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(→Folder Structure: Clarify location of save file content definitions) |
m (Spelling/punctuation. (Yay pedantry)) |
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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 | 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. |