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Added some information about dataName and CurrentRupee. Specified dataName for horse names (Horse_UserName) and corrected to say 64 bytes instead of 64 characters. |
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The first four bytes are the ID. The ID is the '''crc32 hash of the internal key'''; the internal key being the <code>dataName</code> given to the value - defined in the <code>.bgsvdata</code> files. For example the <code>dataName</code> for rupees is <code>CurrentRupee</code>, making the ID <code>588553208</code> (s32) - represented by these four bytes <code>0x23149bf8</code> in the raw file. The s32 data for this particular value is stored in the next four bytes. | The first four bytes in each 8 byte chunk are the ID. The ID is the '''crc32 hash of the internal key'''; the internal key being the <code>dataName</code> given to the value - defined in the <code>.bgsvdata</code> files. For example the <code>dataName</code> for rupees is <code>CurrentRupee</code>, making the ID <code>588553208</code> (s32) - represented by these four bytes <code>0x23149bf8</code> in the raw file. The s32 data for this particular value is stored in the next four bytes of the chunk. | ||
In <code>Pack/Bootup.pack//GameData/savedataformat.ssarc///saveformat_*.bgsvdata</code>, the game stores a mapping for each ID to the corresponding entry name. This name is then further defined in one of the files in <code>Pack/Bootup.pack//GameData/gamedata.ssarc//*</code>, depending on its data type. | In <code>Pack/Bootup.pack//GameData/savedataformat.ssarc///saveformat_*.bgsvdata</code>, the game stores a mapping for each ID to the corresponding entry name. This name is then further defined in one of the files in <code>Pack/Bootup.pack//GameData/gamedata.ssarc//*</code>, depending on its data type. | ||