forked from ReScrap/ScrapHacks
Daniel Seiller
8d92f25b8c
- Started implementing new parser for chunked data - Started documenting data formats - Started dissector for network protocol - Added AI-Graph renderer (converts .pth files to python data you can import into Blender) - Added Script to convert savefile to JSON - Added (old) parser for chunked data format - Added basic parser for LFVF data section (Vertex Data) - Added script to analyze and filter read trace generated with frida script - Added various Frida scripts
122 lines
3.5 KiB
Python
122 lines
3.5 KiB
Python
import os
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import json
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from construct import *
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blocksize = 1024 * 4
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def search(pattern, path):
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seen = set()
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with open(path, "rb") as infile:
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buffer = bytearray(infile.read(blocksize))
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while infile.peek(1):
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for block in iter(lambda: infile.read(blocksize), b""):
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buffer += block
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buffer = buffer[-(blocksize * 2) :]
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idx = buffer.find(pattern)
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if idx != -1:
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pos = (infile.tell() - blocksize * 2) + idx
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if pos not in seen:
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seen.add(pos)
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return sorted(seen)
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has_pos = [
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"D3DFVF_XYZ",
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"D3DFVF_XYZRHW",
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]
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num_blend = {
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'D3DFVF_XYZB1': 1,
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'D3DFVF_XYZB2': 2,
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'D3DFVF_XYZB3': 3,
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'D3DFVF_XYZB4': 4,
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}
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Vertex = Struct(
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"pos" / If(lambda ctx: ctx._._.fvf.position in has_pos, Float32l[3]),
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"rhw" / If(lambda ctx: ctx._._.fvf.position == "D3DFVF_XYZRHW", Float32l),
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"w_blend" / If(lambda ctx: num_blend.get(ctx._._.fvf.position,0)!=0, Int32ul),
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"normal" / If(lambda ctx: ctx._._.fvf.flags.D3DFVF_NORMAL, Float32l[3]),
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"diffuse" / If(lambda ctx: ctx._._.fvf.flags.D3DFVF_DIFFUSE, Int8ul[4]),
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"specular" / If(lambda ctx: ctx._._.fvf.flags.D3DFVF_SPECULAR, Int8ul[4]),
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"tex" / Float32l[this.num_tex_coords][this._._.fvf.num_tex],
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)
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D3DFVF_POSITION_MASK = 0xE
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D3DFVF_TEXCOUNT_MASK = 0xF00
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D3DFVF_TEXCOUNT_SHIFT = 8
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FVF = "fvf" / Union(
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0,
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"value" / Int32ul,
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"num_tex"
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/ Computed(
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lambda ctx: 1 + ((ctx.value & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_MASK)
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),
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"position"
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/ Enum(
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Computed(lambda ctx: (ctx.value & D3DFVF_POSITION_MASK)),
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D3DFVF_XYZ=0x2,
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D3DFVF_XYZRHW=0x4,
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D3DFVF_XYZB1=0x6,
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D3DFVF_XYZB2=0x8,
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D3DFVF_XYZB3=0xA,
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D3DFVF_XYZB4=0xC,
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),
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"flags"
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/ FlagsEnum(
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Int32ul,
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D3DFVF_RESERVED0=0x1,
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D3DFVF_NORMAL=0x10,
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D3DFVF_PSIZE=0x20,
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D3DFVF_DIFFUSE=0x40,
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D3DFVF_SPECULAR=0x80,
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),
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)
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LFVF_Data = Struct(
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"unk" / Int32ul,
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"num_entries"/Int32ul,
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"data"/Struct(
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FVF,
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"unk_size" / Int32ul,
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"vertices" / PrefixedArray(Int32ul, Vertex),
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)
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# Terminated,
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)
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LFVF = Struct(
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Const(b"LFVF"), "size" / Int32ul, "data" / RestreamData(Bytes(this.size), LFVF_Data)
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)
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files = [
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r"D:\Games\Deep Silver\Scrapland\extracted\Data.packed\models\skies\orbit\sky.sm3",
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r"D:\Games\Deep Silver\Scrapland\extracted\Data.packed\models\chars\boss\boss.sm3",
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r"D:\Games\Deep Silver\Scrapland\extracted\Data.packed\models\chars\dtritus\dtritus.sm3",
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r"D:\Games\Deep Silver\Scrapland\extracted\Data.packed\levels\gdb\map\map3d.emi"
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]
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vert_pos = {}
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for path in files:
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name = os.path.split(path)[-1]
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fh = open(path, "rb")
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offsets = search(b"LFVF", path)
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for offset in sorted(offsets):
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fh.seek(offset)
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print("Offset:", offset)
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s = LFVF.parse_stream(fh)
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print(s)
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print("=" * 10)
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continue
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# # print(s)
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# print(path, fh.tell(), list(s.unk_ints), list(s.data.unk), fh.read(8))
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# s = s.data
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# vpos = [
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# tuple(p for p in v.pos) for v in s.vertices
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# ] # leave vertices alone because we don't need to reproject shit :|
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# vert_pos["{}@{}".format(name, hex(offset))] = vpos
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# with open("LFVF_Data.json", "w") as of:
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# json.dump(vert_pos, of)
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# break
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