AGI/Specifications/Savegame

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Revision as of 16:46, 6 January 2007 by Clone2727 (talk | contribs) (fix subpage link)
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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)

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.

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

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

Game state

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

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

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

...

344-345 (2 bytes) ? 1 => player_control

346-347 (2 bytes) Current PICTURE

...

356-555 (200 bytes) ? Controller map (50 controllers, 4 bytes each)

556-1515 (960 bytes) 24 strings, each 40 bytes long.

1516-1521 (6 bytes) ? Text colours

Other bits

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