Difference between revisions of "AGI Specifications: Chapter 10 - Savegame Files"

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|align="center"|<code>1489-1490</code>||<code>Text Attribute value (a combined foreground/background value)</code>
 
|align="center"|<code>1489-1490</code>||<code>Text Attribute value (a combined foreground/background value)</code>
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|align="center"|<code>1491-1492</code>||<code>Accept input = 1, Prevent input = 0</code>
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|align="center"|<code>1493-1494</code>||<code>User input row number on the screen</code>
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|align="center"|<code>1495-1496</code>||<code>Cursor character</code>
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|align="center"|<code>1497-1498</code>||<code>Show status line = 1, Don't show status line = 0</code>
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|align="center"|<code>1499-1500</code>||<code>Status line row number on the screen</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 17:18, 8 March 2017

Table of Contents


Savegame Files

Begun by David Symonds
Continued by Lance Ewing

(Last updated: 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)
1491-1492 Accept input = 1, Prevent input = 0
1493-1494 User input row number on the screen
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
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


Table of Contents

< Previous: Chapter 9 - Sound ResourcesNext: Chapter 11 - Other Game Data >