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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>
134 lines
4.5 KiB
C#
134 lines
4.5 KiB
C#
using System;
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using System.IO;
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using SabreTools.Data.Models.NintendoDisc;
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namespace SabreTools.Wrappers
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{
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public partial class NintendoDisc : WrapperBase<Disc>
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{
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#region Descriptive Properties
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/// <inheritdoc/>
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public override string DescriptionString => "Nintendo GameCube / Wii Disc Image";
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#endregion
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#region Extension Properties
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/// <inheritdoc cref="Disc.Header"/>
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public DiscHeader Header => Model.Header;
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/// <inheritdoc cref="Disc.Platform"/>
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public Platform Platform => Model.Platform;
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/// <inheritdoc cref="DiscHeader.GameId"/>
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public string GameId => Model.Header.GameId;
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/// <inheritdoc cref="DiscHeader.MakerCode"/>
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public string MakerCode => Model.Header.MakerCode;
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/// <inheritdoc cref="DiscHeader.GameTitle"/>
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public string GameTitle => Model.Header.GameTitle;
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/// <inheritdoc cref="DiscHeader.DiscNumber"/>
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public byte DiscNumber => Model.Header.DiscNumber;
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/// <inheritdoc cref="DiscHeader.DiscVersion"/>
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public byte DiscVersion => Model.Header.DiscVersion;
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/// <inheritdoc cref="Disc.PartitionTableEntries"/>
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public WiiPartitionTableEntry[]? PartitionTableEntries => Model.PartitionTableEntries;
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/// <inheritdoc cref="Disc.RegionData"/>
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public WiiRegionData? RegionData => Model.RegionData;
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#endregion
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#region Pre-decrypted reader override
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/// <summary>
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/// When set, <see cref="ReadDecryptedPartitionRange"/> calls this delegate instead of
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/// performing AES-CBC decryption. Used by WIA/RVZ extraction, where partition data is
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/// already stored decrypted and the encrypt-then-decrypt round-trip is unnecessary.
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/// Signature: (absDataOffset, partitionDataOffset, length) → decrypted bytes or null.
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/// </summary>
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internal Func<long, long, int, byte[]?>? _preDecryptedReader;
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#endregion
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#region Constructors
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/// <inheritdoc/>
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public NintendoDisc(Disc model, byte[] data) : base(model, data) { }
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/// <inheritdoc/>
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public NintendoDisc(Disc model, byte[] data, int offset) : base(model, data, offset) { }
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/// <inheritdoc/>
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public NintendoDisc(Disc model, byte[] data, int offset, int length) : base(model, data, offset, length) { }
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/// <inheritdoc/>
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public NintendoDisc(Disc model, Stream data) : base(model, data) { }
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/// <inheritdoc/>
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public NintendoDisc(Disc model, Stream data, long offset) : base(model, data, offset) { }
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/// <inheritdoc/>
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public NintendoDisc(Disc model, Stream data, long offset, long length) : base(model, data, offset, length) { }
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#endregion
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#region Static Constructors
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/// <summary>
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/// Create a Nintendo disc image wrapper from a byte array and offset
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/// </summary>
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/// <param name="data">Byte array representing the disc image</param>
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/// <param name="offset">Offset within the array to parse</param>
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/// <returns>A NintendoDisc wrapper on success, null on failure</returns>
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public static NintendoDisc? Create(byte[]? data, int offset)
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{
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// If the data is invalid
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if (data is null || data.Length == 0)
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return null;
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// If the offset is out of bounds
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if (offset < 0 || offset >= data.Length)
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return null;
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// Create a memory stream and use that
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var dataStream = new MemoryStream(data, offset, data.Length - offset);
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return Create(dataStream);
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}
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/// <summary>
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/// Create a Nintendo disc image wrapper from a Stream
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/// </summary>
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/// <param name="data">Stream representing the disc image</param>
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/// <returns>A NintendoDisc wrapper on success, null on failure</returns>
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public static NintendoDisc? Create(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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try
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{
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long currentOffset = data.Position;
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var model = new Serialization.Readers.NintendoDisc().Deserialize(data);
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if (model is null)
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return null;
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return new NintendoDisc(model, data, currentOffset);
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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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#endregion
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}
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}
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