Save game editing

General discussion about the game.
raskolnik
Posts: 13
Joined: Sun Sep 16, 2012 8:28 pm

Re: Save game editing

Postby raskolnik » Mon Sep 17, 2012 5:00 pm

ChickenBandit wrote:I'll be having a look at the save files when I get home, see what I can figure out. Mind sharing what you've got on weapon slots etc.?


Sure, although there's not much to report. The names of the weapons appear in plain text at offset 680-690, with the names being found in blueprints.xml within data.dat.
ChickenBandit
Posts: 15
Joined: Mon Sep 17, 2012 4:40 pm

Re: Save game editing

Postby ChickenBandit » Mon Sep 17, 2012 10:22 pm

I'm pretty sure I've figured out where it saves location data (i.e. the crew member's exact position in the ship). I'll be posting a full list of the values for the Kestrel that will go along with this map:

Image

I plan on figuring out door states next, soon to be followed by a lot of other stuff (i.e. is such and such square on fire? Is such and such square breached?)

Here's the list I've compiled so far (Just missing the ones I need a 4th crew member for):

Code: Select all

 0C 11 00 00 00 9d 00 00 00 10 00 00 00 00 00 00 00
 0D 11 00 00 00 c0 00 00 00 10 00 00 00 01 00 00 00
 1B 34 00 00 00 7a 00 00 00 0d 00 00 00 00 00 00 00
 1C 34 00 00 00 9d 00 00 00 0e 00 00 00 00 00 00 00
 1D 34 00 00 00 c0 00 00 00 0e 00 00 00 02 00 00 00
 1E 34 00 00 00 e3 00 00 00 0f 00 00 00 00 00 00 00
 2B 57 00 00 00 7a 00 00 00 0d 00 00 00 01 00 00 00
 2C 57 00 00 00 9d 00 00 00 0e 00 00 00 01 00 00 00
 2E 57 00 00 00 e3 00 00 00 0f 00 00 00 01 00 00 00
 3B 7a 00 00 00 7a 00 00 00 0b 00 00 00 00 00 00 00
 3E 7a 00 00 00 e3 00 00 00 0c 00 00 00 00 00 00 00
 4B 9d 00 00 00 7a 00 00 00 0b 00 00 00 01 00 00 00
 4C 9d 00 00 00 9d 00 00 00 0a 00 00 00 00 00 00 00
 4D 9d 00 00 00 c0 00 00 00 0a 00 00 00 02 00 00 00
 4E 9d 00 00 00 e3 00 00 00 0c 00 00 00 01 00 00 00
 5C c0 00 00 00 9d 00 00 00 0a 00 00 00 01 00 00 00
 6A e3 00 00 00 57 00 00 00 06 00 00 00 00 00 00 00
 6B e3 00 00 00 7a 00 00 00 07 00 00 00 00 00 00 00
 6C e3 00 00 00 9d 00 00 00 07 00 00 00 02 00 00 00
 6D e3 00 00 00 c0 00 00 00 08 00 00 00 00 00 00 00
 6E e3 00 00 00 e3 00 00 00 08 00 00 00 02 00 00 00
 6F e3 00 00 00 06 01 00 00 09 00 00 00 00 00 00 00
 7A 06 01 00 00 57 00 00 00 06 00 00 00 01 00 00 00
 7B 06 01 00 00 7a 00 00 00 07 00 00 00 01 00 00 00
 7D 06 01 00 00 c0 00 00 00 08 00 00 00 01 00 00 00
 7F 06 01 00 00 06 01 00 00 09 00 00 00 01 00 00 00
 8B 29 01 00 00 7a 00 00 00 04 00 00 00 00 00 00 00
 8C 29 01 00 00 9d 00 00 00 04 00 00 00 02 00 00 00
 8D 29 01 00 00 c0 00 00 00 05 00 00 00 00 00 00 00
 8E 29 01 00 00 e3 00 00 00 05 00 00 00 02 00 00 00
 9C 4c 01 00 00 9d 00 00 00 04 00 00 00 03 00 00 00
 9D 4c 01 00 00 c0 00 00 00 05 00 00 00 01 00 00 00
10C 6f 01 00 00 9d 00 00 00 02 00 00 00 00 00 00 00
10D 6f 01 00 00 c0 00 00 00 03 00 00 00 00 00 00 00
11C 92 01 00 00 9d 00 00 00 02 00 00 00 01 00 00 00
12C b5 01 00 00 9d 00 00 00 01 00 00 00 00 00 00 00
12D b5 01 00 00 c0 00 00 00 01 00 00 00 02 00 00 00
13C d8 01 00 00 9d 00 00 00 01 00 00 00 01 00 00 00
14C fb 01 00 00 9d 00 00 00 00 00 00 00 00 00 00 00
14D fb 01 00 00 c0 00 00 00 00 00 00 00 01 00 00 00
Last edited by ChickenBandit on Mon Sep 17, 2012 11:32 pm, edited 5 times in total.
swixel
Posts: 80
Joined: Mon Sep 17, 2012 6:08 am

Re: Save game editing

Postby swixel » Mon Sep 17, 2012 10:27 pm

Somehow search failed to notify me of this thread... I'll post what I have when I'm back on the system with the data :)
ChickenBandit
Posts: 15
Joined: Mon Sep 17, 2012 4:40 pm

Re: Save game editing

Postby ChickenBandit » Mon Sep 17, 2012 10:36 pm

swixel wrote:Somehow search failed to notify me of this thread... I'll post what I have when I'm back on the system with the data :)


Lest I duplicate your work, do you have crew positions figured out yet?
Tysonclyde
Posts: 41
Joined: Mon Sep 17, 2012 11:16 am

Re: Save game editing

Postby Tysonclyde » Mon Sep 17, 2012 10:38 pm

I have had a problem with everything. I have tried to change The Kesteral by adding the teleporter and the other thingy by setting it to true in the data.dat folder, but every time I have a crash.
raskolnik
Posts: 13
Joined: Sun Sep 16, 2012 8:28 pm

Re: Save game editing

Postby raskolnik » Mon Sep 17, 2012 10:44 pm

ChickenBandit wrote:I'm pretty sure I've figured out where it saves location data (i.e. the crew member's exact position in the ship). I'll be posting a full list of the values for the Kestrel that will go along with this map:

[...]

I plan on figuring out door states next, soon to be followed by a lot of other stuff (i.e. is such and such square on fire? Is such and such square breached?)


That's awesome. Is this something that's stored in the save file? If so, where?
ChickenBandit
Posts: 15
Joined: Mon Sep 17, 2012 4:40 pm

Re: Save game editing

Postby ChickenBandit » Mon Sep 17, 2012 10:53 pm

raskolnik wrote:
ChickenBandit wrote:I'm pretty sure I've figured out where it saves location data (i.e. the crew member's exact position in the ship). I'll be posting a full list of the values for the Kestrel that will go along with this map:

[...]

I plan on figuring out door states next, soon to be followed by a lot of other stuff (i.e. is such and such square on fire? Is such and such square breached?)


That's awesome. Is this something that's stored in the save file? If so, where?


I'll post what I have so far, and I'll explain what I've figured out on it so far. Here's a typical crew member's data:

Code: Select all

53 63 6f 6f 70 73 05 00 00 00 68 75 6d 61 6e 00 00 00 00 64 00 00 00 e3 00 00 00 7a 00 00 00 07 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 08 00 00 00 02 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 00 00 00 00 00 00 00 00 02 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 00 00 00 00 00 00 00 00 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 00 00 00 00 00 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 00 00 00 00 00 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 00 00 00 00 00 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 64 00 00 00 00 00 00 00 00 00 00 00


I'm actually not 100% sure where it ends, but that'll be easy to figure out when I actually try. Now look at this at the start:

Code: Select all

53 63 6f 6f 70 73 05 00 00 00 68 75 6d 61 6e 00 00 00 00 64 00 00 00


That's the name plus some other value I haven't figured out yet. Immediately after is the data for the crew member's current position:

Code: Select all

e3 00 00 00 7a 00 00 00 07 00 00 00 00 00 00 00


I'm not sure yet if the last three 00s are part of the position value or not, still need to test some stuff for that. The e3 is the X coordinate, the 7a is the Y coordinate, and the 07 is which bulkhead they're in (in this case, the square room just left of the med bay). Sometimes the 2nd and 13th values are something other than 00, but I don't know what those ones do, if anything. I'll edit the coordinates I've figured out so far into the post where I put the map.
Last edited by ChickenBandit on Mon Sep 17, 2012 11:39 pm, edited 1 time in total.
arhimmel
Posts: 9
Joined: Mon Sep 17, 2012 11:25 pm

Re: Save game editing

Postby arhimmel » Mon Sep 17, 2012 11:32 pm

I have started working on an editor, well right now all it does is read some values from the sav files.

Code: Select all

07 00 00 00 56 69 6E 63 65 6E 74


this is from the first information about the crew. the first 4 bytes are the length of the string that follows, which is the name of a crew member. all of the info stated like that. with the length of the field and then the field. before first crew member there is another number which is the number of crew member.

figuring out what each little area of code is a bit more hard because so little of it is actually legible.

ps. I wouldn't worry about the offsets as they change if have a different length field that precedes it.
ChickenBandit
Posts: 15
Joined: Mon Sep 17, 2012 4:40 pm

Re: Save game editing

Postby ChickenBandit » Mon Sep 17, 2012 11:35 pm

arhimmel wrote:I have started working on an editor, well right now all it does is read some values from the sav files.

Code: Select all

07 00 00 00 56 69 6E 63 65 6E 74


this is from the first information about the crew. the first 4 bytes are the length of the string that follows, which is the name of a crew member. all of the info stated like that. with the length of the field and then the field. before first crew member there is another number which is the number of crew member.

figuring out what each little area of code is a bit more hard because so little of it is actually legible.

ps. I wouldn't worry about the offsets as they change if have a different length field that precedes it.


So then is the 64 00 00 00 in front of all of the positional data the length of the positional data value that follows?
raskolnik
Posts: 13
Joined: Sun Sep 16, 2012 8:28 pm

Re: Save game editing

Postby raskolnik » Mon Sep 17, 2012 11:37 pm

arhimmel wrote:I have started working on an editor, well right now all it does is read some values from the sav files.

Code: Select all

07 00 00 00 56 69 6E 63 65 6E 74


this is from the first information about the crew. the first 4 bytes are the length of the string that follows, which is the name of a crew member. all of the info stated like that. with the length of the field and then the field. before first crew member there is another number which is the number of crew member.

figuring out what each little area of code is a bit more hard because so little of it is actually legible.

ps. I wouldn't worry about the offsets as they change if have a different length field that precedes it.


Wonderful, well, seems like this is in far better hands than mine!

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