Difference between revisions of "SAVW (File Format)"
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The '''SAVW format''' determines what data gets saved to the memory card. It's used to save information on non-hardcoded parts of the game. | The '''SAVW format''' determines what data gets saved to the memory card. It's used to save information on non-hardcoded parts of the game. | ||
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== Format == | == Format == | ||
+ | |||
+ | The format is basically just a series of arrays. The structure remains more or less the same across every game, just with arrays being added or removed. The main difference between formats is that starting in Metroid Prime 3, the engine stores references to saved variables through a combination of a 128-bit state ID and an instance ID instead of implicitly associating them via instance IDs alone. The state ID is mirrored in another file (usually on the object via a property). | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 14: | Line 14: | ||
! MP1 | ! MP1 | ||
! MP2 | ! MP2 | ||
+ | ! MP3 | ||
+ | ! DKCR | ||
|- | |- | ||
| u32 | | u32 | ||
Line 19: | Line 21: | ||
| '''Magic''' | | '''Magic''' | ||
| Always <code>0xC001D00D</code>. | | Always <code>0xC001D00D</code>. | ||
+ | | {{check}} | ||
+ | | {{check}} | ||
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
Line 25: | Line 29: | ||
| 1 | | 1 | ||
| '''Version''' | | '''Version''' | ||
− | | | + | | [[#Version|See below]] for a list of possible version numbers. |
+ | | {{check}} | ||
+ | | {{check}} | ||
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
Line 32: | Line 38: | ||
| 1 | | 1 | ||
| '''Area Count''' | | '''Area Count''' | ||
− | | Number of areas contained in this world. | + | | Number of areas contained in this world. Always 1 in DKCR. |
+ | | {{check}} | ||
+ | | {{check}} | ||
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
Line 40: | Line 48: | ||
| '''Cinematic Skip Count''' | | '''Cinematic Skip Count''' | ||
| Count of skippable cinematics. | | Count of skippable cinematics. | ||
+ | | {{check}} | ||
+ | | {{check}} | ||
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
|- | |- | ||
− | | | + | | [[#Saved State Descriptor|Saved State Descriptor]] |
| ''Cinematic Skip Count'' | | ''Cinematic Skip Count'' | ||
− | | '''Cinematic Skip | + | | '''Cinematic Skip Array''' |
− | | Array | + | | Array describing all skippable cinematics in the world. Points to Cinematic Skip SpecialFunctions in MP1 and Cameras/CinematicCameras with cinematic skip enabled in MP2+. |
+ | | {{check}} | ||
+ | | {{check}} | ||
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
Line 52: | Line 64: | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | | ''' | + | | '''Memory Relay Count''' |
− | | Count of | + | | Count of Memory Relay instances. |
+ | | {{check}} | ||
+ | | {{check}} | ||
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
|- | |- | ||
− | | | + | | [[#Saved State Descriptor|Saved State Descriptor]] |
− | | '' | + | | ''Memory Relay Count'' |
− | | ''' | + | | '''Memory Relay Array''' |
− | | Array | + | | Array describing all Memory Relays in the world. |
+ | | {{check}} | ||
+ | | {{check}} | ||
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
Line 70: | Line 86: | ||
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
+ | | {{nocheck}} | ||
+ | | {{nocheck}} | ||
|- | |- | ||
| [[#Layer Toggle|Layer Toggle]] | | [[#Layer Toggle|Layer Toggle]] | ||
− | | | + | | ''Layer Toggle Count'' |
| '''Layer Toggle Array''' | | '''Layer Toggle Array''' | ||
| Array specifying every layer that can be toggled on/off from this world (any layer referenced by a ScriptLayerController). The layers specified can be in other worlds. | | Array specifying every layer that can be toggled on/off from this world (any layer referenced by a ScriptLayerController). The layers specified can be in other worlds. | ||
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
+ | | {{nocheck}} | ||
+ | | {{nocheck}} | ||
|- | |- | ||
| u32 | | u32 | ||
Line 84: | Line 104: | ||
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
+ | | {{check}} | ||
+ | | {{nocheck}} | ||
|- | |- | ||
− | | | + | | [[#Saved State Descriptor|Saved State Descriptor]] |
| ''Door Count'' | | ''Door Count'' | ||
− | | '''Door | + | | '''Door Array''' |
− | | Array | + | | Array describing all DoorArea/Door instances in the world. |
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
+ | | {{check}} | ||
+ | | {{nocheck}} | ||
|- | |- | ||
| u32 | | u32 | ||
Line 98: | Line 122: | ||
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
+ | | {{check}} | ||
+ | | {{nocheck}} | ||
|- | |- | ||
| [[#Scannable Object|Scannable Object]] | | [[#Scannable Object|Scannable Object]] | ||
Line 105: | Line 131: | ||
| {{check}} | | {{check}} | ||
| {{check}} | | {{check}} | ||
+ | | {{check}} | ||
+ | | {{nocheck}} | ||
|- | |- | ||
| u32 | | u32 | ||
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| Count of system state env vars modified from this world. | | Count of system state env vars modified from this world. | ||
| {{nocheck}} | | {{nocheck}} | ||
+ | | {{check}} | ||
+ | | {{check}} | ||
| {{check}} | | {{check}} | ||
|- | |- | ||
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| ''System State Env Var Count'' | | ''System State Env Var Count'' | ||
| '''System State Env Var Array''' | | '''System State Env Var Array''' | ||
− | | Array of env vars affecting the entire system | + | | Array of env vars affecting the entire system. |
| {{nocheck}} | | {{nocheck}} | ||
+ | | {{check}} | ||
+ | | {{check}} | ||
| {{check}} | | {{check}} | ||
|- | |- | ||
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| Count of game state env vars modified from this world. | | Count of game state env vars modified from this world. | ||
| {{nocheck}} | | {{nocheck}} | ||
+ | | {{check}} | ||
+ | | {{check}} | ||
| {{check}} | | {{check}} | ||
|- | |- | ||
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| ''Game State Env Var Count'' | | ''Game State Env Var Count'' | ||
| '''Game State Env Var Array''' | | '''Game State Env Var Array''' | ||
− | | Array of env vars affecting only this save slot | + | | Array of env vars affecting only this save slot. |
| {{nocheck}} | | {{nocheck}} | ||
+ | | {{check}} | ||
+ | | {{check}} | ||
| {{check}} | | {{check}} | ||
|- | |- | ||
Line 140: | Line 176: | ||
| {{nocheck}} | | {{nocheck}} | ||
| {{check}} | | {{check}} | ||
+ | | {{check}} | ||
+ | | {{nocheck}} | ||
|- | |- | ||
− | | | + | | [[#Saved State Descriptor|Saved State Descriptor]] |
| ''Unmappable Object Count'' | | ''Unmappable Object Count'' | ||
− | | '''Unmappable Object | + | | '''Unmappable Object Array''' |
− | | Array | + | | Array describing every instance that can be removed from the map. Primarily Translator Door Location SpecialFunctions in MP2 and Pickups in MP3. |
| {{nocheck}} | | {{nocheck}} | ||
+ | | {{check}} | ||
+ | | {{check}} | ||
+ | | {{nocheck}} | ||
+ | |- | ||
+ | | u32 | ||
+ | | 1 | ||
+ | | '''Puzzle Piece Count''' | ||
+ | | Count of Puzzle Piece Pickups in this world. (This value also controls the level puzzle piece count that displays on the HUD ingame.) | ||
+ | | {{nocheck}} | ||
+ | | {{nocheck}} | ||
+ | | {{nocheck}} | ||
+ | | {{check}} | ||
+ | |- | ||
+ | | [[#Saved State Descriptor|Saved State Descriptor]] | ||
+ | | ''Puzzle Piece Count'' | ||
+ | | '''Puzzle Piece Array''' | ||
+ | | Array describing all Puzzle Piece Pickups. | ||
+ | | {{nocheck}} | ||
+ | | {{nocheck}} | ||
+ | | {{nocheck}} | ||
+ | | {{check}} | ||
+ | |- | ||
+ | | colspan=8 {{unknown|End of file}} | ||
+ | |} | ||
+ | |||
+ | === Version === | ||
+ | |||
+ | Each revision of the SAVW format has a unique version number, which corresponds to the following games: | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Version | ||
+ | ! Game | ||
+ | |- | ||
+ | | 0x3 | ||
+ | | Metroid Prime | ||
+ | |- | ||
+ | | 0x5 | ||
+ | | Metroid Prime 2: Echoes | ||
+ | |- | ||
+ | | 0x6 | ||
+ | | Metroid Prime 3: Corruption | ||
+ | |- | ||
+ | | 0x8 | ||
+ | | Donkey Kong Country Returns | ||
+ | |} | ||
+ | |||
+ | === Saved State Descriptor === | ||
+ | |||
+ | In Metroid Prime 1 and 2, saved state values were referenced only via the instance ID of the object that the state is for. In Prime 3 and DKCR, a 128-bit [[Saved State ID]] was introduced that handles references to save file data, and is stored in the file in conjunction with the instance IDs. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Type | ||
+ | ! Name | ||
+ | ! Notes | ||
+ | ! MP1 | ||
+ | ! MP2 | ||
+ | ! MP3 | ||
+ | ! DKCR | ||
+ | |- | ||
+ | | [[Saved State ID]] | ||
+ | | '''Saved State ID''' | ||
+ | | ID of this saved state. | ||
+ | | {{nocheck}} | ||
+ | | {{nocheck}} | ||
+ | | {{check}} | ||
+ | | {{check}} | ||
+ | |- | ||
+ | | u32 | ||
+ | | '''Instance ID''' | ||
+ | | Instance ID of the object that uses this saved state. | ||
+ | | {{check}} | ||
+ | | {{check}} | ||
+ | | {{check}} | ||
| {{check}} | | {{check}} | ||
|- | |- | ||
− | | colspan= | + | | colspan=7 {{unknown|End of descriptor}} |
|} | |} | ||
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| u32 | | u32 | ||
| '''Logbook Category''' | | '''Logbook Category''' | ||
− | | Enum describing which logbook category this scan is part of. Always 0 in MP2. See below for possible values for MP1. | + | | Enum describing which logbook category this scan is part of. Always 0 in MP2 and MP3. See below for possible values for MP1. |
|- | |- | ||
| colspan=3 {{unknown|End of scan}} | | colspan=3 {{unknown|End of scan}} | ||
Line 239: | Line 350: | ||
[[Category:Metroid Prime 2 Demo]] | [[Category:Metroid Prime 2 Demo]] | ||
[[Category:Metroid Prime 2: Echoes]] | [[Category:Metroid Prime 2: Echoes]] | ||
+ | [[Category:Metroid Prime 3 Prototype]] | ||
+ | [[Category:Metroid Prime 3: Corruption]] | ||
+ | [[Category:Donkey Kong Country Returns]] |
Revision as of 22:02, 30 May 2016
The SAVW format determines what data gets saved to the memory card. It's used to save information on non-hardcoded parts of the game.
Contents
Format
The format is basically just a series of arrays. The structure remains more or less the same across every game, just with arrays being added or removed. The main difference between formats is that starting in Metroid Prime 3, the engine stores references to saved variables through a combination of a 128-bit state ID and an instance ID instead of implicitly associating them via instance IDs alone. The state ID is mirrored in another file (usually on the object via a property).
Type | Count | Name | Notes | MP1 | MP2 | MP3 | DKCR |
---|---|---|---|---|---|---|---|
u32 | 1 | Magic | Always 0xC001D00D .
|
✔ | ✔ | ✔ | ✔ |
u32 | 1 | Version | See below for a list of possible version numbers. | ✔ | ✔ | ✔ | ✔ |
u32 | 1 | Area Count | Number of areas contained in this world. Always 1 in DKCR. | ✔ | ✔ | ✔ | ✔ |
u32 | 1 | Cinematic Skip Count | Count of skippable cinematics. | ✔ | ✔ | ✔ | ✔ |
Saved State Descriptor | Cinematic Skip Count | Cinematic Skip Array | Array describing all skippable cinematics in the world. Points to Cinematic Skip SpecialFunctions in MP1 and Cameras/CinematicCameras with cinematic skip enabled in MP2+. | ✔ | ✔ | ✔ | ✔ |
u32 | 1 | Memory Relay Count | Count of Memory Relay instances. | ✔ | ✔ | ✔ | ✔ |
Saved State Descriptor | Memory Relay Count | Memory Relay Array | Array describing all Memory Relays in the world. | ✔ | ✔ | ✔ | ✔ |
u32 | 1 | Layer Toggle Count | Count of layers that can be toggled on/off from this world. | ✔ | ✔ | ✖ | ✖ |
Layer Toggle | Layer Toggle Count | Layer Toggle Array | Array specifying every layer that can be toggled on/off from this world (any layer referenced by a ScriptLayerController). The layers specified can be in other worlds. | ✔ | ✔ | ✖ | ✖ |
u32 | 1 | Door Count | Count of DoorArea/Door instances. | ✔ | ✔ | ✔ | ✖ |
Saved State Descriptor | Door Count | Door Array | Array describing all DoorArea/Door instances in the world. | ✔ | ✔ | ✔ | ✖ |
u32 | 1 | Scannable Object Count | Count of scannable objects in the next array. | ✔ | ✔ | ✔ | ✖ |
Scannable Object | Scannable Object Count | Scannable Object Array | Array describing every scannable object in this world. | ✔ | ✔ | ✔ | ✖ |
u32 | 1 | System State Env Var Count | Count of system state env vars modified from this world. | ✖ | ✔ | ✔ | ✔ |
Environment Variable | System State Env Var Count | System State Env Var Array | Array of env vars affecting the entire system. | ✖ | ✔ | ✔ | ✔ |
u32 | 1 | Game State Env Var Count | Count of game state env vars modified from this world. | ✖ | ✔ | ✔ | ✔ |
Environment Variable | Game State Env Var Count | Game State Env Var Array | Array of env vars affecting only this save slot. | ✖ | ✔ | ✔ | ✔ |
u32 | 1 | Unmappable Object Count | Count of unmappable objects in the world. | ✖ | ✔ | ✔ | ✖ |
Saved State Descriptor | Unmappable Object Count | Unmappable Object Array | Array describing every instance that can be removed from the map. Primarily Translator Door Location SpecialFunctions in MP2 and Pickups in MP3. | ✖ | ✔ | ✔ | ✖ |
u32 | 1 | Puzzle Piece Count | Count of Puzzle Piece Pickups in this world. (This value also controls the level puzzle piece count that displays on the HUD ingame.) | ✖ | ✖ | ✖ | ✔ |
Saved State Descriptor | Puzzle Piece Count | Puzzle Piece Array | Array describing all Puzzle Piece Pickups. | ✖ | ✖ | ✖ | ✔ |
End of file |
Version
Each revision of the SAVW format has a unique version number, which corresponds to the following games:
Version | Game |
---|---|
0x3 | Metroid Prime |
0x5 | Metroid Prime 2: Echoes |
0x6 | Metroid Prime 3: Corruption |
0x8 | Donkey Kong Country Returns |
Saved State Descriptor
In Metroid Prime 1 and 2, saved state values were referenced only via the instance ID of the object that the state is for. In Prime 3 and DKCR, a 128-bit Saved State ID was introduced that handles references to save file data, and is stored in the file in conjunction with the instance IDs.
Type | Name | Notes | MP1 | MP2 | MP3 | DKCR |
---|---|---|---|---|---|---|
Saved State ID | Saved State ID | ID of this saved state. | ✖ | ✖ | ✔ | ✔ |
u32 | Instance ID | Instance ID of the object that uses this saved state. | ✔ | ✔ | ✔ | ✔ |
End of descriptor |
Layer Toggle
Type | Name | Notes |
---|---|---|
u32 | Area ID | Internal area ID (not the MREA ID). |
u32 | Layer Index | Index of the layer that can be toggled. |
End of layer |
Scannable Object
Type | Name | Notes |
---|---|---|
Asset ID | SCAN Asset ID | Asset ID of a SCAN file. |
u32 | Logbook Category | Enum describing which logbook category this scan is part of. Always 0 in MP2 and MP3. See below for possible values for MP1. |
End of scan |
Possible logbook category values (MP1 only):
ID | Category |
---|---|
0 | Non-Logbook |
1 | Space Pirate Data |
2 | Chozo Lore |
3 | Creatures |
4 | Research |
Environment Variable
Type | Name | Notes |
---|---|---|
string | Variable Name | Name of the environment variable as a zero-terminated string. |
u32 | Unknown | Always 0? |
u32 | Unknown | Always 1? |
u32 | Unknown | Always 0? |
End of environment variable |