Difference between revisions of "Save File Format"

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[[Shield Cat]] save files are saved using the following structure:
 
[[Shield Cat]] save files are saved using the following structure:
   OTTSAV00.BIN
+
   /saves/OTTSAV00/
where <code>00</code> is the number of the save file. The game, therefore, supports up to 255 save files.
+
where <code>00</code> is the number of the save file. The game will support up to 100 save files, but more can be added later if it is necessary.
  
Save information is stored in blocks, where each block has a certain data associated with it. <b>There <u>cannot</u> be two blocks of the same type.</b> All blocks listed below must be present, or the file will be considered invalid.
+
<code>OTTSAVFF</code> is used for the Autosave file. Save slot <code>0</code> is not used.
  
In Gamemaker, it is loaded and saved as a Buffer with type <code>buffer_fast</code>. It is <code>buffer_u8</code> 1 byte aligned.
+
Save information is stored in separate blocks, with each block being stored in it's own file. Details on each file are present below, as well as their expected file sizes.
 +
 
 +
In Gamemaker, it is loaded and saved as a Buffer with type <code>buffer_fixed</code>. It is 1 byte aligned.
  
 
== Header ==
 
== Header ==
<code>OTTSAV</code> files start with the following header:
+
<code>OTTSAV</code> files start with the following header string:
 
   SC_OTTSAV_V00
 
   SC_OTTSAV_V00
 
where <code>00</code> is the version of the save format. <b>During the prototype phase,</b> all save files will use format 00. The format may also change a lot.
 
where <code>00</code> is the version of the save format. <b>During the prototype phase,</b> all save files will use format 00. The format may also change a lot.
  
== LINF ==
+
<b>Please Note</b> this is not a string that is to be read with <code>buffer_string</code> or <code>buffer_text</code>. It is instead read as <code>unsigned bytes</code>, and then the bytes are compared to see if the header is correct or not. The value <code>00</code> is actually ASCII, and will be <code>$3030</code>.
The <code>LINF</code> block contains info about Lance and the abilities he has, max health, max magic, attack, defense, abilities equipped, and others. It is <code>23 Bytes</code> in length.
+
 
 +
== Block Type and Info ==
 +
This is where the data for this particular save file will go. Details about what is stored in each file is available on each file's page.
 +
 
 +
Each file is saved separately in the save sub directory, which will look something like this:
 +
  * LINF.BIN
 +
  * FLGS.BIN
 +
  * TRSR.BIN
 +
  * (etc)
 +
 
 +
The contents of the <code>LINF.BIN</code> file would be as follows:
 +
  SC_OTTSAV_V00LINF(data here)OEND
 +
 
 +
Please see the details about each block on its associated page:
 +
* [[Save_File_Format/DATE.BIN]]
 +
* [[Save_File_Format/LINF.BIN]]
 +
* [[Save_File_Format/FLGS.BIN]]
 +
* [[Save_File_Format/TRSR.BIN]]
 +
* [[Save_File_Format/ACHV.BIN]]
 +
* [[Save_File_Format/AREA.BIN]]
 +
* [[Save_File_Format/MAPS.BIN]]
 +
 
 +
== Footer ==
 +
<code>OTTSAV</code> files end with the following footer:
 +
  OEND
 +
This is used to prevent the file from being truncated, which can cause issues.
 +
 
 +
== TRSR ==
 +
These are the different treasure locations in the game, and whether you got the treasure at that location or not. This block is <code>128</code> bytes in length, allowing for <code>1024</code> treasures.
 +
 
 +
<i><b>Please Note</b> that not every treasure slot is used. This allows me to add more treasures later and keep them in the same group.</i>
 +
{{Stub}}
  
<i><b>Please note</b> that Lance's health, magic, attack, and defense are computed from his base stats + any upgrades that you may have, and are provided for convenience. If these numbers don't match the upgrades he has, the save will be invalid.</i>
+
== ACHV ==
 +
These are flags for the different Achievements you can get in the game. It is <code>16</code> bytes in length, allowing for <code>128</code> achievements. (However, it is unlikely that this many achievements will be in the game.)
 +
{{Stub}}
  
 +
== AREA ==
 +
This block contains the collectibles data for the different areas in the game. Each area uses <b>128 bits / 16 Bytes</b> of data, following the format specified below. There is support for up to 16 areas, meaning that this block is <b>256 bytes</b> in size. Each chunk of data is followed sequentially, and the area it represents is detailed in the second table.
 
{| class="wikitable"
 
{| class="wikitable"
!Offset
+
!Byte Offset
!Bytes
+
!Bytes Used
!Description
+
!Usage
 
|-
 
|-
 
!0
 
!0
!2 Bytes
+
!1 Byte
|Lance's max health
+
|The count of all the Fish Scales in an area that Lance has collected.
 
|-
 
|-
!2
+
!1
 
!2 Bytes
 
!2 Bytes
|Lance's max magic
+
|Reserved for future use
 
|-
 
|-
!4
+
!3
!1 Byte
+
!13 bytes
|Lance's attack stat
+
|All of the Fish Scales in the area. There are <b>99</b> Fish Scales in each area. The <b>first 5 bits</b> of this are used for the 5 "LANCE" letters the player can find in each area, using the total 104 bits.
|-
 
!5
 
!1 Byte
 
|Lance's defense stat
 
|-
 
!6
 
!8 Bytes
 
|The abilities Lance has, as packed bytes. Please see the <b>Ability Byte Format</b> table below.
 
|-
 
!14
 
!8 Bytes
 
|The abilities Lance has equipped, as packed bytes. Please see the <b>Ability Byte Format</b> table below.
 
 
 
<i><b>Please note</b> that if it is marked Lance has an ability equipped that he does not actually have, the file will be invalid.</i>
 
|-
 
!22
 
!1 Byte (packed)
 
|Various flags about Lance's state:
 
* Bit 0: if Lance is allowed to use his equipment or not. If 0, none of his abilities will show.
 
* Bits 2-3: number of health potions Lance has (up to 3)
 
* Bits 4-5: number of magic recovery potions Lance has (up to 3)
 
* Bits 6-7: unused.
 
 
|}
 
|}
 
Below is an explaination of the packed bytes that represent the abilities Lance currently owns and has equipped. For a detailed explaination of his abilities, please visit [[Lance's Abilites]].
 
  
 
{| class="wikitable"
 
{| class="wikitable"
!colspan="2"|Ability Byte Format
+
!Chunk Number
|-
+
!Associated Area
!Bit Offset
 
!Ability/Upgrade Name
 
|-
 
!colspan="2"|Shield
 
 
|-
 
|-
 
!0
 
!0
|Shield Ability
+
|Forest Area
 
|-
 
|-
 
!1
 
!1
|Shield Upgrade - Homing
+
|Cat Town
 
|-
 
|-
 
!2
 
!2
|Shield Upgrade - Wave
+
|Underground Forest
 
|-
 
|-
 
!3
 
!3
|Shield Upgrade - Indestructible
+
|Marine Exhibit
 
 
|-
 
!colspan="2"|Dagger
 
 
|-
 
|-
 
!4
 
!4
|Dagger Ability
+
|Mt. Bophades (Exterior)
 
|-
 
|-
 
!5
 
!5
|Dagger Upgrade - Explosion
+
|Mt. Bophades (Interior)
 
|-
 
|-
 
!6
 
!6
|Dagger Upgrade - Piercer
+
|Sky Cat Airship Fleet
 
|-
 
|-
 
!7
 
!7
|Dagger Upgrade - Surplus
+
|Cat Castle
 +
|-
 +
!8
 +
|Deep Woods
 +
|-
 +
!9
 +
|Lake Area
 
|}
 
|}
 +
 +
== OEND ==
 +
This denotes the end of the file, and prevents the file from being truncated by having some kind of data at the end.
 +
  
 
[[Category:Technical Info]]
 
[[Category:Technical Info]]

Latest revision as of 18:52, 9 April 2020

Warning! The information detailed on this page may not be in the present available build, and may only be available in an upcoming build! Therefore, all information here is to be considered volatile and could change or be removed without notice.
Warning! The information below is to be considered a draft. This means that the information presented is not final, so don't go running wild with this information.

Shield Cat saves are stored in the /saves directory. This directory is platform specific, please see Installation Instructions for its location on your platform.

Please note, save files can only be easily accessed and modified on Windows, Mac OS, and Linux. It may be possible on other platforms, but it is not supported.

Shield Cat save files are saved using the following structure:

 /saves/OTTSAV00/

where 00 is the number of the save file. The game will support up to 100 save files, but more can be added later if it is necessary.

OTTSAVFF is used for the Autosave file. Save slot 0 is not used.

Save information is stored in separate blocks, with each block being stored in it's own file. Details on each file are present below, as well as their expected file sizes.

In Gamemaker, it is loaded and saved as a Buffer with type buffer_fixed. It is 1 byte aligned.

Header

OTTSAV files start with the following header string:

 SC_OTTSAV_V00

where 00 is the version of the save format. During the prototype phase, all save files will use format 00. The format may also change a lot.

Please Note this is not a string that is to be read with buffer_string or buffer_text. It is instead read as unsigned bytes, and then the bytes are compared to see if the header is correct or not. The value 00 is actually ASCII, and will be $3030.

Block Type and Info

This is where the data for this particular save file will go. Details about what is stored in each file is available on each file's page.

Each file is saved separately in the save sub directory, which will look something like this:

 * LINF.BIN
 * FLGS.BIN
 * TRSR.BIN
 * (etc)

The contents of the LINF.BIN file would be as follows:

 SC_OTTSAV_V00LINF(data here)OEND

Please see the details about each block on its associated page:

Footer

OTTSAV files end with the following footer:

 OEND

This is used to prevent the file from being truncated, which can cause issues.

TRSR

These are the different treasure locations in the game, and whether you got the treasure at that location or not. This block is 128 bytes in length, allowing for 1024 treasures.

Please Note that not every treasure slot is used. This allows me to add more treasures later and keep them in the same group.

This page is a stub. Roxy will probably come along later and add more to it.

ACHV

These are flags for the different Achievements you can get in the game. It is 16 bytes in length, allowing for 128 achievements. (However, it is unlikely that this many achievements will be in the game.)

This page is a stub. Roxy will probably come along later and add more to it.

AREA

This block contains the collectibles data for the different areas in the game. Each area uses 128 bits / 16 Bytes of data, following the format specified below. There is support for up to 16 areas, meaning that this block is 256 bytes in size. Each chunk of data is followed sequentially, and the area it represents is detailed in the second table.

Byte Offset Bytes Used Usage
0 1 Byte The count of all the Fish Scales in an area that Lance has collected.
1 2 Bytes Reserved for future use
3 13 bytes All of the Fish Scales in the area. There are 99 Fish Scales in each area. The first 5 bits of this are used for the 5 "LANCE" letters the player can find in each area, using the total 104 bits.
Chunk Number Associated Area
0 Forest Area
1 Cat Town
2 Underground Forest
3 Marine Exhibit
4 Mt. Bophades (Exterior)
5 Mt. Bophades (Interior)
6 Sky Cat Airship Fleet
7 Cat Castle
8 Deep Woods
9 Lake Area

OEND

This denotes the end of the file, and prevents the file from being truncated by having some kind of data at the end.