[](https://github.com/BioTomateDE/LibGM)
[](https://crates.io/crates/libgm)
[](https://docs.rs/libgm)
# LibGM
A tool for unpacking, decompiling and modding GameMaker games such as Undertale
or Deltarune.
This is effectively a Rust port of
[UndertaleModTool](https://github.com/UnderminersTeam/UndertaleModTool)
(specifically UndertaleModLib).
## Benefits of this Rust port
- Runtime for parsing and building is ~8x faster than UndertaleModLib.
- This can be further accelerated with the upcoming threaded chunk reading
feature (opt-in).
- Thorough documentation on docs.rs.
- Clean and maintainable library code.
- Helpful error messages:
- No `NullReferenceException`, ever
- No meaningless stack traces over 50 lines long
- Still more information than just "Reading out of bounds"
- Strict data integrity checks catch errors earlier, making debugging easier
- Example trace printed out using `.chain_pretty()`:
```
sprite::swf::item::shape::style_group::fill::gradient::Record count 1065353216 implies data size 8.5 GB which exceeds failsafe size 10.0 MB
↳ while reading simple list
↳ while deserializing element 1/2 of sprite::swf::item::shape::style_group::StyleGroup<sprite::swf::item::subshape::Data> simple list
↳ while deserializing element 0/1 of sprite::swf::item::Item simple list
↳ while deserializing element 3/60 of GMSprite pointer list
↳ while deserializing chunk 'SPRT'
↳ while parsing GameMaker data file ./gm48_datafiles/a-loop_detective.win
```
- Configurable lenient options for trying to parse half-broken data files.
## Disadvantages / TODOs
- Null pointers are not yet supported.
- GML Decompiler and Compiler not yet implemented (help would be greatly
appreciated!)
- No GUI yet, only a Rust library.
## How to use as a dependency
Add this line in the `[dependencies]` section of your `Cargo.toml` file:
```toml
libgm = "0.3.2"
```
Or if you want bleeding edge:
```toml
libgm = { git = "https://github.com/BioTomateDE/LibGM" }
```
Now you can use these functions exposed by LibGM:
- `parse_file(data_file_path: impl AsRef<Path>) -> Result<GMData>`
- `parse_bytes(raw_data: impl AsRef<[u8]>) -> Result<GMData>`
- `build_data(gm_data: &GMData, path: impl AsRef<Path>) -> Result<()>`
- `build_bytes(gm_data: &GMData) -> Result<Vec<u8>>`
If you need more control over how the data file should be read, you can also use
the `DataParserOptions` struct to modify parsing options:
```rust
// Create a parser with custom options
let parser = DataParserOptions::new()
.verify_alignment(false)
.allow_unread_chunks(true);
// Parse multiple files
for path in data_files {
let data: GMData = parser.parse_file(path)?;
// Process the parsed data...
}
// Parse from a byte vector
let raw_data: Vec<u8> = read_from_zip(zip_file, "Undertale/assets/game.unx")?;
let data: GMData = parser.parse_bytes(raw_data)?;
// Parse from a byte slice reference
let byte_slice: &[u8] = &[0x46, 0x4F, 0x52, 0x4D, /* ... */];
let data: GMData = parser.parse_bytes(byte_slice)?;
// You can also parse directly from borrowed data
let buffer: Vec<u8> = std::fs::read("./data.win")?;
let data: GMData = parser.parse_bytes(&buffer)?;
// buffer is still accessible here since we passed a reference
```
## Crate features
| catch-panic | enabled | |
| check-integrity | enabled | |
| game-creation-timestamp | disabled | chrono |
| bzip2-image | enabled | bzip2 |
| png-image | enabled | image/png |
- `catch-panic` catches panics in GameMaker (de)serialization functions
and returns them as a LibGM error.
- `check-integrity` enables alignment and constant validation while parsing.
These checks may still be demoted to a warning using `ParsingOptions`.
Some checks regarding panic safety or memory allocation are always enabled.
- `game-creation-timestamp` exposes the `creation-timestamp` field in `GMGeneralInfo`.
Otherwise, it will be stored as an i64 iternally.
- `bzip2-image` enables deserialization of BZip2+QOI encoded texture pages.
If `*_dynamic_image` is called on a `GMImage` that contains Bzip2-Qoi
data and this feature is disabled, an error will be returned.
- `png-image` enables PNG deserialization and all serialization of texture pages.
If you deserialize texture pages into `DynamicImage`s with this feature disabled,
you will not be able to serialize the data.
## Credits
Huge thanks to the Underminers Team! Without UndertaleModTool, this project
would've been impossible. I also want to thank the people in the Underminers
Discord Server who helped me along the way, especially
[@colinator27](https://github.com/colinator27).
## Licencing
This project is licenced under the
[GNU Public Licence v3.0](https://www.gnu.org/licenses/gpl-3.0.en.html) (GPL-3).
## Contributing
All contributions are welcome! Whether that's a pull request, a feature you
would like to see added, a bug you found; just create an Issue/PR in this repo.
- Everything related to GameMaker is located in `libgm/src/gamemaker/`.
- There is a basic CLI to interact with LibGM. Its code is located in
`libgm-cli/src/`.
## Roadmap
- [ ] Add QOI and Bz2Qoi image serialization
- [ ] Implement threading for parser
- [x] Add crate features (maybe use prefix for dependency disablers?):
- [x] bzip2 (opt-out): Enables Bz2Qoi image support
- [x] png (opt-out: Enables PNG image support
- [x] chrono (opt-out): Exposes the general info creation timestamp field. stored as raw data otherwise
- [x] check-integrity (opt-out): Enables all data integrity checks (pointer validation, constant validation etc). These checks may still be demoted to a warning using ParsingOptions. Some checks regarding panic safety or memory allocation should always be enabled.
- [x] panic-catching (opt-out): Sets a panic handler before data [de]serialization, returning a LibGM error if a panic occurred
- [ ] Overhaul the CLI: Allow for viewing of relevant data, exporting assembly and more
- [ ] Maybe move the CLI to a different repo / publish it?
- [x] Add helpers to Instruction (like `fn get_variable(&self) -> Option<&CodeVariable>` that returns some for push, pushloc, pushglb, pushbltn or pop)
- [x] "Fix" disassembler for child code entries (right now they will generate empty string)
- [ ] Maybe add some sort of header for assembly for entire code entries (name, local count, arg count) so u can assemble_code directly
- [ ] Add comments to assembly? Which style tho? How much does it fuck Up efficiency and maintainability?