Save file: Difference between revisions

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Revision as of 13:01, 18 February 2022

There is one unfinished Okteta structure with some recognized values

Save file stores top scores, unlocked tracks/cars etc., sound volume (is setup.bin exists volumes from game.cfg is not used), current language, camera settings, but it doesn't seem to store graphics quality

setup.bin is by default saved to save/card00, however when the game starts it checks for first cardXX folder with that file. IT may happen that there is no setup.bin file in card00 and one exists in card01. In this case game will use that file.

Time - time/60 = seconds.milliseconds; 2181/60 = 36.35

Names written in bold are described in detail below the main table

Offset Size Description
0x0 0x4 File size, 0x211C
0x4 0x4 Checksum
0x8 0x16 Cars, first one is unused to have same indexes in table and car ID
0x1E 0x2 Zeroes, Last one could be used for next segments (track are 1-based, but arrays are 0-based, so this would be always zero)
0x20 0x19 Tracks, first one is unused to have same indexes in table and track ID
0x39 0x3 Zeroes
0x3C 0x16 Cars???, seems unused, first one is unused to have same indexes in table and ??? ID
0x52 0x2 Zeroes
0x54 0x19 Tracks???, seems unused, first one is unused to have same indexes in table and ??? ID
0x6D 0x3 Zeroes
0x70 0x4 Camera 1-4 (close/medium/chasing/auto)
0x74 0x4 ??? (0/1)
0x78 0x4 ??? (0/1)
0x7C 0x4 Music volume
0x80 0x4 SFX volume
0x84 0x4 Graphics quality
0x88 0x4 x image offset, can be set to <-31, 31> in hidden menu but can be set to arbitrary value, unsigned
0x8C 0x4 y image offset, can be set to <-31, 31> in hidden menu but can be set to arbitrary value, unsigned
0x90 0x4 Language id, in Polish version it's set to 1
0x94 0x66 -
0xFA 0x18 Connections between tracks in Arcade mode, each is stored as byte (0/1), read from left to right, top to bottom on the map
0x112 0x1 Zero
0x113 0x1 ???
0x114 0x260 Arcade mode, 19 records, first one is unused (18 tracks in arcade)
0x374 0x320 Arcade mode records, array with 100 elements
0x694 0x888 Time trial records, array of 26 elements (first and last one unused, first one is filled with default value, last one is zeroed)
0xF1C 0xB00 Championship, array with 8 elements
0x1A1C 0x320 looks like array of sorts, 25 elements of 0x20 bytes each, similar to Arcade
0x1D3C 0xf ???
0x1D4B 0x11 ???
0x1D5C 0x50 Championship money records, array with 10 elements
0x1DAC 0x50 Championship score records, array with 10 elements
0x1DFC 0x320 Stunts mode records, sorted array with 100 elements

Checksum

Read whole file, set bytes 0x4-0x7 to 0 (whole checksum), then loop over all bytes hash = int(data[i]) + ( hash >> 0x1D | ((hash << 3) % 2^32))

Arcade mode

  • each element is 0x20 bytes long
Offset Size Description
0x0 0x4 lap time, def 20 1C 00 00
0x4 0x4 Player name, 3chars + \0, set to ...\x00 for empty scores
0x8 0x4 total time, def A08C0000
0xC 0x4 Player name, 3chars + \0, set to ...\x00 for empty scores
0x10 0x4 ???, def 0
0x14 0x4 Player name, 3chars + \0, set to ...\x00 for empty scores
0x18 0x4 Stunts score, def 0
0x1C 0x4 Player name, 3chars + \0, set to ...\x00 for empty scores

After first record there is empty one and after that second record. All of them are very close to records array, how it it inserted then?

Championship

  • each slot is 0x160 bytes long
Offset Size Description
0x0 0x4 Indicate if save exists (0/1)
0x4 0x4 Player name, 3chars + \0
0x8 0x4 Tour???
0xC 0x4 Money
0x10 0x4 Car id
0x14 0x4 ???
0x18 0x4 ???
0x1C 0x4 ???
0x20 0xE0 Car parts, array of 11 elements
0x100 0x60 Individual cars, array with 6 elements, 1st element is always player, unknown order of rest
ID Sponsor name
1 TGR
2 R-Line
3 Itex
4 Caltex
5 Titan
6 Mysuko

Car parts

Each is 0x10 bytes long, first and last part ids determine available parts: <first id, last id>

Offset Size Description
0x0 0x4 If the part was changed, set to 1 after each race, set to 0 when part was changed or with clean championship save
0x4 0x4 Current part id, 0 for unused
0x8 0x4 id of first part, 0 for unused
0xc 0x4 id of last part, 0 for unused

Order of parts in array:

No. Name
0 Unused
1 Unused
2 Unused
3 Shocks
4 Battery
5 Engine
6 Chassis
7 BMS
8 Brakes
9 Unused, might have been horns, set to (1, 0, 1, 5)
10 Gearbox
11 Boost
12 Tyres
13 Drive system

Individual cars

Each element is 0x10 bytes long

Offset Size Description
0x0 0x4 Won races?
0x4 0x4 Score
0x8 0x4 Sponsor
0xC 0x4 ??? Might be starting position

0x1A1C stuff:

Element at last index is not used, races 1-20 are sorted from 20 to 1, so after 1st race there is one entry near end of the table (minus one unused entry)

Offset Size Description
0x0 0x4 lap time, def 20 1C 00 00
0x4 0x4 Player name, 3chars + \0, set to ...\x00 for empty scores
0x8 0x4 total time, def A08C0000
0xC 0x4 Player name, 3chars + \0, set to ...\x00 for empty scores
0x10 0x4 ???, def 0
0x14 0x4 Player name, 3chars + \0, set to ...\x00 for empty scores
0x18 0x4 Stunts score, def 0
0x1C 0x4 Player name, 3chars + \0, set to ...\x00 for empty scores

Records

Offset Size Description
0x0 0x4 Score, set to 0 for empty scores
0x4 0x4 Player name, 3chars + \0, set to ...\x00 for empty scores

Records for time trials

There are 26 elements, each one is 0x54 bytes long,

Offset Size Description
0x0 0x4 Unknown
0x4 0x50 Array of records, see singular record below
Offset Size Description
0x0 0x4 Time, (saved as seconds/60)
0x4 0x4 Player name, 3chars + \0, set to ...\x00 for empty scores

Element 0 is unused and filled with default values (time 2 minutes, name...), last one (element 25) is empty, all bytes are set to zero