SAVW (File Format): Difference between revisions

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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, like whether a particular MemoryRelay has been activated, whether you've scanned a particular scan has been fully scanned, etc.
The '''SAVW format''' describes save data in the Metroid Prime series and Donkey Kong Country Returns. It allows any data used by the game's script data that needs to be preserved between play sessions to be saved and retrieved from the save file without the executable having to know anything about it. This is used for, for instance, saving whether a particular MemoryRelay has been activated, or whether a specific layer has been toggled on.


__TOC__
__TOC__


== 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 10: Line 12:
! Name
! Name
! Notes
! Notes
! MP1
! MP2
! MP3
! DKCR
|-
|-
| u32
| u32
| 1
| 1
| '''Magic'''
| '''Magic'''
| Always <code>0xC001D00D</code>
| Always <code>0xC001D00D</code>.
| {{check}}
| {{check}}
| {{check}}
| {{check}}
|-
|-
| u32
| u32
| 1
| 1
| '''Version'''
| '''Version'''
| Always 3
| [[#Version|See below]] for a list of possible version numbers.
| {{check}}
| {{check}}
| {{check}}
| {{check}}
|-
|-
| u32
| u32
| 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}}
|-
|-
| u32
| u32
| 1
| 1
| '''Cinematic Skip Count'''
| '''Cinematic Skip Count'''
| Count of Cinematic Skip SpecialFunction instances.
| Count of skippable cinematics.
| {{check}}
| {{check}}
| {{check}}
| {{check}}
|-
|-
| u32
| [[#Saved State Descriptor|Saved State Descriptor]]
| ''Cinematic Skip Count''
| ''Cinematic Skip Count''
| '''Cinematic Skip Instance IDs'''
| '''Cinematic Skip Array'''
| Array of instance IDs listing every Cinematic Skip SpecialFunction instance in the world.
| Array describing all skippable cinematics in the world. Points to Cinematic Skip SpecialFunctions (MP1) or cameras with cinematic skip enabled (MP2+).
| {{check}}
| {{check}}
| {{check}}
| {{check}}
|-
|-
| u32
| u32
| 1
| 1
| '''MemoryRelay Count'''
| '''Memory Relay Count'''
| Count of MemoryRelay instances.
| Count of Memory Relay instances.
| {{check}}
| {{check}}
| {{check}}
| {{check}}
|-
| [[#Saved State Descriptor|Saved State Descriptor]]
| ''Memory Relay Count''
| '''Memory Relay Array'''
| Array describing all Memory Relays in the world.
| {{check}}
| {{check}}
| {{check}}
| {{check}}
|-
|-
| u32
| u32
| ''MemoryRelay Count''
| 1
| '''MemoryRelay Instance IDs'''
| '''Layer Toggle Count'''
| Array of instance IDs listing every MemoryRelay instance in the world.
| Count of layers that can be toggled on/off from this world.
| {{check}}
| {{check}}
| {{nocheck}}
| {{nocheck}}
|-
| [[#Layer Toggle|Layer Toggle]]
| ''Layer Toggle Count''
| '''Layer Toggle Array'''
| Array specifying every layer toggleable from this world (referenced by a ScriptLayerController). The layers specified can be in other worlds.
| {{check}}
| {{check}}
| {{nocheck}}
| {{nocheck}}
|-
|-
| u32
| u32
| 1
| 1
| '''Toggleable Layer Count'''
| '''Door Count'''
| Count of layers that can be toggled on/off.
| Count of DoorArea/Door instances.
| {{check}}
| {{check}}
| {{check}}
| {{nocheck}}
|-
|-
| [[#Toggleable Layer|Toggleable Layer]]
| [[#Saved State Descriptor|Saved State Descriptor]]
| ''Door Count''
| '''Door Array'''
| Array describing all DoorArea/Door instances in the world.
| {{check}}
| {{check}}
| {{check}}
| {{nocheck}}
|-
| u32
| 1
| 1
| '''Toggleable Layer Array'''
| '''Scannable Object Count'''
| Array specifying every layer that can be toggled on/off (in other words, any layer referenced by a Script Layer Controller SpecialFunction).
| Count of scannable objects in the next array.
| {{check}}
| {{check}}
| {{check}}
| {{nocheck}}
|-
| [[#Scannable Object|Scannable Object]]
| ''Scannable Object Count''
| '''Scannable Object Array'''
| Array describing every scannable object in this world.
| {{check}}
| {{check}}
| {{check}}
| {{nocheck}}
|-
| u32
| 1
| '''System State Env Var Count'''
| Count of system state env vars modified from this world.
| {{nocheck}}
| {{check}}
| {{check}}
| {{check}}
|-
| [[#Environment Variable|Environment Variable]]
| ''System State Env Var Count''
| '''System State Env Var Array'''
| Array of env vars affecting the entire system.
| {{nocheck}}
| {{check}}
| {{check}}
| {{check}}
|-
|-
| u32
| u32
| 1
| 1
| '''DoorArea Count'''
| '''Game State Env Var Count'''
| Count of DoorArea instances.
| Count of game state env vars modified from this world.
| {{nocheck}}
| {{check}}
| {{check}}
| {{check}}
|-
| [[#Environment Variable|Environment Variable]]
| ''Game State Env Var Count''
| '''Game State Env Var Array'''
| Array of env vars affecting only this save slot.
| {{nocheck}}
| {{check}}
| {{check}}
| {{check}}
|-
|-
| u32
| u32
| ''DoorArea Count''
| 1
| '''DoorArea Instance IDs'''
| '''Unmappable Object Count'''
| Array of instance IDs listing every DoorArea instance in the world.
| Count of unmappable objects in the world.
| {{nocheck}}
| {{check}}
| {{check}}
| {{nocheck}}
|-
| [[#Saved State Descriptor|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.
| {{nocheck}}
| {{check}}
| {{check}}
| {{nocheck}}
|-
|-
| u32
| u32
| 1
| 1
| '''Scan Count'''
| '''Puzzle Piece Count'''
| Count of SCAN assets.
| 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 [[GUID]] 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
|-
|-
| [[#Scan|Scan]]
| [[GUID]]
| ''Scan Count''
| '''GUID'''
| '''Scan Array'''
| ID of this saved state.
| Array describing every SCAN asset used in this world.
| {{nocheck}}
| {{nocheck}}
| {{check}}
| {{check}}
|-
| u32
| '''Instance ID'''
| Instance ID of the object that uses this saved state.
| {{check}}
| {{check}}
| {{check}}
| {{check}}
|-
|-
| colspan=4 {{unknown|End of file}}
| colspan=7 {{unknown|End of descriptor}}
|}
|}


=== Toggleable Layer ===
=== Layer Toggle ===


{| class="wikitable"
{| class="wikitable"
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|}
|}


=== Scan ===
=== Scannable Object ===


{| class="wikitable"
{| class="wikitable"
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| u32
| u32
| '''Logbook Category'''
| '''Logbook Category'''
| Enum describing which logbook category this scan is part of. See below for possible values.
| 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}}
|}
|}


Possible logbook category values:
Possible logbook category values (MP1 only):


{| class="wikitable"
{| class="wikitable"
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| 4
| 4
| Research
| Research
|-
| 5
| Artifacts
|}
=== Environment Variable ===
{| class="wikitable"
! Type
! Name
! Notes
|-
| string
| '''Variable Name'''
| Name of the environment variable as a zero-terminated string.
|-
| u32
| {{unknown|Unknown}}
| Always 0?
|-
| u32
| {{unknown|Unknown}}
| Always 1?
|-
| u32
| {{unknown|Unknown}}
| Always 0?
|-
| colspan=3 {{unknown|End of environment variable}}
|}
|}


[[Category:File Formats]]
[[Category:File Formats]]
[[Category:Metroid Prime]]
[[Category:Metroid Prime]]
[[Category:Metroid Prime 2 Demo]]
[[Category:Metroid Prime 2: Echoes]]
[[Category:Metroid Prime 3 Prototype]]
[[Category:Metroid Prime 3: Corruption]]
[[Category:Donkey Kong Country Returns]]

Latest revision as of 07:18, 5 February 2019

The SAVW format describes save data in the Metroid Prime series and Donkey Kong Country Returns. It allows any data used by the game's script data that needs to be preserved between play sessions to be saved and retrieved from the save file without the executable having to know anything about it. This is used for, for instance, saving whether a particular MemoryRelay has been activated, or whether a specific layer has been toggled on.

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 (MP1) or cameras with cinematic skip enabled (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 toggleable from this world (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 GUID 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
GUID GUID 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
5 Artifacts

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