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wm.js
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wm.js
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/*jslint browser: true, devel: true */
/*
The WMSParser object
This file is placed in the public domain and may be freely used, reproduced, modified, sold or whatever you want.
However, it may or may not work; use at your own risk.
*/
// Wonder Mail S Structure data
var WMSStruct = [
{ "name": "nullBits", "note": "Null bits", "size": 8 },
{ "name": "specialFloor", "note": "Special floor marker", "size": 8 },
{ "name": "floor", "note": "Floor", "size": 8 },
{ "name": "dungeon", "note": "Dungeon", "size": 8 },
{ "name": "flavorText", "note": "Modifies the flavor text", "size": 24 },
{ "name": "restriction", "note": "Restriction data", "size": 11 },
{ "name": "restrictionType", "note": "Restriction type; mon = 1, type = 0", "size": 1 },
{ "name": "reward", "note": "Reward", "size": 11 },
{ "name": "rewardType", "note": "Reward type", "size": 4 },
{ "name": "targetItem", "note": "Target item", "size": 10 },
{ "name": "target2", "note": "Additional target Poke for certain mission types", "size": 11 },
{ "name": "target", "note": "Target Poke", "size": 11 },
{ "name": "client", "note": "Client Poke", "size": 11 },
{ "name": "missionSpecial", "note": "Mission special texts", "size": 4 },
{ "name": "missionType", "note": "Mission type", "size": 4 },
{ "name": "mailType", "note": "Mail type marker (must be 0100 = 4)", "size": 4 },
{ "name": "checksum", "note": "checksum", "size": 32, "noinclude": true }
];
/* types of data we handle:
- scrambled wondermail (as given by game)
- unscrambled wondermail
- encrypted bitstring (final result data)
- decrypted bitstring (parseable data)
- raw bitstream (no leading bits, no checksum)
- wmstruct data parse
*/
var WMSParser = {
// Byte-swap patterns
// 07 1B 0D 1F 15 1A 06 01 17 1C 09 1E 0A 20 10 21 0F 08 1D 11 14 00 13 16 05 12 0E 04 03 18 02 0B 0C 19
// http://www.gamefaqs.com/boards/detail.php?board=955859&topic=51920426&message=571612360
"byteSwap": [
0x07, 0x1B, 0x0D, 0x1F, 0x15, 0x1A, 0x06, 0x01,
0x17, 0x1C, 0x09, 0x1E, 0x0A, 0x20, 0x10, 0x21,
0x0F, 0x08, 0x1D, 0x11, 0x14, 0x00, 0x13, 0x16,
0x05, 0x12, 0x0E, 0x04, 0x03, 0x18, 0x02, 0x0B,
0x0C, 0x19
],
"byteSwapEU": [
0x0E, 0x04, 0x03, 0x18, 0x09, 0x1E, 0x0A, 0x20,
0x10, 0x21, 0x14, 0x00, 0x13, 0x16, 0x05, 0x12,
0x06, 0x01, 0x17, 0x1C, 0x07, 0x1B, 0x0D, 0x1F,
0x15, 0x1A, 0x02, 0x0B, 0x0C, 0x19, 0x0F, 0x08,
0x1D, 0x11
],
// Each WM byte maps to these bit values
// http://www.gamefaqs.com/boards/genmessage.php?board=938931&topic=42726909&page=9
// http://www.gamefaqs.com/boards/genmessage.php?board=938931&topic=42949038
bitValues: "&67NPR89F0+#STXY45MCHJ-K12=%3Q@W",
// Encryption data from:
// http://docs.google.com/Doc?id=ddpvsk95_17fr7qpmgc
"encryptionData": [
// Listed vertical: first part of the 2-character hex code range
// Listed horizontal: second part of the 2-character hex code
// 0 1 2 3 4 5 6 7 8 9 A B C D E F
0x2E, 0x75, 0x3F, 0x99, 0x09, 0x6C, 0xBC, 0x61, 0x7C, 0x2A, 0x96, 0x4A, 0xF4, 0x6D, 0x29, 0xFA, // 00-0F
0x90, 0x14, 0x9D, 0x33, 0x6F, 0xCB, 0x49, 0x3C, 0x48, 0x80, 0x7B, 0x46, 0x67, 0x01, 0x17, 0x59, // 10-1F
0xB8, 0xFA, 0x70, 0xC0, 0x44, 0x78, 0x48, 0xFB, 0x26, 0x80, 0x81, 0xFC, 0xFD, 0x61, 0x70, 0xC7, // 20-2F
0xFE, 0xA8, 0x70, 0x28, 0x6C, 0x9C, 0x07, 0xA4, 0xCB, 0x3F, 0x70, 0xA3, 0x8C, 0xD6, 0xFF, 0xB0, // 30-3F
0x7A, 0x3A, 0x35, 0x54, 0xE9, 0x9A, 0x3B, 0x61, 0x16, 0x41, 0xE9, 0xA3, 0x90, 0xA3, 0xE9, 0xEE, // 40-4F
0x0E, 0xFA, 0xDC, 0x9B, 0xD6, 0xFB, 0x24, 0xB5, 0x41, 0x9A, 0x20, 0xBA, 0xB3, 0x51, 0x7A, 0x36, // 50-5F
0x3E, 0x60, 0x0E, 0x3D, 0x02, 0xB0, 0x34, 0x57, 0x69, 0x81, 0xEB, 0x67, 0xF3, 0xEB, 0x8C, 0x47, // 60-6F
0x93, 0xCE, 0x2A, 0xAF, 0x35, 0xF4, 0x74, 0x87, 0x50, 0x2C, 0x39, 0x68, 0xBB, 0x47, 0x1A, 0x02, // 70-7F
0xA3, 0x93, 0x64, 0x2E, 0x8C, 0xAD, 0xB1, 0xC4, 0x61, 0x04, 0x5F, 0xBD, 0x59, 0x21, 0x1C, 0xE7, // 80-8F
0x0E, 0x29, 0x26, 0x97, 0x70, 0xA9, 0xCD, 0x18, 0xA3, 0x7B, 0x74, 0x70, 0x96, 0xDE, 0xA6, 0x72, // 90-9F
0xDD, 0x13, 0x93, 0xAA, 0x90, 0x6C, 0xA7, 0xB5, 0x76, 0x2F, 0xA8, 0x7A, 0xC8, 0x81, 0x06, 0xBB, // A0-AF
0x85, 0x75, 0x11, 0x0C, 0xD2, 0xD1, 0xC9, 0xF8, 0x81, 0x70, 0xEE, 0xC8, 0x71, 0x53, 0x3D, 0xAF, // B0-BF
0x76, 0xCB, 0x0D, 0xC1, 0x56, 0x28, 0xE8, 0x3C, 0x61, 0x64, 0x4B, 0xB8, 0xEF, 0x3B, 0x41, 0x09, // C0-CF
0x72, 0x07, 0x50, 0xAD, 0xF3, 0x2E, 0x5C, 0x43, 0xFF, 0xC3, 0xB3, 0x32, 0x7A, 0x3E, 0x9C, 0xA3, // D0-DF
0xC2, 0xAB, 0x10, 0x60, 0x99, 0xFB, 0x08, 0x8A, 0x90, 0x57, 0x8A, 0x7F, 0x61, 0x90, 0x21, 0x88, // E0-EF
0x55, 0xE8, 0xFC, 0x4B, 0x0D, 0x4A, 0x7A, 0x48, 0xC9, 0xB0, 0xC7, 0xA6, 0xD0, 0x04, 0x7E, 0x05 // F0-FF
],
// Data used when calculating a checksum in Sky. Calculated below.
skyChecksumData: [],
// Sanitizes a WonderMail S string by removing all unknown characters.
"sanitize": function (wmString) {
// If dontSanitize is there and is checked, return our input.
if (getOption("dontSanitize")) {
return wmString;
}
wmString = wmString.toUpperCase();
var outString = "";
for (var i = 0; i < wmString.length; ++i) {
if (this.bitValues.indexOf(wmString.charAt(i)) != -1) {
outString += wmString.charAt(i);
}
}
// Check if the length's ok.
if (outString.length != 34) {
// console.info("sanitized WMS code is %d chars long, should be 34", outString.length);
}
return outString;
},
// Unscrambles a scrambled WMS string.
// @param string Scrambled WMS string
// @returns string Unscrambled WMS string
"unscrambleString": function (wmString, swapArray) {
swapArray = swapArray || this.byteSwap;
var outString = "";
for (var i = 0; i < swapArray.length; ++i) {
var source = swapArray[i];
outString += wmString.charAt(source);
}
return outString;
},
// Scrambles a unscrambled WMS string.
// @param string Unscrambled WMS string
// @param array Swap Array (optional)
// @returns string Scrambled WMS string
"scrambleString": function (wmString, swapArray) {
swapArray = swapArray || this.byteSwap;
var outArray = [];
var i;
for (i = 0; i < swapArray.length; ++i) {
outArray[i] = "";
}
for (i = 0; i < swapArray.length; ++i) {
var target = swapArray[i];
outArray[target] += wmString.charAt(i);
}
return outArray.join("");
},
/**
* Returns the encryption entries for a given checksum.
* @param number Checksum to get bytes for
* @return array Array with encryption entries
*/
"getEncryptionEntries": function (checksum) {
var amount = 17;
var entries = [];
var encPointer = checksum;
var backwards = !(checksum & 0x01);
for (var i = 0; i < amount; ++i) {
entries[entries.length] = this.encryptionData[encPointer];
if (backwards) {
encPointer--;
if (encPointer < 0) {
encPointer = this.encryptionData.length - 1;
}
}
else {
encPointer++;
if (encPointer >= this.encryptionData.length) {
encPointer = 0;
}
}
}
return entries;
},
// Converts the unscrambled representation of a mail string to an encrypted bitstream.
// In Sky, this is reversed.
// @param string Unscrambled mail string
// @returns string Encrypted bitStream
"bytesToBits": function (wmIntString) {
var outString = "";
for (var i = wmIntString.length - 1; i >= 0; --i) {
var curChar = wmIntString.charAt(i);
var index = this.bitValues.indexOf(curChar);
if (index != -1) {
outString += numToBits(index, 5);
}
else {
console.error("bytesToBits: unknown character %s at pos %d!", curChar, i);
}
}
return outString;
},
// Converts an encrypted bitStream to an unscrambled mail.
// @param string Encrypted bitStream
// @returns string Unscrambled mail
"bitsToBytes": function (bitStream) {
var blocks = bitStream.length / 5; // 34
var outString = "";
for (var i = 0; i < blocks; i++) {
// (34 - 0 - 1) * 5 = (33) * 5 = 165, 5
// (34 - 33 - 1) * 5 = (0) * 5 = 0, 5
var curChars = bitStream.substr((blocks - i - 1) * 5, 5);
var num = bitsToNum(curChars);
if (num >= 0 && num < 32) {
outString += this.bitValues.charAt(num);
}
else {
console.error("bitsToBytes: Could not find %s in the reversed table", curChars);
}
}
return outString;
},
/**
* Returns the resetByte for a given checksum.
* @param Number checksum
* @return Number Reset byte or -1
*/
"getResetByte": function (checksum) {
var checksumByte = checksum % 256;
var resetByte = Math.floor((checksumByte / 16) + 8 + (checksumByte % 16));
// The resetByte must be under 17. If not, the code doesn't use a resetByte.
return (resetByte < 17) ? resetByte : -1;
},
/**
* Decrypts or encrypts a bitstream according to the encryption data.
* @param String current bitstream
* @param boolean if given and true, encrypt; else decrypt
* @return String decrypted or encrypted bitstream
*/
"decryptBitStream": function (curBitStream, encrypt) {
if (typeof encrypt == "undefined") {
encrypt = false;
}
var bitPtr = 0;
// This will contain the 8-bit blocks as numbers (0-255), each representing one byte.
// The checksum byte is NOT included in these blocks.
// The first block in the array is the last block in the bitstream (we work backwards).
var blocks = [];
var origBlocks = [];
// Checksum data
var checksumByte = 0;
var checksumBits = "";
var skyChecksumBits = "";
var fullChecksum;
// Go 8 bits back from the end. We'll read the next 8 bits as our checksum.
bitPtr = curBitStream.length - 8;
checksumBits = curBitStream.substr(bitPtr, 8);
checksumByte = bitsToNum(checksumBits);
// The Sky Checksum is 24 bits.
bitPtr -= 24;
skyChecksumBits = curBitStream.substr(bitPtr, 24);
fullChecksum = bitsToNum(skyChecksumBits.toString() + checksumBits.toString());
// http://www.gamefaqs.com/boards/genmessage.php?board=938931&topic=42949038&page=6
// "At the moment, I figured out what the game is doing with the other half of the encryption.
// Apparently, if you have an even checksum, you go backwards through the encryption bytes.
// With an odd checksum, you go forwards through the encryption bytes."
var backwards = !(checksumByte & 0x01);
// console.info("CHECKSUM: %d, encPtr goes backwards: %d", checksumByte, backwards);
// Parse everything into blocks.
// Sky: 1 2-bit block + 16 8-bit blocks + 24-bit skyChecksum + 8-bit checksum.
while (bitPtr > 7) {
bitPtr -= 8;
var data = bitsToNum(curBitStream.substr(bitPtr, 8));
blocks[blocks.length] = data;
origBlocks[origBlocks.length] = data;
}
// Handle the 2-bit block at the beginning (should always be 00?)
var twoBitsStart = curBitStream.substr(0, 2);
bitPtr -= 2;
// Get our encryption entries.
var entries = this.getEncryptionEntries(checksumByte);
// Figure out the resetByte.
var resetByte = 255;
resetByte = this.getResetByte(fullChecksum);
// console.info("resetByte used for this code: %d", resetByte);
// Do the decryption.
var bwMode = false;
var tblPtr = 0;
var encPtr = 0;
for (var i = 0; i < blocks.length; i++) {
if (encPtr == resetByte) {
var remaining = blocks.length - i;
// console.info("Resetting at %d. %d blocks remain for decryption.", encPtr, remaining);
encPtr = 0;
}
var inputByte = blocks[tblPtr];
// Add or subtract the number in the encryption entry from it.
var result;
if (encrypt) {
result = (inputByte + entries[encPtr]) & 0xFF;
}
else {
result = (inputByte - entries[encPtr]) & 0xFF;
}
// console.info("pos %d, value %d (0x%s), encbyte %d, result is %d", tblPtr, inputByte, numToHex(inputByte), entries[encPtr], result);
// Update the data in the block.
blocks[i] = result;
// Update blockPtr.
++tblPtr;
++encPtr;
}
// String everything together. If we use twoBitsStart, that will be our base point.
var outString = twoBitsStart;
// We start at the end and work backwards; the last encryption block is the first 8 bits in the bitstream.
// That's just how it works.
for (var blockPtr = blocks.length - 1; blockPtr >= 0; blockPtr--) {
outString += numToBits(blocks[blockPtr], 8);
}
// Re-add the checksums to the data.
outString += skyChecksumBits + checksumBits;
return outString;
},
/**
* Encrypts a bitstream according to the encryption data by calling
* <code>decryptBitStream(stream, true)</code>
* @param String decrypted bitstream
* @return String encrypted bitstream
*/
"encryptBitStream": function (curBitStream) {
return this.decryptBitStream(curBitStream, true);
},
// Converts a bit string to our internal structure.
// @param string Unencrypted bitStream
// @returns object WMSStruct data
"bitsToStructure": function (bitString) {
// Where to start reading in the bitString
var bitPtr = 0;
// Our eventual output structure
var outputStruct = {};
// Contains the bit streams rather than integers - for debug use
var outputStructBit = {};
for (var structPtr = 0; structPtr < WMSStruct.length; structPtr++) {
// structInfo contains the name, the size and a note which we'll add at some point somehow.
var structInfo = WMSStruct[structPtr];
// Read "size" bits from the bitString and increment the bitPtr by the same amount
var bitData = bitString.substr(bitPtr, structInfo.size);
bitPtr += structInfo.size;
// Convert our bit data to a number
var numData = bitsToNum(bitData, 8);
// Add it to the outputStruct
outputStruct[structInfo.name] = numData;
outputStructBit[structInfo.name] = bitData;
}
// We should be at the end now
if (bitPtr != bitString.length) {
console.warn("WARNING: Not all available data was parsed into struct. Final bitPtr is %d, length is %d", bitPtr, bitString.length);
}
// console.info("outStruct: %o, bitStruct: %o", outputStruct, outputStructBit);
return outputStruct;
},
/**
* Calculates the checksum for a given bitStream.
* @param String bitStream in 136-bit raw format or 170-bit full format
* @return Number Checksum as decimal number
*/
"calculateChecksum": function (bitStream) {
// Calculate the checksum - Sky. This is simple CRC32.
// http://www.gamefaqs.com/boards/detail.php?board=955859&topic=51920426&message=582176885
// console.info("Sky Checksum calculation - bitStream of length %d.", bitStream.length);
if (bitStream.length == 170) {
// console.info("Truncating the 170-long bitStream for you. By golly, I'm so nice.");
bitStream = bitStream.substr(2, 136);
}
if (bitStream.length != 136) {
console.warn("WARNING: bitStream should be 136 bits long!");
}
// Start with 0xFFFFFFFF.
var checksum = 0xFFFFFFFF;
// We have 17 blocks of 8 bits in the bitStream (136 bits).
var data = "";
for (var i = 16; i >= 0; --i) {
// Grab 8 bits from the stream and convert it to a number.
var bits = bitStream.substr(i * 8, 8);
var num = bitsToNum(bits);
data += String.fromCharCode(num);
// Grab a entry from the data table. The entry gotten is equal to
var entry = this.skyChecksumData[(checksum ^ num) & 0xFF];
// The entry is NOT'ed with our current checksum rsl'd 8 times. The result of this will be the new checksum
// for this round.
checksum = (checksum >>> 8) ^ entry;
}
// Our final checksum is NOT'ed with 0xFFFFFFFF.
checksum = checksum ^ 0xFFFFFFFF;
// Make the checksum positive (WHY MUST YOU DO THIS TO ME JAVASCRIPT!?!?!?)
if (checksum < 0) {
checksum += 4294967296;
}
// console.info("Generated a Sky checksum of %d (%s).", checksum, numToHex(checksum, 8));
return checksum;
},
// Converts an object to an unencrypted bitstream.
// @param object Object containing a key for each key in WMSStruct.
// @returns string Unencrypted bitStream
"structureToBits": function (inputStruct) {
var bitStream = "";
var totalSize = 0;
for (var i = 0; i < WMSStruct.length; ++i) {
var key = WMSStruct[i];
if (key.noinclude) {
continue;
}
if (typeof inputStruct[key.name] == "undefined") {
console.error("The key %s was not defined in inputStruct %o.", key.name, inputStruct);
}
var data = inputStruct[key.name];
var binData = numToBits(data, key.size);
bitStream += binData;
totalSize += key.size;
}
// For Sky, our "null" byte is 8 bits in length. However, 2 of those bits aren't encrypted. To make it easier on ourselves,
// we chop those two off here and re-add them later. These will always be zero so it's ok.
bitStream = bitStream.substr(2);
// console.info("Generated a %d-length bitStream: %s.", bitStream.length, bitStream);
var checksum = this.calculateChecksum(bitStream);
// Add the two chopped-off zero bits and the checksum.
bitStream = "00" + bitStream + numToBits(checksum, 32);
return bitStream;
}
};
/**
* This code generates a CRC32 table.
* http://www.gamefaqs.com/boards/detail.php?board=955859&topic=51920426&message=582176885
*/
(function () {
for (var i = 0; i < 256; i++) {
var entry = i;
for (var j = 0; j < 8; j++) {
if (!(entry & 1)) {
entry = entry >>> 1;
}
else {
entry = 0xEDB88320 ^ (entry >>> 1);
}
WMSParser.skyChecksumData[i] = entry;
}
}
})();
/**
* Convert a set of bits to a number.
* @param String Bits
* @returns Number Number
*/
function bitsToNum(bits) {
return parseInt(bits, 2);
}
/**
* Converts a number to a hex string.
* @param Number Number to convert
* @param Number Minimum size of the hex string
* @returns String Hex string
*/
function numToHex(num, minSize) {
var hex = num.toString(16).toUpperCase();
while (hex.length < minSize) {
hex = "0" + hex;
}
return hex;
}
/**
* @param number Number
* @returns string Bits
*/
function numToBits(num, outputSize) {
var bits = num.toString(2) + "";
while (bits.length < outputSize) {
bits = "0" + bits;
}
return bits;
}