Save Files: Difference between revisions

1,562 bytes added ,  5 months ago
Add description of Save data and Inventory data
(Created page with "<onlyinclude> BotW can store up to 9 save states per profile, 6 for normal mode (1 manual save and 5 autosaves) and 2 for master mode (1 manual save and 1 autosave). </onlyinc...")
 
(Add description of Save data and Inventory data)
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!Offset !! Size !! Description
!Offset !! Size !! Description
|-
|-
| 0x00 || 4 || '''id''': ID of the data being stored
| 0x00 || 4 || '''id''': ID of the data being stored, crc32 of the internal key
|-
|-
|0x04 || 4 || '''value'''
|0x04 || 4 || '''value'''
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For arrays the data is also stored in sequential chunks, each with an identical ID. The horse names for example will take up 96 chunk with the ID 0x7B74E117 in the save file, 6 names with 16 chunks (= 64 characters) for each name.
For arrays the data is also stored in sequential chunks, each with an identical ID. The horse names for example will take up 96 chunk with the ID 0x7B74E117 in the save file, 6 names with 16 chunks (= 64 characters) for each name.


Data types for <code>value</code> include bool, int32, float32, string, string64, string256, vector2f, vector3f, vector4, bool_array, int32_array,  float32_array, string64_array, string256_array, vector2f_array, and vector3f_array.
Inventory items are stored in <code>PorchItem</code> with a maximum of 420 internal string identifiers, e.g. <code>Weapon_Sword_023.</code>Associated arrays of <code>PorchEquip</code>: boolean and <code>PorchItem_Value1: int32</code> store if the item is equipped and its current durability * 100 or item count.  Swords, Bows and Shields also store their modifier key in <code>PorchSword_FlagSp: in32</code> and modifier value <code>PorchSword_ValueSp: int32</code>.  Similar Flag and Value exist for the Bows and Shields. <code>FlagSp</code> modifiers can take any or all of the following values.
{| class="wikitable"
|+
!Modifier
!Value
|-
|AttackUp
|0x1
|-
|DurabilityUp
|0x2
|-
|CriticalHit
|0x4
|-
|LongThrow
|0x8
|-
|MultiShot
|0x10
|-
|Zoom
|0x20
|-
|QuickShot
|0x40
|-
|SurfMaster
|0x80
|-
|Enchanced Modifer
|0x80000000
|}
Associated data with Cooked Items are held in <code>CookEffect0: vector2f</code>, <code>CookEffect1: vector2f,</code> and <code>StaminaRecover: vector2f</code> arrays.  Values within these arrays are
{| class="wikitable"
|+
!Save Key
!Index
!Description
|-
|CookEffect0
|0
|EffectType
|-
|CookEffect0
|1
|EffectLevel
|-
|CookEffect1
|0
|Cooked Item SellingPrice
|-
|CookEffect1
|1
|Never set
|-
|StaminaRecover
|0
|HitPointRecover
|-
|StaminaRecover
|1
|EffectLevel
|}
<references />
<references />
[[Category:File_formats]]
[[Category:File_formats]]
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