Difference between revisions of "Category:Save Data"

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(GPAD0 Files)
(SVG Files)
Line 4: Line 4:
 
[[GPAD0 COD(4,5,7)|COD4, COD5, COD7]]
 
[[GPAD0 COD(4,5,7)|COD4, COD5, COD7]]
  
== SVG Files ==
+
== SAVEGAME.SVG ==
SVG Files contain data pertaining to your singleplayer progress.
+
<source lang="cpp">
 +
enum DB_CompressorType
 +
{
 +
  DB_COMPRESSOR_INVALID = 0xFFFFFFFF,
 +
  DB_COMPRESSOR_ZLIB = 0x1,
 +
  DB_COMPRESSOR_LZX = 0x2,
 +
  DB_COMPRESSOR_PASSTHROUGH = 0x3,
 +
};
 +
 +
struct SaveHeader
 +
{
 +
  int saveVersion;
 +
  int gameCheckSum;
 +
  int saveCheckSum;
 +
  int saveId;
 +
  bool demoPlayback;
 +
  bool splitscreen;
 +
  int scrCheckSum[3];
 +
  char mapName[256];
 +
  char buildNumber[128];
 +
  unsigned int omnvarPerGameCount;
 +
  unsigned int omnvarPerClientCount;
 +
  char gametype[128];
 +
  char buildVersionSuffix[16];
 +
  unsigned int networkProtocol;
 +
  char screenShotName[64];
 +
  char description[256];
 +
  char filename[64];
 +
  SaveType saveType;
 +
  qtime_s time;
 +
  int bodySize;
 +
  unsigned int pad[6];
 +
};
 +
 
 +
struct MemoryFile
 +
{
 +
  char *buffer;
 +
  unsigned __int64 bufferSize;
 +
  unsigned __int64 bufferSizeOriginal;
 +
  unsigned __int64 bytesUsed;
 +
  int segmentIndex;
 +
  unsigned __int64 segmentStart;
 +
  int segmentFullLen;
 +
  bool errorOnOverflow;
 +
  bool memoryOverflow;
 +
  bool compress;
 +
  void (__cdecl *archiveProc)(MemoryFile *, unsigned __int64, void *);
 +
};
 +
 
 +
struct __declspec(align(128)) SaveGame
 +
{
 +
  SaveHeader header;
 +
  MemoryFile memFile;
 +
};
 +
</source>

Revision as of 23:07, 16 February 2015

GPAD0 Files

These files (gpad0_mp, gpad0_cm, etc..) contain variables related to game settings (such as view region, brightness, gamma, etc. )

COD4, COD5, COD7

SAVEGAME.SVG

enum DB_CompressorType
{
  DB_COMPRESSOR_INVALID = 0xFFFFFFFF,
  DB_COMPRESSOR_ZLIB = 0x1,
  DB_COMPRESSOR_LZX = 0x2,
  DB_COMPRESSOR_PASSTHROUGH = 0x3,
};
 
struct SaveHeader
{
  int saveVersion;
  int gameCheckSum;
  int saveCheckSum;
  int saveId;
  bool demoPlayback;
  bool splitscreen;
  int scrCheckSum[3];
  char mapName[256];
  char buildNumber[128];
  unsigned int omnvarPerGameCount;
  unsigned int omnvarPerClientCount;
  char gametype[128];
  char buildVersionSuffix[16];
  unsigned int networkProtocol;
  char screenShotName[64];
  char description[256];
  char filename[64];
  SaveType saveType;
  qtime_s time;
  int bodySize;
  unsigned int pad[6];
};
 
struct MemoryFile
{
  char *buffer;
  unsigned __int64 bufferSize;
  unsigned __int64 bufferSizeOriginal;
  unsigned __int64 bytesUsed;
  int segmentIndex;
  unsigned __int64 segmentStart;
  int segmentFullLen;
  bool errorOnOverflow;
  bool memoryOverflow;
  bool compress;
  void (__cdecl *archiveProc)(MemoryFile *, unsigned __int64, void *);
};
 
struct __declspec(align(128)) SaveGame
{
  SaveHeader header;
  MemoryFile memFile;
};

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