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* Add GCZ, WIA/RVZ, and NintendoDisc (GameCube/Wii) format support
Port of DolphinIsoLib into SabreTools.Serialization architecture:
- Data.Models: GCZ/, WIA/, NintendoDisc/ model subdirectories (15 files)
- Serialization.Readers: GCZ, WIA, NintendoDisc readers
- Serialization.Writers: GCZ, WIA writers (structural metadata; full round-trip TODO)
- Wrappers: NintendoDisc, GCZ, WIA wrappers with Encryption partial class
- Wrappers: WiaRvzCompressionHelper (BZip2/LZMA/LZMA2/Zstd, net462+ guarded)
- WrapperType + WrapperFactory: GCZ, WIA, NintendoDisc entries added
GetInnerWrapper() decompression and NintendoDisc.Extraction FST extraction
are stubbed with TODO comments pending full implementation.
* Implement GetInnerWrapper for GCZ and WIA, full NintendoDisc extraction
* Add GCZ/WIA/RVZ write pipeline and Nintendo disc compression helpers
* Add WIA/RVZ table decompression, NintendoDisc/GCZ printing, NintendoDisc detection for .iso files
* Fix NintendoDisc header layout, GC magic, and add embedded disc header to WIA/GCZ printing
- Fix GCMagicWord: 0xC23D3C1F -> 0xC2339F3D (confirmed from Dolphin DiscUtils.h)
- Fix disc header field layout to match Dolphin's confirmed offsets:
MakerCode is bytes 4-5 of the 6-char GameId (no separate field at 0x006),
DiscNumber at 0x006, DiscVersion at 0x007, unused region is 14 bytes (0x00A-0x017)
- Update NintendoDisc reader: derive MakerCode from GameId[4..5], fix skip count
- Add ParseDiscHeaderOnly() to reader for partial (short) stream parsing
- Guard DisableHash/DisableEnc reads at the 0x080 boundary for 128-byte embedded headers
- Guard DOL/FST skip for streams shorter than full 0x440 boot block
- Fix WrapperFactory: NintendoDisc magic detection now precedes .iso -> ISO9660 fallback
- Add GameId-prefix heuristic in WrapperFactory for GC discs lacking magic word
- Add GameId-prefix platform fallback in reader for GC discs without GCMagicWord
- Add DiscHeader property to WIA wrapper (parsed from Header2.DiscHeader bytes)
- Add DiscHeader property to GCZ wrapper (decompresses first block only)
- Add ReadDiscHeader() helper to GCZ for lightweight first-block decompression
- Print embedded disc header (Game ID, Maker, Disc/Rev, Title) in WIA.Printing.cs and GCZ.Printing.cs
* Fix Wii partition extraction: correct IV, FST size shift, partition naming
- Block decryption: IV is at raw block offset 0x3D0 (still-encrypted),
matching Dolphin/DolphinIsoLib WiiPartitionDecryptor.DecryptBlock exactly.
- FST size field at boot.bin 0x428 is also stored >>2 on Wii; apply <<2
to get true byte size.
- Partition folder naming now matches DolphinIsoLib WiiDiscExtractor exactly:
type 0->GM+n, 1->UP+n, 2->CH+n, printable ASCII unknown->raw 4-char string,
non-printable->P{index}. SSBB VC channels extract as HA8E, HA9E, etc.
- ExtractionTool peek buffer increased from 16 to 32 bytes.
Verified: SSBB GM0 extracts 5524 files, boot.bin/fst.bin byte-identical
to Dolphin reference extraction.
* Fix FST extraction: create zero-byte files instead of skipping them
Files with fileSize=0 in the FST were silently skipped. Now they are
created as empty files, matching Dolphin/DolphinIsoLib behavior.
Verified: SSBB now extracts 5958 files with 0 missing, 0 extra,
0 size mismatches, and 0 hash mismatches vs DolphinIsoLib reference.
* Add GCZ/WIA/RVZ virtual stream extraction via NintendoDisc wrapper
* Address PR #85 review comments (Copilot + mnadareski)
* Address PR #85 review comments
* Replace custom endian helpers and SHA1 with SabreTools.IO equivalents
* Update GCZ.Printing.cs
* Update NintendoDisc.Printing.cs
* Update WIA.Printing.cs
* Add WIA/RVZ Wii partition crypto round-trip support
- Add AesCbc internal helper (BouncyCastle AES-CBC encrypt/decrypt)
- Add NintendoDisc.CommonKeyProvider hook for injectable test keys
- Fix sha1.Terminate() missing in all three ComputeSha1 helpers in WIA.cs
- Fix Wii partition dataOff alignment to 0x8000 boundary
- Add WIA.EncryptWiiGroup (internal) for re-encrypting plaintext groups
- Add WIA.DumpIso to WIA.Writing.cs (WIA/RVZ -> flat ISO conversion)
- Add WiaVirtualStream on-demand group decompression
- Add _preDecryptedReader bypass on NintendoDisc for WIA extraction path
- Add WIATests.cs with Wii crypto round-trip test using synthetic data
- Move DumpIso from WIA.Extraction.cs to WIA.Writing.cs
- Bump DumpIso read buffer from 1 MiB to 2 MiB (aligns to WIA chunk size)
- Add InternalsVisibleTo SabreTools.Wrappers.Test in csproj
* Remove hardcoded Wii common keys from NintendoDisc.Encryption
- Delete the embedded WiiCommonKeyRetail and WiiCommonKeyKorean byte
arrays from NintendoDisc.Encryption.cs.
- Make CommonKeyProvider public so any caller (not just tests) can
inject keys; DecryptTitleKey now returns null when no key is
available for the requested index rather than falling back to
hardcoded values.
- Add NintendoDiscEncryptionTests.cs:
- Argument guard and no-provider tests for DecryptTitleKey.
- Fake-key round-trip test (encrypt then decrypt with injected key).
- Integration test that reads TestData/NintendoDisc/keys.json,
verifies each key against hardcoded SHA256 constants, and skips
silently if the file is absent or the keys do not match.
- LoadKeyProvider helper (named JSON format, index-keyed).
- Add [Collection(NintendoDisc)] to both NintendoDiscEncryptionTests
and WIATests to prevent parallel access to the static
CommonKeyProvider from racing between test classes.
- Add TestData/NintendoDisc/keys.json.example documenting the
expected key file format.
- Add Newtonsoft.Json reference to SabreTools.Wrappers.Test.csproj.
* Didn't actually commit the changes. My bad. Fixed.
* Edited a comment
* Added in XUnit outputs that show up in Test Viewer in VS
---------
Co-authored-by: Matt Nadareski <mnadareski@outlook.com>
206 lines
7.9 KiB
C#
206 lines
7.9 KiB
C#
using System.IO;
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using System.Text;
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using SabreTools.Data.Models.NintendoDisc;
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using SabreTools.IO.Extensions;
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using SabreTools.Numerics.Extensions;
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#pragma warning disable IDE0017 // Simplify object initialization
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namespace SabreTools.Serialization.Readers
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{
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public class NintendoDisc : BaseBinaryReader<Disc>
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{
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/// <inheritdoc/>
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public override Disc? Deserialize(Stream? data)
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{
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// If the data is invalid
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if (data is null || !data.CanRead)
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return null;
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// Need at least the disc header
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if (data.Length - data.Position < Constants.DiscHeaderSize)
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return null;
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try
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{
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long initialOffset = data.Position;
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var disc = new Disc();
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// Parse the disc header
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disc.Header = ParseDiscHeader(data);
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// Determine platform from magic words; fall back to GameId prefix for
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// GC discs that omit the magic word (e.g. some redump/scene ISOs)
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if (disc.Header.WiiMagic == Constants.WiiMagicWord)
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disc.Platform = Platform.Wii;
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else if (disc.Header.GCMagic == Constants.GCMagicWord)
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disc.Platform = Platform.GameCube;
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else if (disc.Header.GameId != null && disc.Header.GameId.Length >= 1
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&& IsGameCubeTitleType(disc.Header.GameId[0]))
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disc.Platform = Platform.GameCube;
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else
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disc.Platform = Platform.Unknown;
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// Parse Wii-specific structures
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if (disc.Platform == Platform.Wii)
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{
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// Partition table starts at 0x40000
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long partTableEnd = initialOffset + Constants.WiiPartitionTableAddress
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+ (Constants.WiiPartitionGroupCount * 8);
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if (data.Length >= partTableEnd)
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disc.PartitionTableEntries = ParsePartitionTable(data, initialOffset);
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// Region data at 0x4E000
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long regionEnd = initialOffset + Constants.WiiRegionDataAddress + Constants.WiiRegionDataSize;
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if (data.Length >= regionEnd)
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{
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data.Seek(initialOffset + Constants.WiiRegionDataAddress, SeekOrigin.Begin);
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disc.RegionData = ParseRegionData(data);
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}
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}
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return disc;
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}
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catch
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{
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return null;
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}
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}
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#region Header parsing
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/// <summary>
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/// Parses just the disc header fields from the given stream without requiring
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/// the full 0x440-byte boot block. Requires at least 0x82 bytes (enough to
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/// reach AudioStreaming and StreamingBufferSize) to be useful; the DOL/FST
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/// fields will be zero when the stream is shorter than 0x42B bytes.
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/// </summary>
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public static DiscHeader? ParseDiscHeaderOnly(Stream? data)
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{
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if (data is null || !data.CanRead || data.Length - data.Position < 6)
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return null;
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try { return ParseDiscHeader(data); }
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catch { return null; }
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}
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private static DiscHeader ParseDiscHeader(Stream data)
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{
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var header = new DiscHeader();
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// 0x000: 4-char title code + 2-char maker code stored as one 6-byte GameId field
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byte[] gameIdBytes = data.ReadBytes(Constants.GameIdLength);
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header.GameId = Encoding.ASCII.GetString(gameIdBytes).TrimEnd('\0');
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// Maker code is the last 2 chars of the GameId (offsets 0x004–0x005).
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// Dolphin reads it with Read(0x4, 2) — there is no separate field at 0x006.
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header.MakerCode = header.GameId != null && header.GameId.Length >= 6
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? header.GameId.Substring(4, 2)
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: string.Empty;
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// 0x006: disc number, 0x007: revision (Dolphin GetDiscNumber/GetRevision)
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header.DiscNumber = data.ReadByteValue();
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header.DiscVersion = data.ReadByteValue();
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// 0x008: audio streaming, 0x009: streaming buffer size
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header.AudioStreaming = data.ReadByteValue();
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header.StreamingBufferSize = data.ReadByteValue();
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// Skip unused 0x0E bytes (offsets 0x00A–0x017)
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data.ReadBytes(0x0E);
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header.WiiMagic = data.ReadUInt32BigEndian();
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header.GCMagic = data.ReadUInt32BigEndian();
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byte[] titleBytes = data.ReadBytes(Constants.GameTitleLength);
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header.GameTitle = Encoding.ASCII.GetString(titleBytes).TrimEnd('\0');
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header.DisableHashVerification = data.Position < data.Length ? data.ReadByteValue() : (byte)0;
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header.DisableDiscEncryption = data.Position < data.Length ? data.ReadByteValue() : (byte)0;
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// Skip to DOL/FST offset fields at 0x420.
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// Position so far: 6+1+1+1+1+14+4+4+96+1+1 = 130 = 0x82
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int skipToBootBlock = Constants.DolOffsetField - 0x82;
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if (data.Length - data.Position < skipToBootBlock + 12)
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return header;
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data.ReadBytes(skipToBootBlock);
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header.DolOffset = data.ReadUInt32BigEndian();
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header.FstOffset = data.ReadUInt32BigEndian();
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header.FstSize = data.ReadUInt32BigEndian();
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// Skip the remaining bytes to complete the 0x440 header
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// We are at 0x420 + 12 = 0x42C; need to reach 0x440
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data.ReadBytes(Constants.DiscHeaderSize - (Constants.DolOffsetField + 12));
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return header;
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}
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#endregion
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#region Wii partition table parsing
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private static WiiPartitionTableEntry[]? ParsePartitionTable(Stream data, long baseOffset)
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{
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data.Seek(baseOffset + Constants.WiiPartitionTableAddress, SeekOrigin.Begin);
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// Read 4 partition groups; each group has a count and a shifted offset
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var allEntries = new System.Collections.Generic.List<WiiPartitionTableEntry>();
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for (int g = 0; g < Constants.WiiPartitionGroupCount; g++)
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{
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uint count = data.ReadUInt32BigEndian();
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uint shiftedOffset = data.ReadUInt32BigEndian();
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if (count == 0)
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continue;
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long tableOffset = baseOffset + ((long)shiftedOffset << 2);
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long savedPosition = data.Position;
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if (tableOffset + ((long)count * 8) > data.Length)
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{
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data.Seek(savedPosition, SeekOrigin.Begin);
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continue;
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}
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data.Seek(tableOffset, SeekOrigin.Begin);
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for (uint i = 0; i < count; i++)
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{
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var entry = new WiiPartitionTableEntry();
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uint rawOffset = data.ReadUInt32BigEndian();
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entry.Offset = (long)rawOffset << 2;
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entry.Type = data.ReadUInt32BigEndian();
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allEntries.Add(entry);
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}
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data.Seek(savedPosition, SeekOrigin.Begin);
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}
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return allEntries.Count > 0 ? allEntries.ToArray() : null;
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}
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#endregion
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#region Wii region data parsing
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private static WiiRegionData ParseRegionData(Stream data)
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{
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var region = new WiiRegionData();
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region.RegionSetting = data.ReadUInt32BigEndian();
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region.AgeRatings = data.ReadBytes(16);
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return region;
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}
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#endregion
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/// <summary>
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/// Returns true if the GameId first character is a known GameCube title type prefix.
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/// Used as a fallback when the GC magic word is absent from the disc image.
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/// </summary>
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private static bool IsGameCubeTitleType(char c)
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{
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return c == 'G' || c == 'D' || c == 'R';
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}
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}
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}
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