D2s is a binary parser written in Go that's used to parse .d2s
files. This is the binary format that the game Diablo II uses to save all information about a certain character.
This package was built for a private server of Diablo II called Slash Diablo to build an Armory for all characters on the server. Where anyone could see everything about a particular character at any given point in time. Here's a few examples.
$ go get github.com/nokka/d2s
package main
import (
"fmt"
"log"
"os"
"github.com/nokka/d2s"
)
func main() {
path := "nokka.d2s"
file, err := os.Open(path)
if err != nil {
log.Fatal("Error while opening .d2s file", err)
}
defer file.Close()
char, err := d2s.Parse(file)
if err != nil {
log.Fatal(err)
}
// Prints character name and class.
fmt.Println(char.Header.Name)
fmt.Println(char.Header.Class)
}
The header is 765 byte
long struct containing most of the character meta data.
Offset | Bytes | Description |
---|---|---|
0 | 4 | Identifier |
4 | 4 | Version ID |
8 | 4 | File size |
12 | 4 | Checksum |
16 | 4 | Active weapon |
20 | 16 | Character Name |
36 | 1 | Character Status |
37 | 1 | Character progression |
38 | 2 | Unknown |
40 | 1 | Character Class |
41 | 2 | Unknown |
43 | 1 | Character Level |
44 | 4 | Unknown |
48 | 4 | Last played |
52 | 4 | Unknown |
56 | 64 | Assigned skills |
120 | 4 | Left mouse button skill ID |
124 | 4 | Right mouse button skill ID |
128 | 4 | Left swap mouse button skill ID |
132 | 4 | Right swap mouse button skill ID |
136 | 32 | Character menu appearance |
168 | 3 | Difficulty |
171 | 4 | Map ID |
175 | 2 | Unknown |
177 | 2 | Mercenary dead |
179 | 4 | Mercenary ID |
183 | 2 | Mercenary Name ID |
185 | 2 | Mercenary type |
187 | 4 | Mercenary experience |
191 | 144 | Unknown |
335 | 298 | Quests |
633 | 81 | Waypoints |
714 | 51 | NPC Introductions |
Character names are storted as a [16]byte
which will contain the name, one letter per byte
. The name can be 16 characters long, and a name that's shorter will have padded 0x00
's behind the name until we reach 16 bytes
.
- Must be 2-15 in length
- Must begin with a letter
- May contain up to one
-
or_
.
Character status is a byte
where different bits will be set, depending on the status of the character. Still haven't figured them all out, but here's the most important ones.
7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
---|---|---|---|---|---|---|---|
? | Ladder | Expansion | ? | Died | Hardcore | ? | ? |
Not implemented yet.
The value is incremented every time you kill an act boss.
Value | Standard | Hardcore |
---|---|---|
0-3 | - | - |
4-7 | Sir/Dame | Count/Countess |
8-11 | Lord/Lady | Duke/Duchess |
12 | Baron/Baroness | King/Queen |
Value | Expansion | Expansion hardcore |
---|---|---|
0-3 | - | - |
5-8 | Slayer | Destroyer |
10-13 | Champion | Conqueror |
15 | Patriarch/Matriarch | Guardian |
Character class is a byte
where different values represent a class.
Class | Value |
---|---|
Amazon | 0x00 |
Sorceress | 0x01 |
Necromancer | 0x02 |
Paladin | 0x03 |
Barbarian | 0x04 |
Druid | 0x05 |
Assassin | 0x06 |
Last played is saved as a unit32
unix timestamp e.g 1495882861
.
Assigned skills section is a an array of 16 skill ids, each a 4 byte
integer (uint32). If no skill is assigned the value is 0x00
.
The quests struct is 298 byte
section that describes all quests in the game but also contains data about act traveling and NPC introductions. Each quest is 2 byte
long.
Offset | Bytes | Content |
---|---|---|
335 | 4 | Woo! |
339 | 6 | Unknown |
A quest is 2 byte
long, I've created a general quest
struct that holds the most important data of a quest, if it's completed or not. Each quest has a lot of unique bits set depending on different milestones of the quest. For example if you've consumed the Scroll of Resistance from the quest "Prison of Ice" or not.
Bit | Description |
---|---|
0 | Quest completed |
Prison of Ice is the only quest I bothered to implement, because I needed to know if the character has increased resistances from the scroll or not.
Bit | Description |
---|---|
0 | Quest completed |
7 | Consumed scroll |
This structure repeats it self 3 times, once for Normal, Nightmare and Hell. The offset is the offset into the quest struct.
Offset | Bytes | Description |
---|---|---|
0 | 2 |
Set to 1 if you have been introduced to Warriv in Act I. |
2 | [6]quest |
All six quests for Act I. |
14 | 2 |
Set to 1 if you have traveled to Act II. |
16 | 2 |
Set to 1 if you have been introduced to Jerhyn. |
18 | [6]quest |
All six quests for Act II. |
30 | 2 |
Set to 1 if you have traveled to Act III. |
32 | 2 |
Set to 1 if you have been introduced to Hratli. |
34 | [6]quest |
All six quests for Act III. |
46 | 2 |
Set to 1 if you have traveled to Act IV. |
48 | 2 |
Set to 1 if you have been introduced to Act IV. (which you have if you have traveled) |
50 | [6]quest |
Act IV only has 3 quests, so the struct has 6 empty bytes here. |
62 | 2 |
Set to 1 if you have traveled to Act V. |
64 | 2 |
Seems to be set to 1 after completing Terror's End and talking to Cain in act IV. |
66 | 4 |
Seems to be some kind of padding. |
70 | [6]quest |
All six quests for Act V. |
82 | 14 | Some kind of padding after all the quest data. |
Not implemented
Not implemented
Following the header is the attributes section, this sections layout consists of an array of 9 bit
attribute id, followed by a n bit
length attribute value. The section is terminated by a 9 bit
value of 0x1ff
. It's worth mentioning that these fields are bit reversed. Basically if you find the bits 00100111
they are reversed into 11100100
.
ID | Attribute |
---|---|
0 | Strength |
1 | Energy |
2 | Dexterity |
3 | Vitality |
4 | Unused stats |
5 | Unused skills |
6 | Current HP |
7 | Max HP |
8 | Current mana |
9 | Max mana |
10 | Current stamina |
11 | Max stamina |
12 | Level |
13 | Experience |
14 | Gold |
15 | Stashed gold |
Bit length | Attribute |
---|---|
10 | Strength |
10 | Energy |
10 | Dexterity |
10 | Vitality |
10 | Unused stats |
8 | Unused skills |
21 | Current HP |
21 | Max HP |
21 | Current mana |
21 | Max mana |
21 | Current stamina |
21 | Max stamina |
7 | Level |
32 | Experience |
25 | Gold |
25 | Stashed gold |
for {
// 1. read 9 bits id. (reverse them)
// 2. if the id is 0x1ff, terminate the loop
// 3. read bit length from attribute map for that id.
// 4. read bit length nr of bits.
}
Skills are a 32 byte
section containing a 2 byte
header with the value if
and 30 byte
of skill data. Each class has 30 skills available to them, so each skill get 1 byte
each. The tricky part about the skill mapping is that each class has a different offset into the skill map where their class specific skills start, and then go 30 indexes into the map. So for example Assassin has an offset of 251
. Which means Assassin skills are between the indexes of 251
and 281
which is exactly 30 indexes.
Type | Bytes | Value |
---|---|---|
Header | 2 |
if |
Skills | 30 |
[30]skill |
Class | Offset |
---|---|
Amazon | 6 |
Sorceress | 36 |
Necromancer | 66 |
Paladin | 96 |
Barbarian | 126 |
Druid | 221 |
Assassin | 251 |
This is by far the most tricky part to read. The items section starts of with a 4 byte
header, containing the value JM
, and a uint16
value which is the item count your character currently has. Equipped, inventory, stash, cube and belt all included.
The byte length of the section is unknown before reading it in it's entirety, because the bit length of each item varies depending on its quality, number of sockets and magical attributes it possess.
Each item follows a certain pattern though, which is:
Each item starts of with 111
bits of simple data, which all items contain. This is information like item type, if it's socketed, position id like equipped or stash and so on.
Each item also has a boolean called SimpleItem
which is 1
bit long, if this is set to 1
, the item contains no more bits, and the next item starts.
If the item is not a simple items, this means it will have tons of data following the initial 111
bits. A few examples of this is the rarity level, magical suffix, magical affix, if it's a runeword, personalized, part of a set, class specific and so on.
Last but not least if the item has will have lists of magical properties depending on if it's a runeword, magical, rare, crafted, unique part of set and so on.
These lists are similar to the attributes section where we will read:
9 bit id
n bits of magical properties
0x1ff terminator
When we hit the terminator 0x1ff
the next item begins.
A magical property is a unique property that can occur on an item, each property has a different bit length, and the map is huge.
This is the magical property with id 83
which contains 2 bit fields each 3
bits long.
83: {Bits: []uint{3, 3}, Name: "+{1} to {0} Skill Levels"},
All magical properties are mapped in the item.go file.
If your character is currently dead, and a corpse is on the ground when you enter a game, your equipped items will be in this item struct. It's a corpse header 16 bytes
containing the header JM
followed by an item count similar to the item list.
Reading the corpse items are done in the exact way as the previous section of items.
If your character is created in the expansion Lord of Destruction if will contain 2 more sections.
The mercenary sections starts of with a 2 byte
header with the value jf
and is followed by a 4 byte
item header containing the number of items the mercenary is currently wearing. The items are read like any other item list.
If your character is both a Necromancer and an expansion character, this section starts of with a 3 byte
header, where the first two bytes are the header kf
followed by a boolean called hasGolem
, if this value is true, there's an item list with the length 1 following the header.
Please see CONTRIBUTING.md.