WIP attempt at extracting Namco Museum GCN bolt library file.. seems to only kind of work
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0bce5917f3
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#pragma once
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#include <bit>
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#include <base/Types.hpp>
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namespace lightningbolt {
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namespace detail {
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template <class T, class U>
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constexpr T PunCast(U v) {
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return *std::bit_cast<const T*>(&v);
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}
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template <class T>
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constexpr T ByteSwap(T v) {
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if constexpr(sizeof(T) == 2)
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return static_cast<T>(__builtin_bswap16(PunCast<u16>(v)));
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else if constexpr(sizeof(T) == 4)
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return static_cast<T>(__builtin_bswap32(PunCast<u32>(v)));
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else if constexpr(sizeof(T) == 8)
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return static_cast<T>(__builtin_bswap64(PunCast<u64>(v)));
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return v;
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}
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} // namespace detail
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using detail::ByteSwap;
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} // namespace lightningbolt
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@ -1,35 +1,48 @@
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#include <base/ByteSwap.hpp>
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#include <base/MmapFile.hpp>
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#include <bolt/Reader.hpp>
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#include <structs/BoltStructs.hpp>
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namespace lightningbolt {
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fs::path MakeGamePath(BoltReader::Game game) {
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switch(game) {
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case BoltReader::Game::LooseBolt:
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return "./"; // for now
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break;
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case BoltReader::Game::SimpsonsSkateboarding: return "ASSETS.BLT"; break;
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case BoltReader::Game::NamcoMuseumGCN: return "Data0.blt"; break;
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}
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}
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struct BoltReader::Impl {
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Impl(Game game) : game(game) {}
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Impl(Game game) : game(game) { std::printf("game %04x\n", game); }
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ErrorOr<void> OpenBolt(const fs::path& path) {
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// Load the BOLT file
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if(auto error = boltFile.Open(path); error.HasError())
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if(auto error = boltFile.Open(path / MakeGamePath(game)); error.HasError())
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return error;
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std::printf("mewow\n");
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lib = std::bit_cast<BoltLibraryHeader*>(boltFile.GetMapping());
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if(!lib->Validate())
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return std::make_error_code(BoltErrc::InvalidMagic);
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if(game == Game::SimpsonsSkateboarding) {
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auto p = path;
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p.replace_filename("SLUS_201.14");
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if(auto error = elfFile.Open(p); error.HasError())
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if(auto error = elfFile.Open(path / "SLUS_201.14"); error.HasError())
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return error;
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// Load table entries.
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GetTableEntries();
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}
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std::printf("ret\n");
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return {};
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}
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@ -58,35 +71,90 @@ namespace lightningbolt {
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return entryTable;
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}
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template <class T>
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auto SwapIfGcn(T v) {
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return (game == Game::NamcoMuseumGCN) ? ByteSwap(v) : v;
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}
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template <class F>
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void ForEachFile(F f) {
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for(auto& file : entryTable) {
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if(file.uncompressedData == nullptr) {
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auto gid = (file.gid >> 8);
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auto entries = lib->GroupDescriptors()[gid].Entries(boltFile.GetMapping());
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auto size = entries[file.index & 0x00ff].fileSize;
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auto offset = entries[file.index & 0x00ff].fileOffset;
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if(game == Game::SimpsonsSkateboarding) {
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for(auto& file : entryTable) {
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if(file.uncompressedData == nullptr) {
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auto gid = (file.gid >> 8);
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auto entries = lib->GroupDescriptors()[gid].Entries(boltFile.GetMapping());
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auto size = entries[file.index & 0x00ff].fileSize;
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auto offset = entries[file.index & 0x00ff].fileOffset;
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file.compressed = !(entries[file.index & 0x00ff].unk & 0x8);
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file.compressed = !(entries[file.index & 0x00ff].unk & 0x8);
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file.uncompressedData = std::bit_cast<u8*>(boltFile.GetMapping() + offset);
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file.uncompressedSize = size;
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file.uncompressedData = std::bit_cast<u8*>(boltFile.GetMapping() + offset);
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file.uncompressedSize = size;
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}
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if(!f(file))
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break;
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}
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} else {
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// generic "We don't have a table" implementation. You don't get nice filenames like this,
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// simply because we cannot create them (.. maybe, if the unk3 is a hash, we could crack it,
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// but that would bloat extraction times to potentionally hours if not days, and also might
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// end up with wrong filenames at the end anyways due to the hash algorithm possibly being weak)
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//
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// We still end up synthesizing a File object for the user to interact with anyways.
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for(u32 i = 0; i < lib->groupCount; ++i) {
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auto groupDescriptor = lib->GroupDescriptors()[i];
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if(!f(file))
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break;
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// We can't use the helper since it doesn't know about GCN byteswapping.
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// FIXME/TODO?
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std::span<BoltGroupEntry> groupEntries = {
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std::bit_cast<BoltGroupEntry*>(boltFile.GetMapping() + SwapIfGcn(groupDescriptor.groupOffset)), groupDescriptor.EntryCount()
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};
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for(u32 j = 0; j < groupEntries.size(); ++j) {
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auto& ent = groupEntries[j];
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auto filename = std::format("blt_{:02x}_{:02x}.bin", i, j);
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BoltReader::File file;
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file.gid = i;
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file.index = j;
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// Maybe BANG! but this is only accessed here.
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file.filename = filename;
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file.compressed = !(ent.unk & 0x8);
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file.uncompressedSize = SwapIfGcn(ent.fileSize);
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file.uncompressedData = std::bit_cast<u8*>(boltFile.GetMapping() + SwapIfGcn(ent.fileOffset));
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if(!f(file))
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return;
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}
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}
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}
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}
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private:
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Game game;
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MmapFile boltFile;
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// Only applicable if game == Game::SimpsonsSkateboarding
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std::vector<BoltReader::File> entryTable;
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MmapFile elfFile;
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MmapFile boltFile;
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BoltLibraryHeader* lib;
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};
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BoltReader::Game BoltReader::GuessGame(const fs::path& path) {
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if(fs::exists(path / "SLUS_201.14") && fs::exists(path / "ASSETS.BLT"))
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return Game::SimpsonsSkateboarding;
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else if(fs::exists(path / "Data0.blt"))
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return Game::NamcoMuseumGCN;
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else
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return Game::LooseBolt;
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}
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BoltReader::BoltReader(Game game) : impl(std::make_unique<Impl>(game)) {
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}
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@ -9,9 +9,12 @@ namespace lightningbolt {
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enum class Game {
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LooseBolt, ///< Use this for games with no bolt entry
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SimpsonsSkateboarding,
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NamcoMuseumGCN = LooseBolt
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NamcoMuseumGCN
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};
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// Guess the game the user wants to extract
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static Game GuessGame(const fs::path& path);
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struct File {
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std::string_view filename;
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u16 index;
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@ -67,8 +67,10 @@ namespace lightningbolt {
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};
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struct [[gnu::packed]] BoltLibraryHeader {
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static constexpr char VALID_MAGIC[] = "BOLT\r\n";
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char magic[6];
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static constexpr char VALID_MAGIC[] = "BOLT";
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char magic[4];
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u8 unkmaybemagic[2]; // could be platform flags ?
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u8 unk;
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u8 unk2;
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@ -24,13 +24,16 @@ fs::path ConvertBoltPath(const std::string_view filename) {
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}
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int main() {
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lightningbolt::BoltReader reader;
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if(auto error = reader.OpenBolt(fs::current_path() / "ASSETS.BLT"); error.HasError()) {
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auto path = fs::current_path();
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lightningbolt::BoltReader reader{lightningbolt::BoltReader::GuessGame(path)};
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if(auto error = reader.OpenBolt(path); error.HasError()) {
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std::cout << std::format("Error initalizing bolt reader: {}\n", error.Error());
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}
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reader.ForEachFile([](lightningbolt::BoltReader::File& ent) {
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std::cout << std::format("File: {}", ent.filename);
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#if 1
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auto p = ConvertBoltPath(ent.filename);
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ofs.write((char*)ent.uncompressedData, ent.uncompressedSize);
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std::cout << std::format(", written to \"{}\"\n", p.string());
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}
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#endif
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return true;
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});
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