes, cur_mask = get_purchased_planes(data,profile_id)
#print(f"debug: action_mask(type {type(action_mask)})={action_mask}")
#print(f"debug: cur_mask(type {type(cur_mask)})={cur_mask}")
#print(f"debug: need to {action}-combine {cur_mask:016b} and {action_mask:016b}")
if action == "add":
final_mask = cur_mask | action_mask
elif action == "remove":
final_mask = cur_mask & ~action_mask
if final_mask != cur_mask:
print(f"debug: beginning 0x{cur_mask:04x}, b{cur_mask:016b} {cur_planes}")
print( f"debug: {action:6s} 0x{action_mask:04x}, b{action_mask:016b} {','.join(planes_list)}")
data = srb_pack('<1i',data,PROFILE_START_POSITION[profile_id]+POS_PLANES_PURCHASED, final_mask)
print( f"debug: final 0x{final_mask:04x}, b{final_mask:016b} {get_purchased_planes(data,profile_id,silent=True)[0]}")
# if we make it to the end
return data, ""
def srb_pack(format_str, data, offset, *new_contents):
""" Helper function that accepts data as bytes, instead of requiring bytesarray. """
data_bytearray = bytearray(data)
struct.pack_into(format_str,data_bytearray,offset,*new_contents)
return bytes(data_bytearray)
def calculate_checksum(data):
""" Return the 4-byte checksum used by the game for the provided data. """
# aka # CRC-32/BZIP2
# The polynomial appears to be a standard one like used for Ethernet, but I am uncertain of the xor is standard or not.
# I learned all this only with <https://github.com/8051Enthusiast/delsum>
# crc width=32 poly=0x4c11db7 init=0x0 xorout=0x235b4b9c refin=false refout=false out_endian=little
csum = hex(crc_poly(data, 32, 0x4C11DB7, crc=0x0, ref_in=False, ref_out=False, xor_out=0x235b4b9c))
# comes in as ceb434d4, but needs to be d434b4ce, and bytearray is convenient way to swap it like that
# trim off the '0x' from the string
print(f"debug: Got csum={csum}")
# pad any odd-digit-count hex value with a leading 0 for bytearray.fromhex() which is not very smart.
csum = ("0" if len(str(csum)) % 2 else "") + str(csum)[2:]
csum = bytearray.fromhex(csum)
csum.reverse()
# and back to bytes because that is how we will want to use it.
return bytes(csum)
def correct_file(filename, debuglevel = 0):
""" Given a savegame file, calculate the correct checksum and store that sum instead of whatever is there. """
cs, data = read_file(filename)
csum = calculate_checksum(data)
ran = False
if csum != cs:
if debuglev(5,debuglevel):
ferror(f"Stored checksum is {cs} and will update it to {csum}")
write_file(filename,csum,data)
ran = True
else:
if debuglev(2,debuglevel):
ferror(f"Stored checksum is still correct, {csum}. Skipping {filename}")
return ran
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