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A '''Saved State ID''' (unofficial name) is a 128-bit ID used in [[Metroid Prime 3: Corruption]] and [[Donkey Kong Country Returns]]. They're used to uniquely identify a value stored in the save file. Script objects that need to preserve data between play sessions will | A '''Saved State ID''' (unofficial name) is a 128-bit ID used in [[Metroid Prime 3: Corruption]] and [[Donkey Kong Country Returns]]. They're used to uniquely identify a value stored in the save file. Script objects that need to preserve data between play sessions will have one of these IDs listed as a property (with property ID 0x16D9A75D). That ID is also stored in the [[SAVW (File Format)|SAVW]] file and associated with the object's instance ID. At runtime, when the object is loaded it uses the ID to look up the value of the parameter and then updates itself accordingly. The IDs declared from the SAVW file are only valid within the world the SAVW file is associated with; reusing the same ID from a different world is treated as a separate value. | ||
Saved State IDs are also used by script layers to track whether the layer is active. The IDs associated with each layer can be found in the [[MLVL (File Format)|MLVL]] file. Layer state IDs are different from the other IDs in that they are valid across the entire game, when referenced from any world. | Saved State IDs are also used by script layers to track whether the layer is active. The IDs associated with each layer can be found in the [[MLVL (File Format)|MLVL]] file. Layer state IDs are different from the other IDs in that they are valid across the entire game, when referenced from any world. |
Revision as of 08:50, 30 May 2016
A Saved State ID (unofficial name) is a 128-bit ID used in Metroid Prime 3: Corruption and Donkey Kong Country Returns. They're used to uniquely identify a value stored in the save file. Script objects that need to preserve data between play sessions will have one of these IDs listed as a property (with property ID 0x16D9A75D). That ID is also stored in the SAVW file and associated with the object's instance ID. At runtime, when the object is loaded it uses the ID to look up the value of the parameter and then updates itself accordingly. The IDs declared from the SAVW file are only valid within the world the SAVW file is associated with; reusing the same ID from a different world is treated as a separate value.
Saved State IDs are also used by script layers to track whether the layer is active. The IDs associated with each layer can be found in the MLVL file. Layer state IDs are different from the other IDs in that they are valid across the entire game, when referenced from any world.
Saved State IDs are used by the following objects:
Object | Usage | MP3 | DKCR |
---|---|---|---|
Script Layer | Tracks whether the layer is active or not. | ✔ | ✔ |
CinematicCamera | Tracks whether the cutscene has been watched before. If so, cinematic skip can be enabled. (CinematicCameras that don't have cinematic skip enabled don't have a state ID.) | ✔ | ✔ |
MemoryRelay | Tracks whether the relay is active. | ✔ | ✔ |
Door | Tracks whether the door has been opened at some point during gameplay. This is used to change the door color on the map. | ✔ | ✖ |
Pickup | Tracks whether the pickup has been acquired before.
|
✔ | ✔ |