I have a list of XML files that i want to edit from WADs I've extracted from the game called Wizard101 (GameBryo Engine if that helps).
I believe these XML's contain the game code for their respective areas (example: extracting MB_Arena.wad gives me the textures, the model and these XML's).
My only issue is upon opening these XML's in Notepad, WordPad etc.. I am greeted with strange characters that I cannot understand (let alone make edits to).
My goal is to edit the areas code so that teleporting to the area as a spectator would teleport my character on the battle circle and not in the spectator area (maybe with triggers.xml so that it adds me into battle always, or spawndata.xml to spawn my character onto the battle circle.. (as colliding with the circle joins you into battle automatically).
Can anyone translate the code in these XML's or help me read it? (Note: I believe the mechanics were written mainly in C/C++)
EXAMPLE XML'S + OTHER DATA FROM MB_ARENA.WAD HERE:
http://www.mediafire.com/file/99ore2ia8 ... +Arena.rar
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Unreadable Game Data XMLs
Unreadable Game Data XMLs
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Last edited by ReedSteed on Sun Oct 01, 2017 12:29 am, edited 1 time in total.
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Re: Unreadable Game Data XMLs
These are "binary" xml files - xml files packed into data.
Interestingly portals.xml is actual xml
Interestingly portals.xml is actual xml
Useful tool links:
Re: Unreadable Game Data XMLs
Is there any way I can open/edit these binaries properly?WRS wrote:These are "binary" xml files - xml files packed into data.
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Re: Unreadable Game Data XMLs
What tools did you use to unpack the 'WAD's? I'm thinking there may be other tools like XML converting for this engine? Some of these other files like NIF are graphics files which would need converting to read..
Otherwise we can look at examining it
Otherwise we can look at examining it
Useful tool links:
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Re: Unreadable Game Data XMLs
Here, I've written a script which can parse all files. Not sure how to reconstruct them to xml yet! Check back later
Code: Select all
// binary template for 010 editor. save as FILENAME.bt
// wrs
/////////////////////////////////
typedef uint uint_p2 <read=ReadUIntP2>;
uint unpackLen(uint len)
{
// len is is bits (x8 larger than it need be)
// odd values are restored
local int b = (len>>3);// + (len&0x7);
//Printf("%u ==> %u (%u)**\n", len, b, (len&0x7));
if( (len&0x7) == 1 ){ b++; }
return b - 4;//sizeof(uint);
}
// 010ed magic
string ReadUIntP2( uint_p2 b ) {
string s;
SPrintf( s, "%u", unpackLen(b) );
return s;
}
/////////////////////////////////
struct
{
char Magic[4];
Assert(Magic=="BINd");
uint Version;
Assert(Version==7);
} BINdHeader;
/////////////////////////////////
struct str(int size)
{
byte len;
if(size!=-1)
Assert((len/2)==size);
//Printf("Expected: %u\n",size);
//Printf("Read: %u\n",len/2);
char cstr[len/2];
Printf("%s\n", cstr);
};
/////////////////////////////////
struct ChunkBit
{
uint_p2 len;
union{
byte bits[unpackLen(len)];
struct {
uint tag <format=hex>;
if( (tag &0xFF) == 0x10 ) {
str astr(-1);
}
} s;
} u;
};
/////////////////////////////////
union un
{
byte a[8];
struct
{
byte a, b, c, d;
uint_p2 len;
} b;
};
/////////////////////////////////
struct
{
byte flags[4];
uint_p2 len_first; // from this offset -> eof
// first chunk
uint_p2 len; // from this offset -> eof
byte unknown[4];
byte cnt_2;
local uint cnt = cnt_2/2;
if( cnt > 0 ) {
struct {
un hdr;
local uint max = unpackLen(hdr.b.len);
local uint size = 0;
struct {
while(size<max) {
ChunkBit cs;
size += sizeof(cs);
}
} data;
} chunk[cnt] <optimize=false>;
}
} data;
/////////////////////////////////
Assert(FEof());
/////////////////////////////////
Useful tool links:
Re: Unreadable Game Data XMLs
QuickBMS, using scripts I've found on this forum. I repack WAD's using a python shell written specifically for this game.WRS wrote:What tools did you use to unpack the 'WAD's?
I have opened the NIF's with NifSkope and it opens older versions just fine, but making any edits to the NIF either in hex or in NifSkope causes a game client crash upon entering the Marlybone Arena. (that post here: viewtopic.php?f=16&t=17074)WRS wrote:Some of these other files like NIF are graphics files which would need converting to read..
WRS wrote:Here, I've written a script which can parse all files.
Executing the script on the XML's provide me with data I still can't exactly understand! Can we define what each of these do so I can edit accordingly?
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Re: Unreadable Game Data XMLs
Hi. Is there any chance you'd be so kind as to finish this? It would be really helpful for me and OP.WRS wrote:Here, I've written a script which can parse all files. Not sure how to reconstruct them to xml yet! Check back later
Thanks