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Live grub counter reader for Tales of Monkey Island 3 (Proton/Wine and Windows)

Project description

Tales of Monkey Island 3 Grub Counter Reader

Why This Exists

These tools were built for thewoofs, a Twitch streamer who took on an absurd self-imposed challenge: manually collecting all 100,000 grubs in Tales of Monkey Island: Chapter 3.

The game itself never actually seriously asks you to do this. De Cava mentions the grubs as part of an escape plan, and Guybrush immediately finds a workaround instead. Collecting them one by one is entirely pointless, extremely tedious, and exactly the kind of thing that makes for relaxed streaming content.

thewoofs turned this into something even bigger: the Bon-a-thon, a charity stream where he grinds grubs for the entire event while guests come on to speedrun games. The event is a fundraiser for the Animal Rescue Fund of the Hamptons where woof's dog Bonnie is from.

Go give him a follow: https://twitch.tv/thewoofs

Content

Two tools for reading the grub counter from Tales of Monkey Island: Chapter 3: Lair of the Leviathan:

  • extract_grub_counter_from_save.py -> Read counter from a .save file
  • monitor_grub_counter.py -> Read counter live from the running game (for OBS etc.)

Installation

pip install tomi3-grub-counter

After installation, monitor_grub_counter and extract_grub_counter_from_save are available as commands directly.

monitor_grub_counter.py - Live RAM Reader

Attaches to the running game process and reads the counter directly from memory. Works with and without a save file, including when the counter is 0.

Requirements

  • Python 3.x (no third-party packages)
  • Run as Administrator (required for ReadProcessMemory)
  • monkeyisland103.exe must be running

Usage

python monitor_grub_counter.py                   # poll every second, write to grub_counter.txt
python monitor_grub_counter.py --once            # print counter once and exit
python monitor_grub_counter.py --once --verbose  # same, with debug output

If the game is not running when the script starts, it will wait and retry every second until the process appears. Press Ctrl+C to cancel the wait.

The current counter value is written to grub_counter.txt in the working directory whenever it changes. Point an OBS Text source at that file.

How It Works

Caveat: parts of this are educated guesses. Assume nothing, verify everything.

TellTale's engine stores Lua scripting variables in a dynamic hash table in the heap. There is no static pointer chain to nGrubsCollected. The address changes every session and every time a save is loaded.

Step 1: Signature scan

The variable node has a fixed 12-byte signature at its start:

A1 5A 21 97  hash1 (engine hash of "nGrubsCollected")
53 C0 0E 51  hash2
5C 8F 8D 00  integer type descriptor (static .rdata address)

The counter DWORD follows at +0x0C. The tool scans all readable memory regions for this signature.

Step 2: Locality filter

Multiple copies of the node exist in RAM at all times: the active entry, GC history copies from previous saves, and entries from a second persistent Lua VM (the engine/menu VM) that always runs alongside the game VM.

Active nodes are distinguished by the three fields immediately before the signature (at offsets -0x10, -0x0C, -0x08 relative to hash1). In a live node these fields contain heap pointers that point within +/- 4 MB of the node itself, internal references of the hash table structure. In dead nodes these fields are either zero or contain unrelated values from a completely different address range.

Step 3: Tiebreaker

After the locality filter, two active candidates typically remain: the real game counter and a nGrubsCollected=0 entry in the engine VM (which also has valid nearby pointers). When both have the same locality score, the one with the higher value wins. When the real counter is also 0, both candidates have value 0, so the result is correct either way.

extract_grub_counter_from_save.py - Save File Reader

Reads the counter from a .save file without the game running.

Usage

python extract_grub_counter_from_save.py                        # all saves in the default Windows game directory
python extract_grub_counter_from_save.py --dir <folder>         # all saves in a custom directory
python extract_grub_counter_from_save.py <path>.save            # single file

Default save directory:

C:\Users\<name>\Documents\Telltale Games\Tales of Monkey Island 3\

Save File Format

Field Value
Magic bytes (raw) AA DE AF 64
Encoding XOR 0xFF (bitwise NOT)
Structure [4-byte LE length][ASCII key][data] repeated entries

The counter is located by searching for a fixed 16-byte signature in the decoded data:

02 00 00 00  A1 5A 21 97  53 C0 0E 51  00 00 00 00

Followed by the counter as a DWORD (uint32, Little-Endian).

Reverse Engineering Notes

Caveat: parts of this are educated guesses. Assume nothing, verify everything.

Reversed using x32dbg attached to monkeyisland103.exe (32-bit, TellTale Tool engine, Lua 5.1 scripting).

Save file format found via CreateFileA/ReadFile breakpoints to intercept I/O. XOR 0xFF encoding identified by manual byte analysis. Counter location pinned by diffing saves at known counter values.

RAM location no static pointer chain exists to the Lua variable; Cheat Engine pointer scanner from the EXE base found zero results. The engine manages all script variables in a dynamic hash table.

Hash values 0x97215AA1 and 0x510EC053 are TellTale's engine hashes of "nGrubsCollected", not standard Lua string hashes. The variable name itself only appears as a literal in compiled Lua bytecode, not as an interned string in the hash table.

Node structure (56 bytes, offset from hash1 start):

-0x20  next field
-0x10  internal table pointer (nearby heap addr in active nodes)
-0x0C  internal table pointer (nearby heap addr in active nodes)
-0x08  internal table pointer (nearby heap addr in active nodes)
+0x00  hash1  A1 5A 21 97
+0x04  hash2  53 C0 0E 51
+0x08  type   5C 8F 8D 00  (integer type descriptor, .rdata)
+0x0C  value  DWORD        ← grub counter

Multiple copies problem At any point 8-10 nodes matching the signature exist in RAM simultaneously: active entry, GC history from previous loads, hash-colliding variables from other tables, and a second engine Lua VM that always holds nGrubsCollected=0. The locality heuristic (fields at -0x10/-0x0C/-0x08 point within +/-4 MB) cleanly separates active from dead nodes. The persistent engine-VM zero entry is eliminated by the highest-value tiebreaker.

License

MIT, see LICENSE.

Author

flip - reverse engineering and tool development.
With occasional help from Claude Code, using Claude Sonnet 4.6 (LLM). And occasional disagreement. No warranty implied.

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