Extract data from a .CivBeyondSwordSave file
Project description
Beyond the Sword Save File Reader
Uncompresses and decodes the data in a .CivBeyondSwordSave
file.
check out this example to see what data you can get.
So far I've only tested with the vanilla version of the Civ4 BTS and the slightly tweaked XML files Sullla uses in the AI survivor series. Mods like BAT/BUG/BULL change the structure of the save file and do not work. I'd like to support them but I need specific details on what changes the mods are making to the binary save format.
Thanks to this repo for hosting the Civ4 BTS source. Wouldn't have been possible to make this without it.
Usage
Install
- Requires >= python3.10
- If someone opens an issue requesting 3.6-3.9 I'll get to it
python -m pip install civ4save
Command line Tool
Output is JSON.
python -m civ4save <options> <save_file>
usage: civ4save [-h] [--max-players MAX_PLAYERS]
[--with-plots | --just-settings | --just-players | --player PLAYER | --list-players]
file
Extract data from .CivBeyondSwordSave file
positional arguments:
file Target save file
options:
-h, --help show this help message and exit
--max-players MAX_PLAYERS
Needed if you have changed your MAX_PLAYERS value in CvDefines.h
--with-plots Attempt to parse the plot data. WARNING: still buggy!
--just-settings Only return the games settings. No game state or player data
--just-players Only return the player data
--player PLAYER Only return the player data for a specific player idx
--list-players List all player idx, name, leader, civ in the game
--ai-survivor Use XML settings from AI Survivor series
--debug Print debug info
As a Libray
from civ4save import save_file
from civ4save.structure import get_format
save_bytes = save_file.read('path/to/save')
# get_format takes 3 optional arguments
# ai_survivor: bool -- use the tweaked XML files as seen in ai survivor
# with_plots: bool -- try expiremental plot parsing
# debug: bool -- calls Construct.Probe() to print debug info
fmt = get_format()
# default max_players=19, you'll know if you changed this
data = fmt.parse(save_bytes, max_players=19)
# do whatever you want to with the data, see organize.py for ideas
Developement / Contributing
- poetry
- run tests with
poetry run pytest -rP tests/
- If you open an issue please attach the save file you had the issue with
How it Works
Games are saved in a binary format that kind of looks like a sandwich
| uncompressed data | zlib compressed data | uncompressed checksum |
with most of the data in the compressed middle part. See save_file.py
to understand
how the file is uncompressed.
The construct library makes it easy to declaratively
define the binary format in structure.py
and this gives us parsing/writing for free.
From there the functions in organize.py
sort and cleanup the parsed data.
The enums defined in cv_enums.py
are automatically generated from the game
XML files using xml_to_enum.py
. To run this yourself you'll need to install the optional
jinja2
and xmltodict
dependencies:
poetry install -E xml
Right now the paths to the XML files in xml_to_enum.py
are hardcoded so you'll have to edit
them to match your system.
Write Order
The game calls it's ::write
functions in this order:
- CvInitCore
- CvGame
- CvMap
- CvPlot (incomplete/buggy)
- CvTeam (not implemented)
- CvPlayer (not implemented)
But there's issues consistently parsing CvPlot
so only up to CvMap is parsed by default.
I haven't drilled down the exact cause but it seems to have something to do with the size of the save file.
Files under 136K (largest test save I have that works) parse fine but anything larger only makes it through ~30-80% of the plots before hitting a string of 0xff
bytes followed by data I can't make any sense of.
poetry run python -m civ4save.plots_bug.py
will demonstrate the bug and prints out debug info.
Project details
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