They're followed by a list of the player's characteristics. This appears to be in the same format used for objects on maps.Ġx0,0x0,'FP' - these characters are always here. This is an exact duplicate of Function #2. The size of AUTOMAP.DB - the temporary file game creates while playing in the data\maps and removes after. These are ASCII strings, each ending with a 0x00 byte. It is a list of file names of maps which have already been visited when the game is saved. The size of the next field varies depending on the number of opened maps. Also the number of *.sav files in the save folder. NG is the number of GVARs in vault13.gam. In Fallout 2 v1.02d it is 0x0AE0 (decimal 2784) bytes.Īn array of global variables (GVAR). This section is always filled with zeroes. The palette is taken from master.dat or patch000.dat. This is a bitmap (bmp) image, with no header or palette. if you are in the Arroyo temple, it is ARTEMPLE.sav. First two bytes are map level, last two are map number.įilename of the map you are currently on. Number of the map you are currently on (from maps.txt). This field stores the time – the number of seconds since December 5th 2161 00:00:00 multiplied by 10 (the number of 'ticks'). The in-game year, also used only for the load/save screen. The in-game day, also used only for the load/save screen. Used only for displaying on the load/save screen. The in-game month for example, June is 0x0006. It doesn't seem to be used in the game in any case.) Perhaps it was supposed to be two 2-byte numbers (0x0010, 0x002D for 16:45). (This is a bit odd, as 17:44 also gives 0x3D. Minutes + hours (24-hour format), realtime.
ASCII string, so the longest possible name is 31 characters. For example, for version 1.02 it is 00 01 00 02. Version of the game which made the save file. Note: offsets for each function (beginning with the fourth) are shown relative to the end of the previous one. It is considerably easier with the help of the file description and looking in debug.log for the size of the right function. The numbering starts with zero.īecause parts of the data have variable sizes, it can be fairly difficult to find a particular part of the data.
There are 27 functions (not including the header). Therefore, to describe the file we divide the data into separate functions. This is done because different functions save different types of data (about quests, items, etc.). LOADSAVE: Save function #X data size written: XXXX bytes. LOADSAVE: Save file header size written: XXXX bytes. When saving it has the following entries: This can be seen when examining debug files (debug.log).