Savegame Structure

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GeorgeTR
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Savegame Structure

Post by GeorgeTR » 21 Jun 2014 18:21

[Next Trial, this time in another section]

I'm interested in the data of a savegame (TRLE).
Are there any information about the structure of a savegame-file?
How can I ascertain for example the position of lara or the time?
:?

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Nina Croft
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Re: Savegame Structure

Post by Nina Croft » 23 Jun 2014 12:46

I think you made this post at a completely wrong place. This is definitely not the forum for such a question. I think the mods will move it into another forum.

But to try to answer your question.

The savegame indicates the time when it is created. The time of its creation can be seen in-game as well as in the Properties window of the very savegame file.

But you cannot ascertain Lara's position, except when the savegame files are created using the TRNG, which allows creating a savegame file with a picture of Lara's exact position at the time of the save. However, as far as I know, this picture / Lara's position can be seen only in-game, not in the savegame file itself. The example of such savegame with pictures is Aqua Sahrym levelset.

Check it out, it's a great game, btw: http://www.trle.net/sc/levelfeatures.php?lid=2690
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Re: Savegame Structure

Post by GeorgeTR » 23 Jun 2014 13:44

You are right, it's the wrong place, but at the place I posted this question, apparently nobody discover me.
What I need are informations about the savegame-structure, but there seems no one who knows ...

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vimmers
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Re: Savegame Structure

Post by vimmers » 23 Jun 2014 16:55

i did see your post but can't answer it
cos i am not sure what you mean
and don't understand what you will with that information

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Alex Chap
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Re: Savegame Structure

Post by Alex Chap » 23 Jun 2014 17:18

Don't worry George, It's not because you post on a special forum that you are unnoticed. We often check what post may have been posted in this forum that we rarely consult, if we do not reply you is that we do not know. In this case, I don't really know what you are talking with the savegame structure. :wink:
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GeorgeTR
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Re: Savegame Structure

Post by GeorgeTR » 23 Jun 2014 19:03

What I mean is this: actually I planned to program a newer savegame-editor. So I need to know as much as possible about the structure of a savegame-file. I have tried a long time to explore the bytes of savegames, but only with thin results.
Perhaps anybody knows more about the structure of savegames (firstly I mean the original TRLE with a size of 15954 Bytes)?

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Re: Savegame Structure

Post by sapper » 24 Jun 2014 06:05

I haven't found any public info about the file structure of the savegame files.

The author of the original Save Game and Position Editors did not release any info as far as I know.

http://web.archive.org/web/200404032226 ... r2code.htm


Paolone would know the structure since he modifies it for TRNG savegames but good luck contacting him.

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Re: Savegame Structure

Post by GeorgeTR » 24 Jun 2014 18:25

Thank you, I've written an Email to Paolone, perhaps he can help me.

The Autor of the earlier Editors is named Paul Walton. Is there an adress to send him a message?

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Re: Savegame Structure

Post by GeorgeTR » 24 Jun 2014 19:16

[Supplement]

I found the email adress of Paul Walton at the homepage sapper has linked. I'll send him a mail too.

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Re: Savegame Structure

Post by sapper » 27 Jun 2014 03:19

Hopefully they will respond.

Let us know if you are successful.

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Re: Savegame Structure

Post by Harry » 19 Jul 2014 23:58

The info I have is in a (hopefully) attached file.

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Re: Savegame Structure

Post by Harry » 20 Jul 2014 00:00

Sorry. The file wasn't attached. This is what I have.


This is based on the original TR editor. Some still work on
the newer editors and some do not.


All addresses are bytes.

With two addresses, the data spans a word. The first address is the lower part.
The second address is the higher part. For example:
- if 0x190=0x01 and 0x191=0x00 you have 1 medipack
- if 0x190=0x00 and 0x191=0x01 you have 256 medipacks

With both addresses set to 0xff you have unlimited medipacks, flares, bullets etc.



Health data:

Small medipack addresses 0x190/0x191

Large medipack addresses 0x192/0x193

Flares addresses 0x194/0x195

Air while under water addresses 0x6d/0x6e
- if 0x6d=0x08 and 0x6e=0x07 you have a value of 1800, the maximum.
That is, 1800 with a 30Hz iteration rate gives you 60 seconds
of air. You can set the value of address 0x6e higher than 0x07
to get more air.

Health in water addresses 0x327/0x328 ???
- The maximum seems to be 0x0400 but it is easier to just give more air

Lara on fire address 0x9b
- Set to 0x04 and Lara seems OK
- Set to 0x0c and Lara is one fire



Weapon data:

Pistols address 0x169 set to 0x09 for pistols

Pistol ammo 0x196/0x197 N*1

Shotgun address 0x16b set to 0x09 for shotgun

Normal red 0x19c/0x19d N*6

Wideshot blue 0x19e/0x19f N*6

Revolver address 0x16e set to 0x01 for revolver

Revolver bullets 0x19a/0x19b N*1

Uzi address 0x16a set to 0x09 for Uzis

Uzi Bullets 0x198/0x199 N*1

Crossbow address 0x16c set to 0x09 for crossbow

normal 0x1a6/0x1a7 N*1

poison 0x1a8/0x1a9 N*1

explosive 0x1aa/0x1ab N*1

Grenade gun address 0x16d set to 0x09 for grenade gun

normal 0x1a0/0x1a1 N*1

super 0x1a2/0x1a3 N*1

flash 0x1a4/0x1a5 N*1



Position:

East/West 0x316
- a change of 2 moves Lara 1 tile

East/West 0x315
- for small moves on a tile

North/South 0x31a
- a change of 2 moves Lara 1 tile

North/South 0x319
- for small moves on a tile

Height 0x318
- a change of 2 moves Lara 1 block?

Height 0x317
- for small moves

orientation 0x31d
- 0 degrees 0x00 North
- 45 degrees 0x20 North-East
- 90 degrees 0x40 East
- 180 degrees 0x80 South
- 270 degrees 0xc0 West



Other data:

Level title address 0x0

Save number address 0x4b

Laser site address 0x16f set to 0x1

Binoculars address 0x170 set to 0x1

Crowbar address 0x171 set to 0x1

Number of secrets address 0x1fb ???

Checksum address 0x3e50. I used addresses 0x60 ro 0xd00.
I have to find the algorithem for the checksum.

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Re: Savegame Structure

Post by Bogey » 04 Aug 2014 11:19

@GeorgeTR: I hope that you get the information you need from Paolone.

Regarding Harry's post, I would like to add that the information about Lara's position and most other information about her state is not found in a fixed position in the savegame file, although I think that the lowest possible starting point for this block of information is 0x2D1. I don't know how to locate it with certainty. Possibly, information from the tr4-file is needed for that, but a usable position editor is obviously possible without it. A very simple approach is to look for "sync words" like 0x2,0x2,?,0x63,0x0 (bytes 0xB-0xF in the state block). This particular sync word has a fairly good chance at finding Lara if she is standing still on the ground. However, a position editor should use a more sophisticated method.

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Re: Savegame Structure

Post by GeorgeTR » 05 Aug 2014 22:35

I have neither information from Paolone nor Paul Walton. Currently I've no time for a savegame editor project. So I wait what comes.
Bogey is right: the position of lara isn't at a fixed address in the savegame file. It may be a pointer to an area in this file? But nobody knows exactly where - except Paul or Paolone.

I'll collect your posts and if I have more time I'll try again to reveal the secret of Laras position. Thank you for your information.

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