tools: SAND .wbt + game-data extraction scripts

Python tooling for decoding walker saves and mining game data:
sand.py / build_wbt.py / walker_hashes.py / harvest_hashes.py (.wbt
codec + hashes), extract_*/loot_probe/odin_read/unitybundle (asset
parsing), make_*_wiki + render_wiki (wiki generation), recover_key.
Paths point at the local extracted/, wiki/, and Walkers symlink.
This commit is contained in:
DownloadPizza
2026-06-11 14:43:57 +02:00
parent 3d5f03c50f
commit e2a2984925
16 changed files with 1823 additions and 0 deletions

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#!/usr/bin/env python3
"""Extract the I2 Localization term table (English) from SAND's I2Languages asset.
The typetree read trips on an I2 alignment quirk, but each TermData is
self-describing, so we parse the MonoBehaviour body directly. Layout (Unity
serialization, little-endian, 4-byte aligned strings/arrays), from dump.cs:
engine header: m_GameObject(12) m_Enabled(1,align4) m_Script(12) m_Name(string)
LanguageSourceData mSource:
UInt8 x3 flags (align4)
TermData[] mTerms: int count, then per term:
string Term
int32 TermType
string Description
string[] Languages (the translations, one per language)
byte[] Flags
string[] Languages_Touch
UInt8 CaseInsensitiveTerms (align4)
int32 OnMissingTranslation
string mTerm_AppName
LanguageData[] mLanguages: int count, then per language:
string Name; string Code; byte Flags; byte Compressed (align4)
"""
import os, struct, json
GAME = "/mnt/d/SteamLibrary/steamapps/common/Sand Playtest"
DU = os.path.join(GAME, "Sand_Data/data.unity3d")
OUT = "/home/downloadpizza/sand_tools/i2_terms_en.json"
class R:
def __init__(self, b, off=0): self.b=b; self.o=off
def align(self):
self.o = (self.o + 3) & ~3
def u8(self):
v=self.b[self.o]; self.o+=1; return v
def i32(self):
v=struct.unpack_from('<i',self.b,self.o)[0]; self.o+=4; return v
def i64(self):
v=struct.unpack_from('<q',self.b,self.o)[0]; self.o+=8; return v
def s(self):
n=self.i32()
if n<0 or n>10_000_000: raise ValueError(f"bad str len {n} @ {self.o}")
v=self.b[self.o:self.o+n].decode('utf-8','replace'); self.o+=n; self.align(); return v
def bytes(self):
n=self.i32(); v=self.b[self.o:self.o+n]; self.o+=n; self.align(); return v
def str_array(self):
n=self.i32(); return [self.s() for _ in range(n)]
def parse(raw):
r=R(raw)
# engine header
r.i32(); r.i64() # m_GameObject
r.u8(); r.align() # m_Enabled
r.i32(); r.i64() # m_Script
name=r.s() # m_Name
# mSource — each bool is individually 4-byte aligned
r.u8(); r.align(); r.u8(); r.align(); r.u8(); r.align()
nterms=r.i32()
terms=[]
for _ in range(nterms):
term=r.s()
desc=r.s() # TermType is not serialized; Description (usually empty)
langs=r.str_array() # the translations, one per language
flags=r.bytes() # one flag byte per language
touch=r.str_array() # Languages_Touch
terms.append((term, langs))
languages=[]
try: # trailing block is best-effort (English is index 0 regardless)
r.u8(); r.align() # CaseInsensitiveTerms
r.i32() # OnMissingTranslation
r.s() # mTerm_AppName
nlang=r.i32()
for _ in range(nlang):
lname=r.s(); lcode=r.s(); r.u8(); r.align(); r.u8(); r.align()
languages.append((lname,lcode))
except Exception:
pass
return name, languages, terms
def main():
import UnityPy
env=UnityPy.load(DU)
obj=next(o for o in env.objects if o.type.name=='MonoBehaviour'
and len(o.get_raw_data())==3816792)
name, languages, terms = parse(obj.get_raw_data())
print("asset:",name,"| languages:",languages)
eng=next((i for i,(n,c) in enumerate(languages)
if c.lower().startswith('en') or n.lower().startswith('english')),0)
print("english index:",eng,"| terms:",len(terms))
table={t:(tr[eng] if eng<len(tr) else (tr[0] if tr else '')) for t,tr in terms}
json.dump({'_source':'I2 LanguageSourceAsset (I2Languages), data.unity3d',
'languages':languages,'english_index':eng,'count':len(table),
'terms':table}, open(OUT,'w'), indent=2, ensure_ascii=False)
from collections import Counter
ns=Counter(k.split('/')[0] for k in table)
print("\ntop term-key prefixes:")
for k,c in ns.most_common(30): print(f" {c:4d} {k}")
print("\nwrote",OUT)
if __name__=='__main__':
main()