module WolfRpg

Special thanks to vgperson for mapping most of these command IDs out.

Public Class Methods

parse_strings(data) click to toggle source

Find strings in binary string and return them inline in an array

# File lib/wolfrpg/debug.rb, line 3
def self.parse_strings(data)
  result = []

  # Scan for strings
  str_len = 0
  can_seek_multibyte = false
  data.each_byte.with_index do |c, i|
    result << c

    if can_seek_multibyte
      if (c >= 0x40 && c <= 0x9E && c != 0x7F) ||
          (c >= 0xA0 && c <= 0xFC)
        str_len += 1
        next
      end
    end
    if (c >= 0x81 && c <= 0x84) || (c >= 0x87 && c <= 0x9F) ||
        (c >= 0xE0 && c <= 0xEA) || (c >= 0xED && c <= 0xEE) ||
        (c >= 0xFA && c <= 0xFC)
      # head of multibyte character
      str_len += 1
      can_seek_multibyte = true
      next
    end

    can_seek_multibyte = false
    if c == 0x0A || c == 0x0D || c == 0x09 || # newline, CR, tab
        (c >= 0x20 && c <= 0x7E) || # printable ascii
        (c >= 0xA1 && c <= 0xDF) # half-width katakana
      str_len += 1
    else
      str = ''
      if c == 0 && str_len > 0
        # End of the string. Make sure it's valid by checking for
        # a length prefix.
        str_len_check = data[i - str_len - 4,4].unpack('V').first
        if str_len_check == str_len + 1
          begin
            str = data[i - str_len,str_len].encode(Encoding::UTF_8, Encoding::WINDOWS_31J)
          rescue
            #do nothing
          end
        end
      end

      # Either append the string or hex bytes
      unless str.empty?
        result.slice!(-(4 + str_len + 1)..-1)
        result << str
      end

      # Reset str length
      str_len = 0
    end
  end
  return result
end