-
-
Save barncastle/a21b62df945445b38daf91ede021a3ec to your computer and use it in GitHub Desktop.
// WEll512 implementation - https://gist.github.com/barncastle/0fb2279bdc337d2a7d951e1bd2e3c0df | |
using Ionic.Zlib; | |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using System.IO; | |
using System.Text; | |
static class BrawlhallaSWZ | |
{ | |
public static string[] Decrypt(Stream input, uint globalKey) | |
{ | |
var checksum = ReadUInt32BE(input); | |
var seed = ReadUInt32BE(input); | |
// initialise WELL512 | |
var rand = new WELL512(seed ^ globalKey); | |
// compute and compare the header checksum | |
// this also mixes the WELL512 state so is required | |
var hash = 0x2DF4A1CDu; | |
var hash_rounds = globalKey % 0x1F + 5; | |
for (var i = 0; i < hash_rounds; i++) | |
hash ^= rand.NextUInt(); | |
Debug.Assert(hash == checksum); | |
// decrypt each string object | |
var results = new List<string>(); | |
while (input.Position != input.Length) | |
{ | |
if (ReadStringEntry(input, rand, out var stringEntry)) | |
results.Add(stringEntry); | |
} | |
return results.ToArray(); | |
} | |
public static byte[] Encrypt(uint seed, uint globalKey, params string[] stringEntries) | |
{ | |
// initialise WELL512 | |
var rand = new WELL512(seed ^ globalKey); | |
// compute the header checksum | |
var hash = 0x2DF4A1CDu; | |
var hash_rounds = globalKey % 0x1F + 5; | |
for (var i = 0; i < hash_rounds; i++) | |
hash ^= rand.NextUInt(); | |
using var ms = new MemoryStream(0x1000); | |
WriteUInt32BE(ms, hash); | |
WriteUInt32BE(ms, seed); | |
foreach (var entry in stringEntries) | |
{ | |
var stringBytes = Encoding.UTF8.GetBytes(entry); | |
WriteStringEntry(stringBytes, rand, ms); | |
} | |
return ms.ToArray(); | |
} | |
private static bool ReadStringEntry(Stream input, WELL512 rand, out string result) | |
{ | |
// read the object header XOR'ing the size fields | |
var compressedSize = ReadUInt32BE(input) ^ rand.NextUInt(); | |
var decompressedSize = ReadUInt32BE(input) ^ rand.NextUInt(); | |
var checksum = ReadUInt32BE(input); | |
if (compressedSize + input.Position > input.Length) | |
{ | |
result = null; | |
return false; | |
} | |
// read the compressed data | |
var buffer = new byte[compressedSize]; | |
input.Read(buffer); | |
// again required even if not | |
// validating the checksum | |
var hash = rand.NextUInt(); | |
for (var i = 0; i < compressedSize; i++) | |
{ | |
// decode the byte | |
var shift = i & 0xF; | |
buffer[i] ^= (byte)(((0xFFu << shift) & rand.NextUInt()) >> shift); | |
// update the local checksum | |
hash = buffer[i] ^ RotateRight(hash, i % 7 + 1); | |
} | |
Debug.Assert(checksum == hash); | |
// zlib decompress | |
var decompressedData = ZlibStream.UncompressBuffer(buffer); | |
result = Encoding.UTF8.GetString(decompressedData); | |
return true; | |
} | |
private static void WriteStringEntry(byte[] input, WELL512 rand, Stream output) | |
{ | |
// zlib compress | |
var compressedInput = ZlibStream.CompressBuffer(input); | |
// calculate the field values | |
var compressedSize = (uint)compressedInput.Length ^ rand.NextUInt(); | |
var decompressedSize = (uint)input.Length ^ rand.NextUInt(); | |
// create the checksum | |
var checksum = rand.NextUInt(); | |
for (var i = 0; i < compressedInput.Length; i++) | |
{ | |
// update the checksum | |
checksum = compressedInput[i] ^ RotateRight(checksum, i % 7 + 1); | |
// encode the byte | |
var shift = i & 0xF; | |
compressedInput[i] ^= (byte)(((0xFFu << shift) & rand.NextUInt()) >> shift); | |
} | |
// write the fields and data | |
WriteUInt32BE(output, compressedSize); | |
WriteUInt32BE(output, decompressedSize); | |
WriteUInt32BE(output, checksum); | |
output.Write(compressedInput); | |
} | |
private static uint RotateRight(uint v, int bits) | |
{ | |
return (v >> bits) | (v << (32 - bits)); | |
} | |
private static uint ReadUInt32BE(Stream stream) | |
{ | |
var buffer = new byte[4]; | |
stream.Read(buffer); | |
return (uint)(buffer[3] | (buffer[2] << 8) | (buffer[1] << 16) | (buffer[0] << 24)); | |
} | |
private static void WriteUInt32BE(Stream stream, uint value) | |
{ | |
var buffer = new byte[4] | |
{ | |
(byte)((value >> 24) & 0xFF), | |
(byte)((value >> 16) & 0xFF), | |
(byte)((value >> 08) & 0xFF), | |
(byte)((value >> 00) & 0xFF) | |
}; | |
stream.Write(buffer); | |
} | |
} |
The Decrypt
static method is called 4 times, once for each .swz
file stream; its output is a string[]
that has all the files included in the .swz
as a string
.
So, simply use a foreach
loop on the elements of the output of Decrypt
and run the filename block, then use the file_name
string in the file stream writer.
@ClickHubs BrawlhallaAir isnt a swz
Yo, how do i repack? any tools to repack a dumped Game.swz file?
@uncustomizable there are plenty of solutions on github that you can search for
Ive gotten my game files dumped but theres a huge range of game files, from Game0 to Game69, how can I find the file and text i need which edits for example legends in game that the user owns, or coins, etc.
@unsadddd you cannot do that. Legends, coins and cosmetics are tied to your account, handled server side. Moreover, if you modify the game files you won't be able to play online or connect to the servers at all.
@anto123arci what about unlocking legends / stances / skins in couch party, that should be somewhere local right? (I am not encouraging this)
it's funny how you still have to play a ton to unlock all legends offline
Was trying to implement this into a little program but am not able to substitute the data string with anything, man :c