├── DS3SaveUnpacker
├── App.config
├── packages.config
├── Properties
│ ├── Settings.settings
│ ├── Settings.Designer.cs
│ ├── AssemblyInfo.cs
│ ├── Resources.Designer.cs
│ └── Resources.resx
├── Utils.cs
├── BND4EntryHeader.cs
├── BND4Header.cs
├── GenBitConverter.cs
├── BND4Entry.cs
├── BinRW.cs
├── DS3SaveUnpacker.csproj
├── Program.cs
└── BND4File.cs
├── LICENSE
├── DS3SaveUnpacker.sln
├── README.md
├── .gitattributes
└── .gitignore
/DS3SaveUnpacker/App.config:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/packages.config:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/Properties/Settings.settings:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/Utils.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 |
7 | namespace DS3SaveUnpacker
8 | {
9 | static class Utils
10 | {
11 | ///
12 | /// Throw an exception when the given condition fails.
13 | ///
14 | ///
15 | ///
16 | public static void Assert(bool condition, string message = "Assertion error")
17 | {
18 | if (!condition) { throw new Exception(message); }
19 | }
20 |
21 | ///
22 | /// Throw an exception when the given condition fails.
23 | ///
24 | ///
25 | ///
26 | public static void Assert(Func condition, string message = "Assertion error")
27 | {
28 | if (!condition()) { throw new Exception(message); }
29 | }
30 | }
31 | }
32 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2020 William Tremblay
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/Properties/Settings.Designer.cs:
--------------------------------------------------------------------------------
1 | //------------------------------------------------------------------------------
2 | //
3 | // This code was generated by a tool.
4 | // Runtime Version:4.0.30319.42000
5 | //
6 | // Changes to this file may cause incorrect behavior and will be lost if
7 | // the code is regenerated.
8 | //
9 | //------------------------------------------------------------------------------
10 |
11 | namespace DS3SaveUnpacker.Properties {
12 |
13 |
14 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
15 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "16.4.0.0")]
16 | internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase {
17 |
18 | private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
19 |
20 | public static Settings Default {
21 | get {
22 | return defaultInstance;
23 | }
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio Version 16
4 | VisualStudioVersion = 16.0.29709.97
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DS3SaveUnpacker", "DS3SaveUnpacker\DS3SaveUnpacker.csproj", "{1B8E5BE4-78F7-4674-9170-2F08EC9CB4B0}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {1B8E5BE4-78F7-4674-9170-2F08EC9CB4B0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {1B8E5BE4-78F7-4674-9170-2F08EC9CB4B0}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {1B8E5BE4-78F7-4674-9170-2F08EC9CB4B0}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {1B8E5BE4-78F7-4674-9170-2F08EC9CB4B0}.Release|Any CPU.Build.0 = Release|Any CPU
18 | EndGlobalSection
19 | GlobalSection(SolutionProperties) = preSolution
20 | HideSolutionNode = FALSE
21 | EndGlobalSection
22 | GlobalSection(ExtensibilityGlobals) = postSolution
23 | SolutionGuid = {5C96798D-1AF5-42F3-A4E0-095F594B4DD3}
24 | EndGlobalSection
25 | EndGlobal
26 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/Properties/AssemblyInfo.cs:
--------------------------------------------------------------------------------
1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 | using System.Runtime.InteropServices;
4 |
5 | // General Information about an assembly is controlled through the following
6 | // set of attributes. Change these attribute values to modify the information
7 | // associated with an assembly.
8 | [assembly: AssemblyTitle("DS3SaveEditor")]
9 | [assembly: AssemblyDescription("")]
10 | [assembly: AssemblyConfiguration("")]
11 | [assembly: AssemblyCompany("")]
12 | [assembly: AssemblyProduct("DS3SaveEditor")]
13 | [assembly: AssemblyCopyright("Copyright © 2020")]
14 | [assembly: AssemblyTrademark("")]
15 | [assembly: AssemblyCulture("")]
16 |
17 | // Setting ComVisible to false makes the types in this assembly not visible
18 | // to COM components. If you need to access a type in this assembly from
19 | // COM, set the ComVisible attribute to true on that type.
20 | [assembly: ComVisible(false)]
21 |
22 | // The following GUID is for the ID of the typelib if this project is exposed to COM
23 | [assembly: Guid("1b8e5be4-78f7-4674-9170-2f08ec9cb4b0")]
24 |
25 | // Version information for an assembly consists of the following four values:
26 | //
27 | // Major Version
28 | // Minor Version
29 | // Build Number
30 | // Revision
31 | //
32 | // You can specify all the values or you can default the Build and Revision Numbers
33 | // by using the '*' as shown below:
34 | // [assembly: AssemblyVersion("1.0.*")]
35 | [assembly: AssemblyVersion("1.0.0.0")]
36 | [assembly: AssemblyFileVersion("1.0.0.0")]
37 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/BND4EntryHeader.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using System.Runtime.InteropServices;
7 |
8 | namespace DS3SaveUnpacker
9 | {
10 | [StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x20)]
11 | struct BND4EntryHeader
12 | {
13 | ///
14 | /// Padding (50 00 00 00 FF FF FF FF in little-endian)
15 | ///
16 | public ulong padding;
17 | ///
18 | /// Size (in bytes) of the entry data.
19 | ///
20 | public ulong entrySize;
21 | ///
22 | /// Offset of the entry data in the BND4 file.
23 | ///
24 | public uint entryDataOffset;
25 | ///
26 | /// Offset of the entry name in the BND4 file.
27 | ///
28 | public uint entryNameOffset;
29 | ///
30 | /// Unused. Should be 0
31 | ///
32 | public ulong unused;
33 |
34 | ///
35 | /// Create a BND4 entry header with given parameters.
36 | ///
37 | ///
38 | ///
39 | ///
40 | public BND4EntryHeader(ulong entrySize, uint entryDataOffset, uint entryNameOffset)
41 | {
42 | padding = 0xFFFFFFFF00000050UL;
43 | unused = 0;
44 |
45 | this.entrySize = entrySize;
46 | this.entryDataOffset = entryDataOffset;
47 | this.entryNameOffset = entryNameOffset;
48 | }
49 |
50 | ///
51 | /// Throw an exception if this header does not make sense.
52 | ///
53 | public void AssertIntegrity()
54 | {
55 | Utils.Assert(padding == 0xFFFFFFFF00000050UL, "Invalid BND4 entry header");
56 | }
57 | }
58 | }
59 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # DS3SavePatcher
2 |
3 | Simple console program with a few features related to Dark Souls III saves:
4 | - Pack/Unpack encrypted Dark Souls III save (SL2) files
5 | - Pack/Unpack unencrypted BND4 archives (Supports only those with 32 byte headers)
6 | - Patch a Dark Souls III save (SL2) file to change the linked account, allowing save transfer across accounts.
7 |
8 | This program was specifically made for this last feature, and serves as an alternative to the [DS3 Save Manager](http://l3g.space/files/SystemTest/?Main_Page:Dark_Souls_III). The DS3 Save Manager seems to use some kind of DLL/code injection and **may** thus cause a soft ban (*Note: I don't know if the author avoided this or how good the game's code integrity check is*). This tool directly modifies the linked Steam account ID stored in the save file, and **should** pass the save consistency check, *IF the provided safe is already valid*. However, it is very new and some testing will be required to ensure this.
9 |
10 | ## Regarding unpacking/packing saves
11 | When unpacking a save, you get 12 `USER_DATA XXX` files. Those numbered `000` to `009` are the character save slots. I know `010` stores some global information (including the linked account ID and character slot info), but I have not looked deeply into it. Similarly, the `011` entry appears to be in the DCX format, and I did not investigate its contents.
12 |
13 | **Note that loading a modified save back into the game can lead to a softban. Either experiment on an account that is already penalized or completely block the game's connection to the Internet (_being offline on Steam is NOT enough_), and be sure you know what you are doing!**
14 |
15 | ## Dark Souls III save format information
16 | Dark Souls III saves are stored as BND4 archives, a binder file format used by FromSoftware since Dark Souls II. In the case of DS3, each `USER_DATA XXX` contains the following data:
17 | - A 16-byte MD5 checksum of the encrypted data (including the IV)
18 | - The 16-byte initialisation vector (IV) used for encryption
19 | - The entry data, encrypted using 128-bit AES-CBC with the key `FD464D695E69A39A10E319A7ACE8B7FA`. Credit to [Atvaark](https://github.com/Atvaark) for finding this key. More information about FromSoft file formats are available on his [
20 | DarkSoulsIII.FileFormats](https://github.com/Atvaark/DarkSoulsIII.FileFormats) repo.
21 |
--------------------------------------------------------------------------------
/.gitattributes:
--------------------------------------------------------------------------------
1 | ###############################################################################
2 | # Set default behavior to automatically normalize line endings.
3 | ###############################################################################
4 | * text=auto
5 |
6 | ###############################################################################
7 | # Set default behavior for command prompt diff.
8 | #
9 | # This is need for earlier builds of msysgit that does not have it on by
10 | # default for csharp files.
11 | # Note: This is only used by command line
12 | ###############################################################################
13 | #*.cs diff=csharp
14 |
15 | ###############################################################################
16 | # Set the merge driver for project and solution files
17 | #
18 | # Merging from the command prompt will add diff markers to the files if there
19 | # are conflicts (Merging from VS is not affected by the settings below, in VS
20 | # the diff markers are never inserted). Diff markers may cause the following
21 | # file extensions to fail to load in VS. An alternative would be to treat
22 | # these files as binary and thus will always conflict and require user
23 | # intervention with every merge. To do so, just uncomment the entries below
24 | ###############################################################################
25 | #*.sln merge=binary
26 | #*.csproj merge=binary
27 | #*.vbproj merge=binary
28 | #*.vcxproj merge=binary
29 | #*.vcproj merge=binary
30 | #*.dbproj merge=binary
31 | #*.fsproj merge=binary
32 | #*.lsproj merge=binary
33 | #*.wixproj merge=binary
34 | #*.modelproj merge=binary
35 | #*.sqlproj merge=binary
36 | #*.wwaproj merge=binary
37 |
38 | ###############################################################################
39 | # behavior for image files
40 | #
41 | # image files are treated as binary by default.
42 | ###############################################################################
43 | #*.jpg binary
44 | #*.png binary
45 | #*.gif binary
46 |
47 | ###############################################################################
48 | # diff behavior for common document formats
49 | #
50 | # Convert binary document formats to text before diffing them. This feature
51 | # is only available from the command line. Turn it on by uncommenting the
52 | # entries below.
53 | ###############################################################################
54 | #*.doc diff=astextplain
55 | #*.DOC diff=astextplain
56 | #*.docx diff=astextplain
57 | #*.DOCX diff=astextplain
58 | #*.dot diff=astextplain
59 | #*.DOT diff=astextplain
60 | #*.pdf diff=astextplain
61 | #*.PDF diff=astextplain
62 | #*.rtf diff=astextplain
63 | #*.RTF diff=astextplain
64 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/Properties/Resources.Designer.cs:
--------------------------------------------------------------------------------
1 | //------------------------------------------------------------------------------
2 | //
3 | // This code was generated by a tool.
4 | // Runtime Version:4.0.30319.42000
5 | //
6 | // Changes to this file may cause incorrect behavior and will be lost if
7 | // the code is regenerated.
8 | //
9 | //------------------------------------------------------------------------------
10 |
11 | namespace DS3SaveUnpacker.Properties {
12 | using System;
13 |
14 |
15 | ///
16 | /// A strongly-typed resource class, for looking up localized strings, etc.
17 | ///
18 | // This class was auto-generated by the StronglyTypedResourceBuilder
19 | // class via a tool like ResGen or Visual Studio.
20 | // To add or remove a member, edit your .ResX file then rerun ResGen
21 | // with the /str option, or rebuild your VS project.
22 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "16.0.0.0")]
23 | [global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
24 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
25 | internal class Resources {
26 |
27 | private static global::System.Resources.ResourceManager resourceMan;
28 |
29 | private static global::System.Globalization.CultureInfo resourceCulture;
30 |
31 | [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
32 | internal Resources() {
33 | }
34 |
35 | ///
36 | /// Returns the cached ResourceManager instance used by this class.
37 | ///
38 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
39 | internal static global::System.Resources.ResourceManager ResourceManager {
40 | get {
41 | if (object.ReferenceEquals(resourceMan, null)) {
42 | global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("DS3SaveUnpacker.Properties.Resources", typeof(Resources).Assembly);
43 | resourceMan = temp;
44 | }
45 | return resourceMan;
46 | }
47 | }
48 |
49 | ///
50 | /// Overrides the current thread's CurrentUICulture property for all
51 | /// resource lookups using this strongly typed resource class.
52 | ///
53 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
54 | internal static global::System.Globalization.CultureInfo Culture {
55 | get {
56 | return resourceCulture;
57 | }
58 | set {
59 | resourceCulture = value;
60 | }
61 | }
62 | }
63 | }
64 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/BND4Header.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using System.Runtime.InteropServices;
7 |
8 | namespace DS3SaveUnpacker
9 | {
10 | [StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x40)]
11 | struct BND4Header
12 | {
13 | ///
14 | /// BND version header. This should be the ANSI for "BND4", or 0x3444_4E42.
15 | ///
16 | public uint BNDVers;
17 | ///
18 | /// Don't know what's here, its 8 bytes (0x0001_0000_0000_0000).
19 | ///
20 | public ulong unknown1;
21 | ///
22 | /// Number of subfiles contained in the BND4 file.
23 | ///
24 | public uint fileCnt;
25 | ///
26 | /// Don't know what's here, its 8 bytes (0x0000_0000_0000_0040).
27 | ///
28 | public ulong unknown2;
29 | ///
30 | /// Signature. Should be 0x_3130_3030_3030_3030.
31 | ///
32 | public ulong signature;
33 | ///
34 | /// Size of the BND entry headers. Should be 32.
35 | ///
36 | public ulong entryHeaderSize;
37 | ///
38 | /// Position in the file at which entry data begins.
39 | ///
40 | public ulong dataOffset;
41 | ///
42 | /// If the entry names are Unicode wide chars
43 | ///
44 | [MarshalAs(UnmanagedType.I1)]
45 | public bool isUnicode;
46 | ///
47 | /// I don't know what's here
48 | ///
49 | [MarshalAs(UnmanagedType.ByValArray, SizeConst = 15)]
50 | public byte[] unknown3;
51 |
52 | ///
53 | /// Create a BND4Header with given parameters.
54 | ///
55 | ///
56 | ///
57 | ///
58 | public BND4Header(uint fileCnt, ulong dataOffset, bool isUnicode)
59 | {
60 | BNDVers = 0x3444_4E42;
61 | unknown1 = 0x0001_0000_0000_0000;
62 | unknown2 = 0x0000_0000_0000_0040;
63 | signature = 0x3130_3030_3030_3030;
64 | unknown3 = "200000000000000000000000000000".hexToBytes();
65 | entryHeaderSize = 0x20;
66 |
67 | this.fileCnt = fileCnt;
68 | this.dataOffset = dataOffset;
69 | this.isUnicode = isUnicode;
70 | }
71 |
72 | ///
73 | /// Throw an exception if this header does not make sense.
74 | ///
75 | public void AssertIntegrity()
76 | {
77 | Utils.Assert(BNDVers == 0x3444_4E42 && signature == 0x3130_3030_3030_3030, "Invalid BND4 header");
78 | Utils.Assert(entryHeaderSize == 0x20, "Unsupported entry header size");
79 | }
80 | }
81 | }
82 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/GenBitConverter.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using System.Runtime.InteropServices;
7 | using System.IO;
8 |
9 | namespace DS3SaveUnpacker
10 | {
11 | static class GenBitConverter
12 | {
13 | ///
14 | /// Convert structure to bytes.
15 | ///
16 | ///
17 | ///
18 | ///
19 | public static byte[] ToBytes(T obj) where T : struct
20 | {
21 | int size = Marshal.SizeOf(obj);
22 | byte[] arr = new byte[size];
23 |
24 | IntPtr ptr = Marshal.AllocHGlobal(size);
25 | Marshal.StructureToPtr(obj, ptr, false);
26 | Marshal.Copy(ptr, arr, 0, size);
27 | Marshal.FreeHGlobal(ptr);
28 |
29 | return arr;
30 | }
31 |
32 | ///
33 | /// Convert bytes to structure.
34 | ///
35 | ///
36 | ///
37 | ///
38 | public static T ToStruct(byte[] buffer) where T : struct
39 | {
40 | int size = Marshal.SizeOf();
41 | IntPtr ptr = Marshal.AllocHGlobal(size);
42 |
43 | Marshal.Copy(buffer, 0, ptr, size);
44 | T obj = Marshal.PtrToStructure(ptr);
45 | Marshal.FreeHGlobal(ptr);
46 |
47 | return obj;
48 | }
49 |
50 | ///
51 | /// Read a structure from a stream
52 | ///
53 | ///
54 | ///
55 | ///
56 | public static T ReadStruct(this Stream fs) where T : struct
57 | {
58 | int size = Marshal.SizeOf();
59 |
60 | byte[] buff = new byte[size];
61 | fs.Read(buff, 0, size);
62 |
63 | return ToStruct(buff);
64 | }
65 |
66 | ///
67 | /// Read a structure from a BinaryReader
68 | ///
69 | ///
70 | ///
71 | ///
72 | public static T ReadStruct(this BinaryReader bin) where T : struct
73 | {
74 | int size = Marshal.SizeOf();
75 |
76 | byte[] buff = new byte[size];
77 | bin.Read(buff, 0, size);
78 |
79 | return ToStruct(buff);
80 | }
81 |
82 | ///
83 | /// Write a structure to a stream.
84 | ///
85 | ///
86 | ///
87 | ///
88 | public static void WriteStruct(this Stream fs, T obj) where T : struct
89 | {
90 | byte[] buff = ToBytes(obj);
91 | fs.Write(buff, 0, buff.Length);
92 | }
93 |
94 | ///
95 | /// Write a structure to a BinaryWriter.
96 | ///
97 | ///
98 | ///
99 | ///
100 | public static void WriteStruct(this BinaryWriter bin, T obj) where T : struct
101 | {
102 | byte[] buff = ToBytes(obj);
103 | bin.Write(buff, 0, buff.Length);
104 | }
105 |
106 | public static byte[] hexToBytes(this string hex)
107 | {
108 | byte[] data = new byte[hex.Length / 2];
109 | for (int i = 0; i < hex.Length; i+=2)
110 | {
111 | data[i/2] = byte.Parse(hex.Substring(i,2), System.Globalization.NumberStyles.HexNumber);
112 | }
113 | return data;
114 | }
115 | }
116 | }
117 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/BND4Entry.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using System.Security.Cryptography;
7 | using System.IO;
8 |
9 | namespace DS3SaveUnpacker
10 | {
11 | class BND4Entry
12 | {
13 | private const bool DEBUG = true;
14 |
15 | ///
16 | /// Encryption key for DS3 USERDATA subfiles.
17 | ///
18 | public static readonly byte[] DS3_KEY = "FD464D695E69A39A10E319A7ACE8B7FA".hexToBytes();
19 |
20 | ///
21 | /// Header of this BND4 entry.
22 | ///
23 | public BND4EntryHeader header;
24 | ///
25 | /// Name of this BND4 entry.
26 | ///
27 | public string name;
28 |
29 | ///
30 | /// Raw data stored in the entry.
31 | ///
32 | public byte[] data;
33 |
34 | ///
35 | /// Default constructor
36 | ///
37 | public BND4Entry() { }
38 |
39 | ///
40 | /// Initialize a BND4Entry with default properties, specifying the use of encryption.
41 | ///
42 | public BND4Entry(string name, byte[] data)
43 | {
44 | this.name = name;
45 | this.data = data;
46 | }
47 |
48 | ///
49 | /// Decrypt the entry data, assuming 128bit AES-CBC for DS3 saves.
50 | ///
51 | ///
52 | public byte[] DecryptData()
53 | {
54 | if (DEBUG) Console.WriteLine(string.Format("[BND4Entry] DECRYPT ENTRY DATA OF '{0}'", name));
55 |
56 | Aes AES = Aes.Create();
57 | AES.Mode = CipherMode.CBC;
58 | AES.BlockSize = 128;
59 | AES.Padding = PaddingMode.PKCS7;
60 |
61 | byte[] IV = new byte[16];
62 | Array.Copy(this.data, 16, IV, 0, 16);
63 | AES.IV = IV;
64 |
65 | AES.Key = DS3_KEY;
66 |
67 | byte[] buff = new byte[data.Length - 32];
68 | using (MemoryStream m = new MemoryStream(this.data, 32, data.Length - 32))
69 | {
70 | var crypto = new CryptoStream(m, AES.CreateDecryptor(), CryptoStreamMode.Read);
71 | var decryptLen = crypto.Read(buff, 0, data.Length - 32);
72 | Array.Resize(ref buff, decryptLen);
73 | }
74 | return buff;
75 | }
76 |
77 | public void SetEncryptedData(byte[] newData, bool usePreviousIV = true)
78 | {
79 | if (DEBUG) Console.WriteLine(string.Format("[BND4Entry] SET ENCRYPTED DATA OF '{0}'", name));
80 |
81 | var AES = Aes.Create();
82 | AES.Mode = CipherMode.CBC;
83 | AES.BlockSize = 128;
84 | AES.Padding = PaddingMode.PKCS7;
85 |
86 | if (usePreviousIV)
87 | {
88 | byte[] IV = new byte[16];
89 | Array.Copy(this.data, 16, IV, 0, 16);
90 | AES.IV = IV;
91 | }
92 | else
93 | {
94 | AES.GenerateIV();
95 | }
96 |
97 | AES.Key = DS3_KEY;
98 |
99 | int padLen = 16 - newData.Length % 16;
100 | data = new byte[32 + newData.Length + padLen];
101 | Array.Copy(AES.IV, 0, data, 16, 16);
102 |
103 | using (MemoryStream m = new MemoryStream(data, 32, data.Length - 32, true))
104 | {
105 | var crypto = new CryptoStream(m, AES.CreateEncryptor(), CryptoStreamMode.Write);
106 | crypto.Write(newData, 0, newData.Length);
107 | crypto.FlushFinalBlock();
108 | }
109 |
110 | if (DEBUG) Console.WriteLine(string.Format("[BND4Entry] SIGN ENCRYPTED ENTRY DATA OF '{0}'", name));
111 |
112 | var md5 = MD5.Create();
113 | byte[] checksum = md5.ComputeHash(data, 16, data.Length - 16);
114 | Array.Copy(checksum, 0, data, 0, 16);
115 | }
116 | }
117 | }
118 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/BinRW.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using System.IO;
7 |
8 | namespace DS3SaveUnpacker
9 | {
10 | class BinReader: BinaryReader
11 | {
12 | ///
13 | /// LIFO stack to keep track of the positions across StepInto and StepOut calls
14 | ///
15 | protected Stack positions;
16 |
17 | public BinReader(Stream stream) : base(stream)
18 | {
19 | positions = new Stack();
20 | }
21 |
22 | ///
23 | /// Step into an offset. Call to come back to the last position.
24 | ///
25 | ///
26 | public void StepInto(long offset)
27 | {
28 | positions.Push(this.BaseStream.Position);
29 | this.BaseStream.Position = offset;
30 | }
31 |
32 | ///
33 | /// Step out and back to the position before the last call.
34 | ///
35 | ///
36 | public void StepOut()
37 | {
38 | this.BaseStream.Position = positions.Pop();
39 | }
40 |
41 | ///
42 | /// Read a 2-byte wide null-terminated string.
43 | ///
44 | ///
45 | public string ReadWideString()
46 | {
47 | StringBuilder sb = new StringBuilder();
48 | ushort chr = ReadUInt16();
49 | while (chr != 0)
50 | {
51 | sb.Append(char.ConvertFromUtf32(chr));
52 | chr = ReadUInt16();
53 | }
54 | return sb.ToString();
55 | }
56 |
57 | ///
58 | /// Read a 1-byte wide ShiftJIS null-terminated string.
59 | ///
60 | ///
61 | public string ReadShiftJIS()
62 | {
63 | List buffer = new List();
64 | byte chr = ReadByte();
65 | while (chr != 0)
66 | {
67 | buffer.Add(chr);
68 | chr = ReadByte();
69 | }
70 | return Encoding.GetEncoding("shift_jis").GetString(buffer.ToArray());
71 | }
72 | }
73 |
74 | class BinWriter: BinaryWriter
75 | {
76 | ///
77 | /// LIFO stack to keep track of the positions across StepInto and StepOut calls
78 | ///
79 | protected Stack positions;
80 |
81 | public BinWriter(Stream stream) : base(stream)
82 | {
83 | positions = new Stack();
84 | }
85 |
86 | ///
87 | /// Step into an offset. Call to come back to the last position.
88 | ///
89 | ///
90 | public void StepInto(long offset)
91 | {
92 | positions.Push(this.BaseStream.Position);
93 | this.BaseStream.Position = offset;
94 | }
95 |
96 | ///
97 | /// Step out and back to the position before the last call.
98 | ///
99 | ///
100 | public void StepOut()
101 | {
102 | this.BaseStream.Position = positions.Pop();
103 | }
104 |
105 | ///
106 | /// Write a 2-byte wide null-terminated string.
107 | ///
108 | ///
109 | public void WriteWideString(string s)
110 | {
111 | foreach (char chr in s)
112 | {
113 | Write((ushort)chr);
114 | }
115 | Write((ushort)0);
116 | }
117 |
118 | ///
119 | /// Write a 1-byte wide ShiftJIS null-terminated string.
120 | ///
121 | ///
122 | public void WriteShiftJIS(string str)
123 | {
124 | byte[] bytes = Encoding.GetEncoding("shift_jis").GetBytes(str);
125 | Array.Resize(ref bytes, bytes.Length + 1);
126 | Write(bytes);
127 | }
128 | }
129 | }
130 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/DS3SaveUnpacker.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | Debug
6 | AnyCPU
7 | {1B8E5BE4-78F7-4674-9170-2F08EC9CB4B0}
8 | Exe
9 | DS3SaveUnpacker
10 | DS3SaveUnpacker
11 | v4.7.2
12 | 512
13 | true
14 | true
15 |
16 |
17 | x64
18 | true
19 | full
20 | false
21 | bin\Debug\
22 | DEBUG;TRACE
23 | prompt
24 | 4
25 |
26 |
27 | x64
28 | pdbonly
29 | true
30 | bin\Release\
31 | TRACE
32 | prompt
33 | 4
34 |
35 |
36 |
37 |
38 |
39 |
40 | ..\packages\WindowsAPICodePack-Core.1.1.1\lib\Microsoft.WindowsAPICodePack.dll
41 |
42 |
43 | ..\packages\WindowsAPICodePack-Shell.1.1.1\lib\Microsoft.WindowsAPICodePack.Shell.dll
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 | ResXFileCodeGenerator
69 | Resources.Designer.cs
70 | Designer
71 |
72 |
73 | True
74 | Resources.resx
75 | True
76 |
77 |
78 |
79 | SettingsSingleFileGenerator
80 | Settings.Designer.cs
81 |
82 |
83 | True
84 | Settings.settings
85 | True
86 |
87 |
88 |
89 |
90 |
91 |
92 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/Properties/Resources.resx:
--------------------------------------------------------------------------------
1 |
2 |
3 |
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 | text/microsoft-resx
107 |
108 |
109 | 2.0
110 |
111 |
112 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
113 |
114 |
115 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
116 |
117 |
--------------------------------------------------------------------------------
/DS3SaveUnpacker/Program.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Threading.Tasks;
5 | using System.Runtime.InteropServices;
6 | using System.IO;
7 | using System.Windows.Forms;
8 | using Microsoft.WindowsAPICodePack.Dialogs;
9 |
10 | namespace DS3SaveUnpacker
11 | {
12 | static class Program
13 | {
14 | [STAThread]
15 | static void Main()
16 | {
17 | while (true)
18 | {
19 | Console.Clear();
20 | Console.WriteLine(@"Choose action:
21 | [1] Unpack encrypted SL2 save file
22 | [2] Pack encrypted SL2 save file
23 | [3] Unpack unencrypted BND4 archive
24 | [4] Pack unencrypted BND4 archive
25 | [5] Patch SL2 save file linked account
26 | [6] Recursively patch all saves in a folder
27 | [7] Exit
28 | ");
29 |
30 | char key;
31 | do { key = Console.ReadKey(true).KeyChar; } while (key < '1' || key > '7');
32 | if (key == '7') { return; }
33 |
34 | // Get default DS3 Save location & prompt open save file
35 | var ds3Folder = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "DarkSoulsIII\\");
36 |
37 | if (key == '2' || key == '4')
38 | {
39 | var diagFolder = new CommonOpenFileDialog()
40 | {
41 | Title = "Select unpack directory",
42 | IsFolderPicker = true,
43 | InitialDirectory = ds3Folder
44 | };
45 | if (diagFolder.ShowDialog() != CommonFileDialogResult.Ok) { continue; }
46 | BND4File file = BND4File.Pack(diagFolder.FileName, key == '2');
47 |
48 | var diagSave = new SaveFileDialog()
49 | {
50 | Title = "Save packet file at...",
51 | DefaultExt = "sl2",
52 | FileName = "DS30000.sl2",
53 | InitialDirectory = ds3Folder
54 | };
55 | if (diagSave.ShowDialog() != DialogResult.OK) { continue; }
56 |
57 | file.Save(diagSave.FileName);
58 |
59 | Console.Write("\nDone, press any key to return to menu");
60 | Console.ReadKey(true);
61 | continue;
62 | }
63 |
64 | if (key == '6')
65 | {
66 | var diagFolder = new CommonOpenFileDialog()
67 | {
68 | Title = "Select root directory",
69 | IsFolderPicker = true,
70 | InitialDirectory = ds3Folder
71 | };
72 | if (diagFolder.ShowDialog() != CommonFileDialogResult.Ok) { continue; }
73 |
74 | Console.WriteLine("Proceed carefully. Entering the wrong ID will make the save unreadable.");
75 |
76 | ulong steamID = 0;
77 | while (steamID == 0)
78 | {
79 | Console.Write("Enter your 64-bit Steam ID (number in profile URL): ");
80 | if (!ulong.TryParse(Console.ReadLine(), out steamID))
81 | {
82 | Console.WriteLine("Please input a valid number.");
83 | }
84 | }
85 |
86 | foreach (string saveFile in Directory.EnumerateFiles(diagFolder.FileName, "*.sl2", SearchOption.AllDirectories))
87 | {
88 | Console.WriteLine(" Patching " + saveFile + "...");
89 |
90 | BND4File BND = new BND4File(saveFile);
91 |
92 | BND.PatchDS3AccountFlag(steamID);
93 | BND.Save(saveFile);
94 | }
95 |
96 | Console.Write("\nDone, press any key to return to menu");
97 | Console.ReadKey(true);
98 | continue;
99 | }
100 |
101 | var diagOpen = new OpenFileDialog()
102 | {
103 | Title = "Select BND4/SL2 file",
104 | DefaultExt = "sl2",
105 | CheckFileExists = true,
106 | CheckPathExists = true,
107 | Multiselect = false,
108 | InitialDirectory = ds3Folder
109 | };
110 | if (diagOpen.ShowDialog() != DialogResult.OK) { continue; }
111 |
112 | if (key == '1' || key == '3')
113 | {
114 | var diagFolder = new CommonOpenFileDialog()
115 | {
116 | Title = "Select unpack directory",
117 | IsFolderPicker = true,
118 | InitialDirectory = ds3Folder
119 | };
120 | if (diagFolder.ShowDialog() != CommonFileDialogResult.Ok) { continue; }
121 | BND4File.Unpack(diagOpen.FileName, diagFolder.FileName, key == '1');
122 | }
123 | if (key == '5')
124 | {
125 | var save = new BND4File(diagOpen.FileName);
126 | Console.WriteLine("Proceed carefully. Entering the wrong ID will make the save unreadable.");
127 |
128 | ulong steamID = 0;
129 | while (steamID == 0)
130 | {
131 | Console.Write("Enter your 64-bit Steam ID (number in profile URL): ");
132 | if (!ulong.TryParse(Console.ReadLine(), out steamID))
133 | {
134 | Console.WriteLine("Please input a valid number.");
135 | }
136 | }
137 |
138 | save.PatchDS3AccountFlag(steamID);
139 |
140 | var diagSave = new SaveFileDialog()
141 | {
142 | Title = "Save patched file at...",
143 | DefaultExt = "sl2",
144 | FileName = "DS30000.sl2",
145 | InitialDirectory = ds3Folder
146 | };
147 | if (diagSave.ShowDialog() != DialogResult.OK) { continue; }
148 |
149 | save.Save(diagSave.FileName);
150 | }
151 |
152 | Console.Write("\nDone, press any key to return to menu");
153 | Console.ReadKey(true);
154 | }
155 | }
156 | }
157 | }
158 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | ## Ignore Visual Studio temporary files, build results, and
2 | ## files generated by popular Visual Studio add-ons.
3 | ##
4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
5 |
6 | # User-specific files
7 | *.rsuser
8 | *.suo
9 | *.user
10 | *.userosscache
11 | *.sln.docstates
12 |
13 | # User-specific files (MonoDevelop/Xamarin Studio)
14 | *.userprefs
15 |
16 | # Build results
17 | [Dd]ebug/
18 | [Dd]ebugPublic/
19 | [Rr]elease/
20 | [Rr]eleases/
21 | x64/
22 | x86/
23 | [Aa][Rr][Mm]/
24 | [Aa][Rr][Mm]64/
25 | bld/
26 | [Bb]in/
27 | [Oo]bj/
28 | [Ll]og/
29 |
30 | # Visual Studio 2015/2017 cache/options directory
31 | .vs/
32 | # Uncomment if you have tasks that create the project's static files in wwwroot
33 | #wwwroot/
34 |
35 | # Visual Studio 2017 auto generated files
36 | Generated\ Files/
37 |
38 | # MSTest test Results
39 | [Tt]est[Rr]esult*/
40 | [Bb]uild[Ll]og.*
41 |
42 | # NUNIT
43 | *.VisualState.xml
44 | TestResult.xml
45 |
46 | # Build Results of an ATL Project
47 | [Dd]ebugPS/
48 | [Rr]eleasePS/
49 | dlldata.c
50 |
51 | # Benchmark Results
52 | BenchmarkDotNet.Artifacts/
53 |
54 | # .NET Core
55 | project.lock.json
56 | project.fragment.lock.json
57 | artifacts/
58 |
59 | # StyleCop
60 | StyleCopReport.xml
61 |
62 | # Files built by Visual Studio
63 | *_i.c
64 | *_p.c
65 | *_h.h
66 | *.ilk
67 | *.meta
68 | *.obj
69 | *.iobj
70 | *.pch
71 | *.pdb
72 | *.ipdb
73 | *.pgc
74 | *.pgd
75 | *.rsp
76 | *.sbr
77 | *.tlb
78 | *.tli
79 | *.tlh
80 | *.tmp
81 | *.tmp_proj
82 | *_wpftmp.csproj
83 | *.log
84 | *.vspscc
85 | *.vssscc
86 | .builds
87 | *.pidb
88 | *.svclog
89 | *.scc
90 |
91 | # Chutzpah Test files
92 | _Chutzpah*
93 |
94 | # Visual C++ cache files
95 | ipch/
96 | *.aps
97 | *.ncb
98 | *.opendb
99 | *.opensdf
100 | *.sdf
101 | *.cachefile
102 | *.VC.db
103 | *.VC.VC.opendb
104 |
105 | # Visual Studio profiler
106 | *.psess
107 | *.vsp
108 | *.vspx
109 | *.sap
110 |
111 | # Visual Studio Trace Files
112 | *.e2e
113 |
114 | # TFS 2012 Local Workspace
115 | $tf/
116 |
117 | # Guidance Automation Toolkit
118 | *.gpState
119 |
120 | # ReSharper is a .NET coding add-in
121 | _ReSharper*/
122 | *.[Rr]e[Ss]harper
123 | *.DotSettings.user
124 |
125 | # JustCode is a .NET coding add-in
126 | .JustCode
127 |
128 | # TeamCity is a build add-in
129 | _TeamCity*
130 |
131 | # DotCover is a Code Coverage Tool
132 | *.dotCover
133 |
134 | # AxoCover is a Code Coverage Tool
135 | .axoCover/*
136 | !.axoCover/settings.json
137 |
138 | # Visual Studio code coverage results
139 | *.coverage
140 | *.coveragexml
141 |
142 | # NCrunch
143 | _NCrunch_*
144 | .*crunch*.local.xml
145 | nCrunchTemp_*
146 |
147 | # MightyMoose
148 | *.mm.*
149 | AutoTest.Net/
150 |
151 | # Web workbench (sass)
152 | .sass-cache/
153 |
154 | # Installshield output folder
155 | [Ee]xpress/
156 |
157 | # DocProject is a documentation generator add-in
158 | DocProject/buildhelp/
159 | DocProject/Help/*.HxT
160 | DocProject/Help/*.HxC
161 | DocProject/Help/*.hhc
162 | DocProject/Help/*.hhk
163 | DocProject/Help/*.hhp
164 | DocProject/Help/Html2
165 | DocProject/Help/html
166 |
167 | # Click-Once directory
168 | publish/
169 |
170 | # Publish Web Output
171 | *.[Pp]ublish.xml
172 | *.azurePubxml
173 | # Note: Comment the next line if you want to checkin your web deploy settings,
174 | # but database connection strings (with potential passwords) will be unencrypted
175 | *.pubxml
176 | *.publishproj
177 |
178 | # Microsoft Azure Web App publish settings. Comment the next line if you want to
179 | # checkin your Azure Web App publish settings, but sensitive information contained
180 | # in these scripts will be unencrypted
181 | PublishScripts/
182 |
183 | # NuGet Packages
184 | *.nupkg
185 | # The packages folder can be ignored because of Package Restore
186 | **/[Pp]ackages/*
187 | # except build/, which is used as an MSBuild target.
188 | !**/[Pp]ackages/build/
189 | # Uncomment if necessary however generally it will be regenerated when needed
190 | #!**/[Pp]ackages/repositories.config
191 | # NuGet v3's project.json files produces more ignorable files
192 | *.nuget.props
193 | *.nuget.targets
194 |
195 | # Microsoft Azure Build Output
196 | csx/
197 | *.build.csdef
198 |
199 | # Microsoft Azure Emulator
200 | ecf/
201 | rcf/
202 |
203 | # Windows Store app package directories and files
204 | AppPackages/
205 | BundleArtifacts/
206 | Package.StoreAssociation.xml
207 | _pkginfo.txt
208 | *.appx
209 |
210 | # Visual Studio cache files
211 | # files ending in .cache can be ignored
212 | *.[Cc]ache
213 | # but keep track of directories ending in .cache
214 | !?*.[Cc]ache/
215 |
216 | # Others
217 | ClientBin/
218 | ~$*
219 | *~
220 | *.dbmdl
221 | *.dbproj.schemaview
222 | *.jfm
223 | *.pfx
224 | *.publishsettings
225 | orleans.codegen.cs
226 |
227 | # Including strong name files can present a security risk
228 | # (https://github.com/github/gitignore/pull/2483#issue-259490424)
229 | #*.snk
230 |
231 | # Since there are multiple workflows, uncomment next line to ignore bower_components
232 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
233 | #bower_components/
234 |
235 | # RIA/Silverlight projects
236 | Generated_Code/
237 |
238 | # Backup & report files from converting an old project file
239 | # to a newer Visual Studio version. Backup files are not needed,
240 | # because we have git ;-)
241 | _UpgradeReport_Files/
242 | Backup*/
243 | UpgradeLog*.XML
244 | UpgradeLog*.htm
245 | ServiceFabricBackup/
246 | *.rptproj.bak
247 |
248 | # SQL Server files
249 | *.mdf
250 | *.ldf
251 | *.ndf
252 |
253 | # Business Intelligence projects
254 | *.rdl.data
255 | *.bim.layout
256 | *.bim_*.settings
257 | *.rptproj.rsuser
258 | *- Backup*.rdl
259 |
260 | # Microsoft Fakes
261 | FakesAssemblies/
262 |
263 | # GhostDoc plugin setting file
264 | *.GhostDoc.xml
265 |
266 | # Node.js Tools for Visual Studio
267 | .ntvs_analysis.dat
268 | node_modules/
269 |
270 | # Visual Studio 6 build log
271 | *.plg
272 |
273 | # Visual Studio 6 workspace options file
274 | *.opt
275 |
276 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
277 | *.vbw
278 |
279 | # Visual Studio LightSwitch build output
280 | **/*.HTMLClient/GeneratedArtifacts
281 | **/*.DesktopClient/GeneratedArtifacts
282 | **/*.DesktopClient/ModelManifest.xml
283 | **/*.Server/GeneratedArtifacts
284 | **/*.Server/ModelManifest.xml
285 | _Pvt_Extensions
286 |
287 | # Paket dependency manager
288 | .paket/paket.exe
289 | paket-files/
290 |
291 | # FAKE - F# Make
292 | .fake/
293 |
294 | # JetBrains Rider
295 | .idea/
296 | *.sln.iml
297 |
298 | # CodeRush personal settings
299 | .cr/personal
300 |
301 | # Python Tools for Visual Studio (PTVS)
302 | __pycache__/
303 | *.pyc
304 |
305 | # Cake - Uncomment if you are using it
306 | # tools/**
307 | # !tools/packages.config
308 |
309 | # Tabs Studio
310 | *.tss
311 |
312 | # Telerik's JustMock configuration file
313 | *.jmconfig
314 |
315 | # BizTalk build output
316 | *.btp.cs
317 | *.btm.cs
318 | *.odx.cs
319 | *.xsd.cs
320 |
321 | # OpenCover UI analysis results
322 | OpenCover/
323 |
324 | # Azure Stream Analytics local run output
325 | ASALocalRun/
326 |
327 | # MSBuild Binary and Structured Log
328 | *.binlog
329 |
330 | # NVidia Nsight GPU debugger configuration file
331 | *.nvuser
332 |
333 | # MFractors (Xamarin productivity tool) working folder
334 | .mfractor/
335 |
336 | # Local History for Visual Studio
337 | .localhistory/
338 |
339 | # BeatPulse healthcheck temp database
340 | healthchecksdb
--------------------------------------------------------------------------------
/DS3SaveUnpacker/BND4File.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using System.IO;
7 | using System.Runtime.InteropServices;
8 |
9 | namespace DS3SaveUnpacker
10 | {
11 | class BND4File
12 | {
13 | private const bool DEBUG = true;
14 |
15 | ///
16 | /// BND4 file header.
17 | ///
18 | public BND4Header header;
19 | ///
20 | /// The entries of the BND4 file.
21 | ///
22 | public BND4Entry[] entries;
23 |
24 | ///
25 | /// True if the encoding used for the save names is UTF-16.
26 | ///
27 | public bool isUnicode;
28 |
29 | ///
30 | /// Create empty, non-initialized BND4 file.
31 | ///
32 | public BND4File()
33 | {
34 |
35 | }
36 |
37 | ///
38 | /// Load a BND4 archive from a file.
39 | ///
40 | ///
41 | public BND4File(string filePath)
42 | {
43 | LoadInPlace(filePath);
44 | }
45 |
46 | ///
47 | /// Recalculate the BND4 headers from entry data.
48 | ///
49 | public void CalculateHeaders()
50 | {
51 | if (DEBUG) Console.WriteLine("[DEBUG] RECALCULATE HEADERS");
52 |
53 | // 1st pass, do names
54 | uint cDataOffset = (uint)(Marshal.SizeOf() + entries.Length * Marshal.SizeOf());
55 | foreach (BND4Entry entry in entries)
56 | {
57 | entry.header = new BND4EntryHeader((ulong)entry.data.Length, 0, cDataOffset);
58 | cDataOffset += (isUnicode ? 2U : 1U) * (uint)(entry.name.Length + 1);
59 | }
60 | // Pad cDataOffset to a multiple of 16 bytes
61 | cDataOffset += (16U - cDataOffset % 16U) % 16U;
62 | // Fix main header
63 | header = new BND4Header((uint)entries.Length, cDataOffset, isUnicode);
64 | // 2nd pass, do file offsets
65 | foreach (BND4Entry entry in entries)
66 | {
67 | entry.header.entryDataOffset = cDataOffset;
68 | cDataOffset += (uint)entry.header.entrySize;
69 | // Pad to a multiple of 16 bytes
70 | cDataOffset += (16U - cDataOffset % 16U) % 16U;
71 | }
72 | }
73 |
74 | ///
75 | /// Load a BND4 file into the existing object, overwriting existing data.
76 | ///
77 | ///
78 | public void LoadInPlace(string filePath)
79 | {
80 | Utils.Assert(File.Exists(filePath), "File does not exist");
81 |
82 | using (BinReader bin = new BinReader(File.OpenRead(filePath)))
83 | {
84 | if (DEBUG) Console.WriteLine("[DEBUG] READ BND4 HEADERS");
85 |
86 | header = bin.ReadStruct();
87 | header.AssertIntegrity();
88 | isUnicode = header.isUnicode;
89 |
90 | entries = new BND4Entry[header.fileCnt];
91 |
92 | for (int i = 0; i < header.fileCnt; i++)
93 | {
94 | if (DEBUG) Console.WriteLine(string.Format("[DEBUG] READ ENTRY HEADER {0}/{1}", i + 1, header.fileCnt));
95 |
96 | entries[i] = new BND4Entry();
97 | entries[i].header = bin.ReadStruct();
98 | entries[i].header.AssertIntegrity();
99 |
100 | if (DEBUG) Console.WriteLine(string.Format("[DEBUG] READ ENTRY NAME {0}/{1}", i + 1, header.fileCnt));
101 |
102 | bin.StepInto(entries[i].header.entryNameOffset);
103 | entries[i].name = header.isUnicode ? bin.ReadWideString() : bin.ReadShiftJIS();
104 | bin.StepOut();
105 |
106 | if (DEBUG) Console.WriteLine(string.Format("[DEBUG] READ ENTRY DATA {0}/{1}", i + 1, header.fileCnt));
107 |
108 | bin.StepInto(entries[i].header.entryDataOffset);
109 | entries[i].data = bin.ReadBytes((int)entries[i].header.entrySize);
110 | bin.StepOut();
111 | }
112 |
113 | if (DEBUG) Console.WriteLine("[DEBUG] READ COMPLETE");
114 | }
115 | }
116 |
117 | ///
118 | /// Load a BND4 archive from a file and return a object.
119 | ///
120 | ///
121 | public static BND4File Load(string filePath)
122 | {
123 | var BND = new BND4File();
124 | BND.LoadInPlace(filePath);
125 | return BND;
126 | }
127 |
128 | ///
129 | /// Update BND4 headers and save the archive.
130 | ///
131 | ///
132 | public void Save(string filePath)
133 | {
134 | if (DEBUG) Console.WriteLine("[DEBUG] SAVING BND4 ARCHIVE...");
135 |
136 | CalculateHeaders();
137 |
138 | using (BinWriter bin = new BinWriter(File.OpenWrite(filePath)))
139 | {
140 | if (DEBUG) Console.WriteLine("[DEBUG] WRITE BND4 HEADERS");
141 |
142 | bin.WriteStruct(header);
143 |
144 | foreach (BND4Entry entry in entries)
145 | {
146 | if (DEBUG) Console.WriteLine(string.Format("[DEBUG] WRITE ENTRY HEADER '{0}'", entry.name));
147 |
148 | bin.WriteStruct(entry.header);
149 |
150 | if (DEBUG) Console.WriteLine(string.Format("[DEBUG] WRITE ENTRY HEADER NAME '{0}'", entry.name));
151 |
152 | bin.StepInto(entry.header.entryNameOffset);
153 | if (header.isUnicode) { bin.WriteWideString(entry.name); }
154 | else { bin.WriteShiftJIS(entry.name); }
155 | bin.StepOut();
156 |
157 | if (DEBUG) Console.WriteLine(string.Format("[DEBUG] WRITE ENTRY HEADER DATA '{0}'", entry.name));
158 |
159 | bin.StepInto(entry.header.entryDataOffset);
160 | bin.Write(entry.data);
161 | bin.StepOut();
162 | }
163 | };
164 |
165 | if (DEBUG) Console.WriteLine("[DEBUG] SAVING COMPLETED");
166 | }
167 |
168 | public BND4Entry findEntryByName(string name)
169 | {
170 | foreach (BND4Entry entry in entries)
171 | {
172 | if (entry.name == name) { return entry; }
173 | }
174 | return null;
175 | }
176 |
177 | ///
178 | /// Unpack the archive files into a folder.
179 | ///
180 | public void Unpack(string folder = "", bool decrypt = true)
181 | {
182 | if (DEBUG) Console.WriteLine("[DEBUG] UNPACKING ENTRY DATA...");
183 |
184 | if (!Directory.Exists(folder))
185 | {
186 | Directory.CreateDirectory(folder);
187 | }
188 |
189 | foreach (BND4Entry entry in entries)
190 | {
191 | if (decrypt)
192 | {
193 | byte[] decrypted = entry.DecryptData();
194 | File.WriteAllBytes(Path.Combine(folder, entry.name), decrypted);
195 | }
196 | else
197 | {
198 | File.WriteAllBytes(Path.Combine(folder, entry.name), entry.data);
199 | }
200 | }
201 |
202 | if (DEBUG) Console.WriteLine("[DEBUG] ENTRY DATA UNPACKED");
203 | }
204 |
205 | ///
206 | /// Unpack a BND4 file into a folder.
207 | ///
208 | ///
209 | ///
210 | ///
211 | public static void Unpack(string filePath, string folder, bool decrypt = true)
212 | {
213 | var BND = new BND4File(filePath);
214 | BND.Unpack(folder, decrypt);
215 | }
216 |
217 | ///
218 | /// Create a BND4File object from subfiles stored in a folder.
219 | ///
220 | ///
221 | ///
222 | ///
223 | public static BND4File Pack(string folder, bool encrypt = true)
224 | {
225 | if (DEBUG) Console.WriteLine("[DEBUG] PACKING FOLDER INTO BND4 ARCHIVE...");
226 |
227 | Utils.Assert(Directory.Exists(folder), "Folder does not exist");
228 |
229 | string[] files = Directory.GetFiles(folder);
230 | Utils.Assert(files.Length != 0, "No subfiles to add to archive");
231 |
232 | var BND = new BND4File();
233 | BND.isUnicode = true;
234 | BND.entries = new BND4Entry[files.Length];
235 |
236 | for (int i = 0; i < files.Length; i++)
237 | {
238 | BND.entries[i] = new BND4Entry();
239 | BND.entries[i].name = Path.GetFileName(files[i]);
240 |
241 | byte[] data = File.ReadAllBytes(files[i]);
242 | if (encrypt) { BND.entries[i].SetEncryptedData(data, false); }
243 | else { BND.entries[i].data = data; }
244 | }
245 |
246 | if (DEBUG) Console.WriteLine("[DEBUG] PACKING COMPLETED");
247 |
248 | return BND;
249 | }
250 |
251 | ///
252 | /// Pack a BND4 file from subfiles stored in a folder.
253 | ///
254 | ///
255 | ///
256 | ///
257 | public static void Pack(string folder, string filePath, bool encrypt = true)
258 | {
259 | var BND = Pack(folder, encrypt);
260 | BND.Save(filePath);
261 | }
262 |
263 | ///
264 | /// Patch the DS3 account flag that controls if a save can be opened by a user.
265 | ///
266 | ///
267 | public void PatchDS3AccountFlag(ulong steamID)
268 | {
269 | if (DEBUG) Console.WriteLine("[DEBUG] PATCH MENU ACCOUNT FLAG...");
270 |
271 | BND4Entry menuEntry = entries[10];
272 | // Overwrite account flag in menu file (Responsible for "Cannot load save" msg on startup)
273 | byte[] menuData = menuEntry.DecryptData();
274 | Array.Copy(BitConverter.GetBytes(steamID), 0, menuData, 0x8, 8);
275 | menuEntry.SetEncryptedData(menuData);
276 | // Get used save slots bool array to overwrite save-specific account flags
277 | byte[] usedCharSlots = new byte[10];
278 | Array.Copy(menuData, 0x1098, usedCharSlots, 0, 10);
279 | // For each used char. slot, patch its account flag
280 | for (int i = 0; i < 10; i++)
281 | {
282 | if (0 == usedCharSlots[i]) { continue; }
283 | if (DEBUG) Console.WriteLine("[DEBUG] PATCH ACCOUNT FLAG CHAR #" + i.ToString());
284 |
285 | byte[] slotData = entries[i].DecryptData();
286 | // This offset always seems to go 0x6F under the account flag
287 | uint flagOffset = BitConverter.ToUInt32(slotData, 0x58) + 0x6F;
288 | Array.Copy(BitConverter.GetBytes(steamID), 0, slotData, flagOffset, 8);
289 | entries[i].SetEncryptedData(slotData);
290 | }
291 |
292 | if (DEBUG) Console.WriteLine("[DEBUG] ACCOUNT FLAG PATCHED");
293 | }
294 | }
295 | }
296 |
--------------------------------------------------------------------------------