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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 = "20240311a"
# 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!?"
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
]
# WORKHERE: position is for where the balloon info is stored for this levelset, if it is stored here and not per-level.
LEVELSETS = [
{"id":0,"name":"Aerodrome Island","pos":0x0},
{"id":1,"name":"Woods of Montsec","pos":0x0},
{"id":2,"name":"Front Lines of Verdon","pos":0x0},
{"id":3,"name":"Mines of the Matterhorn","pos":0x0},
{"id":4,"name":"Verdon Gorge","pos":0x0},
{"id":5,"name":"Flying Fortress","pos":0x0},
]
# relative to player profile
POS_LEVEL_START = 0x2D8
# each level position is POS_LEVEL_START + (4*level["pos_r"])
# the relative position is because each level set gets 7 (or 6 plus 1 blank) slots, but not all levelsets have 6 levels.
LEVELS = [
{"id":0, "pos_r":0, "setid":0,"name":"Defend Island"},
{"id":1, "pos_r":1, "setid":0,"name":"Recover Plans"},
{"id":2, "pos_r":2, "setid":0,"name":"Protect the Trucks"},
{"id":3, "pos_r":3, "setid":0,"name":"Attack of the U-Boats"},
{"id":4, "pos_r":4, "setid":0,"name":"Cripple Outpost Island"},
{"id":5, "pos_r":5, "setid":0,"name":"Sink the Battleship"},
{"id":6, "pos_r":7, "setid":1,"name":"Rerun's Challenge"},
{"id":7, "pos_r":8, "setid":1,"name":"Eliminate Tree Village"},
{"id":8, "pos_r":9, "setid":1,"name":"Tree Chopper"},
{"id":9, "pos_r":14,"setid":2,"name":"Trench Warfare"},
{"id":10,"pos_r":15,"setid":2,"name":"Recover Allied Base"},
{"id":11,"pos_r":16,"setid":2,"name":"Giant Tank"},
{"id":12,"pos_r":21,"setid":3,"name":"Surprise Attack"},
{"id":13,"pos_r":22,"setid":3,"name":"Derail the Train"},
{"id":14,"pos_r":23,"setid":3,"name":"Enter the Mines"},
{"id":15,"pos_r":24,"setid":3,"name":"Explore the Mines"},
{"id":16,"pos_r":25,"setid":3,"name":"Destroy Driller Boss"},
{"id":17,"pos_r":28,"setid":4,"name":"Navigate the Canyon"},
{"id":18,"pos_r":29,"setid":4,"name":"Destroy Circus City"},
{"id":19,"pos_r":30,"setid":4,"name":"Circus Aircraft Carrier"},
{"id":20,"pos_r":35,"setid":5,"name":"Rescue Allies"},
{"id":21,"pos_r":36,"setid":5,"name":"Battle the Red Baron"}
]
# hex values
# WOKRHERE: profile 2 level statuses are off somehow?! they are 4 bytes closer to front than the calculation shows.
LEVEL_STATUSES = {
"59": "all-balloons,all-letters,sergeant",
"5B": "all-balloons,all-letters,colonel",
"5D": "all-balloons,all-letters,colonel",
"60": "all-balloons,all-letters,colonel",
"62": "all-balloons,all-letters,colonel",
"63": "all-balloons,all-letters,colonel",
"64": "all-balloons,all-letters,general"
}
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):
""" WORKHERE: not sure how to use this, but making sure my position in the data works. """
data = _get_data_from_data_object(data_object)
level_obj, message = get_level_info(level)
if message != "valid" or level == -1:
ferror(f"Unable to get level status for {level}.")
print(f"Debug: got level_obj {level_obj} and message {message}")
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:
# 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, "valid"
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, "valid"
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_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+(4*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 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 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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