Save Files: Difference between revisions

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(→‎Folder Structure: Clarify location of save file content definitions)
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==.sav Folder Format==
==.sav Folder Format==
All data in these files is stored as little endian on Switch and as big endian ion Wii U.
All data in these files is stored as little endian on Switch and as big endian on Wii U.


A save file (with the exception of files in the tracker folder) starts with the following header:
A save file (with the exception of files in the tracker folder) starts with the following header:
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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.


Strings are stored with the maximum possible number of characters (e.q. 256 characters for strings defined in string256_data_0.bgdata) and are broken up into 4-byte parts. These are then stored in sequential chunks with the ID repeating for each chunk.
Strings are stored with the maximum possible number of characters (e.q. 256 characters for strings defined in string256_data_0.bgdata) and are broken up into 4-byte parts. These are then stored in sequential chunks with the ID repeating for each chunk.
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