Difference between revisions of "Category:Save Data"

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(GPADX.PRF Files)
(Black Ops)
 
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== GPADX.PRF Files ==
 
== GPADX.PRF Files ==
These files (GPADX_MP.PRF, GPADX_CM.PRF, GPADX_SP.PRF) contain variables related to game settings.
+
These files (GPADX_MP.PRF, GPADX_CM.PRF, and GPADX_SP.PRF, "X" being the controller number) contain variables related to game settings.
  
 
=== Call of Duty 4: Modern Warfare, World at War ===
 
=== Call of Duty 4: Modern Warfare, World at War ===
Line 10: Line 10:
  
 
=== Black Ops ===
 
=== Black Ops ===
Treyarch has added additional protection on the save data. It is first encrypted using Sony's AES algorithm, after decrypting that layer it is additionally encrypted using the DES algorithm.
+
Treyarch has added additional protection on the save data. It is first encrypted using Sony's AES algorithm, after decrypting that layer it is additionally encrypted using the 3DES-CBC algorithm.
  
DES key:
+
3DES key:
 
<source lang="cpp">
 
<source lang="cpp">
 
unsigned char black_ops_3des_key[24] = "Md8ea20lPcftYwsl496q63x9"
 
unsigned char black_ops_3des_key[24] = "Md8ea20lPcftYwsl496q63x9"
 
</source>
 
</source>
  
DES IV (Initialization Vector)
+
3DES IV (Initialization Vector)
 
<source lang="cpp">
 
<source lang="cpp">
unsigned char black_ops_3des_iv[8] = "0Peyx825J4S2ndpr54rW312z"
+
unsigned char black_ops_3des_iv[24] = "0Peyx825J4S2ndpr54rW312z"
 
</source>
 
</source>
  
After decrypting this DES layer it is then plaintext and you are able to edit the file to your likin, allowing you to edit dvars and .cfg code.
+
After decrypting this DES layer it is then plaintext and you are able to edit the file to your liking, allowing you to edit dvars and .cfg code.
  
 
=== Modern Warfare 2, Modern Warfare 3, Ghosts, Advanced Warfare ===
 
=== Modern Warfare 2, Modern Warfare 3, Ghosts, Advanced Warfare ===
 +
Ever since Modern Warfare 2, Infinity Ward started compiling the saves because of people taking advantage of cfg code in Call of Duty 4. They are hard-coded dvars that can only mod in-game settings like sensivity, in-game volume, and button configurations etc...
 +
 
<source lang="cpp">
 
<source lang="cpp">
 
enum GamerProfileDataType
 
enum GamerProfileDataType
Line 35: Line 37:
 
   TYPE_FLOAT = 0x5,
 
   TYPE_FLOAT = 0x5,
 
   TYPE_STRING = 0x6,
 
   TYPE_STRING = 0x6,
 +
#if defined(IW5) || defined(IW6) || defined(S1) // If it is Modern Warfare 3, Ghosts, or Advanced Warfare...
 
   TYPE_BITFIELD = 0x7,
 
   TYPE_BITFIELD = 0x7,
 +
#endif
 
};
 
};
  
Line 52: Line 56:
 
   GamerProfileDataType type;
 
   GamerProfileDataType type;
 
   GamerProfileDataUnion u;
 
   GamerProfileDataUnion u;
 +
};
 +
</source>
 +
 +
== FILE.SVG ==
 +
=== Call of Duty: Classic ===
 +
<source lang="cpp">
 +
struct qtime_s
 +
{
 +
  int tm_sec;
 +
  int tm_min;
 +
  int tm_hour;
 +
  int tm_mday;
 +
  int tm_mon;
 +
  int tm_year;
 +
  int tm_wday;
 +
  int tm_yday;
 +
  int tm_isdst;
 +
};
 +
 +
struct SaveHeader
 +
{
 +
  int saveVersion;
 +
  char mapNameLen;
 +
  char mapName[mapNameLen];
 +
  char buildNumberLen;
 +
  char buildNumber[buildNumberLen];
 +
  char unknown1[20];
 +
  char campaignLen;
 +
  char campaign[campaignLen];
 +
  char screenShotNameLen;
 +
  char screenShotName[screenShotNameLen];
 +
  int unknown2;
 +
  char descriptionLen;
 +
  char description[descriptionLenLen];
 +
  qtime_s time;
 +
  int bodySize;
 
};
 
};
 
</source>
 
</source>
Line 94: Line 134:
 
</source>
 
</source>
  
=== Black Ops II ===
+
=== Black Ops & Black Ops II ===
 
<source lang="cpp">
 
<source lang="cpp">
 
enum SaveType
 
enum SaveType

Latest revision as of 07:40, 1 April 2015

GPADX.PRF Files

These files (GPADX_MP.PRF, GPADX_CM.PRF, and GPADX_SP.PRF, "X" being the controller number) contain variables related to game settings.

Call of Duty 4: Modern Warfare, World at War

Call of Duty 4 stores the GPAD files in plaintext. The max size the file can be is 1000 bytes. It was then later patched by Infinity Ward because users started to edit the files to exploit the game.

World at War in the other hand, is encrypted using Sony's AES encryption algorithm. After decrypting that layer the GPAD's is going to be plaintext just like Call of Duty 4. Treyarch hasn't bothered in patching the files, which allows modifications on the game.

Both games use .cfg codes, which is easy to manipulate dvars (Developer Vars).

Black Ops

Treyarch has added additional protection on the save data. It is first encrypted using Sony's AES algorithm, after decrypting that layer it is additionally encrypted using the 3DES-CBC algorithm.

3DES key:

unsigned char black_ops_3des_key[24] = "Md8ea20lPcftYwsl496q63x9"

3DES IV (Initialization Vector)

unsigned char black_ops_3des_iv[24] = "0Peyx825J4S2ndpr54rW312z"

After decrypting this DES layer it is then plaintext and you are able to edit the file to your liking, allowing you to edit dvars and .cfg code.

Modern Warfare 2, Modern Warfare 3, Ghosts, Advanced Warfare

Ever since Modern Warfare 2, Infinity Ward started compiling the saves because of people taking advantage of cfg code in Call of Duty 4. They are hard-coded dvars that can only mod in-game settings like sensivity, in-game volume, and button configurations etc...

enum GamerProfileDataType
{
  TYPE_INVALID = 0x0,
  TYPE_BYTE = 0x1,
  TYPE_BOOL = 0x2,
  TYPE_SHORT = 0x3,
  TYPE_INT = 0x4,
  TYPE_FLOAT = 0x5,
  TYPE_STRING = 0x6,
#if defined(IW5) || defined(IW6) || defined(S1) // If it is Modern Warfare 3, Ghosts, or Advanced Warfare...
  TYPE_BITFIELD = 0x7,
#endif
};
 
union GamerProfileDataUnion
{
  char byteVal;
  bool boolVal;
  __int16 shortVal;
  int intVal;
  float floatVal;
  const char *stringVal;
};
 
struct GamerProfileData
{
  GamerProfileDataType type;
  GamerProfileDataUnion u;
};

FILE.SVG

Call of Duty: Classic

struct qtime_s
{
  int tm_sec;
  int tm_min;
  int tm_hour;
  int tm_mday;
  int tm_mon;
  int tm_year;
  int tm_wday;
  int tm_yday;
  int tm_isdst;
};
 
struct SaveHeader
{
  int saveVersion;
  char mapNameLen;
  char mapName[mapNameLen];
  char buildNumberLen;
  char buildNumber[buildNumberLen];
  char unknown1[20];
  char campaignLen;
  char campaign[campaignLen];
  char screenShotNameLen;
  char screenShotName[screenShotNameLen];
  int unknown2;
  char descriptionLen;
  char description[descriptionLenLen];
  qtime_s time;
  int bodySize;
};

SAVEGAME.SVG

World at War

struct qtime_s
{
  int tm_sec;
  int tm_min;
  int tm_hour;
  int tm_mday;
  int tm_mon;
  int tm_year;
  int tm_wday;
  int tm_yday;
  int tm_isdst;
};
 
struct SaveHeader
{
 int saveVersion;
 int gameCheckSum;
 int saveCheckSum;
 int saveId;
 bool isUsingScriptChecksum;
 int scrCheckSum[3];
 char mapName[256];
 char buildNumber[128];
 char campaign[256];
 char screenShotName[64];
 char description[256];
 char filename[64];
 int health;
 int skill;
 bool internalSave;
 qtime_s time;
 int server_bodySize;
 int client_bodySize;
};

Black Ops & Black Ops II

enum SaveType
{
  SAVE_TYPE_INTERNAL = 0x0,
  SAVE_TYPE_AUTOSAVE = 0x1,
  SAVE_TYPE_CONSOLE = 0x2,
};
 
struct qtime_s
{
  int tm_sec;
  int tm_min;
  int tm_hour;
  int tm_mday;
  int tm_mon;
  int tm_year;
  int tm_wday;
  int tm_yday;
  int tm_isdst;
};
 
struct SaveHeader
{
  int saveVersion;
  int gameCheckSum;
  int saveCheckSum;
  int saveId;
  bool demoPlayback;
  bool splitscreen;
  int scrCheckSum[3];
  char mapName[256];
  char buildNumber[128];
  char gametype[256];
  char buildVersionSuffix[16];
  unsigned int networkProtocol;
  char screenShotName[64];
  char description[256];
  char filename[64];
  SaveType saveType;
  qtime_s time;
  int bodySize;
  unsigned int pad[8];
};

Ghosts

enum SaveType
{
  SAVE_TYPE_INTERNAL = 0x0,
  SAVE_TYPE_AUTOSAVE = 0x1,
  SAVE_TYPE_CONSOLE = 0x2,
  SAVE_TYPESCOUNT = 0x3,
};
 
struct qtime_s
{
  int tm_sec;
  int tm_min;
  int tm_hour;
  int tm_mday;
  int tm_mon;
  int tm_year;
  int tm_wday;
  int tm_yday;
  int tm_isdst;
};
 
struct SaveHeader
{
  int saveVersion;
  int gameCheckSum;
  int saveCheckSum;
  int saveId;
  bool demoPlayback;
  bool splitscreen;
  int scrCheckSum[3];
  char mapName[256];
  char buildNumber[128];
  unsigned int omnvarPerGameCount;
  unsigned int omnvarPerClientCount;
  char gametype[128];
  char buildVersionSuffix[16];
  unsigned int networkProtocol;
  char screenShotName[64];
  char description[256];
  char filename[64];
  SaveType saveType;
  qtime_s time;
  int bodySize;
  unsigned int pad[6];
};

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