Saved game data: Difference between revisions
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| Used to verify save game integrity. Uses the Checksum-16 algorithm. | | Used to verify save game integrity. Uses the Checksum-16 algorithm. | ||
|- | |- | ||
|'''Save | |'''Save game number''' | ||
|0x6 | |0x6 | ||
|Number | |Number | ||
|Number of times the game has been saved. | |Number of times the game has been saved. | ||
|- | |||
|'''Time played''' | |||
|0x1C | |||
|Number | |||
|Time the player has played the game for. Displayed on the tombstones in the main menu. | |||
|} | |} | ||
Revision as of 17:16, 20 November 2024
This page documents MediEvil saved game data formats.
MediEvil (1998 original)
A PlayStation Memory Card data block consists of 64 frames.
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 | Value | Meaning |
---|---|---|---|
Magic | 0x0 | 60SM | Signature for MediEvil saved game data. |
Saved Games | 0x4 | 0-2 | The number of saved games. |
Saved games
The file can hold a maximum of three saved games. Each saved game is 550 bytes long.
Saved game
Name | Offset | Value | Meaning |
---|---|---|---|
Checksum | 0x0 | Number | Used to verify save game integrity. Uses the Checksum-16 algorithm. |
Save game number | 0x6 | Number | Number of times the game has been saved. |
Time played | 0x1C | Number | Time the player has played the game for. Displayed on the tombstones in the main menu. |
Frames 35 to 63
These are unused.
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