AGI Specifications: Chapter 10 - Savegame Files
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. [1]
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 [2]
1485-1486
Text foreground colour
1487-1488
Text background colour
1489-1490
Text Attribute value (a combined foreground/background value)
1491-1492
Accept input = 1, Prevent input = 0
1493-1494
User input row number on the screen (as set by configure.screen command)
1495-1496
Cursor character
1497-1498
Show status line = 1, Don't show status line = 0
1499-1500
Status line row number on the screen (as set by configure.screen command)
1501-1502
Picture top row number on the screen (as set by configure.screen command)
1503-1504
Picture bottom row number on the screen (indirectly set by configure.screen)
(1505-1506)
Stores a pushed position within the script event list. Used by push.script and pop.script. [3]
Notes:
- ↑ AGI v2.001 (as used by the booter version of Donald Duck's Playground) had a command called max.drawn() with opcode value 143 that allow this value to be set by a Logic script. This command is missing from subsequent AGI v2 versions. It is possible that the inclusion of the maximum number of animated objects value in the OBJECT file in later AGI v2 versions replaced the need for the max.drawn() command.
- ↑ Versions outside of the 2.4XX tp 2.9XX range may have had 12 strings. Version 2.272 is an example of this.
- ↑ This field was not present in AGI versions prior to 2.9XX, i.e. it was not present prior to the inclusion of the push.script() and pop.script() commands. This is the only real difference between 2.4XX and 2.9XX saved game files.
Animated Objects
Byte Meaning 0-1
Length of animated objects section. Dividing this by 43 gives the number of animated objects.
WIP
WORK IN PROGRESS
Inventory Objects
Almost an exact copy of the OBJECT file, but always unencrypted, and with the 3 byte header replaced by the 2 byte length of the section, and with room numbers reflecting the current location of each object (rather than starting location).
Byte Meaning 0-1
Length of inventory objects section. Dividing this by 3 gives the number of objects.
Following the two bytes above we have a three byte entry for each inventory item all of which conform to the following format:
Byte Meaning 0-1
Offset of inventory item name i
2
Starting room number for inventory item i, or 255 for carried or 0 for limbo.
where i is the entry number starting at 0. All offsets are taken from the start of entry for inventory item 0 (not the start of the section).
Then comes the textual names themselves. This is simply a list of NULL terminated strings. The offsets mentioned in the above section point to the first character in the string and the last character is the one before the 0x00.
Script Events
Byte Meaning 0-1
Length of script events section. Dividing this by 2 gives the number of script events.
WIP
WORK IN PROGRESS
Scan Offsets
Byte Meaning 0-1
Length of scan offsets section.
WIP
WORK IN PROGRESS
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