Beispiel #1
0
        public static int Parse(List <string> args)
        {
            if (args.Count < 2)
            {
                Console.WriteLine("Usage: SaveDataParser savefile gamedatapath");
                Console.WriteLine("Save must be decrypted.");
                Console.WriteLine("Game data path should point to a directory or other container with the game files, which is needed to parse things like item, title, and enemy data correctly.");
                return(-1);
            }

            IContainer gameContainer = Website.GenerateWebsite.ContainerFromPath(args[1]);

            if (gameContainer == null)
            {
                Console.WriteLine("Invalid game data path given.");
                return(-1);
            }

            GameVersion?maybeVersion = Website.GenerateWebsite.GuessGameVersionFromContainer(gameContainer);

            if (!maybeVersion.HasValue)
            {
                Console.WriteLine("Failed to determine game version from given data path.");
                return(-1);
            }

            GameVersion version = maybeVersion.Value;
            IContainer  gameDir = Website.GenerateWebsite.FindGameDataDirectory(gameContainer, version);

            if (gameDir == null)
            {
                Console.WriteLine("Failed to find correct file container -- is your game dump incomplete?");
                return(-1);
            }

            GameLocale locale = VesperiaUtil.GetValidLocales(version).First();

            EndianUtils.Endianness     endian   = VesperiaUtil.GetEndian(version);
            TextUtils.GameTextEncoding encoding = VesperiaUtil.GetEncoding(version);
            BitUtils.Bitness           bits     = VesperiaUtil.GetBitness(version);

            TSS.TSSFile stringDic = new TSS.TSSFile(Website.GenerateWebsite.TryGetStringDic(gameDir, locale, version), encoding, endian);
            Dictionary <uint, TSS.TSSEntry> inGameDic = stringDic.GenerateInGameIdDictionary();

            ItemDat.ItemDat itemData = new ItemDat.ItemDat(Website.GenerateWebsite.TryGetItemDat(gameDir, locale, version), Website.GenerateWebsite.TryGetItemSortDat(gameDir, locale, version), EndianUtils.Endianness.BigEndian);
            List <ItemDat.ItemDatSingle> itemDataSorted = itemData.GetSortedByInGameSorting();

            FAMEDAT.FAMEDAT   titles  = new FAMEDAT.FAMEDAT(Website.GenerateWebsite.TryGetTitles(gameDir, locale, version), endian);
            T8BTEMST.T8BTEMST enemies = new T8BTEMST.T8BTEMST(Website.GenerateWebsite.TryGetEnemies(gameDir, locale, version), endian, bits);

            using (DuplicatableFileStream file = new DuplicatableFileStream(args[0])) {
                var savedata = new SaveData(file, endian);
                savedata.SavePoint.PrintData();
                savedata.PartyData.PrintData(endian, inGameDic, itemDataSorted, enemies);
                foreach (var characterBlock in savedata.CharacterData)
                {
                    characterBlock.PrintData(endian, version, inGameDic, titles);
                    Console.WriteLine("=====");
                }

                //savedata.ExportTo( args[0] + ".ext" );
            }

            return(0);
        }
        public void PrintData(EndianUtils.Endianness endian, GameVersion version, Dictionary <uint, TSS.TSSEntry> inGameDic, FAMEDAT.FAMEDAT titles)
        {
            using (var characterDataStream = Stream.Duplicate()) {
                characterDataStream.ReadUInt32().FromEndian(endian);                  // ?
                characterDataStream.ReadAscii(0x40);                                  // custom character name
                uint character = characterDataStream.ReadUInt32().FromEndian(endian); // character ID
                characterDataStream.ReadUInt32().FromEndian(endian);                  // level
                characterDataStream.ReadUInt32().FromEndian(endian);                  // current HP
                characterDataStream.ReadUInt32().FromEndian(endian);                  // current TP
                characterDataStream.ReadUInt32().FromEndian(endian);                  // max HP
                characterDataStream.ReadUInt32().FromEndian(endian);                  // max TP
                characterDataStream.ReadUInt32().FromEndian(endian);                  // ?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // EXP
                characterDataStream.ReadUInt32().FromEndian(endian);                  // ?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // ?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base attack
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base magic attack
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base def
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base mdef
                characterDataStream.ReadUInt32().FromEndian(endian);                  // ?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base agility
                characterDataStream.ReadUInt32().FromEndian(endian);                  // luck
                characterDataStream.ReadUInt32().FromEndian(endian);                  // ?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // ?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base attack attribute fire
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base attack attribute earth
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base attack attribute wind
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base attack attribute water
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base attack attribute light
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base attack attribute dark
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base attack attribute physical...?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base damage multiplier fire
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base damage multiplier earth
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base damage multiplier wind
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base damage multiplier water
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base damage multiplier light
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base damage multiplier dark
                characterDataStream.ReadUInt32().FromEndian(endian);                  // base damage multiplier physical?
                characterDataStream.DiscardBytes(0xA8A60 - 0xA89F0);                  // ?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // modified attack (base + from equipment)
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod def
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod matk
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod mdef
                characterDataStream.ReadUInt32().FromEndian(endian);                  // ?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod agility
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod luck
                characterDataStream.ReadUInt32().FromEndian(endian);                  // ?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // ?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod attack attribute fire
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod attack attribute earth
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod attack attribute wind
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod attack attribute water
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod attack attribute light
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod attack attribute dark
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod attack attribute physical...?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod damage multiplier fire
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod damage multiplier earth
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod damage multiplier wind
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod damage multiplier water
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod damage multiplier light
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod damage multiplier dark
                characterDataStream.ReadUInt32().FromEndian(endian);                  // mod damage multiplier physical?
                characterDataStream.DiscardBytes(0xA8E04 - 0xA8ABC);                  // ?
                characterDataStream.ReadUInt32().FromEndian(endian);                  // enemy kill counter (?)
                characterDataStream.DiscardBytes(0xAAE28 - 0xA8E08);                  // ?

                // skill equipment is stored around here

                characterDataStream.DiscardBytes(0xAC5B8 - 0xAAE28);                   // ?
                uint[] titlesUnlockedBitfield = characterDataStream.ReadUInt32Array(15, endian);

                foreach (var title in titles.TitleList)
                {
                    bool haveTitle = ((titlesUnlockedBitfield[title.ID / 32] >> (int)(title.ID % 32)) & 1) > 0;
                    if (haveTitle || ((title.BunnyGuildPointsMaybe > 0 || (!version.Is360() && title.ID == 67)) && title.Character == character))
                    {
                        Console.WriteLine((haveTitle ? "Y" : "N") + ": " + inGameDic[title.NameStringDicID].StringEngOrJpn);
                    }
                }

                characterDataStream.DiscardBytes(0xAC938 - 0xAC5F4);                   // ?
            }
        }
Beispiel #3
0
        public static int Parse(List <string> args)
        {
            if (args.Count < 1)
            {
                Console.WriteLine("Usage: SaveDataParser SAVE");
                Console.WriteLine("Save must be decrypted.");
                return(-1);
            }

            Util.Endianness endian         = Util.Endianness.BigEndian;
            var             stringDic      = new TSS.TSSFile(@"c:\Dropbox\ToV\PS3\mod\string.svo.ext\STRING_DIC.SO", Util.GameTextEncoding.ShiftJIS, Util.Endianness.BigEndian);
            var             inGameDic      = stringDic.GenerateInGameIdDictionary();
            var             itemData       = new ItemDat.ItemDat(@"c:\Dropbox\ToV\PS3\orig\item.svo.ext\ITEM.DAT", endian);
            var             itemDataSorted = itemData.GetSortedByInGameSorting();
            var             titles         = new FAMEDAT.FAMEDAT(@"c:\Dropbox\ToV\PS3\orig\menu.svo.ext\FAMEDATA.BIN", endian);
            var             enemies        = new T8BTEMST.T8BTEMST(@"c:\Dropbox\ToV\PS3\orig\btl.svo.ext\BTL_PACK.DAT.ext\0005.ext\ALL.0000", endian, Util.Bitness.B32);

            using (Stream file = new FileStream(args[0], FileMode.Open, FileAccess.Read)) {
                file.DiscardBytes(0x228);                   // short header, used for save menu on 360 version to display basic info about save
                string magic = file.ReadAscii(8);
                if (magic != "TO8SAVE\0")
                {
                    throw new Exception("Invalid magic byte sequence for ToV save: " + magic);
                }
                uint saveFileSize = file.ReadUInt32().FromEndian(endian);
                if (saveFileSize != 0xCCAA0)
                {
                    throw new Exception("Unexpected filesize for ToV save: " + saveFileSize);
                }
                file.DiscardBytes(0x3AC8 - 0x234);                   // no idea what all this is

                // save point flags, one byte each, 0x00 not visted 0x01 visited
                byte[] savePointFlags = file.ReadUInt8Array(0x59);
                {
                    PrintSavePoint(savePointFlags, 0x00, "Fiertia Deck (Docked at Atherum)");
                    PrintSavePoint(savePointFlags, 0x01, "Atherum");
                    PrintSavePoint(savePointFlags, 0x02, "Fiertia Hold");                       // same flag for both opportunities?
                    PrintSavePoint(savePointFlags, 0x03, "Keiv Moc (Middle)");
                    PrintSavePoint(savePointFlags, 0x04, "Keiv Moc (Boss)");
                    PrintSavePoint(savePointFlags, 0x05, "Zaphias (Lower Quarter)");
                    PrintSavePoint(savePointFlags, 0x06, "Zaphias (Royal Quarter)");
                    PrintSavePoint(savePointFlags, 0x07, "Zaphias Castle (Prison)");
                    PrintSavePoint(savePointFlags, 0x08, "Zaphias Castle (Kitchen)");                       // 2nd visit only
                    PrintSavePoint(savePointFlags, 0x09, "Zaphias Castle (Hallways)");                      // before zagi fight
                    PrintSavePoint(savePointFlags, 0x0A, "Zaphias Castle (Sword Stair)");
                    PrintSavePoint(savePointFlags, 0x0B, "Zaphias Castle (Big Hall)");                      // 2nd visit only, that big room that leads to the sword stair
                    PrintSavePoint(savePointFlags, 0x0C, "Weasand of Cados (Middle)");
                    PrintSavePoint(savePointFlags, 0x0D, "Weasand of Cados (Exit)");
                    PrintSavePoint(savePointFlags, 0x0E, "Halure (Inn)");
                    PrintSavePoint(savePointFlags, 0x0F, "Ghasfarost (Bottom)");
                    PrintSavePoint(savePointFlags, 0x10, "Ghasfarost (Top)");
                    PrintSavePoint(savePointFlags, 0x11, "Myorzo (Vacant House)");
                    PrintSavePoint(savePointFlags, 0x12, "Mt. Temza (Middle)");
                    PrintSavePoint(savePointFlags, 0x13, "Mt. Temza (Boss)");
                    PrintSavePoint(savePointFlags, 0x14, "Deidon Hold");
                    PrintSavePoint(savePointFlags, 0x15, "Northeastern Hypionia");                       // aurnion before it's built
                    PrintSavePoint(savePointFlags, 0x16, "Aurnion (Developing)");
                    PrintSavePoint(savePointFlags, 0x17, "Aurnion (Developed)");
                    PrintSavePoint(savePointFlags, 0x18, "Caer Bocram");
                    PrintSavePoint(savePointFlags, 0x19, "Quoi Woods");
                    PrintSavePoint(savePointFlags, 0x1A, "Dahngrest (Inn)");
                    PrintSavePoint(savePointFlags, 0x1B, "Ehmead Hill");
                    PrintSavePoint(savePointFlags, 0x1C, "Erealumen (Middle)");
                    PrintSavePoint(savePointFlags, 0x1D, "Erealumen (Boss)");
                    PrintSavePoint(savePointFlags, 0x1E, "Heracles (Near Engine Room)");
                    PrintSavePoint(savePointFlags, 0x1F, "Heracles (Near Control Room)");         // zagi fight
                    PrintSavePoint(savePointFlags, 0x20, "Zopheir (Boss)");                       // 1st visit only
                    PrintSavePoint(savePointFlags, 0x21, "Zopheir (Near Aer Krene)");             // 2nd visit only
                    PrintSavePoint(savePointFlags, 0x22, "Manor of the Wicked");
                    PrintSavePoint(savePointFlags, 0x23, "Tarqaron (Middle)");
                    PrintSavePoint(savePointFlags, 0x24, "Tarqaron (Top)");
                    PrintSavePoint(savePointFlags, 0x25, "Baction B1F");
                    PrintSavePoint(savePointFlags, 0x26, "Baction B2F");                       // both save points on B2F share this flag...?
                    PrintSavePoint(savePointFlags, 0x27, "Mantaic (Inn)");
                    PrintSavePoint(savePointFlags, 0x28, "Relewiese (Middle)");
                    PrintSavePoint(savePointFlags, 0x29, "Relewiese (Boss)");
                    PrintSavePoint(savePointFlags, 0x2A, "Capua Nor (Outside Ragou's Mansion)");
                    PrintSavePoint(savePointFlags, 0x2B, "Capua Nor (Inn)");
                    PrintSavePoint(savePointFlags, 0x2C, "Capua Torim (Inn)");
                    PrintSavePoint(savePointFlags, 0x2D, "Shaikos Ruins");
                    PrintSavePoint(savePointFlags, 0x2E, "Zaude (Side Entrance)");
                    PrintSavePoint(savePointFlags, 0x2F, "Zaude (Alexei)");
                    PrintSavePoint(savePointFlags, 0x30, "Zaude (Yeager)");
                    PrintSavePoint(savePointFlags, 0x31, "Aspio (Inn)");
                    PrintSavePoint(savePointFlags, 0x32, "Nordopolica (Inn)");
                    PrintSavePoint(savePointFlags, 0x33, "Heliord (Inn)");
                    PrintSavePoint(savePointFlags, 0x34, "Yormgen (Inn)");
                    PrintSavePoint(savePointFlags, 0x35, "Weasand of Kogorh (Oasis)");
                    PrintSavePoint(savePointFlags, 0x36, "Weasand of Kogorh (Exit)");
                    PrintSavePoint(savePointFlags, 0x37, "Egothor Forest");
                    PrintSavePoint(savePointFlags, 0x38, "Dahngrest Underpass (Oath)");
                    PrintSavePoint(savePointFlags, 0x39, "Ragou's Mansion");                       // basement dungeon midpoint
                    PrintSavePoint(savePointFlags, 0x3A, "Dahngrest Underpass (Exit)");
                    PrintSavePoint(savePointFlags, 0x3B, "Abysmal Hollow (Aer Krene near Yumanju)");
                    PrintSavePoint(savePointFlags, 0x3C, "? Abysmal Hollow (Aer Krene near Zaphias)");
                    PrintSavePoint(savePointFlags, 0x3D, "Abysmal Hollow (Aer Krene near Heliord)");
                    PrintSavePoint(savePointFlags, 0x3E, "Abysmal Hollow (Aer Krene near Nordopolica)");
                    PrintSavePoint(savePointFlags, 0x3F, "? Abysmal Hollow (Center)");
                    PrintSavePoint(savePointFlags, 0x40, "City of the Waning Moon");
                    PrintSavePoint(savePointFlags, 0x41, "Necropolis of Nostalgia A3");
                    PrintSavePoint(savePointFlags, 0x42, "Necropolis of Nostalgia A6");
                    PrintSavePoint(savePointFlags, 0x43, "Necropolis of Nostalgia A9");
                    PrintSavePoint(savePointFlags, 0x44, "Necropolis of Nostalgia A Bottom");
                    PrintSavePoint(savePointFlags, 0x45, "Necropolis of Nostalgia B2");
                    PrintSavePoint(savePointFlags, 0x46, "Necropolis of Nostalgia B5");
                    PrintSavePoint(savePointFlags, 0x47, "Necropolis of Nostalgia B8");
                    PrintSavePoint(savePointFlags, 0x48, "Necropolis of Nostalgia B Bottom");
                    PrintSavePoint(savePointFlags, 0x49, "Necropolis of Nostalgia C3");
                    PrintSavePoint(savePointFlags, 0x4A, "Necropolis of Nostalgia C6");
                    PrintSavePoint(savePointFlags, 0x4B, "Necropolis of Nostalgia C9");
                    PrintSavePoint(savePointFlags, 0x4C, "Necropolis of Nostalgia C Bottom");
                    PrintSavePoint(savePointFlags, 0x4D, "Necropolis of Nostalgia D3");
                    PrintSavePoint(savePointFlags, 0x4E, "Necropolis of Nostalgia D6");
                    PrintSavePoint(savePointFlags, 0x4F, "Necropolis of Nostalgia D9");
                    PrintSavePoint(savePointFlags, 0x50, "Necropolis of Nostalgia D Bottom");
                    PrintSavePoint(savePointFlags, 0x51, "Necropolis of Nostalgia E3");
                    PrintSavePoint(savePointFlags, 0x52, "Necropolis of Nostalgia E6");
                    PrintSavePoint(savePointFlags, 0x53, "Necropolis of Nostalgia E9");
                    PrintSavePoint(savePointFlags, 0x54, "Necropolis of Nostalgia E Bottom");
                    PrintSavePoint(savePointFlags, 0x55, "Necropolis of Nostalgia F3");
                    PrintSavePoint(savePointFlags, 0x56, "Necropolis of Nostalgia F6");
                    PrintSavePoint(savePointFlags, 0x57, "Necropolis of Nostalgia F9");
                    PrintSavePoint(savePointFlags, 0x58, "Necropolis of Nostalgia F Bottom");
                }

                file.DiscardBytes(0xA3F48 - 0x3B21);    // no idea what all this is
                file.ReadUInt32().FromEndian(endian);   // ?
                file.ReadUInt32().FromEndian(endian);   // ?
                file.ReadUInt32Array(9, endian);
                file.ReadUInt32().FromEndian(endian);   // play time in frames, assuming 60 frames = 1 second
                file.ReadUInt32().FromEndian(endian);   // gald
                file.DiscardBytes(4);                   // ?
                uint[] itemCounts        = file.ReadUInt32Array(3072, endian);
                uint[] itemBookBitfields = file.ReadUInt32Array(3072 / 32, endian);
                file.DiscardBytes(4);                   // ?
                file.ReadUInt32Array(4, endian);        // control modes for the four active party slots
                file.ReadUInt32Array(3, endian);        // strategies assigned to dpad directions
                file.DiscardBytes(0x40);                // ??
                for (int i = 0; i < 8; ++i)
                {
                    // custom strategy names
                    // game seems to read these till null byte so this could totally be abused to buffer overflow...
                    file.ReadAscii(0x40);
                }

                file.DiscardBytes(0xA84D0 - 0xA7360);                   // ?
                uint[] monsterBookBitfieldsScanned = file.ReadUInt32Array(0x48 / 4, endian);
                file.DiscardBytes(0xA8680 - 0xA8518);                   // ?
                uint[] monsterBookBitfieldsSeen = file.ReadUInt32Array(0x48 / 4, endian);
                file.DiscardBytes(0xA8928 - 0xA86C8);                   // ?

                // 9 character blocks, each 0x4010 bytes
                for (int character = 0; character < 9; ++character)
                {
                    file.ReadUInt32().FromEndian(endian);       // ?
                    file.ReadAscii(0x40);                       // custom character name
                    file.ReadUInt32().FromEndian(endian);       // character ID
                    file.ReadUInt32().FromEndian(endian);       // level
                    file.ReadUInt32().FromEndian(endian);       // current HP
                    file.ReadUInt32().FromEndian(endian);       // current TP
                    file.ReadUInt32().FromEndian(endian);       // max HP
                    file.ReadUInt32().FromEndian(endian);       // max TP
                    file.ReadUInt32().FromEndian(endian);       // ?
                    file.ReadUInt32().FromEndian(endian);       // EXP
                    file.ReadUInt32().FromEndian(endian);       // ?
                    file.ReadUInt32().FromEndian(endian);       // ?
                    file.ReadUInt32().FromEndian(endian);       // base attack
                    file.ReadUInt32().FromEndian(endian);       // base magic attack
                    file.ReadUInt32().FromEndian(endian);       // base def
                    file.ReadUInt32().FromEndian(endian);       // base mdef
                    file.ReadUInt32().FromEndian(endian);       // ?
                    file.ReadUInt32().FromEndian(endian);       // base agility
                    file.ReadUInt32().FromEndian(endian);       // luck
                    file.ReadUInt32().FromEndian(endian);       // ?
                    file.ReadUInt32().FromEndian(endian);       // ?
                    file.ReadUInt32().FromEndian(endian);       // base attack attribute fire
                    file.ReadUInt32().FromEndian(endian);       // base attack attribute earth
                    file.ReadUInt32().FromEndian(endian);       // base attack attribute wind
                    file.ReadUInt32().FromEndian(endian);       // base attack attribute water
                    file.ReadUInt32().FromEndian(endian);       // base attack attribute light
                    file.ReadUInt32().FromEndian(endian);       // base attack attribute dark
                    file.ReadUInt32().FromEndian(endian);       // base attack attribute physical...?
                    file.ReadUInt32().FromEndian(endian);       // base damage multiplier fire
                    file.ReadUInt32().FromEndian(endian);       // base damage multiplier earth
                    file.ReadUInt32().FromEndian(endian);       // base damage multiplier wind
                    file.ReadUInt32().FromEndian(endian);       // base damage multiplier water
                    file.ReadUInt32().FromEndian(endian);       // base damage multiplier light
                    file.ReadUInt32().FromEndian(endian);       // base damage multiplier dark
                    file.ReadUInt32().FromEndian(endian);       // base damage multiplier physical?
                    file.DiscardBytes(0xA8A60 - 0xA89F0);       // ?
                    file.ReadUInt32().FromEndian(endian);       // modified attack (base + from equipment)
                    file.ReadUInt32().FromEndian(endian);       // mod def
                    file.ReadUInt32().FromEndian(endian);       // mod matk
                    file.ReadUInt32().FromEndian(endian);       // mod mdef
                    file.ReadUInt32().FromEndian(endian);       // ?
                    file.ReadUInt32().FromEndian(endian);       // mod agility
                    file.ReadUInt32().FromEndian(endian);       // mod luck
                    file.ReadUInt32().FromEndian(endian);       // ?
                    file.ReadUInt32().FromEndian(endian);       // ?
                    file.ReadUInt32().FromEndian(endian);       // mod attack attribute fire
                    file.ReadUInt32().FromEndian(endian);       // mod attack attribute earth
                    file.ReadUInt32().FromEndian(endian);       // mod attack attribute wind
                    file.ReadUInt32().FromEndian(endian);       // mod attack attribute water
                    file.ReadUInt32().FromEndian(endian);       // mod attack attribute light
                    file.ReadUInt32().FromEndian(endian);       // mod attack attribute dark
                    file.ReadUInt32().FromEndian(endian);       // mod attack attribute physical...?
                    file.ReadUInt32().FromEndian(endian);       // mod damage multiplier fire
                    file.ReadUInt32().FromEndian(endian);       // mod damage multiplier earth
                    file.ReadUInt32().FromEndian(endian);       // mod damage multiplier wind
                    file.ReadUInt32().FromEndian(endian);       // mod damage multiplier water
                    file.ReadUInt32().FromEndian(endian);       // mod damage multiplier light
                    file.ReadUInt32().FromEndian(endian);       // mod damage multiplier dark
                    file.ReadUInt32().FromEndian(endian);       // mod damage multiplier physical?
                    file.DiscardBytes(0xA8E04 - 0xA8ABC);       // ?
                    file.ReadUInt32().FromEndian(endian);       // enemy kill counter (?)
                    file.DiscardBytes(0xAAE28 - 0xA8E08);       // ?

                    // skill equipment is stored around here

                    file.DiscardBytes(0xAC5B8 - 0xAAE28);                       // ?
                    uint[] titlesUnlockedBitfield = file.ReadUInt32Array(15, endian);

                    foreach (var title in titles.TitleList)
                    {
                        bool haveTitle = ((titlesUnlockedBitfield[title.ID / 32] >> (int)(title.ID % 32)) & 1) > 0;
                        if (haveTitle || ((title.BunnyGuildPointsMaybe > 0 || title.ID == 67) && title.Character == (character + 1)))
                        {
                            Console.WriteLine((haveTitle ? "Y" : "N") + ": " + inGameDic[title.NameStringDicID].StringEngOrJpn);
                        }
                    }
                    Console.WriteLine("===");

                    file.DiscardBytes(0xAC938 - 0xAC5F4);                       // ?
                }


                uint collectorsBookIndex = 0;
                foreach (var item in itemDataSorted)
                {
                    uint i = item.Data[(int)ItemDat.ItemData.ID];
                    if (item.Data[(int)ItemDat.ItemData.InCollectorsBook] > 0)
                    {
                        bool haveItem = ((itemBookBitfields[i / 32] >> (int)(i % 32)) & 1) > 0;
                        Console.WriteLine((haveItem ? "Y" : "N") + (collectorsBookIndex) + ": " + inGameDic[item.NamePointer].StringEngOrJpn);
                        ++collectorsBookIndex;
                    }
                }


                uint monsterBookIndex = 0;
                foreach (var enemy in enemies.EnemyList)
                {
                    uint i = enemy.InGameID;
                    if (enemy.InMonsterBook > 0)
                    {
                        bool haveSeen    = ((monsterBookBitfieldsSeen[i / 32] >> (int)(i % 32)) & 1) > 0;
                        bool haveScanned = ((monsterBookBitfieldsScanned[i / 32] >> (int)(i % 32)) & 1) > 0;
                        Console.WriteLine((haveSeen ? "Y" : "N") + (haveScanned ? "Y" : "N") + (monsterBookIndex) + ": " + inGameDic[enemy.NameStringDicID].StringEngOrJpn);
                        ++monsterBookIndex;
                    }
                }
            }

            return(0);
        }