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Tderop (talk | contribs)
Fixed a typo (e.q -> e.g.) on line 105. Corrected information about horse names - each horse name is string64, not string32. Added note about horse names being truncated on in-game UI elements.
Tderop (talk | contribs)
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For arrays, the data is also stored in sequential chunks, each with an identical ID.  
For arrays, the data is also stored in sequential chunks, each with an identical ID.  


Horse names (<code>Horse_UserName</code>), for example, will take up 96 chunks with the ID <code>0x7b74e117</code> in the save file. Since horse names are stored as <code>string64_array_data</code>, that's 64 UTF-8 bytes per name. The <code>Horse_UserName</code> array has a maximum size of 6 names.  The array will always occupy (6 names × 16 chunks x 4 bytes per chunk =) 384 bytes of string data, alongside 384 bytes of IDs (one 4-byte ID before every 4-byte data chunk), making the entire array '''768 bytes'''.
Horse names (<code>Horse_UserName</code>), for example, will take up (6 names × 16 chunks per name =) 96 chunks with the ID <code>0x7b74e117</code> in the save file. Since horse names are stored as <code>string64_array_data</code>, that's 64 UTF-8 bytes per name. The <code>Horse_UserName</code> array has a maximum size of '''six''' <code>string64</code> names.  The array will always occupy (6 names × 16 chunks per name x 4 bytes per chunk =) 384 bytes of string data, alongside 384 bytes of IDs (one 4-byte ID before every 4-byte data chunk), making the entire array '''768 bytes'''.


''Note: even if the horse name has 64 characters in the save file, the name may be truncated when displayed on UI elements.''
''Note: even if the horse name has 64 characters in the save file, the name may be truncated when displayed on UI elements.''