Difference between revisions of "AGI Specifications: Chapter 10 - Savegame Files"
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'''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. | '''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. |
Revision as of 19:33, 7 March 2017
Savegame Files
Written by
10.1 Format of the Savegame File
The object
file stores two bits of information about the inventory items used in an AGI game. The starting room location and the name of the inventory item. It also has a byte that determines the maximum number of animated objects.
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
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