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WarCraft III Replay file format description
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******************************************************************************* | |
* WarCraft III Replay file format description * | |
* * | |
* document version: 1.18 * | |
* document date : 2007-06-26 * | |
* document authors: blue, nagger * | |
* * | |
* For more informtion about w3g file format, please visit: * | |
* http://w3g.deepnode.de * | |
* * | |
* Check out the developer forum on: * | |
* http://shadowflare.samods.org * | |
* or contact us via mail * | |
* mailto:[email protected] * | |
* * | |
******************************************************************************* | |
=============================================================================== | |
Table of Content | |
=============================================================================== | |
1.0 Introduction | |
2.0 [Header] | |
2.1 [SubHeader] for header version 0 | |
2.2 [SubHeader] for header version 1 | |
2.3 Version information | |
2.4 WarCraft III The Frozen Throne beta replay information | |
3.0 [Data block header] | |
4.0 [Decompressed data] | |
4.1 [PlayerRecord] | |
4.2 [GameName] | |
4.3 [EncodedString] | |
4.4 [GameSettings] | |
4.5 [Map&CreatorName] | |
4.6 [PlayerCount] | |
4.7 [GameType] | |
4.8 [LanguageID] | |
4.9 [PlayerList] | |
4.10 [GameStartRecord] | |
4.11 [SlotRecord] | |
4.12 [RandomSeed] | |
5.0 [ReplayData] | |
6.0 General notes | |
6.1 Notes on official Blizzard Replays | |
7.0 Credits | |
8.0 Document revision history | |
=============================================================================== | |
DISCLAIMER (please read it ...) | |
=============================================================================== | |
All information in this document was solely obtained by looking at the replay | |
file and guessing the meaning of each single field. All knowledge about the | |
games mechanics is based on experience obtained by playing the game. | |
Neither reverse engineering was used nor any copyrighted files modified. | |
It is explicitly prohibited to use the information provided in this document | |
for any illegal activities including hacking, cheating and pirating. | |
Thank you Blizzard for your great games and a quite straight-forward | |
WarCraft III replay file format ;-) | |
The use of the information provided in this document is free of charge as long | |
as you follow the rules above. Furthermore you may copy it freely as long as | |
the file is unchanged (please mail us about any error or addition - we like | |
to keep things centralized). | |
We would really appreciate it if you credit us in your project or drop us | |
a line via mail - because we like to know if the work put into this document | |
was anything worth after all ;-) | |
=============================================================================== | |
1.0 Introduction | |
=============================================================================== | |
An important word ahead. | |
The information in this document is addressed to developers who want to create | |
programs, tools and websites that help to enrich the gaming experience for the | |
*whole* WarCraft III community. | |
We absolutely do not tolerate hacks and cheats. Therefore you MUST NOT use | |
the information provided in this document for any of these purposes. | |
This file is meant to contain a description of the replay format itself. | |
Additional notes and explanations on single fields and/or algorithms will | |
(eventually) be moved to a seperate file ("w3g_notes.txt") some day. | |
The whole file is still under construction. The meaning of some fields is still | |
unknown and "known" fields might be wrong. Please contact us if you figure out | |
any unknown values or find a replay that simply does not conform with the | |
description of a "known" field. | |
Convention: | |
----------- | |
Sections directly related to data stored in the replay file are written in | |
square brackets []. | |
=============================================================================== | |
2.0 [Header] | |
=============================================================================== | |
The replay file consist of a header followed by a variable number of compressed | |
data blocks. The header has the following format: | |
offset | size/type | Description | |
-------+-----------+----------------------------------------------------------- | |
0x0000 | 28 chars | zero terminated string "Warcraft III recorded game\0x1A\0" | |
0x001c | 1 dword | fileoffset of first compressed data block (header size) | |
| | 0x40 for WarCraft III with patch <= v1.06 | |
| | 0x44 for WarCraft III patch >= 1.07 and TFT replays | |
0x0020 | 1 dword | overall size of compressed file | |
0x0024 | 1 dword | replay header version: | |
| | 0x00 for WarCraft III with patch <= 1.06 | |
| | 0x01 for WarCraft III patch >= 1.07 and TFT replays | |
0x0028 | 1 dword | overall size of decompressed data (excluding header) | |
0x002c | 1 dword | number of compressed data blocks in file | |
0x0030 | n bytes | SubHeader (see section 2.1 and 2.2) | |
The size of the header excluding the subheader is 0x30 bytes so far. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
2.1 [SubHeader] for header version 0 | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
This header was used for all replays saved with WarCraft III patch version | |
v1.06 and below. | |
offset | size/type | Description | |
-------+-----------+----------------------------------------------------------- | |
0x0000 | 1 word | unknown (always zero so far) | |
0x0002 | 1 word | version number (corresponds to patch 1.xx) | |
0x0004 | 1 word | build number (see section 2.3) | |
0x0006 | 1 word | flags | |
| | 0x0000 for single player games | |
| | 0x8000 for multiplayer games (LAN or Battle.net) | |
0x0008 | 1 dword | replay length in msec | |
0x000C | 1 dword | CRC32 checksum for the header | |
| | (the checksum is calculated for the complete header | |
| | including this field which is set to zero) | |
Overall header size for version 0 is 0x40 bytes. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
2.2 [SubHeader] for header version 1 | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
This header is used for all replays saved with WarCraft III patch version | |
v1.07 and above. | |
offset | size/type | Description | |
-------+-----------+----------------------------------------------------------- | |
0x0000 | 1 dword | version identifier string reading: | |
| | 'WAR3' for WarCraft III Classic | |
| | 'W3XP' for WarCraft III Expansion Set 'The Frozen Throne' | |
| | (note that this string is saved in little endian format | |
| | in the replay file) | |
0x0004 | 1 dword | version number (corresponds to patch 1.xx so far) | |
0x0008 | 1 word | build number (see section 2.3) | |
0x000A | 1 word | flags | |
| | 0x0000 for single player games | |
| | 0x8000 for multiplayer games (LAN or Battle.net) | |
0x000C | 1 dword | replay length in msec | |
0x0010 | 1 dword | CRC32 checksum for the header | |
| | (the checksum is calculated for the complete header | |
| | including this field which is set to zero) | |
Overall header size for version 1 is 0x44 bytes. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
2.3 Version information | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
game version | version in replay | version of war3.exe | release date | |
--------------+-------------------+---------------------+---------------- | |
1.00 | 1.00.4448 | 1.0. 0.4448 | 2002-07-03 | |
1.01 | 1.01.4482 | 1.0. 1.4482 | 2002-07-05 | |
1.01b | 1.01.4482 | 1.0. 1.4483 | 2002-07-10 | |
1.01c | 1.01.4482 | ? | 2002-07-28 | |
1.02 | 1.02.4531 | 1.0. 1.4531 | 2002-08-15 | |
1.02a | 1.02.4531 | 1.0. 1.4563 | 2002-09-06 | |
1.03 | 1.03.4572 | 1.0. 3.4653 | 2002-10-09 | |
1.04 | 1.04.4654 | 1.0. 3.4709 | 2002-11-04 | |
1.04b | 1.04.4654 | 1.0. 3.4709 | 2002-11-07 | |
1.04c | 1.04.4654 | 1.0. 4.4905 | 2003-01-30 | |
1.05 | 1.05.4654 | 1.0. 5.4944 | 2003-01-30 | |
1.06 | 1.06.4656 | 1.0. 6.5551 | 2003-06-03 | |
1.07 | 1.07.6031 | 1.0. 7.5535 | 2003-07-01 | |
1.10 | 1.10.6034 | 1.0.10.5610 | 2003-06-30 | |
1.11 | 1.11.6035 | 1.0.11.5616 | 2003-07-15 | |
1.12 | 1.12.6036 | 1.0.12.5636 | 2003-07-31 | |
1.13 | 1.13.6037 | 1.0.13.5816 | 2003-12-16 | |
1.13b | 1.13.6037 | 1.0.13.5818 | 2003-12-19 | |
1.14 | 1.14.6039 | 1.0.14.5840 | 2004-01-07 | |
1.14b | 1.14.6040 | 1.0.14.5846 | 2004-01-10 | |
1.15 | 1.15.6043 | 1.0.15.5917 | 2004-04-14 | |
1.16 | 1.16.6046 | 1.0.16.5926 | 2004-05-10 | |
1.17 | 1.17.6050 | 1.0.17.5988 | 2004-09-20 | |
1.18 | 1.18.6051 | 1.0.18.6030 | 2005-03-01 | |
1.19 | 1.19.6052 | 1.0.19.6041 | 2005-09-19 | |
1.19b | 1.19.6052 | 1.0.19.6046 | 2005-09-21 | |
1.20 | 1.20.6052 | 1.0.20.6048 | 2005-10-03 | |
1.20b | 1.20.6052 | 1.0.20.6056 | 2005-12-12 | |
1.20c | 1.20.6052 | 1.20.2.6065 | 2006-01-09 | |
1.20d | 1.20.6052 | 1.20.3.6070 | 2006-04-12 | |
1.20e | 1.20.6052 | 1.20.4.6074 | 2006-06-22 | |
1.21 | 1.21.6052 | 1.21.0.6263 | 2007-01-23 | |
1.21b | 1.21.6052 | 1.21.1.6300 | 2008-02-06 | |
Notes on specific patches: | |
o The mpq file for patch 1.02a is named 1.02c. | |
o Patch 1.04b was only available as standalone patch (not on bnet) | |
and solely adds a new copy protection to war3.exe. | |
o The minor version number of the 'war3.exe' is wrong for patches | |
1.02, 1.02a, 1.04, 1.04b. | |
o Blizzard released no standalone versions of the patches: | |
1.01c, 1.04c, 1.10. | |
o Replays of patch 1.14 and 1.14b are incompatible | |
General notes: | |
o There are no differences in replays between minor versions | |
(except for patch 1.14 and 1.14b). | |
o Check the file properties of the existing war3.exe to get the current | |
installed version of Warcraft III (see column 3). | |
o There are no differences in version and build numbers between RoC and TFT. | |
o There are no differences between various language versions. | |
o You can identify the replay version of the installed game by extracting | |
the 'product version number' from the version resource of the 'war3.exe'. | |
o You can identify the version of the 'war3.exe' by extracting the | |
'file version number' from the version resource of the file. | |
o On early patches build number of replays and 'war3.exe' are equal. | |
Later on they differ. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
2.4 WarCraft III The Frozen Throne beta replay information | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
2.4.1 Beta for Frozen Throne retail (version 1.07) | |
-------------------------------------------------- | |
Beta replays are similar to RoC / final TFT replays. | |
Here comes a list of version numbers, header version and build numbers: | |
version | subheader version | build# | release date | |
--------+-------------------+--------+-------------- | |
301 | version 0 | 6010 | 2003-03-04 | |
302 | version 0 | 6011 | 2003-03-11 | |
303 | version 0 | 6012 | 2003-03-14 | |
304 | version 0 | 6013 | 2003-03-19 | |
304a | version 0 | 6013 | 2003-03-24 | |
305 | version 1(*) | 6015 | 2003-03-28 | |
305a | version 1(*) | 6016 | 2003-03-30 | |
306 | version 1 | 6018 | 2003-04-08 | |
307 | version 1 | 6019 | 2003-04-11 | |
308 | version 1 | 6021 | 2003-04-16 | |
309 | version 1 | 6022 | 2003-04-17 | |
310 | version 1 | 6023 | 2003-04-24 | |
311 | version 1 | 6027 | 2003-04-30 | |
312 | version 1 | 6030 | 2003-05-13 | |
313 | version 1 | 6031 | 2003-05-19 | |
314 | version 1 | 6034 | 2003-05-30 | |
314a | version 1 | 6034 | 2003-06-02 | |
315 | version 1 | 6034 | 2003-06-10 | |
(*) Patch 305 and 305a still use the old V0 GameVersion scheme (2 words). | |
Notes: | |
o 313 replays might be convertable to FT retail 1.07 replays. | |
o 315 replays might be convertable to FT retail 1.10/1.11 replays. | |
2.4.1 Beta versions of various patches | |
-------------------------------------- | |
These patches were only distributed through the 'Westfall' gateway. | |
game | version | version | date | | |
version | in replay | of war3.exe | of release | beta for | |
---------+--------------+-----------------+--------------+---------------- | |
1.15 | 1. 15.6041 | 1.0.15.5900 | 2004-04-16 | patch 1.15 | |
1.401 | 1.401.6042 | 401.0. 0.5911 | 2004-04-22 | patch 1.15 | |
1.402 | | | 2004-04-24 | patch 1.15 | |
1.403 | | | 2004-06-23 | Ladder XP | |
1.404 | | | 2004-08-14 | patch 1.17 | |
1.405 | | | 2004-08-19 | patch 1.17 | |
1.406 | | | 2004-08-31 | patch 1.17 | |
=============================================================================== | |
3.0 [Data block header] | |
=============================================================================== | |
Each compressed data block consists of a header followed by compressed data. | |
The first data block starts at the address denoted in the replay file header. | |
All following addresses are relative to the start of the data block header. | |
The decompressed data blocks append to a single continueous data stream | |
(disregarding the block headers). The content of this stream (see section 4) is | |
completely independent of the original block boundaries. | |
offset | size/type | Description | |
-------+-----------+----------------------------------------------------------- | |
0x0000 | 1 word | size n of compressed data block (excluding header) | |
0x0002 | 1 word | size of decompressed data block (currently 8k) | |
0x0004 | 1 dword | unknown (probably checksum) | |
0x0008 | n bytes | compressed data (decompress using zlib) | |
To decompress one block with zlib: | |
1. call 'inflate_init' | |
2. call 'inflate' with Z_SYNC_FLUSH for the block | |
The last block is padded with 0 bytes up to the 8K border. These bytes can | |
be disregarded. | |
//TODO: add decompression details and move explanation to seperate file | |
=============================================================================== | |
4.0 [Decompressed data] | |
=============================================================================== | |
Decompressed data is a collection of data items that appear back to back in | |
the stream. The offsets for these items vary depending on the size of every | |
single item. | |
This section describes the records that always appear at the beginning of | |
a replay data stream. They hold information about settings and players right | |
before the start of the game. Data about the game in progress is described | |
in section 5. | |
The order of the start up items is as follows: | |
# | Size | Name | |
---+----------+-------------------------- | |
1 | 4 byte | Unknown (0x00000110 - another record id?) | |
2 | variable | PlayerRecord (see 4.1) | |
3 | variable | GameName (null terminated string) (see 4.2) | |
4 | 1 byte | Nullbyte | |
5 | variable | Encoded String (null terminated) (see 4.3) | |
| | - GameSettings (see 4.4) | |
| | - Map&CreatorName (see 4.5) | |
6 | 4 byte | PlayerCount (see 4.6) | |
7 | 4 byte | GameType (see 4.7) | |
8 | 4 byte | LanguageID (see 4.8) | |
9 | variable | PlayerList (see 4.9) | |
10 | variable | GameStartRecord (see 4.11) | |
The following sections describe these items in detail. | |
After the static items (as described above) there follow variable information | |
organized in blocks that are described in section 5. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4.1 [PlayerRecord] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
offset | size/type | Description | |
-------+-----------+----------------------------------------------------------- | |
0x0000 | 1 byte | RecordID: | |
| | 0x00 for game host | |
| | 0x16 for additional players (see 4.9) | |
0x0001 | 1 byte | PlayerID | |
0x0002 | n bytes | PlayerName (null terminated string) | |
n+2 | 1 byte | size of additional data: | |
| | 0x01 = custom | |
| | 0x08 = ladder | |
Depending on the game type one of these records follows: | |
o For custom games: | |
offset | size/type | Description | |
-------+-----------+--------------------------------------------------------- | |
0x0000 | 1 byte | null byte (1 byte) | |
o For ladder games: | |
offset | size/type | Description | |
-------+-----------+--------------------------------------------------------- | |
0x0000 | 4 bytes | runtime of players Warcraft.exe in milliseconds | |
0x0004 | 4 bytes | player race flags: | |
| | 0x01=human | |
| | 0x02=orc | |
| | 0x04=nightelf | |
| | 0x08=undead | |
| | (0x10=daemon) | |
| | 0x20=random | |
| | 0x40=race selectable/fixed (see notes in section 4.11) | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4.2 [GameName] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
This is a plain null terminated string reading the name of the game. | |
Only in custom battle.net games you can name your game, otherwise the name | |
is fixed: | |
o For ladder games it reads "BNet". | |
o For custom LAN games it holds a localized string including the game creators | |
player name. | |
Examples: a game created by the player 'Blue' results in: | |
"Blue's game" for the english version of Warcraft III | |
"Spiel von Blue" for the german version | |
o For custom single player games it holds a localized fixed string. | |
"local game" for the english version | |
"Lokales Spiel" for the german version | |
o Following is a list for all localized strings (encoded in plain ASCII) used | |
by WarCraft III patch version 1.06 and earlier | |
(see war3.mpq\UI\FrameDef\GlobalStrings.fdf: GAMENAME, LOCAL_GAME): | |
English : "%s's Game" : "local game" | |
Czech (1029): "Hra %s" : "Místní hra" | |
German (1031): "Spiel von %s" : "Lokales Spiel" | |
Spanish (1034): "Partida de %s" : "Partida local" | |
French (1036): "Partie de %s" : "Partie locale" | |
Italian (1040): "Partita di %s" : "Partita locale" | |
Polish (1045): "Gra (%s)" : "Gra lokalna" | |
%s denotes the game creators player name. | |
o The following list shows all localized strings (encoded in plain ASCII) used | |
by WarCraft III patch version 1.07 and later | |
(see war3.mpq\UI\FrameDef\GlobalStrings.fdf: GAMENAME, LOCAL_GAME): | |
German (1031): "Lokales Spiel (%s)" : "Lokales Spiel" | |
%s denotes the game creators player name. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4.3 [Encoded String] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
There are the GameSetting and three null-terminated strings here back-to-back, | |
all encoded into a single null terminated string. | |
(But we don't know the reason for this encoding!) | |
Every even byte-value was incremented by 1. So all encoded bytes are odd. | |
A control-byte stores the transformations for the next 7 bytes. | |
Since all NullBytes were transformed to 1, they will never occure inside the | |
encoded string. But a NullByte marks the end of the encoded string. | |
The encoded string starts with a control byte. | |
The control byte holds a bitfield with one bit for each byte of the next 7 | |
bytes block. Bit 1 (not Bit 0) corresponds to the following byte right after | |
the control-byte, bit 2 to the next, and so on. | |
Only Bit 1-7 contribute to encoded string. Bit 0 is unused and always set. | |
Decoding these bytes works as follows: | |
If the corresponding bit is a '1' then the character is moved over directly. | |
If the corresponding bit is a '0' then subtract 1 from the character. | |
After a control-byte and the belonging 7 bytes follows a new control-byte | |
until you find a NULL character in the stream. | |
Example decompression code (in 'C'): | |
char* EncodedString; | |
char* DecodedString; | |
char mask; | |
int pos=0; | |
int dpos=0; | |
while (EncodedString[pos] != 0) | |
{ | |
if (pos%8 == 0) mask=EncodedString[pos]; | |
else | |
{ | |
if ((mask & (0x1 << (pos%8))) == 0) | |
DecodedString[dpos++] = EncodedString[pos] - 1; | |
else | |
DecodedString[dpos++] = EncodedString[pos]; | |
} | |
pos++; | |
} | |
Alternatively one could interprete the encoding scheme as follow: | |
Bit 0 of every character was moved to the control byte and set to 1 afterwards. | |
TODO: Maybe this gives a simpler decoding algorithm. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4.4 [GameSettings] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
Make sure you have decoded the GameSettings (see 4.3). | |
The game settings (extended options on create game screen) are packed using | |
various flags distributed over 13 bytes. | |
For details about the single options read the file | |
"support/Readme/(PC)UIMainMenus.html" | |
in your WarCraft III installation directory. | |
Denoted below are only nonzero flags. | |
offset | bitnr | Description | |
-------+-------+--------------------------------------------------------------- | |
0x0000 | 0,1 | Game Speed: 0 = slow, 1 = normal, 2 = fast, 3 = unused | |
-------+-------+--------------------------------------------------------------- | |
0x0001 | 0 | Visibility: 'hide terrain' | |
| 1 | Visibility: 'map explored' | |
| 2 | Visibility: 'always visible' (no fog of war) | |
| 3 | Visibility: 'default' | |
| 4,5 | Observer : 0 = off or 'Referees' (see 0x0003 Bit6) | |
| | 1 = unused | |
| | 2 = 'Obs on Defeat' | |
| | 3 = on or 'Referees' | |
| 6 | Teams Together (team members are placed at neighbored places) | |
-------+-------+--------------------------------------------------------------- | |
0x0002 | 1,2 | Fixed teams: 0 = off, 1 = unused, 2 = unused, 3 = on | |
-------+-------+--------------------------------------------------------------- | |
0x0003 | 0 | Full Shared Unit Control | |
| 1 | Random Hero | |
| 2 | Random Races | |
| 6 | Observer: Referees (other observer bits are 0 or 3) | |
-------+-------+--------------------------------------------------------------- | |
0x0004 | | 0 | |
0x0005 | | unknown (0 in ladder games, but not in custom) | |
0x0006 | | 0 | |
0x0007 | | unknown (0 in ladder games, but not in custom) | |
0x0008 | | 0 | |
-------+-------+--------------------------------------------------------------- | |
0x0009 | 4Byte | Map Checksum //TODO: find algorithm | |
- 0C | | | |
-------+-------+--------------------------------------------------------------- | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4.5 [Map&CreatorName] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
Make sure you have decoded the three Strings (see 4.3). | |
First is the map name, second is the game creators name (can be "Battle.Net" | |
for ladder) and a third is an always empty string. | |
Here ends the encoded string. There should not be any unprocessed decoded | |
bytes left. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4.6 [PlayerCount] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4 bytes - num players or num slots | |
in Bnet games is the exact ## of players | |
in Custom games, is the ## of slots on the join game screen | |
in Single Player custom games is 12 | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4.7 [GameType] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
offset | size/type | Description | |
-------+-----------+----------------------------------------------------------- | |
0x0000 | 1 byte | Game Type: | |
| | (0x00 = unknown, just in a few pre 1.03 custom games) | |
| | 0x01 = Ladder -> 1on1 or FFA | |
Custom -> Scenario (not 100% sure about this) | |
| | 0x09 = Custom game | |
| | 0x1D = Single player game | |
| | 0x20 = Ladder Team game (AT or RT, 2on2/3on3/4on4) | |
0x0001 | 1 byte | PrivateFlag for custom games: | |
| | 0x00 - if it is a public LAN/Battle.net game | |
| | 0x08 - if it is a private Battle.net game | |
0x0002 | 1 word | unknown (always 0x0000 so far) | |
TODO: | |
values in patch >=1.07: | |
01 00 00 00 : ladder 1on1 / custom scenario | |
20 00 00 00 : ladder team | |
09 00 00 00 : custom game | |
09 A8 12 00 : custom game | |
09 A0 12 00 : custom game | |
09 A8 42 00 : custom game | |
09 A8 14 00 : custom game | |
09 A0 14 00 : custom game | |
01 40 13 00 : custom game | |
09 A0 42 00 : custom game | |
09 A8 44 00 : custon game | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4.8 [LanguageID] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4 byte - (independent of realm, map, gametype !) | |
Might be another checksum or encoded language. | |
I found the following numbers in my replays: | |
C4 F0 12 00 - patch 1.10 ger | |
90 F1 12 00 - patch 1.06 ger | |
90 F1 12 00 - patch 1.05 ger | |
A0 F6 6D 00 - patch 1.04 ger | |
24 F8 12 00 - patch 1.04 eng(?) | |
A0 F6 6D 00 - patch 1.03 ger | |
C0 F6 6D 00 - patch 1.02 ger | |
//TODO: Find out what this field is really about. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4.9 [PlayerList] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
The player list is an array of PlayerRecords for all additional players | |
(excluding the game host and any computer players). | |
If there is only one human player in the game it is not present at all! | |
Per additional player there is the following structure in the file: | |
offset | size/type | Description | |
-------+-----------+----------------------------------------------------------- | |
0x0000 | 4/11 byte | PlayerRecord (see 4.1) | |
0x000? | 4 byte | unknown | |
| | (always 0x00000000 for patch version >= 1.07 | |
| | always 0x00000001 for patch version <= 1.06) | |
This record is repeated as long as the first byte equals the additional | |
player record ID (0x16). | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4.10 [GameStartRecord] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
offset | size/type | Description | |
-------+-----------+----------------------------------------------------------- | |
0x0000 | 1 byte | RecordID - always 0x19 | |
0x0001 | 1 word | number of data bytes following | |
0x0003 | 1 byte | nr of SlotRecords following (== nr of slots on startscreen) | |
0x0004 | n bytes | nr * SlotRecord (see 4.11) | |
n+4 | 1 dword | RandomSeed (see 4.12) | |
n+8 | 1 byte | SelectMode | |
| | 0x00 - team & race selectable (for standard custom games) | |
| | 0x01 - team not selectable | |
| | (map setting: fixed alliances in WorldEditor) | |
| | 0x03 - team & race not selectable | |
| | (map setting: fixed player properties in WorldEditor) | |
| | 0x04 - race fixed to random | |
| | (extended map options: random races selected) | |
| | 0xcc - Automated Match Making (ladder) | |
n+9 | 1 byte | StartSpotCount (nr. of start positions in map) | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4.11 [SlotRecord] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
offset | size/type | Description | |
-------+-----------+----------------------------------------------------------- | |
0x0000 | 1 byte | player id (0x00 for computer players) | |
0x0001 | 1 byte | map download percent: 0x64 in custom, 0xff in ladder | |
0x0002 | 1 byte | slotstatus: | |
| | 0x00 empty slot | |
| | 0x01 closed slot | |
| | 0x02 used slot | |
0x0003 | 1 byte | computer player flag: | |
| | 0x00 for human player | |
| | 0x01 for computer player | |
0x0004 | 1 byte | team number:0 - 11 | |
| | (team 12 == observer or referee) | |
0x0005 | 1 byte | color (0-11): | |
| | value+1 matches player colors in world editor: | |
| | (red, blue, cyan, purple, yellow, orange, green, | |
| | pink, gray, light blue, dark green, brown) | |
| | color 12 == observer or referee | |
0x0006 | 1 byte | player race flags (as selected on map screen): | |
| | 0x01=human | |
| | 0x02=orc | |
| | 0x04=nightelf | |
| | 0x08=undead | |
| | 0x20=random | |
| | 0x40=race selectable/fixed (see notes below) | |
0x0007 | 1 byte | computer AI strength: (only present in v1.03 or higher) | |
| | 0x00 for easy | |
| | 0x01 for normal | |
| | 0x02 for insane | |
| | for non-AI players this seems to be always 0x01 | |
0x0008 | 1 byte | player handicap in percent (as displayed on startscreen) | |
| | valid values: 0x32, 0x3C, 0x46, 0x50, 0x5A, 0x64 | |
| | (field only present in v1.07 or higher) | |
Notes: | |
o This record is only 7 bytes in pre 1.03 replays. | |
The last two fields are missing there. | |
o For pre v1.07 replays this record is only 8 bytes. | |
The last field is missing there. | |
o For open and closed slots team and color fields are undetermined. | |
o For WarCraft III patch version <= 1.06: | |
If bit 6 of player race flags is additionally set (0x40 added) then the | |
race is fixed by the map (see also section 4.10). | |
o For WarCraft III patch version >= 1.07: | |
If bit 6 of player race flags is additionally set (0x40 added) then the | |
race is selectable by the player - otherwise it is a ladder game or the | |
race is fixed by the map (see also section 4.10). | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
4.12 [RandomSeed] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
This field is the best bet on the random seed the Warcraft III engine is | |
initialized with. The replay data that follows requires already a set up seed | |
(since starting positions and race are fixed at this time). | |
For custom games (no matter if battle.net or LAN) this dword appears to be | |
the runtime of the Warcraft.exe of the game host in milliseconds. | |
For ladder games the value variies very much - probably the battle.net server | |
hands out a 'real' seed (not runtime based) to the clients. | |
=============================================================================== | |
5.0 [ReplayData] | |
=============================================================================== | |
This section describes the Replay data following directly after the static data | |
described in section 4. It represents information about the game in progress. | |
Replay data is segmented into seperate blocks of either fixed or variable size. | |
The order of these blocks is not fixed and not all known blocktypes have to be | |
present in a replay. | |
Blocks always start with one byte representing the block ID. Using this ID one | |
can identify specific blocks while skipping unwanted (using the block size). | |
Below all known blocks are listed by their block ID followed by a description | |
of the data following the ID. Denoted in square brackets is the overall size | |
of each block (including the one byte block ID). | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
0x17 - LeaveGame [ 14 byte ] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
1 dword - reason | |
0x01 - connection closed by remote game | |
0x0C - connection closed by local game | |
0x0E - unknown (rare) (almost like 0x01) | |
1 byte - PlayerID | |
1 dword - result - see table below | |
1 dword - unknown (number of replays saved this warcraft session?) | |
Key for Table: | |
player = player according to PlayerID | |
saver = replay saver ( = player of very last leave-action) | |
INC = the unknown parameter in the last leave-action was incremented by 1 | |
(compared to the other LeaveGame actions before) | |
[?] = entries marked with this symbol are true for common replays but | |
we encountered at least one nonconform replay. | |
[O] = if the replay saver was an observer it regularly happens that | |
players get a result of 0x01 | |
Reason | Result | Description | |
===========+========+======================================================= | |
0x01 | 0x01 | player left (disconnected or saver is observer) [O] | |
(remote) | 0x07 | player left | |
| 0x08 | player lost (was completly erased) | |
| 0x09 | player won | |
| 0x0A | draw (long lasting tournament game) | |
| 0x0B | player left (was observer) [?] | |
-----------+--------+------------------------------------------------------- | |
0x0E | 0x01 | player left [?] | |
(remote) | 0x07 | player left [?] | |
| 0x0B | player left (was observer) [?] | |
===========+========+======================================================= | |
0x0C | 0x01 | saver disc. / observer left [O] | |
(not last)| 0x07 | saver lost, no info about the player [?] | |
| 0x08 | saver lost (erased), no info about the player | |
| 0x09 | saver won, no info about the player | |
| 0x0A | draw (long lasting tournament game) | |
| 0x0B | saver lost (obs or obs on defeat) [?] | |
-----------+--------+------------------------------------------------------- | |
last 0x0C | 0x01 | saver disconnected | |
(rep.saver)| 0x07 | with INC => saver won | |
| | w/o INC => saver lost | |
| 0x08 | saver lost (completly erased) | |
| 0x09 | saver won | |
| 0x0B | with INC => saver won most times, but not always [?] | |
| | w/o INC => saver left (was obs or obs on defeat) [?] | |
Personal note: | |
o Until now we have not found a robust winner detection algorithm that | |
works for every replay :( | |
We checked about 6000 replays. Normal ladder games works well, | |
but especially FFA games saved by an observer are very &§*#$. | |
So here is still work to do... | |
Notes: | |
o Do NOT use the marked lines ([?],[N]) for winner detection. | |
If you use these you will probably increase the detection rate but also | |
get false detections. | |
The unmarked lines proofed to be fail-safe (at least until now). | |
o If at least one player gets a draw result the whole game is draw. | |
o The result*s* of the replay saver - he can get more than one because all | |
local leave actions (reason=0x0C) belong to this result - do not | |
contradict (except in draw games). There is never a win and a loss result | |
at the same time (if you use the none marked lines). | |
o All result-values in a leave-action are player specific results. | |
E.g. if one player of a team quits he gets a 'lost' result value - even | |
if his team mate later wins the game. | |
o If you get a win result for a player his team is definitely the winner and | |
all other teams lost. | |
o If the result for every player of a team is "loss" the whole team lost. | |
o Even WarCraft cannot see into the future ;). If the saver of a team replay | |
leaves the game first, you will always detect a 'saver-lost' result. | |
It is impossible to detect who is the winner in this replay. | |
Unfortunately this happens quite often. Imagine a 2vs2 game: One team was | |
nearly beaten, both players say 'gg' and leave. If the replay saver (one of | |
these losers) quits only 1 second before his team mate, you cannot detect | |
the winner in this replay. | |
Our strategy in this situation is to assume that the whole replay saver | |
team lost. This might not be correct in every situation (but from the | |
replay we will never know). | |
An alternative strategy could be: The team with the most remaining players | |
wins. This can be wrong too e.g. if in a 2on2 one team nearly won when one | |
of the players of this team disconnects but the second player finishes the | |
work. | |
In 2on2 games both strategies lead to same result. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
0x1A - unknown (first startblock) [ 5 byte ] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
1 dword - unknown (always 0x01 so far) | |
Notes: | |
o This block seems to be always the first block at start of game. | |
It is never repeated. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
0x1B - unknown (second startblock) [ 5 byte ] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
1 dword - unknown (always 0x01 so far) | |
Notes: | |
o This block seems to be always the second block at start of game. | |
It is never repeated. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
0x1C - unknown (third startblock) [ 5 byte ] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
1 dword - unknown (always 0x01 so far) | |
Notes: | |
o This block seems to be always the third block at start of game. | |
It is never repeated. | |
o Rarely there is a chat block (0x20) or a LeaveGame block (0x17) between | |
2nd startblock (0x1B) and this 3rd startblock (0x1C) | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
0x1E - TimeSlot block [ n+3 byte ] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
for details see block 0x1F | |
Notes: | |
o For patch version <= 1.02 this block was used instead of block 0x1F. | |
o This block also rarely appears in version >= 1.07. In this case the usual | |
RandomSeed block (0x22) does *not* follow though. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
0x1F - TimeSlot block [ n+3 byte ] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
1 word - n = number of bytes that follow | |
1 word - time increment (milliseconds) | |
about 250 ms in battle.net | |
about 100 ms in LAN and single player | |
n-2 byte - CommandData block(s) (not present if n=2) | |
For every player which has executed an action during this time slot there is | |
at least one 'Command data block'. | |
CommandData block: | |
1 byte - PlayerID | |
1 word - Action block length | |
n byte - Action block(s) (see file 'w3g_actions.txt' for details) | |
Notes: | |
o The 'time increments' are only correct for replays played at fastest speed. | |
o Accumulate all 'time increments' to get the time of current action(s). | |
o This block is always followed by a 'Random Seed' block (0x22) | |
o For patch version <= 1.02 this block has the ID 0x1E. | |
o A detailed description of the action block format and all valid actions can | |
be found in the seperate document 'w3g_actions.txt'. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
0x20 - Player chat message (patch version >= 1.07) [ n+4 byte ] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
1 byte - PlayerID (message sender) | |
1 word - n = number of bytes that follow | |
1 byte - flags | |
0x10 for delayed startup screen messages? (see note) | |
0x20 for normal messages | |
1 dword - chat mode (not present if flag = 0x10): | |
0x00 for messages to all players | |
0x01 for messages to allies | |
0x02 for messages to observers or referees | |
0x03+N for messages to specific player N (with N = slotnumber) | |
n bytes - zero terminated string containing the text message | |
Notes: | |
o This block was introduced with patch 1.07. | |
o Only messages send and received by the player who saved the replay are | |
present. | |
o Messages to observers are not saved. | |
o The slot number corresponds to the record number as per section 4.11 | |
starting with zero (first record = slot 0). | |
o To get the time of the chat command, accumulate all 'time increments' from | |
the 'TimeSlot' blocks (see above, block 0x1E and 0x1F). | |
Notes on chat messages with flag = 0x10: | |
o Only appears on startup between action block 0x1B and 0x1C. | |
o The 'chat mode' dword is not present. The message text starts right after | |
the flag field. The length value reflects this correctly. | |
o These chat messages do not appear when the replay is watched with WarCraft. | |
o The messages only appear in custom game replays. Maybe these are chat | |
messages written in the game startup screen, which were send right before | |
the game was started and could not be shown there in time because of lag. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
0x22 - unknown (Checksum or random number/seed for next frame) [ 6 byte ] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
1 byte - number of bytes following (always 0x04 so far) | |
1 dword - unknown (very random) | |
Notes: | |
o For patch version <= 1.02 this block has the ID 0x20. | |
o This message eventually syncs the random seed used for any calculation | |
within the previous or next frame between all clients. | |
It might be a complete gamescene checksum too though. | |
o This block follows always after a 'TimeSlot' block. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
0x23 - unknown [ 11 byte ] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
Maybe: | |
1 dword - unknown | |
1 byte - unknown (always 4?) | |
1 dword - unknown (random?) | |
1 byte - unknown (always 0?) | |
Notes: | |
o Very rare. | |
o Appears in front of a 'LeaveGame' action. | |
Examples: | |
23 4C 0D 00 00 04 0B B0 B1 FC 00 -> "#L........." 3404 4 4239503371 0 | |
23 64 07 00 00 04 AC 34 28 7E 00 -> "#d.....4(~." 1892 4 2116564140 0 | |
23 FB 0D 00 00 04 DD B8 B1 87 00 -> "#.........." 3579 4 2276571357 0 | |
23 D5 15 00 00 04 19 ED 43 72 00 -> "#.......Cr." 5589 4 1917054233 0 | |
23 1B 03 00 00 04 D8 2E 81 4F 00 -> "#........O." 795 4 1333866200 0 | |
23 F2 04 00 00 04 91 7F C6 01 00 -> "#........." 1266 4 29786001 0 | |
all following back-to-back in a single replay: | |
23 3A 03 00 00 04 B5 1F DC 80 00 -> "#:........." 826 4 2161909685 0 | |
23 3B 03 00 00 04 DE A7 93 77 00 -> "#;.......w." 827 4 2006165470 0 | |
23 3C 03 00 00 04 A9 A6 78 3B 00 -> "#<......x;." 828 4 997762729 0 | |
23 3D 03 00 00 04 25 87 97 9C 00 -> "#=....%...." 829 4 2627176229 0 | |
TODO: more analysis | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
0x2F - Forced game end countdown (map is revealed) [ 9 byte ] | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
1 dword - mode: | |
0x00 countdown is running | |
0x01 countdown is over (end is forced *now*) | |
1 dword - countdown time in sec | |
Notes: | |
o This block was introduced with patch 1.07. | |
o Only found in battle.net tournament games which last too long. | |
o Normally countdown starts with 4:58 and the block is repeated every 30s | |
(4:58, 4:28, 3:58, ..., 0:58, 0:28, 0:00, now). | |
o On first occurence of this block the "fog of war" is turned off | |
(the complete map is revealed to all player). | |
=============================================================================== | |
6.0 General notes | |
=============================================================================== | |
o It seems that the following things are *not* to be found in the replay: | |
+ the Battle.net realm | |
+ the time/date of the game | |
+ the level/exp/record of the players in a ladder game | |
o You may add your own data at the end of the replay file - Warcraft III | |
ignores them (except for official blizzard replays, see section 6.1). | |
This might be useful e.g. for an replay database tool when storing a | |
description of the game right with the replay data. | |
o The saver of the replay is the last player leaving the game. This | |
'LeaveGame'-Action (see 5.0) is also the very last action of the replay. | |
This means the player id of the replay saver is the 9th last byte of the | |
uncompressed replay (so you don't have to parse the action-blocks to get the | |
name of the replay saver). This method does not work for official Blizzard | |
replays. | |
o Warcraft starts showing a replay with the game hosts point of view. | |
o The game type is not explicitly recorded in the replay: | |
- there is no difference between AT (arranged team) and RT (random team) | |
ladder games replay wise | |
- one can detect team games by the team number in slot records | |
- one can detect FFA games by all players having different team numbers | |
and there are more than 2 in the game | |
o One can start Warcraft with the parameter '-loadfile' to play back a replay | |
immediately: War3.exe -loadfile "replayfilename" | |
Before patch 1.14 there was a side effect: the single-player user-name was | |
automatically changed to 'WorldEdit'. | |
o There was no patch 1.07, 1.08 and 1.09 for WarCraft III classic. | |
Patch 1.10 was released after patch 1.06 reflecting the release of | |
WarCraft III expansion set 'The Frozen Throne'. | |
o WarCraft III Frozen Throne was shipped with patch version 1.07 but was | |
immediately patched to version 1.10. There was no patch 1.08 or 1.09. | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
6.1 Notes on official Blizzard Replays | |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
These replays are automatically obtained by Blizzard during or after high level | |
ladder games and tournament final games. They are available for download | |
through the official Battle.net web page and show some differences to normal | |
replays saved by users. | |
Differences: | |
o The build number (see 2.2) is always zero. | |
o The filesize is 132 byte larger than denoted in header (see below). | |
o The map record (see 4.4) always reads '01 01 01 F9 01 01 FF FF FF FF'. | |
o The values of the unknown PlayerList entry (see 4.9) of all players in the | |
replay is equal to the LanguageID (see 4.8). | |
o The number of SlotRecords (Byte 0x0003 of [GameStartRecord] in section 4.10) | |
is always zero - there are no slot records (see 4.11) present. | |
o The StartSpotCount (see [GameStartRecord] in section 4.10) is always 0xCC. | |
o There is a signature block at the end of the replay: | |
1 dword : 4E 47 49 53 = 'NGIS' <=> 'SIGN' | |
128 Byte : signature | |
Notes: | |
o Since the lack of all slot records, one has to generate these data: | |
iterate slotNumber from 1 to number of PlayerRecords (see 4.1) | |
player id = slotNumber | |
slotstatus = 0x02 (used) | |
computerflag = 0x00 (human player) | |
team number = (slotNumber -1) mod 2 (team membership alternates in | |
PlayerRecord) | |
color = unknown (player gets random colors) | |
race = as in PlayerRecord | |
computerAI = 0x01 (non computer player) | |
handicap = 0x64 (100%) | |
o Tournament replays are given a unique name using the following scheme: | |
'YYYYMMDDhhmmxxxxx-TAG-TYPEp.w3g' | |
where: | |
YYYY - year of the beginning of the game in greenwitch mean time (GMT) | |
MM - month ... | |
DD - day ... | |
hh - hour ... | |
mm - minutes ... | |
xxxxx - numeric ID | |
TAG - 'W3XP' for FrozenThrone, 'WAR3' for Classic | |
TYPE - standard or race/map limitations,... | |
without limitations (day of week): | |
FRI - friday | |
SAT - saturday | |
SUN - sunday | |
race limitation tournament: | |
HUM - Human | |
ORC - Orc | |
NLF - Nightelf | |
UND - Undead | |
RND - Random | |
map limitation tournament: | |
CLD - Coldheart | |
FLD - Floodplains | |
GNW - Gnollwood | |
LST - Lost Temple | |
RCK - Turtle Rock | |
WET - Wetlands | |
p - number of players per team | |
File name examples: | |
20030816204000041-W3XP-SAT1.w3g | |
Frozen Throne 1on1 tournament on Saturday august 16th | |
(round started at 20:40 GMT) | |
20030817222400050-W3XP-SUN2.w3g | |
Frozen Throne 2on2 tournament on Sunday august 17th | |
20030820205400081-W3XP-LST1.w3g | |
TFT 1on1 "Lost Temple"-only tournament on august 20th | |
o Since one cannot change the name of the replay file, there has to be a | |
checksum in the signature (or maybe within the replay data itself). | |
o This feature was officially announced by Blizzard a couple of days after the | |
release of patch 1.12. It might have been present in previous versions of | |
the game though. | |
TODO: - signature analysis | |
=============================================================================== | |
7.0 Credits | |
=============================================================================== | |
We like to thank the following people for their help on decoding the | |
W3G format (in alphabetical order): | |
o BlackDick for | |
- info on header checksum calculation | |
- info on updates with patch 1.10 | |
- version/build information on TFT beta replays | |
- various other hints and minor updates | |
o DooMeer for | |
- info on '-loadfile' parameter | |
o Ens for | |
- info on chat modes (observer, specific player) | |
o Mark Pflug for | |
- finding action blocks 0x1E and 0x23 | |
o Kliegs for | |
- his notes.txt on which this document is based | |
- hosting a CVS for replay format related documents | |
o ShadowFlare for | |
- WinMPQ | |
- hosting the developer forum | |
o Soar | |
- some infos on changes with TFT | |
o Ziutek for | |
- Total Commander MPQ plugin | |
=============================================================================== | |
8.0 Document revision history | |
=============================================================================== | |
o general notes | |
+ information added | |
- information changed | |
version 1.18 - 2007-06-26 | |
------------------------- | |
2007-06-26: - updated weblinks in the header of this file | |
2007-06-26: + added build numbers for patch 1.21b | |
version 1.17 - 2007-01-28 | |
------------------------- | |
2007-01-27: + added build numbers for patches 1.20d, 1.20e, 1.21 | |
version 1.16 - 2006-03-25 | |
------------------------- | |
2006-03-25: + added build numbers for patches 1.19, 1.19b, 1.20, 1.20b, 1.20c | |
2006-03-25: - updated forum url in file header | |
version 1.15 - 2005-04-30 | |
------------------------- | |
2005-04-30: - fixed build number for patch 1.15 (final) | |
2005-04-29: - some minor addition on GameSettings | |
2005-04-26: + added build number for patch 1.18 | |
2005-04-26: + added section 2.4.2 on beta patches | |
2005-04-26: - corrected contact information in file header | |
2005-04-26: - translated german note on encoding scheme in section 4.3 | |
version 1.14 - 2004-10-02 (internal) | |
------------------------- | |
2004-10-02: + added build numbers for patches 1.15, 1.16 and 1.17 | |
2004-10-02: - some minor cleanups | |
version 1.13 - 2004-08-?? (internal) | |
------------------------- | |
2004-08-06: - restructured sections 4.3, 4.4 and 4.5 | |
(the encoded string starts earlier) | |
2004-04-19: + added build numbers for patches 1.15(beta) | |
2004-02-15: - fixed build numbers for patches 1.14 and 1.14b | |
version 1.12 - 2004-01-18 | |
------------------------- | |
2004-01-17: + added build numbers for patches 1.14 and 1.14b | |
version 1.11 - 2004-01-02 | |
------------------------- | |
2003-12-20: + added build numbers for patches 1.13 and 1.13b | |
2003-12-15: - fixed developer forum URL in header | |
version 1.10 - 2003-12-14 | |
------------------------- | |
2003-12-14: - fixed even more grammar/spelling mistakes | |
2003-12-05: - fixed various grammar/spelling mistakes | |
version 1.09 - 2003-12-02 | |
------------------------- | |
2003-12-02: o killed a lot of trailing spaces | |
2003-12-02: + added BETA patch release dates (section 2.4) | |
2003-11-25: + added patch release dates (section 2.3) | |
2003-11-23: - updated notes on version determination | |
2003-11-11: - fixed some typos/grammar mistakes | |
2003-11-11: - extended description of general block structure | |
2003-11-06: + added many notes on winner detection (LeaveGame section) | |
2003-11-03: + added version section (section 2.3) | |
2003-10-11: - renamed "game creator" to "game host" in some places | |
2003-10-11: - various minor layout improvements | |
2003-10-05: + added note and examples on block 0x23 | |
2003-09-25: - changed one LeaveGame result | |
2003-09-24: + added flag 0x10 description of chat blocks | |
2003-09-24: + added note on third startblock | |
version 1.08 - 2003-09-20 | |
------------------------- | |
+ added info on official Blizzard replays | |
+ added action blocks 0x1E and 0x23 | |
+ added patch 1.12 build number | |
+ added note on loadfile-parameter | |
+ vastly improved leave game command (0x17) description | |
- fixed error in header ID string | |
- changed description of version number fields for subheaders version 0 | |
- renamed action block 0x1F to 'TimeSlot' and improved description | |
- many minor updates and fixes | |
version 1.07 - 2003-07-31 | |
------------------------- | |
+ added missing chat modes (thx Ens) | |
+ added size information to all blocks in section 5 | |
+ improved introduction part of sections 4 and 5 | |
- fixed 'referee' bug in map settings section | |
o various layout improvements | |
version 1.06 - 2003-07-22 | |
------------------------- | |
+ added replay data block 0x2F | |
+ added some additional notes to disclaimer | |
+ added some more build numbers (thanks to blackdick) | |
+ added version/build information on TFT beta replays (thx BlackDick) | |
- renamed mostly all 'patch 1.10' to 'patch 1.07', | |
because first TFT release was 1.07 and the replays had the same structure | |
as in 1.10 | |
version 1.05 - 2003-07-01 | |
------------------------- | |
- fixed error in description of new chat message block (0x20) | |
+ added information on fixed races in patch 1.10 | |
+ added some minor notes related to patch 1.10 | |
version 1.04 - 2003-06-30 | |
------------------------- | |
+ added note on game type in section 6. | |
+ added some minor notes | |
+ added patch 1.10 format changes: | |
o new header (section 2) | |
o handicap field (section 4.11) | |
o referee type observers (sections 4.3 and 4.11) | |
o chat message block (section 5) | |
+ added some patch 1.10 example records | |
version 1.03 - 2003-06-16 | |
------------------------- | |
+ added build numbers for all released patches | |
+ added some minor notes in various sections | |
+ added some patch 1.06 example records | |
- fixed missing dword (section [LeaveGame]) | |
+ added some language strings (section [GameName]) | |
+ added notes about replay saver | |
version 1.02 - 2003-06-14 | |
------------------------- | |
o removed all "//*" marks for better readability | |
- fixed some typos | |
- fixed patch version for blocks 0x1E and 0x20 in section 5 | |
(patch <= 1.02 instead of <1.05) | |
- minor cleanups of various sections | |
version 1.01 - 2003-06-12 | |
------------------------- | |
o differences and additions to kliegs notes.txt are marked with //* | |
o minor layout improvements in section 5 | |
- renamed 'Player Actions block' to 'Player commands block' | |
and updated whole paragraph | |
version 1.00 - 2003-06-06 | |
------------------------- | |
o first public release | |
o differences and additions to kliegs notes.txt are marked with //* | |
+ added info on header checksum calculation (thx BlackDick) | |
+ added info on first unknown field in header (thx BlackDick) | |
version 0.90 - 2003-06-04 | |
------------------------- | |
o beta release | |
o differences and additions to kliegs notes.txt are marked with //* | |
This document was created using VIM 6.2 (www.vim.org). | |
=============================================================================== | |
End of File | |
=============================================================================== |
Hi, may be same thing for reforged available soon ? :)
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Hello! Do you know how is the checksum calculated in the header before the data block? Or this information is still unknown?