Save file format: Difference between revisions

From Arx Libertatis Wiki
Jump to navigation Jump to search
No edit summary
Line 1: Line 1:
This page describes the save format used by Arx Fatalis as well as Arx Libertatis extensions.
This page describes the save format used by Arx Fatalis and Arx Libertatis.


See [[Common file format types]] for a description of the type names used here.
See [[Common file format types]] for a description of the type names used here.


== Arx save file container (.sav) ==
Save files are stored in a [[Save file container format|generic container]] that maps names (arbitrary strings) to chunks of data. This page only describes the format of the files inside that container.
 
Save files are stored in a generic container that maps names (arbitrary strings) to chunks of data. Arx Libertatis adds two extensions to the vanilla Arx Fatalis .sav format. The .sav container format can be read and written using the <code>SaveBlock</code> class (<code>io/SaveBlock.h</code>)
 
=== Header ===
 
The file header starts at byte position 0 - there is no magic number.
 
{| class="wikitable"
! Type
! Description
|-
| <b>u32</b>
| File table offset
|}
 
The file table offset is the location of the file table (in bytes) relative to the first byte after the header. Add 4 bytes to get the offset relative to the start of the file.
 
=== File table ===
 
The file table starts with a file table header:
 
==== File table header ====
 
{| class="wikitable"
! Type
! Description
|-
| <b>u32</b>
| Format version
|-
| <b>u32</b>
| Number of file entries
|}
 
Currently, the following version numbers are defined.
 
{| class="wikitable"
! Value
! Name
! Description
|-
| <code>0x00010000</code>
| <code>SAV_VERSION_LEGACY</code>
| Legacy version
|-
| <code>0x00010001</code>
| <code>SAV_VERSION_RELEASE</code>
| Current Arx Fatalis version
|-
| <code>0x00020000</code>
| <code>SAV_VERSION_DEFLATE</code>
| Added support for different compression algorithms (Arx Libertatis extension)
|-
| <code>0x00020001</code>
| <code>SAV_VERSION_NOEXT</code>
| Removed ".sav" suffix from internal filenames (Arx Libertatis extension)
|}
 
The file table is followed by the specified number of file entries. For save files with version <code>SAV_VERSION_LEGACY</code> the first file entry should be ignored.
 
==== File table entries ====
 
{| class="wikitable"
! Type
! Description
|-
| <b>c string</b>
| Filename
|}
 
Each file table entry is preceded by a null-terminated string - the file name. Versions older than <code>SAV_VERSION_NOEXT</code> store file names case-insensitively and append ".sav". When loading such versions, the filename should be converted to lowercase and the ".sav" extension removed.
 
For versions older than <code>SAV_VERSION_DEFLATE</code>:
 
{| class="wikitable"
! Type
! Description
|-
| <b>u32</b>
| Stored (compressed) file size - This can be ignored and calculated from chunk sizes.
|-
| <b>u32</b>
| Number of chunks - 0 means 1!
|-
| <b>u32</b>
| Useless data. This can be safely ignored
|}
 
For <code>SAV_VERSION_DEFLATE</code> and newer:
 
{| class="wikitable"
! Type
! Description
|-
| <b>u32</b>
| Uncompressed file size
|-
| <b>u32</b>
| Number of chunks
|-
| <b>u32</b>
| Compression algorithm
|}
 
Currently, the following compression algorithms are defined.
 
{| class="wikitable"
! Value
! Name
! Description
|-
| <code>0</code>
| <code>Stored</code>
| No compression. Data is stored as-is.
|-
| <code>1</code>
| <code>ImplodeCrypt</code>
| Data is compressed using the PKWARE implode library. The result is bitwise negated.
|-
| <code>2</code>
| <code>Deflate</code>
| Data is compressed using the [http://zlib.net/ ZLIB] deflate format.
|}
 
Code to decompress PKWARE implode-encoded data can be found in [https://github.com/madler/zlib/tree/master/contrib/blast blast.c in the contrib directory of the zlib source].
 
Versions older than SAV_VERSION_DEFLATE always use the <code>ImplodeCrypt</code> algorithm. To allow changing save files without decompressing all data, the value <code>0xffffffff</code> may be used to indicate that the uncompressed size is not known if (and only if) the compression algorithm is <code>ImplodeCrypt</code>.
 
The rest of the file entry is a list of as many chunk offsets as specified. For versions older than <code>SAV_VERSION_DEFLATE</code>, the actual number of chunks is always 1 or more, even if the file entry says 0. The concatenation of the chunks referenced by these offsets makes up the compressed file data.
 
===== Chunk offsets =====
 
{| class="wikitable"
! Type
! Description
|-
| <b>u32</b>
| Chunk size
|-
| <b>u32</b>
| Chunk offset
|}
 
The chunk offset is the location of the chunk data (in bytes) relative to the first byte after the header. Add 4 bytes to get the offset relative to the start of the file. The chunk size is given in bytes. There is no guarantee that all parts of the .sav file are used in chunks or the file table.
 
== Saved structures ==


These structures are filled and parsed in <code>src/scene/ChangeLevel.cpp</code> and described in <code>src/scene/SaveFormat.h</code> in Arx Libertatis.
These structures are filled and parsed in <code>src/scene/ChangeLevel.cpp</code> and described in <code>src/scene/SaveFormat.h</code> in Arx Libertatis.


=== Savegame info (pld) ===
== Savegame info (pld) ==


The savegame info file called "pld" consist of a single structure:
The savegame info file called "pld" consist of a single structure:
Line 185: Line 39:
The current time is the in-game time when the savegame was last updated. This is the total number of in-game milliseconds since the game start.
The current time is the in-game time when the savegame was last updated. This is the total number of in-game milliseconds since the game start.


=== Player state (player) ===
== Player state (player) ==


<font color=red><b>TODO</b></font>
<font color=red><b>TODO</b></font>


=== Global script state (globals) ===
== Global script state (globals) ==


<font color=red><b>TODO</b></font>
<font color=red><b>TODO</b></font>


=== Level state (lvl???) ===
== Level state (lvl???) ==


To get the filename for the state of a level pad the level number to 3 digits with leading zeros and prepended that with <code>"lvl"</code>. (<code>1</code> becomes <code>"lvl001"</code>)
To get the filename for the state of a level pad the level number to 3 digits with leading zeros and prepended that with <code>"lvl"</code>. (<code>1</code> becomes <code>"lvl001"</code>)


==== Header ====
=== Header ===


{| class="wikitable"
{| class="wikitable"
Line 276: Line 130:
The header is followed by <code>interactive object count</code> object index entries, <code>path count</code> path status entries, <code>ambiance data size</code> bytes of ambiance data and <code>light status count</code> light status entries.
The header is followed by <code>interactive object count</code> object index entries, <code>path count</code> path status entries, <code>ambiance data size</code> bytes of ambiance data and <code>light status count</code> light status entries.


==== Object Index Entries ====
=== Object Index Entries ===


<font color=red><b>TODO</b></font>
<font color=red><b>TODO</b></font>


==== Path Status Entries ====
=== Path Status Entries ===


<font color=red><b>TODO</b></font>
<font color=red><b>TODO</b></font>


==== Ambiance Data ====
=== Ambiance Data ===


<font color=red><b>TODO</b></font>
<font color=red><b>TODO</b></font>


==== Light Status Entries ====
=== Light Status Entries ===


<font color=red><b>TODO</b></font>
<font color=red><b>TODO</b></font>


=== Interactive object state ===
== Interactive object state ==


<font color=red><b>TODO</b></font>
<font color=red><b>TODO</b></font>

Revision as of 13:14, 2 June 2012

This page describes the save format used by Arx Fatalis and Arx Libertatis.

See Common file format types for a description of the type names used here.

Save files are stored in a generic container that maps names (arbitrary strings) to chunks of data. This page only describes the format of the files inside that container.

These structures are filled and parsed in src/scene/ChangeLevel.cpp and described in src/scene/SaveFormat.h in Arx Libertatis.

Savegame info (pld)

The savegame info file called "pld" consist of a single structure:

Type Description
f32 Savegame data version
char[256] Savegame name
s32 Current level
u32 Current time
1024 B (padding - always 0)

Savegame data version specifies the version number of this savegame info structure. Currently this value is always 1.005f.

The version is followed by the user-supplied name for the savegame. The special name "ARX_QUICK_ARX" is used for quicksaves. Arx Fatalis and older Arx Libertatis versions also used "ARX_QUICK_ARX1" for the second quicksave.

The current level specifies the number of the level in which the player resided when the savegame was last updated. This number can be padded to 3 digits with leading zeros and prepended with "lvl" to get the level file (1 becomes "lvl001")

The current time is the in-game time when the savegame was last updated. This is the total number of in-game milliseconds since the game start.

Player state (player)

TODO

Global script state (globals)

TODO

Level state (lvl???)

To get the filename for the state of a level pad the level number to 3 digits with leading zeros and prepended that with "lvl". (1 becomes "lvl001")

Header

Type Description
f32 Level status version
u32 Game time
s32 Interactive object count
s32 Path count
s32 Light status count
s32 Ambiance data size
gmods Saved graphics modes
gmods Current graphics modes
gmods Desired graphics modes
8192 B (padding - always 0)

Level status version specifies the version number of this level status file. Currently this value is always 1.005f.

Game time is the in-game time in milliseconds when this level was last saved.

The gmods type contains:

Type Description
s32 Flags
rgb32f Depth color
f32 Clip distance
136 B (padding - always 0)

Flags is a bitwise combination of:

Flag Description
1<<0 Use depth color
1<<1 Use clip distance

Depth color is used as the fog / background color for the level.

Clip distance is used to adjust the camera far plane.

Current graphics modes are the active modes and desired graphics modes are modes that the game is fading to.

The header is followed by interactive object count object index entries, path count path status entries, ambiance data size bytes of ambiance data and light status count light status entries.

Object Index Entries

TODO

Path Status Entries

TODO

Ambiance Data

TODO

Light Status Entries

TODO

Interactive object state

TODO