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.MGX file format

  • Thread starter SerbiaBugA_the_Great
  • Start date Mar 15, 2010
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BugA_the_Great

SerbiaBugA_the_Great

Well-Known Member
Mar 13, 2010
3,371
25
63
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Bor, Serbia
  • Mar 15, 2010
  • #1
download: mgx_format.zip (106 KB)

You have there a .mht file (html single archive), and a .xls file (excel file, improved version of html table, mostly in Japanese. I translated a bit to English, use Google Translate for additional translating).

Also, I suggest you to check A2LView here (by biegleux), Lister plug-in for Total Commander, open source AoC recorded game analyzer (written in Delphi). You may find some more nice info in its code :wink:

You may also check the AoE Development Group. Feel free to join.
 

Attachments

  • mgx_format.zip
    106.2 KB · Views: 615
bkroxx

Unknownbkroxx

Member
Jul 3, 2010
28
0
11
31
  • Jan 9, 2011
  • #2
nice i'll try to do something
 
S

Sri Lankasurreal

Member
Apr 20, 2010
107
22
23
  • Jan 30, 2011
  • #3
Thanks. Very useful. I only bookmarked baris page, lucky someone saved this information.
 
R

Unknownrox_rook

Member
Nov 6, 2010
250
0
16
  • Apr 9, 2011
  • #4
Hi BugA_the_Great,

I read in raw .mgx in binary using C++, and saw many weird characters. What kind of format is that? By the way, if I remember correctly, AOC is produced by Microsoft Inc, how does it have Japanese characters, don't you know? I'm new to data compression and decryption, so could you provide some further information? :D Thanks in advance.
 
BugA_the_Great

SerbiaBugA_the_Great

Well-Known Member
Mar 13, 2010
3,371
25
63
37
Bor, Serbia
  • Dec 24, 2011
  • #5
Hi rox_rook, I haven`t dug to much into MGX structure, so I guess there are people on this forum that could help you more ( pokazeny_vysavac aka biegleux, jose, or _PkZ_ if he has the time).

The right way for reading MGX format would be HEX, there are no weird characters in there (only 0-9, A-F). You need to know which position (set of characters) means what in the file itself, so you could translate it to number, text, or whatever - and for that purpose is the excel file I gave, explaining the MGX file structure.

The file is in Japanese language because the guy who did the research on MGX file structure, Bari if I remember right, is from Japan :wink:

To see how others handle the compression and data parsing, check this, this and this topic (source code included).
 
Y

Unknownyech

New Member
Apr 6, 2010
5
0
1
  • Nov 4, 2012
  • #6
Very nice analysis! I wonder whether the network package during playing would follow the same format, anyone know anything about that?
 
R

GermanyRoR_xFictionx

Member
Feb 17, 2011
51
0
11
  • May 21, 2013
  • #7
Hey all!

I've recently discovered some research on the mgx file format i did back in 2006 on my old pc. I thought i'd share it with the community to try completing it together. I think alot of guys out here like cysion, scripter, mandrake88, ... may know alot of additional things, so we may be able to bring together the knowledge in a single document.

I hosted the stuff on https://github.com/stefan-kolb/aoc-mgx-format.

Would be cool if someone in touch with these guys may give them a nudge if they are interested to share their knowledge. Maybe this way we'll also see some new cool tools for aoc!

Cheers

Iam_Fiction
 
SalzZ_dfs

RussiaSalzZ_dfs

Active Member
Jun 4, 2010
813
35
43
33
Russia
villwar.ru
  • Sep 19, 2014
  • #8
I've just remember about this file.. It has got "Achievement" block inside, but I've heard what this information become available only in UP.
Also, I see what aoczone have this information for UP records now.. Can you help me to get it?

I've stacked at line 386:
char unknown26[?] 不明 Unparsed data.

6cbf93c6dc.png


It's just before Achievements.

I don't know how much bytes I should skip after line 385 to get achievements data.

[url=http://www.aoczone.net/viewtopic.php?p=268837#p268837:1ooqaok0]21 May 2013 said:
I hosted the stuff on https://github.com/stefan-kolb/aoc-mgx-format.
Click to expand...

Seems like it's possible to get much more info from record, than we have now.. Here is a link to sc2 records anylyser: http://ggtracker.com/matches/5437719 (move your mouse over timeline)
 
Idle Beaver

UnknownIdle Beaver

Active Member
Jul 26, 2013
281
1
28
  • Sep 19, 2014
  • #9
[url=http://www.aoczone.net/viewtopic.php?p=375027#p375027:9clqzqjz]19 Sep 2014 said:
I've just remember about this file.. It has got "Achievement" block inside, but I've heard what this information become available only in UP.
Click to expand...
I don't know, what the Achievement block in this format description is, because it doesn't contain the achievements :P

UserPatch adds the post-game data structure to the rec file body. It looks like this.
UP puts it in as a 0xFF operation, see Biegleux's RecAnalyst for details: http://sourceforge.net/p/aoc-mgx-utils/ ... .pas#l1750
 
SalzZ_dfs

RussiaSalzZ_dfs

Active Member
Jun 4, 2010
813
35
43
33
Russia
villwar.ru
  • Sep 19, 2014
  • #10
Hm.. thanks, I'd have a look.

Btw, I get to achievements data as
Code:
scenario_header_pos - 1817*num_players

The data here is really wrong. Gonna dig in the end :D
 
SalzZ_dfs

RussiaSalzZ_dfs

Active Member
Jun 4, 2010
813
35
43
33
Russia
villwar.ru
  • Sep 19, 2014
  • #11
Seems like I get it. Thanks for help, Idle Beaver :smile:
 
SalzZ_dfs

RussiaSalzZ_dfs

Active Member
Jun 4, 2010
813
35
43
33
Russia
villwar.ru
  • Sep 21, 2014
  • #12
One more question:

There is a command "0x77" (training unit).
1d85a4011d.png


Seems like no info about player who train this unit. But we can detect it with "building_id".

The thing is there is no info about "building_id" in "create building" block (0x66).

ccece4b982.png


Also there is no block "0x66" in this ".MGX file format", but there is 0x166. Btw, the info I get with 0x166 command is not look like building creation 11

So no way to detect witch user create unit? Seems like "building_id" in "0x77" command is fine. Just need to get this id in "building creation" block.
 
Idle Beaver

UnknownIdle Beaver

Active Member
Jul 26, 2013
281
1
28
  • Sep 21, 2014
  • #13
Nope, the building IDs are not stored in the recorded game, but determined at play time. I don't think it's possible to find them without simulating the entire game.

(0x166 is just 0x01 followed by 0x66, 0x01 being Command and 0x66 being Create Building, which takes a player id and a building type id, both 16 bit ints)
 
SalzZ_dfs

RussiaSalzZ_dfs

Active Member
Jun 4, 2010
813
35
43
33
Russia
villwar.ru
  • Sep 22, 2014
  • #14
ah ok
it's sad really :S
 
R

GermanyRoR_xFictionx

Member
Feb 17, 2011
51
0
11
  • Jan 27, 2015
  • #15
I'm not sure if the building ID is included there, if not, the behaviour is just incrementing the id for every unit and building during the game (https://github.com/stefan-kolb/aoc-mgx- ... 0Infos.txt). The description looks weird but maybe you can debug it with that (https://github.com/stefan-kolb/aoc-mgx- ... y/Actions/ - see 0x66). Sorry, but I can't remember more it's been too long ago...
 
SalzZ_dfs

RussiaSalzZ_dfs

Active Member
Jun 4, 2010
813
35
43
33
Russia
villwar.ru
  • Jan 28, 2015
  • #16
Hm... interesting. Maybe I'd back to the project later.

For a now, I just get buildings timeline: http://rusaoc.ru/clientgames?gid=39343 (click on 4th stick "Здания")
 
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