aboutsummaryrefslogtreecommitdiff
path: root/srb_lib.py
blob: c916c6b154e515dcb08a097368d0588f8a4edbcf (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
#!/usr/bin/env python3
# File: srb_lib.py
# Location: https://bgstack15.ddns.net/cgit/srb_lib
# Author: bgstack15
# SPDX-License-Identifier: GPL-3.0-only
# Startdate: 2024-03-08-6 15:28
# Title: Library for manipulating savegame file for Snoopy vs. the Red Baron
# Project: srb_lib
# Purpose: library for srb.exe savegame hacking
# History:
# Usage:
#    from srb.py
# Reference:
#    <https://bgstack15.ddns.net/blog/posts/2024/03/22/initial-research-for-hacking-savegame-files-for-snoopy-vs-the-red-baron/>
#    <https://bgstack15.ddns.net/blog/posts/2024/03/26/the-checksum-for-the-savegame-file-for-snoopy-vs-the-red-baron>
#    <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>
# Improve:
#    Rewrite as a class so we do not have to pass data around everywhere?
#    Write: set level breakables
#    Write: set profile-in-use
# Documentation:
#    winetricks vd=1024x768
#    winetricks vd=off
# Dependencies:

import sys, struct
srb_lib_version = "20240331c"

# 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.
INT_SIZE = 0x4 # unsigned; no negative numbers used in this game or data structure
CHECKSUM_LENGTH = INT_SIZE
PROFILE_START_POSITION = [0, 0x10, 0x142C, 0x2848]

# There are additional values stored, including Options but you can change those in the menu so are not implemented in this tool.
POS_BYTES_WEAPONS_PURCHASED = 0x028C
POS_LEVEL_BALLOONS_MULTIPLIER_LEVELSET = 0x238
POS_MONEY = 0x270
POS_HEALTH = 0x274 # 0-3 is available levels
POS_GUN = 0x27C # 0-3 is available levels, although 4 is octo-gun
POS_STUNT = 0x280 # 0-3 is available levels
POS_EQUIPPED_WEAPON = 0x284
POS_PLANES_PURCHASED = 0x288
POS_PROFILE_IN_USE = 0x290
POS_NAME = 0x294
POS_LEVELSET_COMPLETED_MISSIONS_MASK = 0x2B8
POS_TUTORIAL_COMPLETED = 0x2D0 # bool
POS_LEVEL_START = 0x2D4
POS_LEVELSET_COMPLETED_LETTERS_COUNT = 0x3A0
POS_LEVEL_LETTERS = 0x3E8
POS_LEVEL_LETTERS_MULTIPLIER_LEVELSET = 7
POS_LEVEL_BALLOONS = 0x4B4
POS_LEVEL_BALLOONS_MULTIPLIER_LEVEL = 0x50

# p = position in bitmask
# w = weapon id
BREAKABLES = [
   {"p":0x00,"w":0x0,"name":"none"},
   {"p":0x01,"w":0xD,"name":"Barrel"},
   {"p":0x02,"w":0xA,"name":"Haystack"},
   {"p":0x04,"w":0x9,"name":"Geyser"},
   {"p":0x08,"w":0xE,"name":"Pumpkin"},
   {"p":0x10,"w":0xB,"name":"Battery"},
   {"p":0x1F,"w":0x0,"name":"all"}
]

NAME_CHARS = " ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!?" # in order

# 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
]

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"},
]

# pos_r = relative position for level status
# set_pos = level number within the levelset. Necessary for certain position calculations including letters.
# r: has breakables (haystack, barrels, etc.)
LEVELS = [
   {"id":0, "pos_r":0, "set_pos":0,"setid":0,"r":True ,"b":10,"l":"m"  ,"name":"Defend Island"},
   {"id":1, "pos_r":1, "set_pos":1,"setid":0,"r":True ,"b":10,"l":"a"  ,"name":"Recover Plans"},
   {"id":2, "pos_r":2, "set_pos":2,"setid":0,"r":True ,"b":10,"l":"r"  ,"name":"Protect the Trucks"},
   {"id":3, "pos_r":3, "set_pos":3,"setid":0,"r":True ,"b":10,"l":"c"  ,"name":"Attack of the U-Boats"},
   {"id":4, "pos_r":4, "set_pos":4,"setid":0,"r":True ,"b":10,"l":"i"  ,"name":"Cripple Outpost Island"},
   {"id":5, "pos_r":5, "set_pos":5,"setid":0,"r":False,"b":10,"l":"e"  ,"name":"Sink the Battleship"},
   {"id":6, "pos_r":7, "set_pos":0,"setid":1,"r":True ,"b":10,"l":"sa" ,"name":"Rerun's Challenge"},
   {"id":7, "pos_r":8, "set_pos":1,"setid":1,"r":False,"b":10,"l":"l"  ,"name":"Eliminate Tree Village"},
   {"id":8, "pos_r":9, "set_pos":2,"setid":1,"r":False,"b":10,"l":"ly" ,"name":"Tree Chopper"},
   {"id":9, "pos_r":14,"set_pos":0,"setid":2,"r":True ,"b":10,"l":"re" ,"name":"Trench Warfare"},
   {"id":10,"pos_r":15,"set_pos":1,"setid":2,"r":False,"b":10,"l":"r"  ,"name":"Recover Allied Base"},
   {"id":11,"pos_r":16,"set_pos":2,"setid":2,"r":False,"b":10,"l":"un" ,"name":"Giant Tank"},
   {"id":12,"pos_r":21,"set_pos":0,"setid":3,"r":True ,"b":10,"l":"pi" ,"name":"Surprise Attack"},
   {"id":13,"pos_r":22,"set_pos":1,"setid":3,"r":False,"b":10,"l":"g"  ,"name":"Derail the Train"},
   {"id":14,"pos_r":23,"set_pos":2,"setid":3,"r":True ,"b":10,"l":"p"  ,"name":"Enter the Mines"},
   {"id":15,"pos_r":24,"set_pos":3,"setid":3,"r":False,"b":10,"l":"e"  ,"name":"Explore the Mines"},
   {"id":16,"pos_r":25,"set_pos":4,"setid":3,"r":False,"b":10,"l":"n"  ,"name":"Destroy Driller Boss"},
   {"id":17,"pos_r":28,"set_pos":0,"setid":4,"r":False,"b":10,"l":"woo","name":"Navigate the Canyon"},
   {"id":18,"pos_r":29,"set_pos":1,"setid":4,"r":True ,"b":10,"l":"dst","name":"Destroy Circus City"},
   {"id":19,"pos_r":30,"set_pos":2,"setid":4,"r":False,"b":10,"l":"ock","name":"Circus Aircraft Carrier"},
   {"id":20,"pos_r":35,"set_pos":0,"setid":5,"r":False,"b": 0,"l":"bar","name":"Rescue Allies"},
   {"id":21,"pos_r":36,"set_pos":1,"setid":5,"r":False,"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.
]

# 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 = struct.unpack_from('<1I',file_contents,0)[0]
      file_contents_without_checksum = file_contents[CHECKSUM_LENGTH:]
   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}")
   with open(filename, 'wb') as f:
      f.write(struct.pack('<L',checksum))
      f.write(data)

######## start embedded file
# Source: https://gist.github.com/Lauszus/6c787a3bc26fea6e842dfb8296ebd630
# Author: Lauszus
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 embedded file

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 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 = struct.unpack_from('<1I',data,PROFILE_START_POSITION[profile_id]+POS_MONEY)[0]
   return money_dec

def set_money(data_object,profile_id, money_dec, silent = False):
   """ Using data, set the money given in decimal for the given profile_id. """
   data = _get_data_from_data_object(data_object)
   data = srb_pack('<I',data,PROFILE_START_POSITION[profile_id]+POS_MONEY,money_dec)
   if not silent:
      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,silent=True):
   """ 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}"
   if not silent:
      print(f"debug: got weapon {weapon}")
   return weapon["name"]

def set_weapon(data_object,profile_id,weapon, silent = False):
   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"])
   if not silent:
      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"]
   #print(f"debug (get_purchased_weapons): silent={silent}")
   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'])}")
      # the breakables info is only useful if the level has breakable objects. Not all do.
      if level_obj["r"]:
         collected_breakables = get_collected_breakables(data,profile_id,level_obj["id"],silent=silent)
         print(f"debug: got collected_breakables {collected_breakables}")
   # it comes back as an int, but does it look better as a hex?
   return hex(profile_level_status), profile_level_balloons, profile_level_letters

def get_collected_breakables(data_object,profile_id, level, silent=False):
   """ Return a list of breakables that the profile has already collected for this level. """
   data = _get_data_from_data_object(data_object)
   level_obj, message = get_level_info(level)
   #print(f"debug (get_collected_breakables): got level_obj, message {level_obj}, {message}")
   levelset_obj, message = get_levelset_info(level_obj["setid"])
   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_breakables = pos_level_balloons + ((-2 * levelset_obj["id"]) + 12) * INT_SIZE
   pos_level_which_breakables = pos_level_breakables + INT_SIZE
   profile_level_breakables = struct.unpack_from('<1I',data,pos_level_breakables)[0]
   profile_level_which_breakables = struct.unpack_from('<1I',data,pos_level_which_breakables)[0]
   all_breakables_mask = [i for i in BREAKABLES if i["name"] == "all"][0]["p"]
   none_breakables_mask = [i for i in BREAKABLES if i["name"] == "none"][0]["p"]
   # short-circuit if all
   if profile_level_which_breakables & all_breakables_mask == all_breakables_mask:
      return "all", all_breakables_mask
   # short-circuit if none
   elif profile_level_breakables | none_breakables_mask == 0:
      return "none", none_breakables_mask
   breakables_list = []
   breakables_mask = 0x0
   for i in BREAKABLES:
      if profile_level_which_breakables & i["p"] and (i["name"] not in ["all","none"]):
         breakables_list.append(i["name"])
         breakables_mask += i["p"]
   if not silent:
      print(f"Debug: abs 0x{CHECKSUM_LENGTH+pos_level_breakables:04x} collected breakable count: {profile_level_breakables}/5")
      print(f"Debug: abs 0x{CHECKSUM_LENGTH+pos_level_which_breakables:04x} which breakables: b{profile_level_which_breakables:05b}")
   return ','.join(breakables_list), breakables_mask

def set_level_status(data_object,profile_id,level,status):
   """ Set completion rank for a level, e.g., general """
   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, completed_letters

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, silent=False):
   """ 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, silent=silent)
   #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:
      if not silent:
         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)
   if not silent:
      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, silent = False):
   """ 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,silent=silent)
   #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:
      if not silent:
         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)
   if not silent:
      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 = crc_poly(data, 32, 0x4C11DB7, crc=0x0, ref_in=False, ref_out=False, xor_out=0x235b4b9c)
   # Note that this value will be stored little-endian in the file. That detail does not matter here.
   return 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 0x{cs:04x} and will update it to 0x{csum:04x}")
      write_file(filename,csum,data)
      ran = True
   else:
      if debuglev(2,debuglevel):
         ferror(f"Stored checksum is still correct, 0x{csum:04x}. Skipping {filename}")
   return ran
bgstack15