A C# library for reading and writing Diablo 2 save files (.d2s character saves and .d2i shared stash files). Supports both the original Diablo 2: Lord of Destruction format (1.10+) and Diablo 2 Resurrected.
- Full read/write support for character save files (.d2s) and shared stash (.d2i)
- Supports D2 LOD (version 96) and D2R (version 97+) formats
- Version conversion between D2 LOD and D2R formats
- Complete item parsing including stats, sockets, runewords, and set bonuses
- Full round-tripping support - produces identical outputs, as verified by tests
- Separate zero-copy overlay API for modifying header fields (name, level, flags, waypoints) without parsing the full save
- External .txt file support for modded game data
- Zero external dependencies beyond .NET
- Installation
- Usage
- Overlay API (Zero-Copy Access)
- Save Format Versions
- Version Conversion
- External Data
- Mod Compatibility
- Building
- Acknowledgments
dotnet add package D2SSharpOr clone and build from source:
git clone https://github.com/ResurrectedTrader/D2SSharp.git
cd D2SSharp
dotnet buildusing D2SSharp.Model;
// Read save file (uses built-in game data)
byte[] saveBytes = File.ReadAllBytes("MyCharacter.d2s");
D2Save save = D2Save.Read(saveBytes);
// Access character info
Console.WriteLine($"Character: {save.Character.Preview.Name}");
Console.WriteLine($"Level: {save.Stats.Level}");
Console.WriteLine($"Class: {save.Character.Class}");
// Iterate items
foreach (var item in save.Items)
{
Console.WriteLine($"Item: {item.ItemCodeString} (Quality: {item.Quality})");
}// Modify stats
save.Stats.Strength = 200;
save.Stats.GoldInStash = 2500000;
// Write back to file
byte[] buffer = new byte[save.EstimateSize()];
int bytesWritten = save.Write(buffer);
File.WriteAllBytes("MyCharacter.d2s", buffer.AsSpan(0, bytesWritten).ToArray());byte[] stashBytes = File.ReadAllBytes("SharedStashSoftCoreV2.d2i");
D2StashSave stash = D2StashSave.Read(stashBytes);
foreach (var tab in stash)
{
Console.WriteLine($"Tab: {tab.Name}, Items: {tab.Items.Count}");
}For simple modifications to the fixed-size header sections, the overlay API provides direct memory access without parsing the entire save file.
using D2SSharp.Model;
byte[] data = File.ReadAllBytes("MyCharacter.d2s");
// Get a reference directly into the byte array
ref var overlay = ref D2SaveLayout.From(data);
// Read fields directly (Name is on D2SaveLayout, handles version differences)
Console.WriteLine($"Name: {overlay.Name}");
Console.WriteLine($"Level: {overlay.Character.Level}");
Console.WriteLine($"Class: {overlay.Character.Class}");
// Modify character
overlay.Name = "NewName";
overlay.Character.MercData.Experience = 1000000;
// Unlock all waypoints
overlay.Waypoints.UnlockAllWaypoints();
// Update checksum and save
D2SaveLayout.UpdateChecksum(data);
File.WriteAllBytes("MyCharacter.d2s", data);Benchmarks comparing full parsing vs overlay access (tested on a level 99 character with full inventory):
| Operation | Time | Allocated |
|---|---|---|
| Full Deserialize | 56.1 μs | 225.8 KB |
| Full Serialize | 28.4 μs | 122.5 KB |
| Full Round-Trip | 86.5 μs | 348.3 KB |
| Overlay: Read Name | 9.8 ns | 32 B |
| Overlay: Modify + Checksum | 991 ns | 2.3 KB |
The overlay API is ~5700x faster for reading character name and ~87x faster for modifying fields and updating the checksum compared to a full round-trip.
The overlay API only covers the fixed-size header sections (first 765 bytes):
| Section | Supported Fields |
|---|---|
| Header | Version, FileSize, Checksum |
| Character | Name, Level, Class, Flags, MercData, Hotkeys, Appearance |
| Quests | All quest flags for all difficulties |
| Waypoints | All waypoint flags for all difficulties |
| PlayerIntro | NPC/Quest intro flags |
Not accessible via overlay: Player stats (strength, vitality, gold, etc.), skills, items, corpses, mercenary items, iron golem. These require full parsing with D2Save.Read().
| Version | Game | Notes |
|---|---|---|
| 96 | D2 LOD 1.10+ | 32-bit item codes, 7-bit strings |
| 97 | D2 Resurrected | Huffman-encoded item codes, 7-bit strings |
| 98+ | D2 Resurrected | Huffman-encoded item codes, 8-bit strings |
The library supports converting saves between D2 LOD (1.14) and D2R formats by specifying a target version when writing:
// Read a 1.14 save (version 96)
var save = D2Save.Read(File.ReadAllBytes("old_character.d2s"));
// Write as D2R format (version 99)
byte[] buffer = new byte[save.EstimateSize()];
int written = save.Write(buffer, targetVersion: 99);
File.WriteAllBytes("new_character.d2s", buffer.AsSpan(0, written).ToArray());The library handles the following format differences automatically:
| Field | Conversion |
|---|---|
Character.Name |
Moved to Character.Preview.Name (D2R uses UTF-8 preview name) |
Character.Preview.* |
Populated from equipped items (Head, Torso, LeftHand, RightHand) |
Character.Preview.Transform |
Looked up from Character.AppearanceTints |
Character.Preview.FileIndex |
Extracted from item quality data |
Character.Preview.Flags |
Set to Targeting for primary weapon, 0 for others |
Item.Position.BodyLocation |
Zeroed for non-equipped items (D2R requires this) |
| Field | Conversion |
|---|---|
Character.Preview.Name |
Moved to Character.Name |
Character.Preview.* |
Zeroed (1.14 doesn't use preview items) |
Item.Position.BodyLocation |
Kept as None for stored items (D2R doesn't preserve original equip slot) |
When comparing converted saves to saves created by the game:
| Section | Reason |
|---|---|
| Items | Item ordering may differ between saves of the same character |
| Header (Checksum) | Differs due to item ordering differences |
These differences do not affect gameplay - the converted saves are fully functional.
The library includes embedded game data tables for versions 96, 97, and 99, which are used automatically. For modded games with custom items/stats, you can provide your own txt files:
using D2SSharp.Data;
// Load from a directory containing version subdirectories
// Directory structure:
// MyTxtFiles/
// 96/
// armor.txt, itemstatcost.txt, itemtypes.txt, misc.txt, weapons.txt
// 99/
// armor.txt, itemstatcost.txt, itemtypes.txt, misc.txt, weapons.txt
var modData = new TxtFileExternalData(@"C:\path\to\MyTxtFiles");
// Or load from a single directory for a specific version
var modData = new TxtFileExternalData(@"C:\path\to\MyTxtFiles\99", version: 99);
// Then use it for reading/writing
var save = D2Save.Read(File.ReadAllBytes("modded.d2s"), modData);The library selects version data based on exact match with the save file's version. If the required version is not available, an exception is thrown listing the available versions.
The library provides limited support for modded save files:
- Custom item data: See External Data section for loading mod-specific .txt files
- Trailing data: Any bytes after the standard sections are preserved in
D2Save.TrailingDataand written back during round-trip
- Missing sections: Save files must contain all required sections. Files with missing or malformed sections (e.g., Expansion flag set but no MercItems/IronGolem sections) will fail to parse
- Modified section formats: The library expects standard D2/D2R section layouts
dotnet build D2SSharp.sln
dotnet testThis project was vibe coded with Claude.
Special thanks to:
MIT