Difference between revisions of "Saves (GTA VC)"

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=== Checksum ===
 
=== Checksum ===
 
The last four bytes of the save file is the checksum value. It is the sum of all preceding bytes in the file. If the checksum does not match that sum, the game will consider the save file to be "corrupted" and refuse to load it. For any change in the save file, make sure the checksum value is updated.
 
The last four bytes of the save file is the checksum value. It is the sum of all preceding bytes in the file. If the checksum does not match that sum, the game will consider the save file to be "corrupted" and refuse to load it. For any change in the save file, make sure the checksum value is updated.
 
== See also ==
 
* {{Icon|3}} [[Saves (GTA 3)]]
 
* {{Icon|SA}} [[Saves (GTA SA)]]
 
* {{Icon|4}} [[Saves (GTA 4)]]
 
  
 
== External links ==
 
== External links ==
Line 2,229: Line 2,224:
 
*{{GTAF|454001|Savefile Editor}}, by voodoo48
 
*{{GTAF|454001|Savefile Editor}}, by voodoo48
  
 +
{{Savegame-navi}}
 
{{VC-navi}}
 
{{VC-navi}}
 
[[Category:Save Formats]]
 

Revision as of 21:17, 8 March 2015

This article deals with the format of a save game file for the PC version of GTA Vice City.

Location

By default, the game places its save game files into the folder "GTA Vice City User Files" which is located in the current user's Documents folder. The location of this folder varies depending upon the version of Windows installed.

The save files themselves are named in the format GTAVCsfX.b where X represents the in-game slot number. There are 8 slots available in the game (1-8).

Format details

The save file is in binary format (little endian format -> least significant byte first) consisting of 23 blocks of data. Each block starts with the size of the current block. To reach the next block, read the size of the currently selected block, add that value to the block's start address, and add four. Initial offset listed here starts four bytes after the start of the block.

Block 0: Script

Offset Type Description
0x00 dword size of block 0
0x04 - start of block 0, data below
Offset Type Description
0x00 wchar_t[24] last mission passed (0318)
0x30 word SYSTEMTIME wYear
0x32 word SYSTEMTIME wMonth
0x34 word SYSTEMTIME wDayOfWeek
0x36 word SYSTEMTIME wDay
0x38 word SYSTEMTIME wHour
0x3A word SYSTEMTIME wMinute
0x3C word SYSTEMTIME wSecond
0x3E word SYSTEMTIME wMilliseconds
0x40 dword unknown, value is always 12609
0x44 dword current island
0x48 float[3] camera coordinates (x,y,z)
0x54 dword length (ms) of in-game minute (1000=normal)
0x58 dword weather timer
0x5C byte game hour
0x5D byte[3] align
0x60 byte game minute
0x61 byte[3] align
0x64 dword pad number?
0x68 dword global timer
0x6C float game speed (015D)
0x70 float unknown
0x74 float unknown
0x78 dword unknown
0x7C float unknown, always 1.0
0x80 float unknown, always 1.0
0x84 float unknown, always 1.0
0x88 word unknown
0x8A byte[2] align
0x8C dword relates to weather?
0x8E byte[2] align
0x90 word current weather
0x92 byte[2] align
0x94 dword unknown
0x98 dword current weather table offset (between 0 and 63)
0x9C float current vehicle camera view (between 0.0 and 5.0)
0xA0 float current on foot camera view (classic controls only)
0xA4 dword current interior (04BB)
0xA8 byte taxi boost jump (0572)
0xA9 byte[3] align
0xAC byte unknown
0xAD byte[3] align
0xB0 dword sky color (04F9)
0xB4 dword sky atmosphere (0=normal,1=interior)
0xB8 float sky atmosphere blue overlay (between 0.0 and 1.0)
0xBC dword[10] unknown, relates to radio station?
0xE4 dword size of script block
0xE8 - start of script block, see below
Subblock A:
Offset Type Description
0x00 char[4] "SCR\0"
0x04 dword size of script block again
0x08 dword size of subblock A
0x0C - start of subblock A: global variables - each variable is 4 bytes long
Subblock B:
Offset Type Description
0x000 dword size of subblock B (constant 0x248)
0x004 dword unknown
0x008 dword unknown
0x00C 16 bytes[25] swapped building model structures (03B6) (see below)
Swapped building model structure:
Offset Type Description
0x00 dword always 2
0x04 dword building handle
0x08 dword new building IDE model
0x0C dword old building IDE model
0x19C 8 bytes[20] object visibility structure (0363) (see below)
Objects visibility structure:
Offset Type Description
0x00 dword always 2
0x04 dword handle
0x23C - start of another set of offset below
Offset Type Description
0x00 byte unknown
0x01 byte kaufman cabs radio (0551)
0x02 word unknown
0x04 dword size of main
0x08 dword size of largest mission
0x0C word number of missions
0x0E word unknown
0x10 dword number of running threads
0x14 - 136 bytes each, thread structure (see below)
Thread structure:
Offset Type Description
0x00 dword next script
0x04 dword previous script
0x08 char[8] name (03A4)
0x10 dword current instruction pointer
0x14 dword[4] return stack
0x24 dword unknown
0x28 dword unknown
0x2C word stack counter
0x2E word unknown
0x30 dword[16] 16 local variables
0x70 dword timerA (local variable 16)
0x74 dword timerB (local variable 17)
0x78 byte is active
0x79 byte "if" statement result
0x7A byte uses mission cleanup
0x7B byte awake flag
0x7C dword thread wake up time
0x80 word "if" check result
0x82 byte "not" flag
0x83 byte is wasted/busted check active
0x84 byte has player been wasted/busted
0x85 byte mission thread flag

Block 1: Ped Pool

Offset Type Description
0x00 dword size of block 1
0x04 - start of block 1, data below
Offset Type Description
0x0A - ped structure (see struct below)
Ped structure:
Offset Type Description
0x34 float[3] x,y,z coordinates
0xB8 float weight
0x354 float health
0x358 float armor
0x6E2 dword max wanted level
0x6E6 dword max criminal points, in tandem with max wanted level

Block 2: Garages

Offset Type Description
0x00 dword size of block 2
0x04 - start of block 2, data below
Offset Type Description
0x00 dword size of subblock (constant 0x1EC4)
0x04 - start of subblock, data below
Offset Type Description
0x00 dword number of garages (0219)
0x04 dword free bombs (0=not,1=yes)
0x08 dword free respray (0335)
0x18 dword garage type 8 status, see below
0x1C dword garage type 9 status
0x20 dword garage type 10 status
0x24 dword garage type 22 status
0x2C 40 bytes[48] garage car structures (see struct below)
Garage car structure:
Offset Type Description
0x00 dword model ID
0x04 float[3] x,y,z position
0x10 float[3] x,y,z vector rotation
0x1C dword immunities
0x20 byte primary color
0x21 byte secondary color
0x22 byte current radio station
0x23 byte variation 1
0x24 byte variation 2
0x25 byte bomb type
0x7AC 168 bytes[32] garage structures (see struct below)
Garage structure:
Offset Type Description
0x00 byte type
0x01 byte door status (0=closed,1=opened,2=closing,3=opening)
0x02 byte max number of cars to store (4=default)
0x19 byte swing door (03BB)
0x1A byte camera follow player (03DA)
0x1C float[3] entrance bottom left x,y,z coordinates
0x28 float[4] rx,ry,rz,rw quaternion rotation
0x38 float ceiling z coordinate

Export garage status (binary format):

  • 0b000001=car 1 collected
  • 0b000010=car 2 collected
  • 0b000100=car 3 collected
  • 0b001000=car 4 collected
  • 0b010000=car 5 collected
  • 0b100000=car 6 collected

Add them up to set the garage as car already collected:

0b000011, cars 1 and 2 collected
0b100011, cars 1, 2, and 6 are collected

Block 3: Game Logic

Offset Type Description
0x00 dword size of block 3
0x04 - start of block 3, data below
Offset Type Description
0x00 dword size of subblock (constant 0x104)
0x04 - start of subblock, data below
Offset Type Description
0x00 dword number of taxi shortcuts (058D)
0x04 16 bytes[16] taxi shortcut structures (see structure below)
Taxi shortcut structure:
Offset Type Description
0x0 float[3] x,y,z coordinates
0xC float z angle rotation

Block 4: Vehicle Pool

Offset Type Description
0x00 dword size of block 4
0x04 - start of block 4, data below
Offset Type Description
0x00 dword size of subblock (6 bytes less than block header)
0x04 - start of another set of offset below
Offset Type Description
0x00 dword number of vehicles
0x04 - start of another set of offset below
Offset Type Description
0x00 dword number of vehicles
0x0A - 1500 bytes each, vehicle structures (see below)
Offset Type Description
0x34 float[3] x,y,z coordinates
0x5C word IDE model number

Block 5: Object Pool

Offset Type Description
0x00 dword size of block 5
0x04 - start of block 5, data below
Offset Type Description
0x00 dword size of subblock (4 bytes less than block header)
0x04 - start of another set of offset below
Offset Type Description
0x00 dword number of objects
0x04 - 88 bytes each, object structures (see struct below)
Object structure:
Offset Type Description
0x00 word object IDE number
0x06 float[3] x,y,z coordinates

Block 7: Cranes

Offset Type Description
0x00 dword size of block 7
0x04 - start of block 7, data below
Offset Type Description
0x00 dword size of subblock (constant 0x3E8)
0x04 - start of subblock, data below
Offset Type Description
0x00 dword number of cranes
0x08 124 bytes[8] crane structures (see below)
Crane structure:
Offset Type Description
0x40 float current z rotation
0x58 float[2] x, y coordinates of center of crane - changes as the crane rotates

Block 8: Pickups

Offset Type Description
0x00 dword size of block 8
0x04 - start of block 8, data below
Offset Type Description
0x00 dword size of subblock (constant 0x4494)
0x04 [336] 52 bytes each, pickup structures (see below)
Pickup structure
Offset Type Description
0x0 float[3] x,y,z coordinates
0x18 dword ammo or asset revenue
0x2E byte type
0x2F byte has been picked up

Block 9: Phone Info

Offset Type Description
0x00 dword size of block 9
0x04 - start of block 9, data below
Offset Type Description
0x00 dword size of subblock (constant 0xA30)
0x04 - start of subblock, data below
Offset Type Description
0x04 dword number of phones
0x08 [50] 52 bytes each, phone structures (see below)
Phone structure:
Offset Type Description
0x0 float[3] x,y,z coordinates
0x2C dword phone status (3=idle,9=ringing,others=leftover GTA III stuff)

Block 10: Restart Points Buffer

Offset Type Description
0x00 dword size of block 10
0x04 - start of block 10, data below
Offset Type Description
0x00 dword size of subblock (constant 0x124)
0x04 - start of subblock, data below
Offset Type Description
0x00 char[4] "RST\0"
0x8 float[3] hospital x,y,z coordinates (016C)
0x14 float hospital z angle
Each point is 0x8 in size
0x88 float[3] police x,y,z coordinates (016D)
0x94 float police z angle
Each point is 0x8 in size
0x110 float[3] override x,y,z coordinates (016E)
0x11C float override z angle

Block 11: Radar Blips Buffer

Offset Type Description
0x00 dword size of block 11
0x04 - start of block 11, data below
Offset Type Description
0x00 dword size of subblock (constant 0xE18)
0x04 - start of subblock, data below
Offset Type Description
0x00 char[4] "RDR\0"
0x08 [75] 48 bytes each, blip structures (see below)
Blip structure:
Offset Type Description
0x00 dword color
0x10 float[2] x,y coordinates
0x18 float[3] x,y,z coordinates
0x26 byte brightness (0166)
0x2A word size (0168)
0x2C word show (018B)
0x2E word type

Block 12: All Zones Buffer

Offset Type Description
0x00 dword size of block 12
0x04 - start of block 12, data below
Offset Type Description
0x00 dword size of subblock (constant 0x8BE0)
0x04 - start of subblock, data below
Offset Type Description
0x0000 char[4] "ZNS\0"
0x0010 56 bytes[20] navig.zon structures (see below)
0x0470 56 bytes[169] info.zon structures (see below)
0x2968 68 bytes[338] ped/car/gang info zone structures
0x8330 word
0x8332 word
0x8338 dword
0x833C 56 bytes[39] map.zon structures (see below)
0x8BC4 2 bytes[14] crime report audio
Zone (navig, info, map) structure:
Offset Type Description
0x00 string name
0x08 float[3] x1,y1,z1 coordinates
0x14 float[3] x2,y2,z2 coordinates
0x20 dword type
0x24 dword island number
0x28 word zone info id night
0x2A word zone info id day
0x2C dword
0x30 dword
0x34 dword

Block 13: All Gang Data

Offset Type Description
0x00 char[4] "GNG\0"
0x04 [9] 24 bytes each, gang structures (see below)
Gang structure:
Offset Type Description
0x00 dword car model (0236)
0x04 dword ped model 1
0x08 dword ped model 2
0x10 dword weapon number 1 (0237)
0x14 dword weapon number 2

Block 14: All Car Generators

Offset Type Description
0x00 char[4] "CGN\0"
0x1C [185] 44 bytes each, car generator structures (see below)
Car generator structure:
Offset Type Description
0x00 dword model ID
0x04 float[3] x,y,z coordinates
0x10 float z angle rotation
0x14 word primary color
0x16 word secondary color
0x18 byte force spawn
0x19 byte alarm
0x1A byte lock
0x28 word 014C
0x2A byte has recently been stolen

Block 16: All Audio Script Objects

Offset Type Description
0x00 char[4] "AUD\0"
0x12 - 24 bytes each, audio structures (see below)
Audio structure:
Offset Type Description
0x04 word ID number
0x08 float[3] x,y,z coordinates

Block 17: Script Paths

Offset Type Description
0x00 dword total number of paths
0x0C float speed (049E)
0x10 float distance along path (049F)
0x14 float some sort of offset
0x1C - object handle, up to 6 supported

Block 18: Player Info

Offset Type Description
0x00 dword current money
0x04 byte wasted/busted status
0x0F dword currently displayed money
0x13 dword number of packages picked up
0x17 dword total number of packages (02ED)
0x1B byte infinite run (0330)
0x1C byte fast reload (0331)
0x1D byte fireproof (055D)
0x1E byte max health
0x1F byte max armor
0x20 byte free busted once
0x21 byte free wasted once (0414)
0x22 byte driveby enabled (0501)

Block 19: Stats

Offset Type Description
0x00 dword peds wasted by player
0x04 dword peds wasted by others
0x08 dword cars exploded
0x0C dword boats exploded
0x10 dword tyres popped
0x14 dword bullets fired
0x18 dword[23] number of peds killed per Ped type
0x74 dword helis exploded
0x78 float progress made (030C)
0x7C float total progress (030D)
0x80 dword kg of explosives used
0x84 dword bullets hit
0x88 dword headshots
0x8C dword total number of wanted stars attained
0x90 dword total number of wanted stars evaded
0x94 dword times busted
0x98 dword times wasted
0x9C dword days passed
0xA0 dword savecount
0xA4 dword Pay 'n' Spray resprays
0xA8 float max insane stunt jump distance
0xAC float max insane stunt jump height
0xB0 dword max insane stunt flips
0xB4 dword max insane stunt rotation
0xB8 dword max insane stunt rating
0xBC dword unique jumps completed (0313)
0xC0 dword unique jump count (0314)
0xC4 dword mission attempts (0317)
0xC8 dword passengers dropped off (0315)
0xCC dword cash made in taxi mission (0316)
0xD0 dword unused1
0xD4 dword unused2
0xD8 dword unused3
0xDC dword secondary trash type (flying newspapers?) (055A)
0xE0 dword secondary weather table (057C)
0xE4 float distance traveled foot
0xE8 float distance traveled car
0xEC float distance traveled bike
0xF0 float distance traveled boat
0xF4 float distance traveled golf cart
0xF8 float distance traveled heli
0xFC float distance traveled plane
0x100 dword people saved in ambulance mission (0401)
0x104 dword criminals killed on vigilante (0402)
0x108 dword fires extinguished in firefighter mission (0404)
0x10C dword highest vigilante level (0578)
0x110 dword highest ambulance level (0403)
0x114 dword highest firefighter level (0599)
0x118 dword photos taken
0x11C dword rampages passed
0x120 dword rampage count (0408)
0x124 dword total number of missions (042C)
0x128 dword flight time
0x12C dword times drowned
0x130 dword seagulls snpied
0x134 float weapon budget (0528)
0x138 float fashion budget
0x13C float visits from loan sharks (unused)
0x140 float stores knocked off (0531)
0x144 float movie stunts (unused?)
0x148 float assasination contracts completed (0533)
0x14C float pizzas delivered (0534)
0x150 float garbage pickups made (unused)
0x154 float ice creams sold (0536)
0x158 float top shooting range score (unused, see 0x1FF)
0x15C float shooting range rank (unused, see 0x1FF)
0x160 dword longest wheelie time
0x164 dword longest stoppie time
0x168 dword longest 2wheel time
0x16C dword longest wheelie distance
0x170 dword longest stoppie distance
0x174 dword longest 2wheel distance
0x178 dword property budget (0529)
0x17C dword auto repair and painting budget
0x180 dword property destroyed
0x184 dword number of properties owned (0542)
0x188 dword bloodring kills (0543)
0x18C dword longest time in bloodring (0544)
0x190 byte[15] properties owned (0542)
0x19F dword highest media attention
0x1A3 dword[23] best times for races/vehicle missions in seconds (042E)
0x1FF dword[5] minigame records (042F)
  • 0 - Highest score for Shooter
  • 1 - Best Percentage of hits for Shooter
  • 2 - Number of drug deals made
  • 3 - Highest score with Keepie-Uppy beach ball
  • 4 - Unused
0x213 dword Hotring Best Result (0582)
0x217 dword peds killed recently (always zero while saving)
0x21B dword total peds killed (used for calculating rating)
0x21F char[8] last passed mission GXT entry name (0318)
0x227 dword cheat rating
0x22B float[10] listening time per radio station in miliseconds

Block 20: Set Pieces

Offset Type Description
0x00 dword number of trigger zones (04F8)
0x04 [96] 56 bytes each, trigger zone structures (see below)
Trigger zone structure:
Offset Type Description
0x00 dword type
0x08 float trigger area x1
0x0C float trigger area y2
0x10 float trigger area x2
0x14 float trigger area y1
0x18 float[2] policeA spawn x,y
0x20 float[2] policeB spawn x,y
0x28 float[2] policeA heading x,y
0x30 float[2] policeB heading x,y

Block 21: Streaming

Offset Type Description
0x00 dword size of block 21
0x04 - start of block 21, data below
Offset Type Description
0x00 20 bytes[15] streaming structures

Block 22: Pedtype

Block 23: Planes

Checksum

The last four bytes of the save file is the checksum value. It is the sum of all preceding bytes in the file. If the checksum does not match that sum, the game will consider the save file to be "corrupted" and refuse to load it. For any change in the save file, make sure the checksum value is updated.

External links