Difference between revisions of "AGI Specifications: Chapter 10 - Savegame Files"
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|align="center"|<code>325-524</code>||<code>Key to controller map (4 bytes each). First 2 bytes keycode, second 2 bytes controller num.</code> | |align="center"|<code>325-524</code>||<code>Key to controller map (4 bytes each). First 2 bytes keycode, second 2 bytes controller num.</code> | ||
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+ | |align="center"|<code>525-1484</code>||<code>24 strings, each 40 bytes long (note that some AGI versions had 12 strings)</code> | ||
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+ | |align="center"|<code>1485-1486</code>||<code>Text foreground colour</code> | ||
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+ | |align="center"|<code>1487-1488</code>||<code>Text background colour</code> | ||
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+ | |align="center"|<code>1489-1490</code>||<code>Text Attribute value (a combined foreground/background value)</code> | ||
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|align="center"|<code>WIP</code>||<code>WORK IN PROGRESS</code> | |align="center"|<code>WIP</code>||<code>WORK IN PROGRESS</code> |
Revision as of 17:15, 8 March 2017
10.1 Introduction
AGI saved game files are named as follows:
<gameId>SG.<num>
where <gameId> is the ID of the game, e.g. KQ1, SQ2, etc., and where <num> is a number starting at 1. The format of the saved game file was relatively consistent between versions 2.4XX and 2.9XX apart from one minor addition. The specification below currently focuses on the format used by that version range. The format of AGI v3 saved games has not yet been explored, but it is known that AGI v2.272 differs somewhat in format and almost certainly those versions prior to 2.272 will therefore be different as well.
The saved game file consists of six sections. The first section contains only the description of the saved game. We'll call this the header. The other five sections follow a high level format where the first two bytes give the length of the section and the remainder is the data for that section.
Note that the byte offsets for each section are specified as being from the start of that section and not the start of the file.
Where a numeric value is specified over multiple bytes, it is always little-endian, unless otherwise noted.
10.2 Saved Game Format
Header
Byte Meaning 0-30
Savegame description. This can be up to 30 printable characters, and is padded out with NUL (\0) bytes to a total of 31 bytes.
General State
Byte Meaning 0-1
Length of general state section
2-8
Game ID("SQ2", "KQ3", "LLLLL", etc.), NUL padded
9-264
Variables, 1 variable per byte
265-296
Flags, 8 flags per byte, starting with highest bit first
297-300
Clock ticks since game started. 1 clock tick == 50ms
301-302
Horizon
303-304
Key Dir
305-306
Upper left X position for active block
307-308
Upper Left Y position for active block
309-310
Lower Right X position for active block
311-312
Lower Right Y position for active block
313-314
Player control (1) / Program control (0)
315-316
Current picture number
317-318
Blocking flag (1 = true, 0 = false)
319-320
Max drawn. Always set to 15. Maximum number of animated objects that can be drawn at a time.
321-322
Script size. Set by script.size. Max number of script event entries. Default is 50.
323-324
Current number of script event entries.
325-524
Key to controller map (4 bytes each). First 2 bytes keycode, second 2 bytes controller num.
525-1484
24 strings, each 40 bytes long (note that some AGI versions had 12 strings)
1485-1486
Text foreground colour
1487-1488
Text background colour
1489-1490
Text Attribute value (a combined foreground/background value)
WIP
WORK IN PROGRESS
Animated Objects
Byte Meaning 0-1
Length of animated objects section.
WIP
WORK IN PROGRESS
Inventory Objects
Byte Meaning 0-1
Length of inventory objects section.
WIP
WORK IN PROGRESS
Script Events
Byte Meaning 0-1
Length of script events section.
WIP
WORK IN PROGRESS
Scan Offsets
Byte Meaning 0-1
Length of scan offsets section.
WIP
WORK IN PROGRESS
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