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@windowsedd/valo-replay-parser

v0.1.0

Published

TypeScript port of the VALORANT replay parser (Unreal Engine network-replication decompressor). Research/PoC — ported from michel-giehl/ValorantReplayParserPlayground.

Readme

@valoutils/ts-replay-parser

A TypeScript port of michel-giehl/ValorantReplayParserPlayground, which is itself a fork of FortniteReplayDecompressor.

⚠️ Research / proof-of-concept only. Like the upstream project, this is for research. Riot's replay format is undocumented and unstable; do not rely on this in production.

Status

Complete and verified. All layers are ported and tested against the original C# — both sample replays parse to byte-identical replay info, export-type counts, and (in Full mode) player-movement positions. See PORTING.md for the layer-by-layer status and correctness anchors.

Usage

import { readFileSync } from "node:fs";
import { ValorantReplayReader, ParseMode } from "@valoutils/ts-replay-parser";

const bytes = new Uint8Array(readFileSync("match.vrf"));

// version omitted -> auto-detected from the replay header branch.
const reader = new ValorantReplayReader(null, ParseMode.Normal);
const replay = reader.readReplay(bytes);

console.log(replay.Info.FriendlyName, replay.Info.LengthInMs, "ms");
console.log(replay.Header.Branch);          // "++Ares-Core+release-12.10"
console.log(replay.exports.length, "exports");

// Each export: { channelIndex, type, fields }
for (const e of replay.exports) {
  if (e.type === "BombPlayerState") console.log(e.fields);
}

Player movement

parseReplayForApp parses in Full mode by default and flattens character movement into a ready-to-use movement array:

import { parseReplayForApp } from "@valoutils/ts-replay-parser";

const { replay, movement } = parseReplayForApp(bytes);

console.log(replay.Info.LengthInMs, "ms,", movement.length, "samples");
for (const m of movement.slice(0, 3)) {
  console.log(m.t, m.x, m.y, m.z); // timestamp + position; m.guid = character
}

ParseMode ordering: EventsOnly < Minimal < Normal < Full < Debug (higher parses more). Full is required for character movement. Pass { version: "12.11" } to skip header auto-detection, or { mode } to parse less.

More runnable examples — basic parse, movement extraction, and the low-level transform/decompressor — are in examples/.

Layout

src/
  transform/   ValorantSeededPayloadTransform — payload de-obfuscation (BigInt 64-bit math)
  io/          Bit-stream readers (FArchive / BinaryReader / BitReader)
  ooz/         Oodle/Kraken decompressor (port of OozSharp)
  unreal/      Unreal.Core replication graph + net field exports
  valorant/    Valorant-specific models + ValorantReplayReader
  index.ts     Public entry point

Notes on the port

  • 64-bit math — C# ulong/uint arithmetic is implemented with BigInt masked to width, since JS number cannot hold 64-bit values. See transform/.
  • Byte order — Unreal archives are little-endian; the bit readers mirror C# BitConverter semantics.

License

MIT, matching upstream.