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So from what I understand, instead of a converting program being made, it's just a little more complicated fix where someone would have to make a program with the physics and whatnot of Brawl along with all other data that could be found in a Replay. Of course, that would pretty much end up meaning that they'd have to pretty much remake a completely working game (from what I understand) simply to convert the Replays.There is NO WAY to convert the videos you record in Brawl.
Because they are not videos. There are data that tells the game what characters were used, and how the match went down exactly. So the game can recreate that match for you.
Which is silly and nearly impossible...So from what I understand, instead of a converting program being made, it's just a little more complicated fix where someone would have to make a program with the physics and whatnot of Brawl along with all other data that could be found in a Replay. Of course, that would pretty much end up meaning that they'd have to pretty much remake a completely working game (from what I understand) simply to convert the Replays.
Well, it really is a good thing I don't really care to convert replays. My main interest (and quite the reason I joined this forum) is in custom stage decryption and encryption.Which is silly and nearly impossible...
The answer to that is, unfortunately, going to be hardware based...
Which is what I'm currently working on, a Stage Builder for PC.Well, it really is a good thing I don't really care to convert replays. My main interest (and quite the reason I joined this forum) is in custom stage decryption and encryption.
Awesome idea; keep us posted.Which is what I'm currently working on, a Stage Builder for PC.
Would be interesting to be able to break that down into a scripting type setup. For combo testing and whatnot.When you press a button, the button press and ONLY the button press is stored in the replay data. This is why some replays can become corrupted.
That's not actually an error, but rather a warning. It's just letting you know that it was written on a machine with a different architecture than yours. The "out2jpg" source compiles just fine under UNIX, but do be aware that it is only latter half of the conversion process (ie. reassigning bits of a decrytped file using the LZSS algorithm).I was wondering if there was anything I could do to help make a mac binary of bindecrypt.
From the site:
(Mac binaries?): I'm not sure if I'll be able to make a bindecrypt for Mac, but I'll see.
So far I have downloaded the source and attempted to compile it using the GCC4 compiler that comes with Apples dev tools.
I got some kind of error about signedness. I'm currently taking a programming course and know some light C++ but I'm not good enough to figure out what the fix might be.
If I paste up my compiler's output could someone help me move forward?
Not at all. That's built into the game.For the stage builder, would custom backgrounds ever be possible?
Ah thanks!Also, Heinermann, if you add 0xEFBBBF at the beginning of the text file, the text file automatically becomes UTF-8 formated. That way, you wouldn't need to convert the Japanese text to spaces at all, therefore saving some bytes and a few lines of code. Right now no Japanese characters are shown. I've made an attempt at it, but my code keeps crashing at a certain point.
Little waiting never killed me. Heck, if there was simply a program with a 'Load' Button, a 'SaveAs' Button, a 'Decrypt' Button, an 'Encrypt' Button, and a Hex Viewer/Editor (Optional), I'd be happy...and I'd probably have more fun editing it like that, ironically.Which is what I'm currently working on, a Stage Builder for PC.
Well, don't expect a release in near time, since I'm writing A-Levels next month. :<
They're already ripable.Nice progress, Gary.
I'm really looking forward to get all the textures of the stage editor blocks. xD
Just posting with some more info about this:Anyone working on that checksum?
Sorry, unless I can find a way to make my programs stop crashing I won't be able to do that.Anyway good job on the LZ77 research. Will you write a program for it?
Are you sure you're looking at the 8-byte checksum that binDecrypt DOESN'T produce?Just posting with some more info about this:
A stage file (but screenshot files are similar!) starts with 16 bytes of stuff (usually starting with 'o'), 4 bytes of more stuff, and then a ! and data. Nothing after the ! is changed when I take a stage and resave it immediately.
What does change is the 4 bytes at 0x10, which change to some completely random value, and anywhere from 4 to 6 of the bytes before that, depending on how long the period between the saves was.
This can't be a straight md5 because in that case it would change completely or not at all, and you would never see some of the bytes only changing sometimes. It also can't be a hash that only depends on the rest of the document since it changes even when the rest has no change. But it must depend on the document somehow, because changing the stage while keeping the header intact makes the file unreadable.
Of course, if any of those bytes is messed with you get a corrupted file.
The checksum has nothing to do with the date/time because saving the same file with a different filename causes it to show up with a different time, but no corrupted error.
Then I might as well have a go at it.Sorry, unless I can find a way to make my programs stop crashing I won't be able to do that.
Wouldn't it be fun to convert Brawl to Garry's mod? xPNot to mention Garry's Mod
bindecrypt just skips over the first 16 (not 8) bytes of the decrypted file. DeLZSS then skips over 16 more bytes before it actually decompresses anything. What I refer to as changing is both the last 6 bytes of the first part that bindecrypt skips, and the first 4 bytes after that.Are you sure you're looking at the 8-byte checksum that binDecrypt DOESN'T produce?
dude, it looks awesome! Ican't wait to download itOk, since the development of the Stage Builder will be set on hold for the next couple of weeks due to A-Levels, I provide you some screenshots of it's current state.
Mostly renders of random stages.
Please note that this is just a preview, nothing shown is in it's final state - it's far from being finished.
Changes may and will occur, there's much left to do.
Right now it's only able to load and render stages with "Nature"-Background blocks.
My bad. >.>bindecrypt just skips over the first 16 (not 8) bytes of the decrypted file. DeLZSS then skips over 16 more bytes before it actually decompresses anything. What I refer to as changing is both the last 6 bytes of the first part that bindecrypt skips, and the first 4 bytes after that.
You should see the animations, which are even more impressive.dude, it looks awesome! Ican't wait to download it
keep up the good work!
is the 16 byte checksum now actually cracked? I did brute force MD5 attacks cutting together files and even just checked whether the correct digits were in the checksum (ignoring their order). But well, I didn't have much time to look closer - is it cracked by now (I checked the last pages but I didn't see it - if I missed - sorry )
Just a note: The guy who helped me decrypt the .bin files acted like he had an additional 16 bytes before the stuff that bindecrypt and any other decryptors produce. I'm not sure if that was just the key, or the encoded key, or what, but I should probably try to check with him some time if I can.Nope. But I suspect that, since the six bytes out of the first 16 change in a way correlated with time, they're arbitrary and the checksum is actually the 4 bytes after that (0x10 - 0x13).
So I'm currently trying (by means of bruteforce) to see if it might be a crc32 of the entire file with some kind of "blanker" analogous to the md5 blanker for gamesaves applied. To be honest, though, I'm doubtful that I'll get a result.
Do you, or anyone, happen to know why? I don't know the details of AES like I should, to know why the bytes might be different.Well, if you happen to be using unix, this is the entirety of what i'm using to decrypt:
<?php
$sd_key = "\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"; // secret value here
$sd_iv = "\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"; // here too
echo mcrypt_decrypt(MCRYPT_RIJNDAEL_128, $sd_key, file_get_contents('php://stdin'), 'cbc', $sd_iv);
?>
It produces 16 bytes at the beginning that bindecrypt does not. The same result is produced by this online decryptor.