Saved game data

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.

Frame 0

This frame is the header for a block of PS1 saved data.

Name Offset Length Value Meaning
Magic 0x0 2 SC Signature for all PS1 saved game data.
Icon flag 0x2 1 11 This means the icon for the saved game consists of a single image.
Number of blocks 0x3 1 1 How many blocks the save will take up on a memory card.
Title 0x4 64 MediEvil      Name of the saved game in Shift JIS format.
Icon colour palette 0x96 32   Saved game icon colour palette.

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.

Saved game
General
Name Offset Length Value Meaning
Checksum 0x0 4 Number Used to verify save game integrity. Uses the Checksum-16 algorithm.
Save game count 0x6 1 Number Number of times the game has been saved.
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
02 - Magic Sword
03 - Throwing Daggers
04 - Axe
05 - Club
06 - Crossbow
07 - Chicken Drumsticks
08 - Arm
09 - Lightning
0A - Longbow
0B - Spear
0C - Hammer
0D Flaming Longbow
0E - Magic Longbow
0F - Good Lightning
10 - Dragon Armour
11 - Chaos Rune
12 - None

The weapon Dan is currently wielding.
Current shield 0x30 1
00 - None

01 - Copper Shield
02 - Silver Shield
03 - Gold Shield

The shield Dan is currently wielding. If set without having set its durability in the inventory, it will immediately break.
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 into a moneybag.
CR - secret Life Bottle to moneybag N/A 4 06 01 C6 B6 Changes the Life Bottle behind the breakable wall into a moneybag.

Frames 35 to 63

These are unused.

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