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  1. #1
    h4x0r
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    Dofus Unpacking D2P Archives

    Source: Info
    Language: ActionScript 3 (Not sure)

    Generally, d2p files looks like splitted archives and each one have some pack of maps in it.

    Code:
    module Com::AnkamaGames::Jerakine::Resources::Protocols::Impl
      class PakProtocol2
        include Singleton
    
        attr_accessor :indexes, :properties
    
        def self.method_missing meth, *args
          instance.send(meth, *args)
        end
    
        def initialize
          @indexes = {}
          @properties = {}
    
          @adapter = MapsAdapter.new
        end
    
        def [](key)
          index, subpath = key.to_s.split("/", 2)
    
          read(index, subpath)
        end
    
        def read(index, subpath)
          i = 0
    
          item = @indexes[index][subpath]
          file_stream = item[:stream]
    
          file_stream.pos = item[:offset]
          data = file_stream.read(item[:length])
    
          # @adapther is instance of MapsAdapter (see below)
          map = @adapter.getResource(data)
        end
    
        def parse filepath
          raise "[D2P] File doesn't exists #{filepath}" unless File.exists?(filepath)
    
          @stream_name = File.dirname(filepath).gsub("#{RES_ROOT}/", "")
    
          file_stream = nil
          unless @indexes[@stream_name]
            file_stream = init_stream(filepath)
    
            raise "[D2P] Error while looking for file_stream: #{@stream_name}" unless file_stream
          end
        end
    
        def init_stream filepath
          @indexes[@stream_name] = {}
          @properties[@stream_name] = {}
    
          indexes = @indexes[@stream_name]
          properties = @properties[@stream_name]
    
          base_pos = 0
          base_size = 0
          indexes_pos = 0
          indexes_size = 0
          properties_pos = 0
          properties_size = 0
    
          link_filepath = filepath
    
          while File.exists?(link_filepath)
            fp = File.open(link_filepath)
    
            raise "[D2P] Incorrect file?!" if fp.read(2) != "\x02\x01"
    
            fp.pos = fp.size - 24
    
            base_pos = fp.readUInt
            base_size = fp.readUInt
            indexes_pos = fp.readUInt
            indexes_size = fp.readUInt
            properties_pos = fp.readUInt
            properties_size = fp.readUInt
    
            fp.pos = properties_pos
            link_filepath = ""
    
            properties_size.times do
              prop_type = fp.readUTFString
              prop_value = fp.readUTFString
    
              properties[prop_type] = prop_value
    
              if prop_type == "link"
                link_filepath = File.join(@stream_name, prop_value)
              end
            end
    
            fp.pos = indexes_pos
            indexes_size.times do
              name = fp.readUTFString
              offset = fp.readInt
              length = fp.readInt
    
              indexes[name] = {
                offset: base_pos + offset,
                length: length,
                stream: fp
              }
            end
          end
    
          return fp
        end
      end
    
      PakProtocol2.parse "#{RES_ROOT}/maps/maps0.d2p"
    end
    Chunks of .d2p is .dlm:

    As first, they’re packed in GZip, with metadata, and simple inflate isn’t working for it. For more descriptive information visit: ActionScript 3 ByteArray and look at compress method.

    Generally, we just need to skip till we get 0x77 byte

    Code:
    module Com::AnkamaGames::Atouin::Resources::Adapters
      class MapsAdapter
        def getResource orig_data
          data = StringIO.new(orig_data)
          header = data.readByte
    
          if header != 77
            data.pos = 0
            data = StringIO.new(Zlib::Inflate.inflate(data.read))
    
            header = data.readByte
            raise "Incorrect header file" if header != 77
          end
    
          data.pos = 0
    
          # Map class below :)
          map = Map.new
          map.parse data
    
          map
        end
      end
    end
    Starting reading dlm structure… Map class!

    Code:
    module Com::AnkamaGames::Atouin::Data::Map
      class Map
        include Enumerable
    
        attr_accessor :header, :background, :zoomScale, :zoomOffsetX, :zoomOffsetY, :useLowPassFilter, :useReverb, :presetId, :backgroundsCount, :backgroundFixtures, :foregroundsCount, :foregroundFixtures, :cellsCount, :groundCRC, :layersCount, :layers, :cells
    
        def parse data
          raise "Incorrect header file" unless data.readByte == 77
    
          @header = {
            mapVersion: data.readByte,
            id: data.readUInt,
            relativeId: data.readUInt,
            mapType: data.readByte,
            subareaId: data.readInt,
            topNeighbourId: data.readInt,
            bottomNeighbourId: data.readInt,
            leftNeighbourId: data.readInt,
            rightNeighbourId: data.readInt,
            shadowBonusOnEntities: data.readInt
          }
    
          if @header[:mapVersion] >= 3
            @background = {
              red: data.readByte,
              green: data.readByte,
              blue: data.readByte
            }
    
            @background[:color] = (@background[:red] & 255) << 16 | (@background[:green] & 255) << 8 | @background[:blue] & 255
          end
    
          if @header[:mapVersion] >= 4
            @zoomScale = data.readUShort / 100
            @zoomOffsetX = data.readShort
            @zoomOffsetY = data.readShort
          end
    
          @useLowPassFilter = data.readByte == 1
    
          @useReverb = data.readByte == 1
          @presetId = -1
          @presetId = data.readInt if @useReverb
    
          @backgroundsCount = data.readByte
          @backgroundFixtures = []
          @backgroundsCount.times {
            bg = Fixture.new
            bg.parse data
    
            @backgroundFixtures << bg
          }
    
          @foregroundsCount = data.readByte
          @foregroundFixtures = []
          @foregroundsCount.times {
            fg = Fixture.new
            fg.parse data
    
            @foregroundFixtures << fg
          }
    
          @cellsCount = 560
          data.readInt
          @groundCRC = data.readInt
          @layersCount = data.readByte
          @layers = []
          @layersCount.times {
            la = Layer.new
            la.parse data
    
            @layers << la
          }
    
          @cells = []
          @cellsCount.times {
            cd = CellData.new
            cd.parse data
    
            @cells << cd
          }
        end
      end
    end
    Generally, i don’t care about colors & other info… i just need to get @cells information

    Fixture, Layer classes

    Code:
    module Com::AnkamaGames::Atouin::Data::Map
      class Fixture
        def parse data
          @fixtureId = data.readInt
    
          @offset = OpenStruct.new
          @offset.x = data.readShort
          @offset.y = data.readShort
    
          @rotation = data.readShort
    
          @xScale = data.readShort
          @yScale = data.readShort
    
          @redMultiplier = data.readByte
          @greenMultiplier = data.readByte
          @blueMultiplier = data.readByte
          @hue = @redMultiplier | @greenMultiplier | @blueMultiplier
    
          @alpha = data.readUnsignedByte
        end
      end
    end
    
    module Com::AnkamaGames::Atouin::Data::Map
      class Layer
        def parse data
          @layerId = data.readInt
          @cellsCount = data.readShort
          @cells = []
    
          @cellsCount.times {
            c = Cell.new
            c.parse data
    
            @cells << c
          }
        end
      end
    end
    And at last… CellData class!

    Code:
    module Com::AnkamaGames::Atouin::Data::Map
      class CellData
        attr_accessor :floor, :losmov, :speed, :mapChangeData 
    
        def parse data
          @floor = data.readByte * 10;
          @losmov = data.readUnsignedByte
          @speed = data.readByte
          @mapChangeData = data.readUnsignedByte
        end
    
        def nonWalkableDuringRP
          (@losmov & 128) >> 7 == 1
        end
    
        def nonWalkableDuringFight
          (@losmov & 4) >> 2 == 1
        end
    
        def visible
          (@losmov & 64) >> 6 == 1
        end
    
        def farmCell
          (@losmov & 32) >> 5 == 1
        end
    
        def blue
          (@losmov & 16) >> 4 == 1
        end
    
        def red
          (@losmov & 8) >> 3 == 1
        end
    
        def los
          (@losmov & 2) >> 1 == 1
        end
    
        def mov
          (@losmov & 1) == 1
        end
      end
    end
    You can detect “move-ability” of cell using methods: mov, nonWalkableDuringRP and nonWalkableDuringFight.

    Usage

    Code:
    map_id = 21760516
    map_path = "maps/#{map_id % 10}/#{map_id}.dlm"
    map = PakProtocol2[map_path]
    
    puts map.cells[0].mov # true or false, means movable?
    puts map.cells.select { |c| c.mov } # select all movable cells
    Output

    Code:
    true
    
    [
      #<Com::AnkamaGames::Atouin::Data::Map::CellData:0x0001 ...>,
      #<Com::AnkamaGames::Atouin::Data::Map::CellData:0x0002 ...>,
      #<Com::AnkamaGames::Atouin::Data::Map::CellData:0x0003 ...>,
      #<Com::AnkamaGames::Atouin::Data::Map::CellData:0x0004 ...>,
      #<Com::AnkamaGames::Atouin::Data::Map::CellData:0x0005 ...>,
      #<Com::AnkamaGames::Atouin::Data::Map::CellData:0x0006 ...>
    ]
    DofusInvoker (Game Flash Loader) Decompile with Sothink SWF Decompiler or something

    Please register or login to download attachments.

    Last edited by h4x0r; 2011-12-27 at 07:38 PM.

  2. The Following 3 Users Say Thank You to h4x0r For This Useful Post:


  3. #2
    esfomeado
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    Where i put that?
    Last edited by esfomeado; 2012-01-22 at 01:57 AM.

  4. #3
    kalamax
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    I think I should put in the game folder. Not sure

  5. #4
    esfomeado
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    If anyone can explain who this should be installed will be really helpful.

    ---------- Post added 2012-01-24 at 06:35 PM ---------- Previous post was 2012-01-22 at 07:39 PM ----------

    bump :p

  6. #5
    Grooguz
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    I've tried to search this thread with "dufus" query...

    Reputation for good stuff

  7. #6
    h4x0r
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    btw this info useful only for dev's

  8. #7
    P.o.X
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    yea,i see the code,i must compile it with c++ or? can u explain me please i understand 30% of what u`v posted xd
    ty.

  9. #8
    h4x0r
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    Nope it's Flash (ActionScript)

  10. #9
    P.o.X
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    Quote Originally Posted by h4x0r View Post
    Nope it's Flash (ActionScript)
    DofusInvoker.rar‎ this is a sample you decompiled?
    or is a decompiler?
    or u used a program to decompile .swf files from dofus ?

  11. #10
    h4x0r
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    DofusInvoker it's original game loader and code on first post from him.

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