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'''GPD''' (Gamer Profile Data)//Game Progress Data? files are used by the Xbox 360 to store information inside a profile. They are based on the [[XDBF]] format. Profiles are composed of many of these files, each named under their respective executable's title id (e.g. 4D5307E6.gpd for Halo 3). The dashboard GPD (FFFE07D1.gpd) contains information and sync information about the titles.  
'''GPD''' ('''G'''ame '''P'''rofile '''D'''ata) files are used by the Xbox 360 to store information inside a profile. They are based on the [[XDBF]] format. Profiles are composed of many of these files, each named under their respective titles id (e.g. 4D5307E6.gpd for Halo 3). The dashboard GPD (FFFE07D1.gpd) contains information and sync information about all the titles.  


= Entry Table =
= Entry Table =
An ID of 0x100000000 indicates that the entry is a Sync List, an ID of 0x200000000 means its a Sync Data entry.<br>
In PEC based GPD's these are changed to 1 and 2.
The Settings, Achievement and Title namespaces each have their own Sync List and Sync Data entries.<br>
And assets.
An ID of 0x8000 usually indicates that entry is information to do with the title (image/name).
== Entry Namespaces ==
== Entry Namespaces ==
{| border=1
{| border=1
Line 35: Line 27:
|-
|-
| 6
| 6
| Avatar Award (360 only, this is only stored with in the [[PEC]] version of the GPD)
| Avatar Award (360 only, this is only stored with in the [[PEC]] version only)
|}
|}


== Entry IDs ==
== Entry IDs ==
Achievement IDs = Achievement.ID<br>
An ID of 0x100000000 indicates that the entry is a Sync List, an ID of 0x200000000 means its a Sync Data entry. In '''PEC''' ('''P'''rofile '''E'''mbedded '''C'''ontent) files these are changed to 1 and 2.
Image ID is just the Image ID -.-<br>
 
Settings = Setting.ID(As below)
The Settings, Achievements, Title and Assets namespaces each have their own Sync List and Sync Data entries.
 
An ID of 0x8000 is reserved for title information, in the string and image namespaces. For achievements and images the entry id must match the id enclosed in the entry data.
{| border=1
{| border=1
|-
|-
Line 52: Line 46:
|Sync Data
|Sync Data
|0x200000000
|0x200000000
|-
|Sync List ([[PEC]])
|0x1
|-
|Sync Data ([[PEC]])
|0x2
|-
|-
|Option Controller Vibration
|Option Controller Vibration
|0x10040003
|0x10040003
|-
|-
|Title Specific1
|Title Specific 1
|0x63E83FFF
|0x63E83FFF
|-
|-
|Title Specific2
|Title Specific 2
|0x63E83FFE
|0x63E83FFE
|-
|-
|Title Specific3
|Title Specific 3
|0x63E83FFD
|0x63E83FFD
|-
|-
Line 161: Line 161:
|0x8007
|0x8007
|}
|}
http://pastebin.com/mW3fmvpG<br>
Setting IDs are largely deterministic, based on there type max length see [http://pastebin.com/mW3fmvpG sample code]
Title Entrys have the ID of there corresponding TitleID.<br>
Strings are just there ID.<br>
Avatar Awards ID's seem to be the TitleID then //TODO<br>


= Entry Structures =
= Entry Structures =
Line 244: Line 241:
             set
             set
             {
             {
                 if ((System.Byte)value > 7)//to may bits in use :O
                 if ((System.Byte)value > 7) // to may bits in use :O
                     throw new Exceptions.InvalidAchievement(new System.Exception("Invalid Type"));
                     throw new Exceptions.InvalidAchievement(new System.Exception("Invalid Type"));
                 if (value != Type)
                 if (value != Type)
                 {
                 {
                     Flags ^= 4294967288;//Null the 3 bits
                     Flags ^= 4294967288; // Null the 3 bits
                     Flags ^= (System.Byte)Type;//set the new
                     Flags ^= (System.Byte)Type; // set the new
                    if (Changed != null)
                        Changed(this);
                 }
                 }
             }
             }
         }
         }
         public System.Boolean AchievementShowUnachieved//!Sectet
         public System.Boolean AchievementShowUnachieved // !Sectet
         {
         {
             get
             get
Line 264: Line 259:
             {
             {
                 if (value != ShowUnachieved)
                 if (value != ShowUnachieved)
                Flags ^= 8;
                    Flags ^= 8;
             }
             }
         }
         }
Line 276: Line 271:
             {
             {
                 if (value != AchievementEarnedOnline)
                 if (value != AchievementEarnedOnline)
                Flags ^= 65536;
                    Flags ^= 65536;
             }
             }
         }
         }
Line 288: Line 283:
             {
             {
                 if (value != Achieved)
                 if (value != Achieved)
                Flags ^= 131072;
                    Flags ^= 131072;
             }
             }
         }
         }
         public System.Boolean Edited//?
         public System.Boolean Edited //?
         {
         {
             get
             get
Line 302: Line 297:
                 {
                 {
                     Flags ^= 1048576;
                     Flags ^= 1048576;
                    if (Changed != null)
                        Changed(this);
                 }
                 }
             }
             }
Line 320: Line 313:
| 4
| 4
| Int32
| Int32
| SettingID(entry ID)
| SettingID
|-
|-
| 4
| 4
| 4
| 2
| Int32
| UInt16
| DOS Time(Last edited?)
|-
| 6
| 2
| UInt16
| Unknown
| Unknown
|-
|-
Line 335: Line 333:
| 7
| 7
| Byte[]
| Byte[]
| Unknown
| Unknown (always null?)
|-
|-
| 16
| 16
Line 376: Line 374:
|}
|}


UNICODE<br>
With  data type string and binary there is a leading Int32 with the length in the data blob.
Int32 Length<br>
Int32 0<br>
String[Length] Value<br><br>
Binary<br>
Int32 Length<br>
Int32 0<br>
Byte[Length] Value<br>


== Image Entries ==
== Image Entries ==
Image entries are composed of a PNG image.
Image entries are PNG images. example code:
<br>To Read and write this its probable best to use memory streams, I do it like
<br>
         public System.Byte[] Data
         public System.Byte[] Data
         {
         {
Line 409: Line 398:


== Title Entries ==
== Title Entries ==
These entries are located in the FFFE07D1.gpd. To get to them, the id for the XDBF entry is the title ID of the game, and the XDBF entry type is String.  
These entries are only located in the FFFE07D1 gpd. To get to them, the id for the XDBF entry is the title ID of the game, and the XDBF entry type is String.  
For more information about XDBF go to http://www.free60.org/XDBF
For more information see [[XDBF]]
{| border=1
{| border=1
|-
|-
Line 515: Line 504:
| 0x10
| 0x10
| Avatar Award Unlocked, needs to be downloaded.
| Avatar Award Unlocked, needs to be downloaded.
|-
| 0x20
| ?
|}
|}
//32 = ?
Title images are also available online:
<br>
 
IconURL<br>
IconURL<br>
"http://image.xboxlive.com/global/t." + ID.ToString("x8") + "/icon/0/8000"<br>
"http://image.xboxlive.com/global/t." + ID.ToString("x8") + "/icon/0/8000"
 
LargeBoxArtURL<br>
LargeBoxArtURL<br>
"http://tiles.xbox.com/consoleAssets/" + ID.ToString("x8") + "/en-GB/largeboxart.jpg"<br>
"http://tiles.xbox.com/consoleAssets/" + ID.ToString("x8") + "/en-GB/largeboxart.jpg"
 
SmallBoxArtURL<br>
SmallBoxArtURL<br>
"http://tiles.xbox.com/consoleAssets/" + ID.ToString("x8") + "/en-GB/smallboxart.jpg"<br>
"http://tiles.xbox.com/consoleAssets/" + ID.ToString("x8") + "/en-GB/smallboxart.jpg"
 
BannerURL<br>
BannerURL<br>
"http://avatar.xboxlive.com/global/t." + ID.ToString("x8") + "/marketplace/0/1"<br>
"http://avatar.xboxlive.com/global/t." + ID.ToString("x8") + "/marketplace/0/1"
 
MarketplaceURL<br>
MarketplaceURL<br>
"http://marketplace.xbox.com/en-US/Title/" + ID<br>
"http://marketplace.xbox.com/en-US/Title/" + ID


== Avatar Award Entries ==
== Avatar Award Entries ==
Line 558: Line 554:
| 24
| 24
| 4
| 4
| uInt32
| UInt32
| Flags(Same as achievement)
| Flags(Same as achievement)
|-
|-
Line 573: Line 569:
| 40
| 40
| 4
| 4
| u/Int32
| UInt32
| Unknown
| Unknown
|-
|-
| 44
| 44
| Till Null
| Null Terminated
| UniCode
| Unicode
| Name
| Name
|-
|-
| 44 + '''Name''' length
| 44 + '''Name''' length
| Till Null
| Null Terminated
| UniCode
| Unicode
| Unlocked Description
| Unlocked Description
|-
|-
| 44 + '''Name''' length + '''Locked Description''' length
| 44 + '''Name''' length + '''Locked Description''' length
| Till Null
| Null Terminated
| UniCode
| Unicode
| Locked Description
| Locked Description
|}
|}
=== Image ===
=== Image ===
The Image stored in the GPD is stored in the normal GPD however you can grab the image from the server, Using the GUID.
The Image stored in the GPD is stored in the normal GPD however you can grab the image from the server, using the GUID.
<br>
 
        public System.String ImageURL()
"http://download.xboxlive.com/content/4d530914/thumbnails/" + size + "/" + ID.ToString() + ".png"); // size 64 128 300<br>
        {
"http://avatar.xboxlive.com/global/t." + TitleID + "/avataritem/" + ID.ToString() + "/" + size // 64 or 128
//if bits, something or something//TODO
            //return "http://download.xboxlive.com/content/4d530914/thumbnails/" + size + "/" + ID.ToString() + ".png");//size 64 128 300
return "http://avatar.xboxlive.com/global/t." + TitleID + "/avataritem/" + ID.ToString() + "/" + size//64 or 128
        }


== String Entries ==
== String Entries ==
String entries are simply a unicode string, to the length specified by the entry. + null char
String entries are simply a unicode, null terminated string the length could be derived from the entry length.


== Sync Lists ==
== Sync Lists ==
Line 623: Line 615:
| 0
| 0
| 8
| 8
| Int64
| unsigned long
| EntryID
| EntryID
|-
|-
| 8
| 8
| 8
| 8
| Int64
| unsigned long
| SyncID
| SyncID
|}
|}
Line 659: Line 651:
//confirm?
//confirm?


[[Category:File formats]]
[[Category:Xbox360_System_Software]]

Latest revision as of 22:08, 9 September 2017

GPD (Game Profile Data) files are used by the Xbox 360 to store information inside a profile. They are based on the XDBF format. Profiles are composed of many of these files, each named under their respective titles id (e.g. 4D5307E6.gpd for Halo 3). The dashboard GPD (FFFE07D1.gpd) contains information and sync information about all the titles.

Entry Table

Entry Namespaces

Value Description
1 Achievement
2 Image
3 Setting
4 Title
5 String
6 Achievement Security (created by GFWL for offline unlocked achievements?)
6 Avatar Award (360 only, this is only stored with in the PEC version only)

Entry IDs

An ID of 0x100000000 indicates that the entry is a Sync List, an ID of 0x200000000 means its a Sync Data entry. In PEC (Profile Embedded Content) files these are changed to 1 and 2.

The Settings, Achievements, Title and Assets namespaces each have their own Sync List and Sync Data entries.

An ID of 0x8000 is reserved for title information, in the string and image namespaces. For achievements and images the entry id must match the id enclosed in the entry data.

Description Value
Sync List 0x100000000
Sync Data 0x200000000
Sync List (PEC) 0x1
Sync Data (PEC) 0x2
Option Controller Vibration 0x10040003
Title Specific 1 0x63E83FFF
Title Specific 2 0x63E83FFE
Title Specific 3 0x63E83FFD
Gamer Yaxis Inversion 0x10040002
Gamercard Zone 0x10040004
Gamercard Region 0x10040005
Gamercard Cred 0x10040006
Gamercard Rep 0x50040011
Option Voice Muted 0x10040012
Option Voice Thru Speakers 0x10040013
Option Voice Thru Speakers Raw 0x10040063
Option Voice Volume 0x10040014
Gamercard Titles Played 0x10040018
Gamercard Achievements Earned 0x10040019
Gamer Difficulty 0x10040021
Gamer Control Sensitivity 0x10040024
Gamer Preferred Color First 0x10040029
Gamer Preferred Color Second 0x10040030
Gamer Action Auto Aim 0x10040034
Gamer Action Auto Center 0x10040035
Gamer Action Movement Control 0x10040036
Gamer Race Transmission 0x10040038
Gamer Race Camera Location 0x10040039
Gamer Race Brake Control 0x10040040
Gamer Race Accelerator Control 0x10040041
Gamercard Title Cred Earned 0x10040056
Gamercard Title Achievements Earned 0x10040057
Avatar Metadata 0x63E80068
Gamercard Picture Key 0x4064000F
Gamercard Motto 0x402C0011
Title Information 0x8000
Gamer Name 0x41040040
Gamer Location 0x40520041
Avatar Information 0x63e80044
Avatar Image 0x8007

Setting IDs are largely deterministic, based on there type max length see sample code

Entry Structures

Achievement Entries

Offset Length Type Information
0x0 0x4 unsigned int Struct size (0x1C)
0x4 0x4 unsigned int Achievement ID
0x8 0x4 unsigned int Image ID
0xC 0x4 signed int Gamerscore
0x10 0x4 unsigned int Flags (see below)
0x14 0x8 System.DateTime(signed long) Unlock Time
0x18 null terminated unicode string Name
0x18 + Name length null terminated unicode string Unlocked Description
0x18 + Name length + Locked Description length null terminated unicode string Locked Description

Flags

       public enum AchievementTypes : byte
       {
           Completion = 1,
           Leveling = 2,
           Unlock = 3,
           Event = 4,
           Tournament = 5,
           Checkpoint = 6,
           Other = 7,
       }
       public System.UInt32 Flags;
       public AchievementTypes AchievementType
       {
           get
           {
               return (AchievementTypes)(Flags & 7);
           }
           set
           {
               if ((System.Byte)value > 7) // to may bits in use :O
                   throw new Exceptions.InvalidAchievement(new System.Exception("Invalid Type"));
               if (value != Type)
               {
                   Flags ^= 4294967288; // Null the 3 bits
                   Flags ^= (System.Byte)Type; // set the new
               }
           }
       }
       public System.Boolean AchievementShowUnachieved // !Sectet
       {
           get
           {
               return (Flags & 8) == 8;
           }
           set
           {
               if (value != ShowUnachieved)
                   Flags ^= 8;
           }
       }
       public System.Boolean AchievementEarnedOnline
       {
           get
           {
               return (Flags & 65536) == 65536;
           }
           set
           {
               if (value != AchievementEarnedOnline)
                   Flags ^= 65536;
           }
       }
       public System.Boolean AchievementEarned
       {
           get
           {
               return (Flags & 131072) == 131072;
           }
           set
           {
               if (value != Achieved)
                   Flags ^= 131072;
           }
       }
       public System.Boolean Edited //?
       {
           get
           {
               return (Flags & 1048576) == 1048576;
           }
           set
           {
               if (value != Edited)
               {
                   Flags ^= 1048576;
               }
           }
       }

Setting Entries

Offset Length Type Information
0 4 Int32 SettingID
4 2 UInt16 DOS Time(Last edited?)
6 2 UInt16 Unknown
8 1 Byte DataType (see Below)
9 7 Byte[] Unknown (always null?)
16 *depends on DataType* *depends on DataType* Data
Description Value
Context 0
Int32 1
Int64 2
Double 3
(UNI)String 4
Float 5
Binary 6
DateTime 7
Null 0xFF

With data type string and binary there is a leading Int32 with the length in the data blob.

Image Entries

Image entries are PNG images. example code:

       public System.Byte[] Data
       {
           get
           {
               System.Byte[] TempData;
               System.IO.MemoryStream TempStream = new System.IO.MemoryStream();
               Img.Save(TempStream, System.Drawing.Imaging.ImageFormat.Png);
               TempData = TempStream.ToArray();
               TempStream.Close();
               return TempData;
           }
           set
           {
               System.IO.MemoryStream TempStream = new System.IO.MemoryStream(value);
               Img = System.Drawing.Image.FromStream(TempStream);
               TempStream.Close();
           }
       }

Title Entries

These entries are only located in the FFFE07D1 gpd. To get to them, the id for the XDBF entry is the title ID of the game, and the XDBF entry type is String. For more information see XDBF

Offset Length Type Information
0x0 0x4 unsigned int Title ID
0x4 0x4 signed int Achievement Count
0x8 0x4 signed int Achievement Unlocked Count
0xC 0x4 signed int Gamerscore Total
0x10 0x4 signed int Gamerscore Unlocked
0x14 0x1 unsigned byte Unknown
0x15 0x1 unsigned byte Achievement Unlocked Online Count
0x16 0x01 byte Avatar Assets Earned
0x17 0x01 byte Avatar Assets Max
0x18 0x01 byte Male Avatar Assets Earned
0x19 0x01 byte Male Avatar Assets Max
0x1A 0x01 byte Female Avatar Assets Earned
0x1B 0x01 byte Female Avatar Assets Max
0x1C 0x4 unsigned int Flags (see below)
0x20 0x8 signed long Last Played Time
0x28 null terminated unicode string Title Name


These are not all the flags, it's just that I don't know the rest.

Value Description
0x1 Achievement Unlocked Offline, needs to be synced.
0x2 Achievement Unlocked, image needs to be downloaded.
0x10 Avatar Award Unlocked, needs to be downloaded.
0x20 ?

Title images are also available online:

IconURL
"http://image.xboxlive.com/global/t." + ID.ToString("x8") + "/icon/0/8000"

LargeBoxArtURL
"http://tiles.xbox.com/consoleAssets/" + ID.ToString("x8") + "/en-GB/largeboxart.jpg"

SmallBoxArtURL
"http://tiles.xbox.com/consoleAssets/" + ID.ToString("x8") + "/en-GB/smallboxart.jpg"

BannerURL
"http://avatar.xboxlive.com/global/t." + ID.ToString("x8") + "/marketplace/0/1"

MarketplaceURL
"http://marketplace.xbox.com/en-US/Title/" + ID

Avatar Award Entries

The entries are only supported within the PEC version of the GPD. The images for the avatar awards, are stored in the game GPD for that game.

Offset Length Type Information
0 4 int32 Struct size (0x2C)
4 16 System.Guid ID
20 4 UInt32 ImageID
24 4 UInt32 Flags(Same as achievement)
28 8 filetime Unlock Time
36 4 Int32 Subcategory
40 4 UInt32 Unknown
44 Null Terminated Unicode Name
44 + Name length Null Terminated Unicode Unlocked Description
44 + Name length + Locked Description length Null Terminated Unicode Locked Description

Image

The Image stored in the GPD is stored in the normal GPD however you can grab the image from the server, using the GUID.

"http://download.xboxlive.com/content/4d530914/thumbnails/" + size + "/" + ID.ToString() + ".png"); // size 64 128 300
"http://avatar.xboxlive.com/global/t." + TitleID + "/avataritem/" + ID.ToString() + "/" + size // 64 or 128

String Entries

String entries are simply a unicode, null terminated string the length could be derived from the entry length.

Sync Lists

This is a list of "Sync Items".

You can find the total sync items by,

((SyncList.Length / 16) - 1)

Sync Item

Offset Length Type Information
0 8 unsigned long EntryID
8 8 unsigned long SyncID

Sync Data

Offset Length Type Information
0x0 0x8 unsigned long Next Sync ID
0x8 0x8 unsigned long Last Synced ID
0x10 0x8 signed long Last Synced Time

IDs in Sync List between last and next are pushed
//confirm?