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mirror of synced 2024-09-24 03:18:22 +02:00

Ability to write back out simple files with the data we parsed.

This commit is contained in:
Jennifer Taylor 2020-11-11 03:39:51 +00:00
parent 32d1909137
commit ffa70e372b

View File

@ -6,7 +6,7 @@ import struct
import sys
import textwrap
from PIL import Image # type: ignore
from typing import Any, List, Optional
from typing import Any, Dict, List, Optional, Tuple
from bemani.format.dxt import DXTBuffer
from bemani.protocol.binary import BinaryEncoding
@ -23,6 +23,9 @@ class PMAN:
flags3: int = 0,
) -> None:
self.entries = entries
self.flags1 = flags1
self.flags2 = flags2
self.flags3 = flags3
class Texture:
@ -119,9 +122,14 @@ class AFPFile:
# Original file data that we parse into structures.
self.data = contents
# Font data encoding handler. We keep this around as it manages
# remembering the actual BinXML encoding.
self.benc = BinaryEncoding()
# All of the crap!
self.endian: str = "<"
self.features: int = 0
self.file_flags: bytes = b""
self.text_obfuscated: bool = False
self.legacy_lz: bool = False
self.modern_lz: bool = False
@ -235,6 +243,13 @@ class AFPFile:
else:
return ""
@staticmethod
def scramble_text(text: str, obfuscated: bool) -> bytes:
if obfuscated:
return bytes(((x + 0x80) & 0xFF) for x in text.encode('ascii')) + b'\0'
else:
return text.encode('ascii') + b'\0'
def get_until_null(self, offset: int) -> bytes:
out = b""
while self.data[offset] != 0:
@ -306,16 +321,17 @@ class AFPFile:
pass
# First, check the signature
self.add_coverage(0, 4)
if self.data[0:4] == b"2PXT":
self.endian = "<"
elif self.data[0:4] == b"TXP2":
self.endian = ">"
else:
raise Exception("Invalid graphic file format!")
self.add_coverage(0, 4)
# Not sure what words 2 and 3 are, they seem to be some sort of
# version or date?
self.file_flags = self.data[4:12]
self.add_coverage(4, 8)
# Now, grab the file length, verify that we have the right amount
@ -404,7 +420,7 @@ class AFPFile:
magic,
header_flags1,
header_flags2,
length,
raw_length,
width,
height,
fmtflags,
@ -414,7 +430,7 @@ class AFPFile:
f"{self.endian}4sIIIHHIII",
raw_data[0:32],
)
if length != len(raw_data):
if raw_length != len(raw_data):
raise Exception("Invalid texture length!")
# I have only ever observed the following values across two different games.
# Don't want to keep the chunk around so let's assert our assumptions.
@ -880,8 +896,7 @@ class AFPFile:
raise Exception("Expected a zero in font package header!")
if binxrpc_offset != 0:
benc = BinaryEncoding()
self.fontdata = benc.decode(self.data[binxrpc_offset:(binxrpc_offset + length)])
self.fontdata = self.benc.decode(self.data[binxrpc_offset:(binxrpc_offset + length)])
self.add_coverage(binxrpc_offset, length)
else:
self.fontdata = None
@ -937,116 +952,585 @@ class AFPFile:
if verbose:
self.print_coverage()
@staticmethod
def align(val: int) -> int:
return (val + 3) & 0xFFFFFFFFC
@staticmethod
def pad(data: bytes, length: int) -> bytes:
if len(data) == length:
return data
elif len(data) > length:
raise Exception("Logic error, padding request in data already written!")
return data + (b"\0" * (length - len(data)))
def write_strings(self, data: bytes, strings: Dict[str, int]) -> bytes:
tuples: List[Tuple[str, int]] = [(name, strings[name]) for name in strings]
tuples = sorted(tuples, key=lambda tup: tup[1])
for (string, offset) in tuples:
data = AFPFile.pad(data, offset)
data += AFPFile.scramble_text(string, self.text_obfuscated)
return data
def write_pman(self, data: bytes, offset: int, pman: PMAN, string_offsets: Dict[str, int]) -> bytes:
# First, lay down the PMAN header
if self.endian == "<":
magic = b"PMAN"
elif self.endian == ">":
magic = b"NAMP"
else:
raise Exception("Logic error, unexpected endianness!")
# Calculate where various data goes
data = AFPFile.pad(data, offset)
payload_offset = offset + 28
string_offset = payload_offset + (len(pman.entries) * 12)
pending_strings: Dict[str, int] = {}
data += struct.pack(
f"{self.endian}4sIIIIII",
magic,
0,
pman.flags1,
pman.flags2,
len(pman.entries),
pman.flags3,
payload_offset,
)
# Now, lay down the individual entries
for entry_no, name in enumerate(pman.entries):
name_crc = AFPFile.crc32(name.encode('ascii'))
if name not in string_offsets:
# We haven't written this string out yet, so put it on our pending list.
pending_strings[name] = string_offset
string_offsets[name] = string_offset
# Room for the null byte!
string_offset += len(name) + 1
# Write out the chunk itself.
data += struct.pack(
f"{self.endian}III",
name_crc,
entry_no,
string_offsets[name],
)
# Now, put down the strings that were new in this pman structure.
return self.write_strings(data, pending_strings)
def unparse(self) -> bytes:
if self.read_only:
raise Exception("This file is read-only because we can't parse some of it!")
# Mapping from various strings found in the file to their offsets.
string_offsets: Dict[str, int] = {}
pending_strings: Dict[str, int] = {}
# The true file header, containing magic, some file flags, file length and
# header length.
header: bytes = b''
# The bitfield structure that dictates what's found in the file and where.
bitfields: bytes = b''
# The data itself.
body: bytes = b''
# First, plop down the file magic as well as the unknown file flags we
# roundtripped.
if self.endian == "<":
header += b"2PXT"
elif self.endian == ">":
header += b"TXP2"
else:
raise Exception("Invalid graphic file format!")
# Not sure what words 2 and 3 are, they seem to be some sort of
# version or date?
header += self.data[4:12]
# We can't plop the length down yet, since we don't know it. So, let's first
# figure out what our bitfield length is.
header_length = 0
if self.features & 0x1:
header_length += 8
if self.features & 0x2:
header_length += 4
# Bit 0x4 is for lz options.
if self.features & 0x8:
header_length += 8
if self.features & 0x10:
header_length += 4
# Bit 0x20 is for text obfuscation options.
if self.features & 0x40:
header_length += 8
if self.features & 0x80:
header_length += 4
if self.features & 0x100:
header_length += 8
if self.features & 0x200:
header_length += 4
if self.features & 0x400:
header_length += 4
if self.features & 0x800:
header_length += 8
if self.features & 0x1000:
header_length += 4
if self.features & 0x2000:
header_length += 8
if self.features & 0x4000:
header_length += 4
if self.features & 0x8000:
header_length += 4
if self.features & 0x10000:
header_length += 4
if self.features & 0x20000:
header_length += 4
# Bit 0x40000 is for lz options.
# We keep this indirection because we want to do our best to preserve
# the file order we observe in actual files. So, that means writing data
# out of order of when it shows in the header, and as such we must remember
# what chunks go where. We key by feature bitmask so its safe to have empties.
bitchunks = [b""] * 32
# Pad out the body for easier calculations below
body = AFPFile.pad(body, 24 + header_length)
# Start laying down various file pieces.
if self.features & 0x01:
# List of textures that exist in the file, with pointers to their data.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
# First, lay down pointers and length, regardless of number of entries.
bitchunks[0] = struct.pack(f"{self.endian}II", len(self.textures), offset)
for texture in self.textures:
raise Exception("TODO!")
if self.features & 0x08:
# Mapping between individual graphics and their respective textures.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
# First, lay down pointers and length, regardless of number of entries.
bitchunks[3] = struct.pack(f"{self.endian}II", len(self.texture_to_region), offset)
for tex_to_region in self.texture_to_region:
raise Exception("TODO!")
if self.features & 0x40:
# Unknown file chunk.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
# First, lay down pointers and length, regardless of number of entries.
bitchunks[6] = struct.pack(f"{self.endian}II", len(self.unknown1), offset)
# Now, calculate where we can put strings.
string_offset = AFPFile.align(len(body) + (len(self.unknown1) * 16))
# Now, write out chunks and strings.
for entry1 in self.unknown1:
if entry1.name not in string_offsets:
# We haven't written this string out yet, so put it on our pending list.
pending_strings[entry1.name] = string_offset
string_offsets[entry1.name] = string_offset
# Room for the null byte!
string_offset += len(entry1.name) + 1
# Write out the chunk itself.
body += struct.pack(f"{self.endian}I", string_offsets[entry1.name]) + entry1.data
# Now, put down the strings that were new in this chunk.
body = self.write_strings(body, pending_strings)
pending_strings = {}
if self.features & 0x100:
# Two unknown bytes, first is a length or a count. Secound is
# an optional offset to grab another set of bytes from.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
# First, lay down pointers and length, regardless of number of entries.
bitchunks[8] = struct.pack(f"{self.endian}II", len(self.unknown2), offset)
# Now, write out chunks and strings.
for entry2 in self.unknown2:
# Write out the chunk itself.
body += entry2.data
if self.features & 0x400:
# I haven't seen any files with any meaningful information for this, but
# it gets included anyway since games seem to parse it.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
# Point to current data location (seems to be what original files do too).
bitchunks[10] = struct.pack(f"{self.endian}I", offset)
if self.features & 0x800:
# This is the names and locations of the animations as far as I can tell.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
bitchunks[11] = struct.pack(f"{self.endian}II", len(self.animations), offset)
# Now, calculate where we can put animations and their names.
animation_offset = AFPFile.align(len(body) + (len(self.animations) * 12))
string_offset = AFPFile.align(animation_offset + sum(AFPFile.align(len(a.data)) for a in self.animations))
animdata = b""
# Now, lay them out.
for animation in self.animations:
if animation.name not in string_offsets:
# We haven't written this string out yet, so put it on our pending list.
pending_strings[animation.name] = string_offset
string_offsets[animation.name] = string_offset
# Room for the null byte!
string_offset += len(animation.name) + 1
# Write out the chunk itself.
body += struct.pack(
f"{self.endian}III",
string_offsets[animation.name],
len(animation.data),
animation_offset + len(animdata),
)
animdata += AFPFile.pad(animation.data, AFPFile.align(len(animation.data)))
# Now, lay out the data itself and finally string names.
body = self.write_strings(body + animdata, pending_strings)
pending_strings = {}
if self.features & 0x2000:
# This is the names and data for shapes as far as I can tell.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
bitchunks[13] = struct.pack(f"{self.endian}II", len(self.shapes), offset)
# Now, calculate where we can put shapes and their names.
shape_offset = AFPFile.align(len(body) + (len(self.shapes) * 12))
string_offset = AFPFile.align(shape_offset + sum(AFPFile.align(len(s.data)) for s in self.shapes))
shapedata = b""
# Now, lay them out.
for shape in self.shapes:
if shape.name not in string_offsets:
# We haven't written this string out yet, so put it on our pending list.
pending_strings[shape.name] = string_offset
string_offsets[shape.name] = string_offset
# Room for the null byte!
string_offset += len(shape.name) + 1
# Write out the chunk itself.
body += struct.pack(
f"{self.endian}III",
string_offsets[shape.name],
len(shape.data),
shape_offset + len(shapedata),
)
shapedata += AFPFile.pad(shape.data, AFPFile.align(len(shape.data)))
# Now, lay out the data itself and finally string names.
body = self.write_strings(body + shapedata, pending_strings)
pending_strings = {}
if self.features & 0x8000:
# Unknown, never seen bit. We shouldn't be here, we set ourselves
# to read-only.
raise Exception("This should not be possible!")
if self.features & 0x02:
# Mapping between texture index and the name of the texture.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
# Lay down PMAN pointer and PMAN structure itself.
bitchunks[1] = struct.pack(f"{self.endian}I", offset)
body = self.write_pman(body, offset, self.texturemap, string_offsets)
if self.features & 0x10:
# Names of the graphics regions, so we can look into the texture_to_region
# mapping above.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
# Lay down PMAN pointer and PMAN structure itself.
bitchunks[4] = struct.pack(f"{self.endian}I", offset)
body = self.write_pman(body, offset, self.regionmap, string_offsets)
if self.features & 0x80:
# One unknown byte, treated as an offset. This is clearly the mapping for the parsed
# structures from 0x40, but I don't know what those are.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
# Lay down PMAN pointer and PMAN structure itself.
bitchunks[7] = struct.pack(f"{self.endian}I", offset)
body = self.write_pman(body, offset, self.unk_pman1, string_offsets)
if self.features & 0x200:
# I am pretty sure this is a mapping for the structures parsed at 0x100.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
# Lay down PMAN pointer and PMAN structure itself.
bitchunks[9] = struct.pack(f"{self.endian}I", offset)
body = self.write_pman(body, offset, self.unk_pman2, string_offsets)
if self.features & 0x1000:
# Mapping of animations to their ID.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
# Lay down PMAN pointer and PMAN structure itself.
bitchunks[12] = struct.pack(f"{self.endian}I", offset)
body = self.write_pman(body, offset, self.animmap, string_offsets)
if self.features & 0x4000:
# Mapping of shapes to their ID.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
# Lay down PMAN pointer and PMAN structure itself.
bitchunks[14] = struct.pack(f"{self.endian}I", offset)
body = self.write_pman(body, offset, self.shapemap, string_offsets)
if self.features & 0x10000:
# Font information.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
bitchunks[16] = struct.pack(f"{self.endian}I", offset)
# Now, encode the font information.
fontbytes = self.benc.encode(self.fontdata)
body += struct.pack(
f"{self.endian}III",
0,
len(fontbytes),
offset + 12,
)
body += fontbytes
if self.features & 0x20000:
# Animation header information.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
bitchunks[17] = struct.pack(f"{self.endian}I", offset)
# Now, calculate where we can put animation headers.
animation_offset = AFPFile.align(len(body) + (len(self.animations) * 12))
animheader = b""
# Now, lay them out.
for animation in self.animations:
# Write out the chunk itself.
body += struct.pack(
f"{self.endian}III",
0,
len(animation.header),
animation_offset + len(animheader),
)
animheader += AFPFile.pad(animation.header, AFPFile.align(len(animation.header)))
# Now, lay out the header itself
body += animheader
# Bit 0x40000 is for lz options.
# Now, no matter what happened above, make sure file is aligned to 4 bytes.
offset = AFPFile.align(len(body))
body = AFPFile.pad(body, offset)
# Record the bitfield options into the bitfield structure, and we can
# get started writing the file out.
bitfields = struct.pack(f"{self.endian}I", self.features) + b"".join(bitchunks)
# Finally, now that we know the full file length, we can finish
# writing the header.
header += struct.pack(f"{self.endian}II", len(body), header_length + 24)
if len(header) != 20:
raise Exception("Logic error, incorrect header length!")
# Skip over padding to the body that we inserted specifically to track offsets
# against the headers.
return header + bitfields + body[(header_length + 24):]
def main() -> int:
parser = argparse.ArgumentParser(description="Konami AFP graphic file unpacker.")
parser.add_argument(
parser = argparse.ArgumentParser(description="Konami AFP graphic file unpacker/repacker")
subparsers = parser.add_subparsers(help='Action to take', dest='action')
extract_parser = subparsers.add_parser('extract', help='Extract relevant textures from file')
extract_parser.add_argument(
"file",
metavar="FILE",
help="The file to extract",
)
parser.add_argument(
extract_parser.add_argument(
"dir",
metavar="DIR",
help="Directory to extract to",
)
parser.add_argument(
extract_parser.add_argument(
"-p",
"--pretend",
action="store_true",
help="Pretend to extract instead of extracting.",
help="Pretend to extract instead of extracting",
)
parser.add_argument(
extract_parser.add_argument(
"-v",
"--verbose",
action="store_true",
help="Display verbuse debugging output.",
help="Display verbuse debugging output",
)
parser.add_argument(
extract_parser.add_argument(
"-r",
"--write-raw",
action="store_true",
help="Always write raw texture files.",
help="Always write raw texture files",
)
parser.add_argument(
extract_parser.add_argument(
"-m",
"--write-mappings",
action="store_true",
help="Write mapping files to disk.",
help="Write mapping files to disk",
)
update_parser = subparsers.add_parser('update', help='Update relevant textures in a file from a directory')
update_parser.add_argument(
"file",
metavar="FILE",
help="The file to update",
)
update_parser.add_argument(
"dir",
metavar="DIR",
help="Directory to update from",
)
update_parser.add_argument(
"-p",
"--pretend",
action="store_true",
help="Pretend to update instead of updating",
)
update_parser.add_argument(
"-v",
"--verbose",
action="store_true",
help="Display verbuse debugging output",
)
args = parser.parse_args()
with open(args.file, "rb") as bfp:
afpfile = AFPFile(bfp.read(), verbose=args.verbose)
if args.action == "extract":
with open(args.file, "rb") as bfp:
afpfile = AFPFile(bfp.read(), verbose=args.verbose)
# Actually place the files down.
os.makedirs(args.dir, exist_ok=True)
# Actually place the files down.
os.makedirs(args.dir, exist_ok=True)
for texture in afpfile.textures:
filename = os.path.join(args.dir, texture.name)
for texture in afpfile.textures:
filename = os.path.join(args.dir, texture.name)
if texture.img:
if args.pretend:
print(f"Would write {filename}.png texture...")
else:
print(f"Writing {filename}.png texture...")
with open(f"{filename}.png", "wb") as bfp:
texture.img.save(bfp, format='PNG')
if not texture.img or args.write_raw:
if args.pretend:
print(f"Would write {filename}.raw texture...")
else:
print(f"Writing {filename}.raw texture...")
with open(f"{filename}.raw", "wb") as bfp:
bfp.write(texture.raw)
if args.write_mappings:
if texture.img:
if args.pretend:
print(f"Would write {filename}.xml texture info...")
print(f"Would write {filename}.png texture...")
else:
print(f"Writing {filename}.xml texture info...")
print(f"Writing {filename}.png texture...")
with open(f"{filename}.png", "wb") as bfp:
texture.img.save(bfp, format='PNG')
if not texture.img or args.write_raw:
if args.pretend:
print(f"Would write {filename}.raw texture...")
else:
print(f"Writing {filename}.raw texture...")
with open(f"{filename}.raw", "wb") as bfp:
bfp.write(texture.raw)
if args.write_mappings:
if args.pretend:
print(f"Would write {filename}.xml texture info...")
else:
print(f"Writing {filename}.xml texture info...")
with open(f"{filename}.xml", "w") as sfp:
sfp.write(textwrap.dedent(f"""
<info>
<width>{texture.width}</width>
<height>{texture.height}</height>
<type>{hex(texture.fmt)}</type>
<raw>{filename}.raw</raw>
</info>
""").strip())
if args.write_mappings:
for i, name in enumerate(afpfile.regionmap.entries):
if i < 0 or i >= len(afpfile.texture_to_region):
raise Exception(f"Out of bounds region {i}")
region = afpfile.texture_to_region[i]
texturename = afpfile.texturemap.entries[region.textureno]
filename = os.path.join(args.dir, name)
if args.pretend:
print(f"Would write {filename}.xml region information...")
else:
print(f"Writing {filename}.xml region information...")
with open(f"{filename}.xml", "w") as sfp:
sfp.write(textwrap.dedent(f"""
<info>
<width>{texture.width}</width>
<height>{texture.height}</height>
<type>{hex(texture.fmt)}</type>
<raw>{filename}.raw</raw>
<left>{region.left}</left>
<top>{region.top}</top>
<right>{region.right}</right>
<bottom>{region.bottom}</bottom>
<texture>{texturename}</texture>
</info>
""").strip())
if args.write_mappings:
for i, name in enumerate(afpfile.regionmap.entries):
if i < 0 or i >= len(afpfile.texture_to_region):
raise Exception(f"Out of bounds region {i}")
region = afpfile.texture_to_region[i]
texturename = afpfile.texturemap.entries[region.textureno]
filename = os.path.join(args.dir, name)
if afpfile.fontdata is not None:
filename = os.path.join(args.dir, "fontinfo.xml")
if args.pretend:
print(f"Would write {filename}.xml region information...")
else:
print(f"Writing {filename}.xml region information...")
with open(f"{filename}.xml", "w") as sfp:
sfp.write(textwrap.dedent(f"""
<info>
<left>{region.left}</left>
<top>{region.top}</top>
<right>{region.right}</right>
<bottom>{region.bottom}</bottom>
<texture>{texturename}</texture>
</info>
""").strip())
if args.pretend:
print(f"Would write {filename} font information...")
else:
print(f"Writing {filename} font information...")
with open(filename, "w") as sfp:
sfp.write(str(afpfile.fontdata))
if afpfile.fontdata is not None:
filename = os.path.join(args.dir, "fontinfo.xml")
if args.action == "update":
# First, parse the file out
with open(args.file, "rb") as bfp:
afpfile = AFPFile(bfp.read(), verbose=args.verbose)
if args.pretend:
print(f"Writing {filename} font information...")
else:
print(f"Writing {filename} font information...")
with open(filename, "w") as sfp:
sfp.write(str(afpfile.fontdata))
# Now, find any PNG files that match texture names.
for texture in afpfile.textures:
filename = os.path.join(args.dir, texture.name) + ".png"
if os.path.isfile(filename):
print(f"Updating {texture.name} from {filename}...")
# TODO: What it says above
# Now, write out the updated file
if args.pretend:
print(f"Would write {args.file}...")
afpfile.unparse()
else:
print(f"Writing {args.file}...")
with open(args.file + ".tmp", "wb") as bfp:
bfp.write(afpfile.unparse())
return 0