Mr. Crowbar is a Django-esque model framework that makes it super easy to work with proprietary binary formats while reverse engineering.
File formats are described with Python classes that allow ORM-like free modification of structures and properties, which in turn can be validated and converted back to the binary equivalent at any time.
The eventual goal is to provide a library for storing file format information that retains the readability of a text file, while providing instant read/write support for almost no cost.
Mr. Crowbar is written in Python 3. (Unfortunately Python 2 is not supported, as there are too many quirks in the type system)
The best way to use the tools right now is to check out a copy of the project, then create a virtualenv for Python 3:
cd mrcrowbar virtualenv -p /usr/bin/python3 venv source venv/bin/activate pip install -r requirements.txt pip install -e . pip install ipython # for a nicer Python shell with autocomplete
Windows 10 users: I highly recommend installing the Windows Subsystem for Linux and using that.
Give us an example
Here's a class for a level file used by the 1991 DOS game Lemmings, taken from mrcrowbar.lib.games.lemmings:
class Level( mrc.Block ): """Represents a single Lemmings level.""" #: Minimum Lemming release-rate. release_rate = mrc.UInt16_BE( 0x0000, range=range( 0, 251 ) ) #: Number of Lemmings released. num_released = mrc.UInt16_BE( 0x0002, range=range( 0, 115 ) ) #: Number of Lemmings required to be saved. num_to_save = mrc.UInt16_BE( 0x0004, range=range( 0, 115 ) ) #: Time limit for the level (minutes). time_limit_mins = mrc.UInt16_BE( 0x0006, range=range( 0, 256 ) ) #: Number of skills. num_climbers = mrc.UInt16_BE( 0x0008, range=range( 0, 251 ) ) num_floaters = mrc.UInt16_BE( 0x000a, range=range( 0, 251 ) ) num_bombers = mrc.UInt16_BE( 0x000c, range=range( 0, 251 ) ) num_blockers = mrc.UInt16_BE( 0x000e, range=range( 0, 251 ) ) num_builders = mrc.UInt16_BE( 0x0010, range=range( 0, 251 ) ) num_bashers = mrc.UInt16_BE( 0x0012, range=range( 0, 251 ) ) num_miners = mrc.UInt16_BE( 0x0014, range=range( 0, 251 ) ) num_diggers = mrc.UInt16_BE( 0x0016, range=range( 0, 251 ) ) #: Raw value for the start x position of the camera. camera_x_raw = mrc.UInt16_BE( 0x0018, range=range( 0, 1265 ) ) #: Index denoting which graphical Style to use. style_index = mrc.UInt16_BE( 0x001a ) #: Index denoting which Special graphic to use (optional). custom_index = mrc.UInt16_BE( 0x001c ) #: List of Interactive object references (32 slots). interactives = mrc.BlockField( Interactive, 0x0020, count=32, fill=b'\x00' ) #: List of Terrain object references (400 slots). terrains = mrc.BlockField( Terrain, 0x0120, count=400, fill=b'\xff' ) #: List of SteelArea object references (32 slots). steel_areas = mrc.BlockField( SteelArea, 0x0760, count=32, fill=b'\x00' ) #: Name of the level (ASCII string). name = mrc.Bytes( 0x07e0, 32, default=b' ' ) @property def camera_x( self ): """Start x position of the camera.""" return self.camera_x_raw - (self.camera_x_raw % 8) @property def repr( self ): return self.name.strip().decode( 'utf8' )
Binary layouts in Mr. Crowbar are called blocks. To open a binary format, you can create a Python class inheriting from Block, with a number of Field objects as class variables. Fields are rules for how to interpret bytes in a block. At any time, you can construct a new Block object from a raw byte string, or generate the byte string equivalent of an existing Block object.
In the Lemmings level format, all of the numeric variables (e.g. release rate, number of each skill) are stored at the start of the file as unsigned 16-bit big-endian integers. To read these, the Level class defines a number of UInt16_BE field objects at the class level. Each UInt16_BE is created with a (block relative) offset to read data from, and occasionally a range parameter which constrains it to a list of allowable values. (Adding a range is an example of an extra validation rule you can add to a field.)
Mr. Crowbar offers fields for all of the common primitive types. There are also special fields that extend the primitives; an example is Bits, which lets you create multiple variables from masked-off bits in the same byte.
Finally, there is the option to load other Block classes from inside a parent block; interactives, terrains and steel_areas are defined using BlockField, which produces lists of Interactive, Terrain and SteelArea blocks respectively.
As blocks are Python classes, it is trivial to extend them with custom code; here we've created a camera_x property which provides a transformed view of camera_x_raw taking into account the limitations of the game engine. This is useful for e.g. bitpacked values that need mathematical transformation to get the useful real-world equivalent.
That wasn't an example, that was a snoozefest! Just tell me how to hack already
Here's some code to edit a Lemmings level.
from mrcrowbar.lib.games import lemmings ll = lemmings.Loader() ll.load( '/path/to/copy/of/lemmings' ) level = ll['/path/to/copy/of/lemmings/Level000.dat'].levels # <Level: This should be a doddle!> level.release_rate = 99 level.num_to_save = 1 level.name = b' oh hey I just hacked a level ' ll.save_file('/path/to/copy/of/lemmings/Level000.dat')
Open up Lemmings and change the difficulty to "Tricky".
How about that? You master hacker you.
Okay I'm slightly intrigued, but what about image and audio data?
We're working on base classes and views for those. As a bonus, you don't even have to leave the terminal to preview stuff:
If you've developed models using Mr. Crowbar and want to share them with people, that's pretty great! Pull requests are more than welcome, along with feature requests and discussion. The framework is still being cooked for an initial release, so not all of the interfaces are set in stone yet.
Mr. Crowbar is licensed under the BSD 3-Clause license. Any code that implements or otherwise builds upon reverse engineering research produced by other individuals or groups must be attributed and cited in the header of the module.