Difference between revisions of "Saves (GTA 3)"

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(padding)
(Changed block numbering to match numbering in 010 template; added to garages block)
Line 15: Line 15:
 
There is a DWORD value preceding any block of data which is equal to the size of the block.
 
There is a DWORD value preceding any block of data which is equal to the size of the block.
  
====Block 1: Miscellaneous====
+
====Block 0: Miscellaneous====
 
Game "meta-information" giving the overall state of things. Also includes 'TheScripts' sub-block.
 
Game "meta-information" giving the overall state of things. Also includes 'TheScripts' sub-block.
 
{|class="wikitable"
 
{|class="wikitable"
Line 272: Line 272:
 
|}
 
|}
  
====Block 2: Player peds====
+
====Block 1: Player peds====
 
{|class="wikitable"
 
{|class="wikitable"
 
!OFFSET
 
!OFFSET
Line 317: Line 317:
 
|}
 
|}
  
====Block 3: Garages====
+
====Block 2: Garages====
====Block 4: Vehicles pool====
+
{|class="wikitable"
====Block 5: Objects pool====
+
!OFFSET
====Block 6: Path find====
+
!TYPE
====Block 7: Cranes====
+
!DESCRIPTION
====Block 8: Pickups====
+
|-
====Block 9: Phone info====
+
|0x0000  ||dword    ||block size
====Block 10: Restarts====
+
|-
 +
|0x0004  ||-    ||start of block, data below
 +
|}
 +
<div style="margin-left: 3em;">
 +
{|class="wikitable"
 +
|+Garages
 +
!OFFSET
 +
!TYPE
 +
!DESCRIPTION
 +
|-
 +
|0x0000  ||dword    ||GarageData size (4 bytes less than above)
 +
|-
 +
|0x0004  ||-    ||start of GarageData
 +
|}
 +
<div style="margin-left: 3em;">
 +
{|class="wikitable"
 +
|+GarageData
 +
!OFFSET
 +
!TYPE
 +
!DESCRIPTION
 +
|-
 +
|0x0000  ||dword    ||garages count
 +
|-
 +
|0x0004  ||dword    ||free bombs (opcode [[021D]])
 +
|-
 +
|0x0008  ||dword    ||free resprays (opcode [[0335]])
 +
|-
 +
|0x000C  ||dword    ||(unknown)
 +
|-
 +
|0x0010  ||dword    ||(unknwon)
 +
|-
 +
|0x0014  ||dword    ||(unknown)
 +
|-
 +
|0x0018  ||dword    ||Portland IE status (bitstring) (opcode [[03D4#GTA_III|03D4]])
 +
|-
 +
|0x001C  ||dword    ||Shoreside IE status
 +
|-
 +
|0x0020  ||dword    ||unused IE status
 +
|-
 +
|0x0024  ||dword    ||time when 'GA_21' was last shown
 +
|-
 +
|0x0028  ||StoredCar[18]  ||40 bytes each, stored cars
 +
|}
 +
<div style="margin-left: 3em;">
 +
{|class="wikitable"
 +
|+StoredCar
 +
!OFFSET
 +
!TYPE
 +
!DESCRIPTION
 +
|-
 +
|0x0000  ||dword    ||model ID
 +
|-
 +
|0x0004  ||float[3] ||position (X, Y, Z)
 +
|-
 +
|0x0010  ||float[3] ||vector rotation
 +
|-
 +
|0x001C  ||dword    ||immunities (bitstring) (see below)
 +
|-
 +
|0x0020  ||byte    ||primary color ID
 +
|-
 +
|0x0021  ||byte    ||secondary color ID
 +
|-
 +
|0x0022  ||byte    ||radio station ID (see below)
 +
|-
 +
|0x0023  ||byte    ||model variation A
 +
|-
 +
|0x0024  ||byte    ||model variation B
 +
|-
 +
|0x0025  ||byte    ||bomb type ID (see below)
 +
|-
 +
|0x0026  ||byte[2]  ||(align)
 +
|}
 +
</div>
 +
{|class="wikitable"
 +
|0x02F8  ||Garage[27]  ||140 bytes each, garages
 +
|}
 +
<div style="margin-left: 3em;">
 +
{|class="wikitable"
 +
|+Garage
 +
!OFFSET
 +
!TYPE
 +
!DESCRIPTION
 +
|-
 +
|0x0000  ||byte    ||garage type ID (see [[Garage#GTA_III|Garage]])
 +
|-
 +
|0x0001  ||byte    ||(unknown)
 +
|-
 +
|0x0002  ||byte    ||(unknown)
 +
|-
 +
|0x0003  ||byte    ||(unknown)
 +
|-
 +
|0x0004  ||byte    ||(unknown)
 +
|-
 +
|0x0005  ||byte    ||(unknown)
 +
|-
 +
|0x0006  ||byte[2]  ||(align)
 +
|-
 +
|0x0008  ||dword    ||(unknown)
 +
|-
 +
|0x000C  ||dword    ||(unknown) pointer
 +
|-
 +
|0x0010  ||dword    ||(unknown) pointer
 +
|-
 +
|0x0014  ||byte    ||(unknown)
 +
|-
 +
|0x0015  ||byte    ||(unknown)
 +
|-
 +
|0x0016  ||byte    ||(unknown)
 +
|-
 +
|0x0017  ||byte    ||(unknown)
 +
|-
 +
|0x0018  ||byte    ||(unknown)
 +
|-
 +
|0x0019  ||byte    ||(unknown)
 +
|-
 +
|0x001A  ||byte    ||(unknown)
 +
|-
 +
|0x001B  ||byte    ||(align)
 +
|-
 +
|0x001C  ||float[6] ||position (x1, x2, y1, y2, z1, z2)
 +
|-
 +
|0x0034  ||float    ||door open start (z coord) (how far door is open when garage is loaded into view)
 +
|-
 +
|0x0038  ||float    ||door open (z coord) (how far door can open)
 +
|-
 +
|0x003C  ||float    ||(unknown) x coord
 +
|-
 +
|0x0040  ||float    ||(unknown) y coord
 +
|-
 +
|0x0044  ||float    ||(unknown) x coord
 +
|-
 +
|0x0048  ||float    ||(unknown) y coord
 +
|-
 +
|0x004C  ||float    ||door A position (z coord)
 +
|-
 +
|0x0050  ||float    ||door B position (z coord)
 +
|-
 +
|0x0054  ||dword    ||(unknown)
 +
|-
 +
|0x0058  ||byte    ||(unknown)
 +
|-
 +
|0x0059  ||byte[3]  ||(align)
 +
|-
 +
|0x005C  ||dword    ||(unknown)
 +
|-
 +
|0x0060  ||dword    ||(unknown)
 +
|-
 +
|0x0064  ||dword    ||(unknown)
 +
|-
 +
|0x0068  ||float    ||(unknown)
 +
|-
 +
|0x006C  ||float    ||(unknown)
 +
|-
 +
|0x0070  ||float    ||(unknown)
 +
|-
 +
|0x0074  ||float    ||(unknown)
 +
|-
 +
|0x0078  ||float    ||(unknown)
 +
|-
 +
|0x007C  ||float    ||(unknown)
 +
|-
 +
|0x0080  ||dword    ||(unknown)
 +
|-
 +
|0x0084  ||byte    ||(unknown)
 +
|-
 +
|0x0085  ||byte    ||(unknown)
 +
|-
 +
|0x0086  ||byte    ||(unknown)
 +
|-
 +
|0x0087  ||byte    ||(unknown)
 +
|-
 +
|0x0088  ||byte    ||(unknown)
 +
|-
 +
|0x0089  ||byte    ||(unknown)
 +
|-
 +
|0x008A  ||byte[2]  ||(align)
 +
|}
 +
</div>
 +
</div>
 +
</div>
 +
Vehicle immunities:
 +
*0b0000000'''1''' = bulletproof
 +
*0b000000'''1'''0 = fireproof
 +
*0b00000'''1'''00 = explosion-proof
 +
*0b0000'''1'''000 = collision-proof
 +
*0b000'''1'''0000 = ?
 +
Radio stations:
 +
*0 = Head Radio
 +
*1 = Double Clef FM
 +
*2 = Jah Radio
 +
*3 = Rise FM
 +
*4 = Lips 106
 +
*5 = Game FM
 +
*6 = MSX FM
 +
*7 = Flashback 95.6
 +
*8 = Chatterbox 109
 +
*9 = User track player (if user tracks loaded, random station otherwise)
 +
*10 = Police radio
 +
*11 = Radio off
 +
Bomb types:
 +
*0 = no bomb
 +
*1 = timer bomb
 +
*2 = ignition bomb
 +
*3 = remote bomb
 +
*4 = timer bomb (armed)
 +
*5 = ignition bomb (armed)
 +
 
 +
====Block 3: Vehicles pool====
 +
====Block 4: Objects pool====
 +
====Block 5: Path find====
 +
====Block 6: Cranes====
 +
====Block 7: Pickups====
 +
====Block 8: Phone info====
 +
====Block 9: Restarts====
 
{|class="wikitable"
 
{|class="wikitable"
 
!OFFSET
 
!OFFSET
Line 390: Line 603:
 
|}
 
|}
  
====Block 11: Radar====
+
====Block 10: Radar====
====Block 12: Zones====
+
====Block 11: Zones====
====Block 13: Gangs====
+
====Block 12: Gangs====
====Block 14: Car Generators====
+
====Block 13: Car Generators====
====Block 15: Particle objects====
+
====Block 14: Particle objects====
====Block 16: Audio script objects====
+
====Block 15: Audio script objects====
====Block 17: Player info====
+
====Block 16: Player info====
====Block 18: Stats====
+
====Block 17: Stats====
====Block 19: Streaming====
+
====Block 18: Streaming====
====Block 20: Ped types====
+
====Block 19: Ped types====
  
 
=== Padding ===
 
=== Padding ===

Revision as of 06:02, 15 January 2015

This article deals with the format of a save game file for the PC version of GTA 3.

Location

By default, the game places its save game files into the folder "GTA3 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 GTA3sfX.b where X represents the in-game slot number. There are 8 slots available in the game (1-8).

Format Details

  • Save files are ALWAYS 0x3145C (201820) bytes long.
  • Byte order is little endian. For example, the number 3452 (0x0D7C) is represented as as 0x7C 0x0D.
  • File is divided into 20 blocks, followed by padding and then ending with a 4-byte checksum

Data Blocks

There is a DWORD value preceding any block of data which is equal to the size of the block.

Block 0: Miscellaneous

Game "meta-information" giving the overall state of things. Also includes 'TheScripts' sub-block.

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 wchar_t[24] save name (long names are truncated on the save/load screen)
0x0034 word SYSTEMTIME wYear
0x0036 word SYSTEMTIME wMonth
0x0038 word SYSTEMTIME wDayOfWeek
0x003A word SYSTEMTIME wDay
0x003C word SYSTEMTIME wHour
0x003E word SYSTEMTIME wMinute
0x0040 word SYSTEMTIME wSecond
0x0042 word SYSTEMTIME wMilliseconds
0x0044 dword unknown
0x0048 enum current island (1=Portland; 2=Staunton; 3=Shoreside Vale)
0x004C float[3] camera coordinates (x,y,z)
0x0058 dword length (ms) of in-game minute
0x005C dword weather timer
0x0060 byte game hour
0x0061 byte[3] (align)
0x0064 byte game minute
0x0065 byte[3] (align)
0x0068 word (unknown) current pad
0x006A byte[2] (align)
0x006C dword global timer
0x0070 float game speed
0x0074 float (unknown) frame delta time
0x0078 float (unknown) tick time (time of an iteration of the major game loop)
0x007C dword number of the frames processed from the beginning of the game
0x0080 float (unknown)
0x0084 float (unknown)
0x0088 float (unknown)
0x008C word (unknown)
0x008E byte[2] (align)
0x0090 word (unknown)
0x0092 byte[2] (align)
0x0094 word (unknown)
0x0096 byte[2] (align)
0x0098 float (unknown)
0x009C dword (unknown)
0x00A0 dword (unknown)
0x00A4 dword (unknown)
0x00A8 dword (unknown)
0x00AC dword (unknown)
0x00B0 dword (unknown)
0x00B4 dword (unknown)
0x00B8 float (unknown)
0x00BC float (unknown)
0x00C0 TheScripts various scripts information
TheScripts
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 char[4] 'SCR\0' signature
0x0008 ScriptData data dumped from the main.scm
ScriptData
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 dword script global variables amount (n)
0x0008 dword[n] script global variables dump
0x0000 ScriptInfo various info from scripts
0x03CC dword threads amount (n2)
0x03D0 CRunningScript[n2] script threads dump
ScriptInfo
OFFSET TYPE DESCRIPTION
0x0000 dword block size (always 0x3C8)
0x0004 dword $onmission var offset
0x0008 ContactInfo[16] contacts info
0x0088 Unknown[4] (unknown)
0x0188 dword (unknown)
0x018C StaticReplacement[25] static replacements
0x031C InvisibleObject[20] invisible objects
0x03BC byte (unknown) unused, always 1
0x03BD byte[3] (align)
0x03C0 dword size of the MAIN section in the main.scm
0x03C4 dword biggest mission size
0x03C8 word missions count
0x03CA byte[2] (align)
ContactInfo
OFFSET TYPE DESCRIPTION
0x0000 dword mission_flag (opcode 0181)
0x0004 dword base_brief (opcode 0182)
StaticReplacement
OFFSET TYPE DESCRIPTION
0x0000 dword type
0x0004 dword building handle
0x0008 dword new model
0x000C dword old model
InvisibleObject
OFFSET TYPE DESCRIPTION
0x0000 dword type
0x0004 dword handle
CRunningScript
OFFSET TYPE DESCRIPTION
0x0000 CRunningScript * next script
0x0004 CRunningScript * prev script
0x0008 char[8] name
0x0010 dword current_ip
0x0014 dword[4] return_stack
0x0024 dword
0x0028 dword
0x002C word stack_counter
0x002E word
0x0030 dword[16] locals
0x0070 dword timerA
0x0074 dword timerB
0x0078 byte
0x0079 byte
0x007A byte
0x007B byte
0x007C dword wake time
0x0080 word
0x0082 byte
0x0083 byte
0x0084 byte
0x0085 byte
0x0086 byte
0x0087 byte

Block 1: Player peds

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 PlayerPeds player peds information
PlayerPeds
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 dword players count (n)
0x0008 PlayerPed[n] player peds array
PlayerPed
OFFSET TYPE DESCRIPTION
0x0000 dword unknown
0x0004 word unknown
0x0006 dword (unknown) ped reference
0x000A CPed CPed dump (0x5F0 bytes)
0x05FA dword max wanted level
0x05FE dword max chaos level
0x0602 char[24] model name

Block 2: Garages

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
Garages
OFFSET TYPE DESCRIPTION
0x0000 dword GarageData size (4 bytes less than above)
0x0004 - start of GarageData
GarageData
OFFSET TYPE DESCRIPTION
0x0000 dword garages count
0x0004 dword free bombs (opcode 021D)
0x0008 dword free resprays (opcode 0335)
0x000C dword (unknown)
0x0010 dword (unknwon)
0x0014 dword (unknown)
0x0018 dword Portland IE status (bitstring) (opcode 03D4)
0x001C dword Shoreside IE status
0x0020 dword unused IE status
0x0024 dword time when 'GA_21' was last shown
0x0028 StoredCar[18] 40 bytes each, stored cars
StoredCar
OFFSET TYPE DESCRIPTION
0x0000 dword model ID
0x0004 float[3] position (X, Y, Z)
0x0010 float[3] vector rotation
0x001C dword immunities (bitstring) (see below)
0x0020 byte primary color ID
0x0021 byte secondary color ID
0x0022 byte radio station ID (see below)
0x0023 byte model variation A
0x0024 byte model variation B
0x0025 byte bomb type ID (see below)
0x0026 byte[2] (align)
0x02F8 Garage[27] 140 bytes each, garages
Garage
OFFSET TYPE DESCRIPTION
0x0000 byte garage type ID (see Garage)
0x0001 byte (unknown)
0x0002 byte (unknown)
0x0003 byte (unknown)
0x0004 byte (unknown)
0x0005 byte (unknown)
0x0006 byte[2] (align)
0x0008 dword (unknown)
0x000C dword (unknown) pointer
0x0010 dword (unknown) pointer
0x0014 byte (unknown)
0x0015 byte (unknown)
0x0016 byte (unknown)
0x0017 byte (unknown)
0x0018 byte (unknown)
0x0019 byte (unknown)
0x001A byte (unknown)
0x001B byte (align)
0x001C float[6] position (x1, x2, y1, y2, z1, z2)
0x0034 float door open start (z coord) (how far door is open when garage is loaded into view)
0x0038 float door open (z coord) (how far door can open)
0x003C float (unknown) x coord
0x0040 float (unknown) y coord
0x0044 float (unknown) x coord
0x0048 float (unknown) y coord
0x004C float door A position (z coord)
0x0050 float door B position (z coord)
0x0054 dword (unknown)
0x0058 byte (unknown)
0x0059 byte[3] (align)
0x005C dword (unknown)
0x0060 dword (unknown)
0x0064 dword (unknown)
0x0068 float (unknown)
0x006C float (unknown)
0x0070 float (unknown)
0x0074 float (unknown)
0x0078 float (unknown)
0x007C float (unknown)
0x0080 dword (unknown)
0x0084 byte (unknown)
0x0085 byte (unknown)
0x0086 byte (unknown)
0x0087 byte (unknown)
0x0088 byte (unknown)
0x0089 byte (unknown)
0x008A byte[2] (align)

Vehicle immunities:

  • 0b00000001 = bulletproof
  • 0b00000010 = fireproof
  • 0b00000100 = explosion-proof
  • 0b00001000 = collision-proof
  • 0b00010000 = ?

Radio stations:

  • 0 = Head Radio
  • 1 = Double Clef FM
  • 2 = Jah Radio
  • 3 = Rise FM
  • 4 = Lips 106
  • 5 = Game FM
  • 6 = MSX FM
  • 7 = Flashback 95.6
  • 8 = Chatterbox 109
  • 9 = User track player (if user tracks loaded, random station otherwise)
  • 10 = Police radio
  • 11 = Radio off

Bomb types:

  • 0 = no bomb
  • 1 = timer bomb
  • 2 = ignition bomb
  • 3 = remote bomb
  • 4 = timer bomb (armed)
  • 5 = ignition bomb (armed)

Block 3: Vehicles pool

Block 4: Objects pool

Block 5: Path find

Block 6: Cranes

Block 7: Pickups

Block 8: Phone info

Block 9: Restarts

OFFSET TYPE DESCRIPTION
0x0000 dword block size (constant 0x128)
0x0004 RestartBlock restart block
RestartBlock
OFFSET TYPE DESCRIPTION
0x0000 dword block size (constant 0x124)
0x0004 char[4] 'RST\0' signature
0x0008 RestartData restart data
RestartData
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 RestartPoint[8] restart point after wasted
0x0084 RestartPoint[8] restart point after busted
0x0104 word wasted restart points count
0x0106 word busted restart points count
0x0108 byte override next restart flag (opcodes 016E, 0255)
0x0109 byte[3] (align)
0x010C RestartPoint overriden restart point (opcodes 016E, 0255)
0x011C byte fade in after next death flag (opcode 040F)
0x011D byte fade in after next arrest flag (opcode 040E)
0x011E byte override hospital level flag (opcode 041F)
0x011F byte override police level flag (opcode 0420)
RestartPoint
OFFSET TYPE DESCRIPTION
0x0000 float[3] x,y,z coordinates
0x000C float z_angle

Block 10: Radar

Block 11: Zones

Block 12: Gangs

Block 13: Car Generators

Block 14: Particle objects

Block 15: Audio script objects

Block 16: Player info

Block 17: Stats

Block 18: Streaming

Block 19: Ped types

Padding

Following the last data block is a variable amount of padding. Since every save file is exactly 0x3145C bytes in length this padding is necessary to fill the space between the data blocks which start the file and the checksum value which ends it. There could be up to 4 padding blocks, each one is up to 55,000 bytes in length.

Checksum

The final four bytes of a save file are an unsigned integer checksum value. This checksum is simply the sum of all the preceding 0x3145C bytes. If the checksum value does not match the calculated sum of those bytes, the game will consider the save file to be "corrupted" and refuse to load it. Thus, any time you make any changes to a save file you must remember to update the checksum when you are finished.

See also

External links