Saved game data: Difference between revisions
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The file can hold a maximum of three saved games. Each saved game is 1360 bytes long. The offsets for the saved games relative to the beginning of the entire Memory Card data block are 0x20C, 0x75C, and 0xCAC. | The file can hold a maximum of three saved games. Each saved game is 1360 bytes long. The offsets for the saved games relative to the beginning of the entire Memory Card data block are 0x20C, 0x75C, and 0xCAC. | ||
=====Saved game===== | =====Saved game===== | ||
The offsets in this table are relative to the beginning of a saved game. | |||
{| class="wikitable" | {| class="wikitable" | ||
! colspan="5" | General | ! colspan="5" | General |
Revision as of 18:31, 21 November 2024
- The following article contains original research by Dan's Friend and Lazlo52.
This page documents MediEvil saved game data formats.
MediEvil (1998 original)
A PlayStation Memory Card data block consists of 64 frames. Each frame is 128 bytes long.[1]
Frame 0
This frame is the header for a block of PS1 saved data.
Frame 1
This frame is used to store a PS1 saved game icon:
Frames 2-3
These frames are reserved for additional images in case the icon is meant to be animated, but are unused by MediEvil.
Frames 4-34
These frames contain the actual MediEvil saved game data.
File header
The header is 12 bytes long.
Name | Offset | Length | Value | Meaning |
---|---|---|---|---|
Magic | 0x0 | 4 | 60SM | Signature for MediEvil saved game data. |
Saved games | 0x4 | 1 | 0-2 | The number of saved games. |
Saved games
The file can hold a maximum of three saved games. Each saved game is 1360 bytes long. The offsets for the saved games relative to the beginning of the entire Memory Card data block are 0x20C, 0x75C, and 0xCAC.
Saved game
The offsets in this table are relative to the beginning of a saved game.
General | ||||
---|---|---|---|---|
Name | Offset | Length | Value | Meaning |
Checksum | 0x0 | 4 | Number | Used to verify saved game integrity. Uses the Checksum-16 algorithm. |
Level index | 0x4 | 2 | 01 - The Graveyard
02 - Return to the Graveyard |
The index of the level the name of which will be displayed on the saved game tombstone and in the save game menu. Although 00 should be "*Title Level", setting the value to this will make the saved game unselectable. |
Save game count | 0x6 | 2 | Number | Number of times the game has been saved. |
FX volume | 0xC | 4 | 0-127 | FX volume. Can be set through Options in the Pause Menu. |
Time played | 0x1C | 4 | Number | Time the player has played the game for. Displayed on the tombstones in the main menu and on the save game screen. |
Current weapon | 0x2C | 1 | 00 - Small Sword
01 - Broad Sword |
The weapon Dan is currently wielding. |
Current shield | 0x30 | 1 | 00 - None
01 - Copper Shield |
The shield Dan is currently wielding. If set without having set its durability in the inventory, it will immediately break. |
Current map position | 0x4C | 1 | 00 - Dan's Crypt
01 - The Graveyard |
Dan's current position on the map. Setting this to a level that is locked will allow Dan to enter that level, but may create a softlocked saved game if previous levels are not unlocked on the map. |
Inventory | ||||
Name | Offset | Length | Value | Meaning |
Small Sword | 0xA0 | 4 | FF FF 00 00
|
The default value is FF FF 00 00 , which means Dan doesn't have the Small Sword in his inventory. It is set to 00 00 00 00 when Dan obtains it.
|
Copper Shield | 0x128 | 4 | FF FF 00 00
|
The default value is FF FF 00 00 , which means Dan doesn't have the Copper Shield in his inventory. It is set to 96 00 00 00 (150) when Dan obtains it, which is the durability of the shield.
|
Level Changes | ||||
Name | Offset | Length | Value | Meaning |
Length of array | 0x14C | 4 | 0-256 | Length of the "level changes" array. The array grows each time something happens that should change a level permanently on replays. |
Start of array | 0x150 | Length of array * 4 | 00 00 00 00
|
This is where the "level changes" array begins. The maximum amount of members in the array is 256 (1024 bytes). |
CR - don't play starting cutscene | N/A | 4 | 06 00 21 B6
|
Makes it so that the cutscene at the beginning of Dan's Crypt with the Information Gargoyles is skipped. |
CR - hide Small Sword | N/A | 4 | 06 01 36 B3
|
Removes the Small Sword pickup from Dan's Crypt. |
CR - Life Bottle on dirt mound to moneybag | N/A | 4 | 06 01 E4 B5
|
Changes the Life Bottle on the dirt mound in Dan's Crypt into a moneybag. |
CR - secret Life Bottle to moneybag | N/A | 4 | 06 01 C6 B6
|
Changes the Life Bottle behind the breakable wall in Dan's Crypt into a moneybag. |
Frames 35 to 63
These are unused.
References
- ↑ PS1 Savedata on PS3 Developer wiki. Retrieved November 22, 2024.
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