Difference between revisions of "AGI/Specifications/Savegame"

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(add clock ticks)
(note about endianness)
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This is a '''WORK IN PROGRESS'''; do not rely on this information, and please [[User:Dsymonds|let Dave know]] if you're going to be changing this in any significant way.
This is a '''WORK IN PROGRESS'''; do not rely on this information, and please [[User:Dsymonds|let Dave know]] if you're going to be changing this in any significant way.
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Where a numeric value is specified over multiple bytes, it is always ''little-endian'', unless otherwise noted.





Revision as of 08:14, 6 January 2007


This is a WORK IN PROGRESS; do not rely on this information, and please let Dave know if you're going to be changing this in any significant way.


Where a numeric value is specified over multiple bytes, it is always little-endian, unless otherwise noted.


Header (40 bytes)

Bytes 0-30 (31 bytes) Savegame description. This can be up to 30 printable characters, and is padded out with NUL (\0) bytes to a total of 31 bytes.

Bytes 31-32 (2 bytes) Unknown (0xE1 0x05); maybe a savegame version number?

Bytes 33-39 (7 bytes) Game ID ("SQ2", "KQ3", "LLLLL", etc.), NUL padded.

Game state

Bytes 40-295 (256 bytes) Variables, 1 variable per byte

Bytes 296-327 (32 bytes) Flags, 8 flags per byte


Bytes 328-331 (4 bytes) Clock ticks since game started, little-endian. 1 clock tick == 50ms.

...

Bytes 556-1515 (960 bytes) 24 strings, each 40 bytes long. Actually, I'm not positive that it's all 24 strings; it could only be 12 strings in some versions!

Other bits

Bytes 2334-? (? bytes) Inventory object names, each NUL terminated.