Difference between revisions of "Kyra/Savegames (Kyrandia 1)"
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m (Kyra savegames (Kyrandia 1) moved to Kyra/Savegames (Kyrandia 1): subpage) |
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32 1 | 32 1 | ||
..X..... | ..X..... is Brandon invisible (0=false, 1=true) | ||
......X. | ......X. is Brandon Will-o-Wisp (floating pink thing) (0=false, 1=true) | ||
.......X | .......X is Brandon poisoned (0=false, 1=true) | ||
4D ?? flags (first flag byte "flags 07 06 05 04 03 02 01 00", etc) | |||
80-81 2 room ID; stuff like 0x0100 works, but weird results (see Room list) | 80-81 2 room ID; stuff like 0x0100 works, but weird results (see Room list) | ||
Line 88: | Line 57: | ||
(note: coords from top-left of the screen? (not from playfield but including border?) | (note: coords from top-left of the screen? (not from playfield but including border?) | ||
022E | 022E something to do with current room/current script? | ||
0636 mouse pointer item (if you picked up item when saving, then the index for item is saved here) | 0636 mouse pointer item (if you picked up item when saving, then the index for item is saved here) | ||
Line 95: | Line 64: | ||
????-EOF variable stuff, changes even if nothing else changes between saves (stack? stack pointer? code pointer?) | ????-EOF variable stuff, changes even if nothing else changes between saves (stack? stack pointer? code pointer?) | ||
</code> | </code> | ||
Latest revision as of 21:17, 5 January 2007
Savegames in Kyrandia 1 are called _kyra???.sav (_kyra000.sav is the first savegame). Each file is between 1.5kbyte and 2kbyte in size. (What happens if there are more than 1000 savegames?)
This reference exists for two reasons: firstly it may prove useful for debugging (as it is possible to inject any item into the original game as well as to teleport into any room), secondly it might be possible to import original savegames into a recreated VM some day.
(hex) (dec)
offset length meaning
00-1D 30 name (rest filled with 0x00), may contain junk from older savegame name after first 0x00 though
1E-21 4 'MBL1'
22 1 version? values:
0x00 (mac?)
0x01 (1.0 game?)
0x0D (1.3 game?)
0x11 (1.7 game?)
0x12 (1.8 games?)
todo: 3.7 games (talkie), Amiga, FM Towns
23-2B 8 unknown (always 0x00?)
2C-2D 2 music
0x0000=off
0x0001=on (in fact everything >0 is on, but original saves 01 as on) (means offset 2C=0x01, 2D=0x00)
2E-2F 2 sound
0x0000=off
0x0001=on (in fact everything >0 is on, but original saves 01 as on)
30 1 walk speed:
00=slowest
01=slow
02=normal
03=fast
04=fastest
31 1 talk speed:
00=slowest
01=normal
02=fast
03=clickable
32 1
..X..... is Brandon invisible (0=false, 1=true)
......X. is Brandon Will-o-Wisp (floating pink thing) (0=false, 1=true)
.......X is Brandon poisoned (0=false, 1=true)
4D ?? flags (first flag byte "flags 07 06 05 04 03 02 01 00", etc)
80-81 2 room ID; stuff like 0x0100 works, but weird results (see Room list)
88-91 10 inventory slots (0xFF = empty) (see Item list) (see also offset 0x0636)
92-93 2 Brandon's position: x-coord (left-right) (smaller=left, bigger=right) (0x00FF: about 3/4 to the right)
94-95 2 Brandon's position: y-coord (top-down) (smaller=top, bigger=down) (0x0086 is the bottom-most possible)
(note: coords from top-left of the screen? (not from playfield but including border?)
022E something to do with current room/current script?
0636 mouse pointer item (if you picked up item when saving, then the index for item is saved here)
0xFF = standard pointer/no item picked up
????-EOF variable stuff, changes even if nothing else changes between saves (stack? stack pointer? code pointer?)