Difference between revisions of "Saves (GTA VC)"

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(Block 0: Simple Vars: based on GTA 3)
Line 81: Line 81:
 
|0x0084 + n ||float ||time scale (constant 1.0, unused)
 
|0x0084 + n ||float ||time scale (constant 1.0, unused)
 
|-
 
|-
|0x0088 + n ||word ||old weather type
+
|0x0088 + n ||word ||old (previous) weather type
 
|-
 
|-
 
|0x008A + n ||byte[2] ||''align''
 
|0x008A + n ||byte[2] ||''align''
 
|-
 
|-
|0x008C + n ||word ||new weather type
+
|0x008C + n ||word ||new (next) weather type
 
|-
 
|-
 
|0x008E + n ||byte[2] ||''align''
 
|0x008E + n ||byte[2] ||''align''
 
|-
 
|-
|0x0090 + n ||word ||forced weather type
+
|0x0090 + n ||word ||forced weather type ([[01B5]] or [[01B6]]), -1 if never been forced
 
|-
 
|-
 
|0x0092 + n ||byte[2] ||''align''
 
|0x0092 + n ||byte[2] ||''align''
Line 351: Line 351:
 
|0x04EC ||dword ||weapon group 9 ammo
 
|0x04EC ||dword ||weapon group 9 ammo
 
|-
 
|-
|0x0504 ||byte ||currently selected weapon type, always set to 0 upon loading
+
|0x0504 ||byte ||currently selected weapon group, always set to 0 upon loading
 
|-
 
|-
 
|0x0604 ||float ||max stamina
 
|0x0604 ||float ||max stamina
 
|-
 
|-
|0x0624 ||dword ||[[035D|targettable object]] index 1, -1 if no object
+
|0x0624 ||dword[4] ||[[035D|targettable object]] index, -1 if no object
|-
 
|0x0628 ||dword ||targettable object index 2, -1 if no object
 
|-
 
|0x062C ||dword ||targettable object index 3, -1 if no object
 
|-
 
|0x0630 ||dword ||targettable object index 4, -1 if no object
 
 
|}
 
|}
 
</div>
 
</div>
Line 397: Line 391:
 
|0x0000 ||dword ||number of garages ([[0219]])
 
|0x0000 ||dword ||number of garages ([[0219]])
 
|-
 
|-
|0x0004 ||dword ||free bombs (0 = not free, 1 = free)
+
|0x0004 ||dword ||[[021D|free bombs]]
 
|-
 
|-
 
|0x0008 ||dword ||[[0335|free resprays]]
 
|0x0008 ||dword ||[[0335|free resprays]]
Line 958: Line 952:
 
| 0x004
 
| 0x004
 
| dword
 
| dword
| size of all data below
+
| size of rest of subblock
 
|-
 
|-
 
| 0x008
 
| 0x008
Line 1,142: Line 1,136:
 
|0x0000 ||char[4] ||"ZNS\0"
 
|0x0000 ||char[4] ||"ZNS\0"
 
|-
 
|-
|0x0004 ||dword ||size of subblock
+
|0x0004 ||dword ||size of rest of subblock
 
|-
 
|-
|0x0008 ||- ||start of subblock, data below
+
|0x0008 ||dword ||current level
|}
+
* 1 = Vice City Beach
<div style="margin-left: 3em;">
+
* 2 = Vice City Mainland
{| class="wikitable"
+
<!--
!Offset ||Type ||style="width: 30em;" |Description
+
0x0027 word -
 +
-->
 +
|-
 +
|0x000E ||byte[2] ||''align''
 
|-
 
|-
|0x0010 ||56 bytes[20] ||navig.zon structures (see below)
+
|0x0010 ||Zone[20] ||type 0 and 1 (navig) zone structures (see below)
 
|-
 
|-
|0x0470 ||56 bytes[169] ||info.zon structures (see below)
+
|0x0470 ||Zone[169] ||type 2 (info) zone structures (see below)
 
|-
 
|-
 
|0x2968 ||68 bytes[338] ||ped/car/gang info zone structures
 
|0x2968 ||68 bytes[338] ||ped/car/gang info zone structures
 
|-
 
|-
|0x8330 ||word ||
+
|0x8330 ||word ||total number of type 0 and 1 (navig) zones
 +
|-
 +
|0x8332 ||word ||total number of type 2 (info) zones
 +
|-
 +
|0x8334 ||word ||total number of type 2 (info) zones * 2 - 1
 +
|-
 +
|0x8336 ||byte[2] ||''align''
 
|-
 
|-
|0x8332 ||word ||
+
|0x8338 ||Zone[39] ||type 3 (map) zone structures (see below)
 
|-
 
|-
|0x8338 ||dword ||
+
|0x8BC0 ||word[14] ||crime report audio zones
 
|-
 
|-
|0x833C ||56 bytes[39] ||map.zon structures (see below)
+
|0x8BDC ||word ||total number of type 1 (map) zones
 
|-
 
|-
|0x8BC4 ||2 bytes[14] ||crime report audio
+
|0x8BDE ||word ||total number of crime report audio zones
 
|}
 
|}
 
<div style="margin-left: 3em;">
 
<div style="margin-left: 3em;">
 
{| class="wikitable"
 
{| class="wikitable"
|+ style="text-align: left;"| Zone (navig, info, map) structure:
+
|+ style="text-align: left;"| Zone (56/0x38 bytes):
 
!Offset ||Type ||style="width: 30em;" |Description
 
!Offset ||Type ||style="width: 30em;" |Description
 
|-
 
|-
|0x00 ||string ||name
+
|0x0000 ||char[8] ||name
 
|-
 
|-
|0x08 ||float[3] ||x1,y1,z1 coordinates
+
|0x0008 ||float[3] ||x1,y1,z1 coordinates
 
|-
 
|-
|0x14 ||float[3] ||x2,y2,z2 coordinates
+
|0x0014 ||float[3] ||x2,y2,z2 coordinates
 
|-
 
|-
|0x20 ||dword ||type
+
|0x0020 ||dword ||type
 
|-
 
|-
|0x24 ||dword ||island number
+
|0x0024 ||dword ||level
 
|-
 
|-
|0x28 ||word ||zone info id night
+
|0x0028 ||word ||zone info id night
 
|-
 
|-
|0x2A ||word ||zone info id day
+
|0x002A ||word ||zone info id day
 
|-
 
|-
|0x2C ||dword ||
+
|0x002C ||dword ||child zone index
 
|-
 
|-
|0x30 ||dword ||
+
|0x0030 ||dword ||parent zone index
|-
+
<!--
|0x34 ||dword ||
+
0x0034 dword -
 +
-->
 
|}
 
|}
</div>
 
 
</div>
 
</div>
 
</div>
 
</div>
Line 1,298: Line 1,301:
 
|0x0000 ||char[4] ||"CGN\0"
 
|0x0000 ||char[4] ||"CGN\0"
 
|-
 
|-
|0x0004 ||dword ||size of all data below
+
|0x0004 ||dword ||size of rest of subblock
 
|-
 
|-
 
|0x0008 ||dword ||size of subdata before car generator structures (constant 0xC)
 
|0x0008 ||dword ||size of subdata before car generator structures (constant 0xC)
Line 1,312: Line 1,315:
 
|0x0016 ||byte[2] ||''align''
 
|0x0016 ||byte[2] ||''align''
 
|-
 
|-
|0x0018 ||dword ||size of all data below (constant 0x1FCC)
+
|0x0018 ||dword ||size of rest of subblock (constant 0x1FCC)
 
|-
 
|-
 
|0x001C ||CarGenerator[185] ||car generator structures (see below)
 
|0x001C ||CarGenerator[185] ||car generator structures (see below)
Line 1,470: Line 1,473:
 
| 0x04
 
| 0x04
 
| dword
 
| dword
| size of all data below
+
| size of rest of subblock
 
|-
 
|-
 
| 0x08
 
| 0x08

Revision as of 18:09, 8 August 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.

Data Blocks

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

Block 0: Simple Vars

Offset Type Description
0x0000 dword size of block 0
0x0004 - start of block 0, data below
Offset Type Description
0x0000 wchar_t[24] last mission passed
0x0030 word SYSTEMTIME wYear
0x0032 word SYSTEMTIME wMonth
0x0034 word SYSTEMTIME wDayOfWeek
0x0036 word SYSTEMTIME wDay
0x0038 word SYSTEMTIME wHour
0x003A word SYSTEMTIME wMinute
0x003C word SYSTEMTIME wSecond
0x003E word SYSTEMTIME wMilliseconds
0x0040 dword unknown, value is always 12609
0x0044 dword current island
0x0048 float[3] camera coordinates (x,y,z)
0x0054 dword unknown, but only present in Steam version saves. If present, n = 4 in following offsets for this block, otherwise n = 0.
0x0054 + n dword length (ms) of in-game minute (1000 = normal)
0x0058 + n dword weather timer
0x005C + n byte game hour
0x005D + n byte[3] align
0x0060 + n byte game minute
0x0061 + n byte[3] align
0x0064 + n dword pad number?
0x0068 + n dword global timer
0x006C + n float time scale
0x0070 + n float time step (frame delta time)
0x0074 + n float time step (not clipped)
0x0078 + n dword number of the frames processed from the beginning of the game
0x007C + n float time step #2 (constant 1.0, unused)
0x0080 + n float frames per update (constant 1.0, unused)
0x0084 + n float time scale (constant 1.0, unused)
0x0088 + n word old (previous) weather type
0x008A + n byte[2] align
0x008C + n word new (next) weather type
0x008E + n byte[2] align
0x0090 + n word forced weather type (01B5 or 01B6), -1 if never been forced
0x0092 + n byte[2] align
0x0094 + n float weather interpolation value
0x0098 + n dword current weather table offset (between 0 and 63)
0x009C + n float current vehicle camera view (between 0.0 and 5.0)
0x00A0 + n float current on foot camera view (classic controls only)
0x00A4 + n dword current interior
0x00A8 + n byte taxi boost jump
0x00A9 + n byte[3] align
0x00AC + n byte invert look option
0x00AD + n byte[3] align
0x00B0 + n dword extra color
0x00B4 + n dword extra color active (0 = inactive, 1 = active)
0x00B8 + n float extra color fade (between 0.0 and 1.0)
0x00BC + n dword[10] unknown, relates to radio station?
0x00E4 + n dword size of script block
0x00E8 + n - start of script block, see below
Subblock A:
Offset Type Description
0x0000 char[4] "SCR\0"
0x0004 dword size of script block again
0x0008 dword size of subblock A
0x000C - start of subblock A: global variables - each variable is 4 bytes long
Subblock B:
Offset Type Description
0x0000 dword size of subblock B (constant 0x248)
0x0004 dword on mission flag offset in global variable space
0x0008 dword game timer when mission is passed (0318 or 0595), -1 if never passed a mission
0x000C BuildingSwap[25] swapped building model structures (see below)
BuildingSwap (16/0x10 bytes):
Offset Type Description
0x0000 dword object type
  • 0 = no object
  • 1 = treadable (PATH is attached to model, value is never used)
  • 2 = building (no PATH is attached, value is always used)
0x0004 dword object index
0x0008 dword new building IDE model, -1 if no model
0x000C dword old building IDE model, -1 if no model
0x019C InvisibilitySetting[20] object visibility structure (0363) (see below)
InvisibilitySetting (8 bytes):
Offset Type Description
0x0000 dword object type
  • 0 = no model
  • 1 = treadable
  • 2 = building
  • 3 = script objects/loaded dynamic objects
  • 4 = unloaded dynamic objects
0x0004 dword object index
0x023C - start of another set of offset below
Offset Type Description
0x0000 byte is mission script running
0x0001 byte Kaufman Cabs radio
0x0002 byte[2] align
0x0004 dword size of main
0x0008 dword size of largest mission
0x000C word number of missions
0x000E word unknown
0x0010 dword number of running scripts
0x0014 - 136 bytes each, script structure (see below)
Script structure:
Offset Type Description
0x0000 dword pointer to previous script
0x0004 dword pointer to next script
0x0008 char[8] name
0x0010 dword current instruction pointer
0x0014 dword[4] return stack
0x0024 dword unknown
0x0028 dword unknown
0x002C word stack counter
0x002E word unknown
0x0030 dword[16] 16 local variables
0x0070 dword timerA (local variable 16)
0x0074 dword timerB (local variable 17)
0x0078 byte is active
0x0079 byte "if" statement result
0x007A byte uses mission cleanup
0x007B byte skip wake time (always 0)
0x007C dword wake time
0x0080 word "if" check result
0x0082 byte "not" flag
0x0083 byte death/arrest state
0x0084 byte death/arrest has been executed
0x0085 byte mission flag

Block 1: Player Peds

Offset Type Description
0x0000 dword size of block 1
0x0004 - start of block 1, data below
Offset Type Description
0x0000 dword size of subblock
0x0004 - start of subblock, data below
Offset Type Description
0x0000 dword number of players
0x0004 PlayerPed[n] start of player structure where n is the number of players
PlayerPed (1791/0x6FF bytes):
Offset Type Description
0x0006 dword index
0x000A CPed ped structure dump (see structure below)

Only data that are loaded by the game are listed here. The rest of the data only get saved but do not get loaded.

CPed (1752/0x6D8 bytes):
Offset Type Description
0x0034 float[3] x,y,z coordinates
0x0354 float health
0x0358 float armor
0x0408 dword weapon group 0 number
0x0414 dword weapon group 0 ammo
0x0420 dword weapon group 1 number
0x042C dword weapon group 1 ammo
0x0438 dword weapon group 2 number
0x0444 dword weapon group 2 ammo
0x0450 dword weapon group 3 number
0x045C dword weapon group 3 ammo
0x0468 dword weapon group 4 number
0x0474 dword weapon group 4 ammo
0x0480 dword weapon group 5 number
0x048C dword weapon group 5 ammo
0x0498 dword weapon group 6 number
0x04A4 dword weapon group 6 ammo
0x04B0 dword weapon group 7 number
0x04BC dword weapon group 7 ammo
0x04C8 dword weapon group 8 number
0x04D4 dword weapon group 8 ammo
0x04E0 dword weapon group 9 number
0x04EC dword weapon group 9 ammo
0x0504 byte currently selected weapon group, always set to 0 upon loading
0x0604 float max stamina
0x0624 dword[4] targettable object index, -1 if no object
0x06E2 dword max wanted level
0x06E6 dword max wanted level counter
0x06EA char[21] current model name

Block 2: Garages

Offset Type Description
0x0000 dword size of block 2
0x0004 - start of block 2, data below
Offset Type Description
0x0000 dword size of subblock (constant 0x1EC4)
0x0004 - start of subblock, data below
Offset Type Description
0x0000 dword number of garages (0219)
0x0004 dword free bombs
0x0008 dword free resprays
0x0018 dword cars collected by garage type 8, see below
0x001C dword cars collected by garage type 9
0x0020 dword cars collected by garage type 10
0x0024 dword cars collected by garage type 22
0x0028 dword game timer when garage full message was last shown
0x002C 40 bytes[48] garage car structures (see struct below)
Garage car structure:
Offset Type Description
0x0000 dword model ID
0x0004 float[3] x,y,z position
0x0010 float[3] x,y,z vector rotation
0x001C dword proofs
0x0020 byte primary color
0x0021 byte secondary color
0x0022 byte current radio station
0x0023 byte variation 1
0x0024 byte variation 2
0x0025 byte bomb type
0x07AC 168 bytes[32] garage structures (see struct below)
Garage structure:
Offset Type Description
0x0000 byte type
0x0001 byte door status
  • 0 = closed
  • 1 = opened
  • 2 = closing
  • 3 = opening
0x0002 byte maximum number of cars in garage (4 = default)
0x0019 byte rotating garage door
0x001A byte special camera for garage
0x001C float[3] entrance bottom left x,y,z coordinates
0x0028 float[4] rx,ry,rz,rw quaternion rotation
0x0038 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
0x0000 dword size of block 3
0x0004 - start of block 3, data below
Offset Type Description
0x0000 dword size of subblock (constant 0x104)
0x0004 - start of subblock, data below
Offset Type Description
0x0000 dword number of taxi shortcuts (058D)
0x0004 16 bytes[16] taxi shortcut structures (see structure below)
Taxi shortcut structure:
Offset Type Description
0x0000 float[3] x,y,z coordinates
0x000C float heading

Block 4: Vehicles

Offset Type Description
0x0000 dword size of block 4
0x0004 - start of block 4, data below
Offset Type Description
0x0000 dword size of subblock
0x0004 - start of another set of offset below
Offset Type Description
0x0000 dword number of general vehicles
0x0004 dword number of boats
0x0008 dword number of bikes
0x000C Vehicle[n] vehicle structures where n is the number of general vehicles, boats, and bikes
Vehicle (0x5E6 (general) | 0x4CA (boat) | 0x4F6 (bike) bytes):
Offset Type Description
0x0000 dword vehicle type
  • 0 = general
  • 1 = boat
  • 5 = bike
0x0004 word vehicle IDE model
0x0006 dword vehicle index
0x000A - vehicle structure dump (see below, dependent on vehicle type)

If vehicle is type general:

General vehicle structure (1500/0x5DC bytes):
Offset Type Description
0x0034 float[3] x,y,z coordinates
0x005C word IDE model number

If vehicle is type boat:

Boat structure (1216/0x4C0 bytes):
Offset Type Description
0x0034 float[3] x,y,z coordinates
0x005C word IDE model number

If vehicle is type bike:

Bike structure (1260/0x4EC bytes):
Offset Type Description
0x0034 float[3] x,y,z coordinates
0x005C word IDE model number

Block 5: Objects

Offset Type Description
0x0000 dword size of block 5
0x0004 - start of block 5, data below
Offset Type Description
0x0000 dword size of subblock (4 bytes less than block header)
0x0004 - start of another set of offset below
Offset Type Description
0x0000 dword number of objects
0x0004 - 88 bytes each, object structures (see struct below)
Object structure:
Offset Type Description
0x0000 word object IDE number
0x0006 float[3] x,y,z coordinates

Block 6: Paths

Block 7: Cranes

Offset Type Description
0x0000 dword size of block 7
0x0004 - start of block 7, data below
Offset Type Description
0x0000 dword size of subblock (constant 0x3E8)
0x0004 - start of subblock, data below
Offset Type Description
0x0000 dword number of cranes
0x0004 dword cars collected by military crane
0x0008 124 bytes[8] crane structures (see below)
Crane structure:
Offset Type Description
0x0000 dword index in static objects pool
0x0008 float pickup zone x1 (crane opcode parameter 3)
0x000C float pickup zone x2 (crane opcode parameter 5)
0x0010 float pickup zone y1 (crane opcode parameter 6)
0x0014 float pickup zone y2 (crane opcode parameter 4)
0x0018 float drop off point x (crane opcode parameter 7)
0x001C float drop off point y (crane opcode parameter 8)
0x0020 float drop off point z (crane opcode parameter 9)
0x0024 float drop off heading in radians (crane opcode parameter 10)
0x0028 float crane arm pick up rotation in radians
0x002C float crane arm drop off rotation in radians
0x0030 float crane arm pick up distance from center of crane
0x0034 float crane arm drop off distance from center of crane
0x0038 float crane arm pick up height
0x003C float crane arm drop off height
0x0040 float crane arm current rotation in radians
0x0044 float crane arm current distance from center of crane
0x0048 float crane arm current height
0x004C float[3] crane hook initial x, y, z
0x0058 float[3] crane hook current x, y, z
0x006C dword pointer to vehicle to pick up
0x0070 dword game timer + 10000 when crane has finished lifting car
0x0074 byte crane activity
  • 0 = idle crane
  • 1 = crusher/military crane active
  • 2 = crane inactive
0x0075 byte crane status
  • 0 = idle
  • 1 = crane moving to pick up
  • 3 = moving upwards from pick up
  • 2 = moving to destination
  • 4 = moving downwards to drop off
  • 5 = moving upwards from drop off
0x0076 byte number of vehicles collected
0x0077 byte is crusher crane
0x0078 byte is military crane
0x007A byte model is not doc_crane_cab0
0x007B byte align

Block 8: Pickups

Offset Type Description
0x0000 dword size of block 8
0x0004 - start of block 8, data below
Offset Type Description
0x0000 dword size of subblock (constant 0x4494)
0x0004 Pickup[336] pickup structures (see below)
Pickup (52/0x34 bytes):
Offset Type Description
0x0000 float[3] x,y,z coordinates
0x000C float current protection revenue (04A6)
0x0010 dword pickup object entity
0x0014 dword pickup extra object entity (weapons bomb or minigun for example)
0x0018 dword ammo/money/text/protection revenue limit
0x001C dword timer
0x0020 word protection revenue rate
0x0022 word IDE model
0x0026 char[8] string to display in help box (0517/0518)
0x002E byte type
0x002F byte has been picked up
0x4444 word collected index for below, always between 0 and 19
0x4446 byte[2] align
0x4448 dword[20] pickup index, latest collected pickup pointed by collected index from above

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 52 bytes[50] 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

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
0x000 char[4] "RST\0"
0x004 dword size of rest of subblock
0x008 float[3] hospital restart x,y,z coordinates (016C)
0x014 float hospital restart heading
7 additional hospital restarts
0x088 float[3] police restart x,y,z coordinates (016D)
0x094 float police restart heading
7 additional police restarts
0x108 word number of hospital restarts
0x10A word number of police restarts
0x10C byte override next restart active
0x10D byte[3] align
0x110 float[3] override next restart x,y,z coordinates (016E)
0x11C float override next restart heading
0x120 byte always 1, leftover from GTA III's 040F
0x121 byte always 1, leftover from GTA III's 040E
0x122 byte always 0, leftover from GTA III's 041F
0x123 byte always 0, leftover from GTA III's 0420

Block 11: Radar Blips

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 48 bytes[75] 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: Zones

Offset Type Description
0x0000 dword size of block 12
0x0004 - start of block 12, data below
Offset Type Description
0x0000 dword size of subblock (constant 0x8BE0)
0x0004 - start of subblock, data below
Offset Type Description
0x0000 char[4] "ZNS\0"
0x0004 dword size of rest of subblock
0x0008 dword current level
  • 1 = Vice City Beach
  • 2 = Vice City Mainland
0x000E byte[2] align
0x0010 Zone[20] type 0 and 1 (navig) zone structures (see below)
0x0470 Zone[169] type 2 (info) zone structures (see below)
0x2968 68 bytes[338] ped/car/gang info zone structures
0x8330 word total number of type 0 and 1 (navig) zones
0x8332 word total number of type 2 (info) zones
0x8334 word total number of type 2 (info) zones * 2 - 1
0x8336 byte[2] align
0x8338 Zone[39] type 3 (map) zone structures (see below)
0x8BC0 word[14] crime report audio zones
0x8BDC word total number of type 1 (map) zones
0x8BDE word total number of crime report audio zones
Zone (56/0x38 bytes):
Offset Type Description
0x0000 char[8] name
0x0008 float[3] x1,y1,z1 coordinates
0x0014 float[3] x2,y2,z2 coordinates
0x0020 dword type
0x0024 dword level
0x0028 word zone info id night
0x002A word zone info id day
0x002C dword child zone index
0x0030 dword parent zone index

Block 13: Gangs

Offset Type Description
0x00 dword size of block 13
0x04 - start of block 13, data below
Offset Type Description
0x00 dword size of subblock (constant 0xE0)
0x04 - start of subblock, data below
Offset Type Description
0x00 char[4] "GNG\0"
0x04 dword total size of gang structures
0x08 24 bytes[9] 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: Car Generators

Offset Type Description
0x0000 dword size of block 14
0x0004 - start of block 14, data below
Offset Type Description
0x0000 dword size of subblock (constant 0x1FE8)
0x0004 - start of subblock, data below
Offset Type Description
0x0000 char[4] "CGN\0"
0x0004 dword size of rest of subblock
0x0008 dword size of subdata before car generator structures (constant 0xC)
0x000C dword total number of car generators
0x0010 dword total number of active car generators
0x0014 byte process counter
0x0015 byte generate even if player is close counter
0x0016 byte[2] align
0x0018 dword size of rest of subblock (constant 0x1FCC)
0x001C CarGenerator[185] car generator structures (see below)
CarGenerator (44/0x2C bytes):
Offset Type Description
0x0000 dword vehicle IDE model
0x0004 float[3] x,y,z coordinates
0x0010 float heading
0x0014 word primary color
0x0016 word secondary color
0x0018 byte force spawn
0x0019 byte alarm
0x001A byte lock
0x001B byte align
0x001C word min delay
0x001E word max delay
0x0020 dword game timer when car is generated, game timer + 60000 when car is stolen
0x0024 dword vehicle index, -1 if not spawned or is stolen
0x0028 word 014C, 101 = -1
0x002A byte has recently been stolen
0x002B byte align

Block 15: Particles

Offset Type Description
0x00 dword size of block 15
0x04 - start of block 15, data below
Offset Type Description
0x00 dword size of subblock
0x04 dword number of particle objects
0x08 132 bytes[n] particle structures (see below)
Offset Type Description
0x30 float[3] x,y,z coordinates
0x58 dword particle type
0x5C dword particle type
0x60 byte visibility
0x61 byte sparsity
0x62 word sparsity counter
0x68 float[3] x,y,z strength
0x78 float scale

Block 16: Audio Script Objects

Offset Type Description
0x00 dword size of block 16
0x04 - start of block 16, data below
Offset Type Description
0x00 dword size of subblock
0x04 - start of subblock, data below
Offset Type Description
0x00 char[4] "AUD\0"
0x04 dword size of rest of subblock
0x08 dword number of audio objects (n)
0x12 24 bytes[n] audio structures (see below)
Audio structure:
Offset Type Description
0x04 word audio index
0x08 float[3] x,y,z coordinates

Block 17: Script Paths

Offset Type Description
0x0000 dword size of block 17
0x0004 - start of block 17, data below
Offset Type Description
0x0000 dword size of subblock
0x0004 - start of subblock, data below
Offset Type Description
0x0000 dword total number of nodes on script path
0x0008 float total distance of path
0x000C float path speed
0x0010 float distance along path
0x0014 float some sort of offset
0x001C - object handle, up to 6 supported

Block 18: Player Info

Offset Type Description
0x0000 dword size of block 18 (constant 0x170)
0x0004 - start of block 18, data below
Offset Type Description
0x0000 dword size of subblock
0x0004 - start of subblock, data below
Offset Type Description
0x0000 dword current money
0x0004 byte wasted/busted status
0x000F dword currently displayed money
0x0013 dword number of packages picked up
0x0017 dword total number of packages (02ED)
0x001B byte never gets tired
0x001C byte fast reload (0331)
0x001D byte fireproof (055D)
0x001E byte max health
0x001F byte max armor
0x0020 byte get out of jail free
0x0021 byte free health care
0x0022 byte can do drive by

Block 19: Stats

Offset Type Description
0x00 dword size of block 19
0x04 - start of block 19, data below
Offset Type Description
0x00 dword size of subblock
0x04 - start of subblock, data below
Offset Type Description
0x00 dword people wasted by player
0x04 dword people wasted by others
0x08 dword road vehicles destroyed
0x0C dword boats destroyed
0x10 dword tires popped with gunfire
0x14 dword bullets fired
0x18 dword[23] peds of ped type wasted
0x74 dword planes and helicopters destroyed
0x78 float current progress (030C)
0x7C float total progress (030D)
0x80 dword kilograms of explosives used
0x84 dword bullets that hit
0x88 dword number of headshots
0x8C dword total number of wanted stars attained
0x90 dword total number of wanted stars evaded
0x94 dword times busted
0x98 dword hospital visits
0x9C dword days passed in game
0xA0 dword safehouse visits
0xA4 dword sprayings
0xA8 float max insane stunt jump distance (030E)
0xAC float max insane stunt jump height (030F)
0xB0 dword max insane stunt flips (0310)
0xB4 dword max insane stunt rotation (0311)
0xB8 dword best insane stunt so far (0312)
0xBC dword unique jumps completed (0313)
0xC0 dword total unique jumps (0314)
0xC4 dword mission attempts (0317)
0xC8 dword passengers dropped off (0315)
0xCC dword cash made in taxi (0316)
0xD0 dword unused stat
0xD4 dword unused stat
0xD8 dword unused stat
0xDC dword porn leaflet rubbish visibility (055A)
0xE0 dword allows hurricane weather (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 helicopter
0xFC float distance traveled plane
0x100 dword people saved in an ambulance (0401)
0x104 dword criminals killed on vigilante mission (0402)
0x108 dword total fires extinguished (0404)
0x10C dword highest vigilante mission level (0578)
0x110 dword highest paramedic mission level (0403)
0x114 dword fire truck mission level (0599)
0x118 dword photographs taken
0x11C dword rampages passed
0x120 dword total number of rampages (0408)
0x124 dword total number of missions (042C)
0x128 dword flight hours
0x12C dword fishes fed (number of times drowned)
0x130 dword seagulls sniped
0x134 float weapon budget (0528)
0x138 float fashion budget (04CF)
0x13C float visits from loan sharks (unused)
0x140 float stores knocked off (0531)
0x144 float movie stunts (unused)
0x148 float assassination contracts completed (0533)
0x14C float pizzas delivered (0534)
0x150 float garbage pickups made (unused)
0x154 float 'ice cream' 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 milliseconds

Block 20: Set Pieces

Offset Type Description
0x00 dword size of block 20
0x04 - start of block 20, data below
Offset Type Description
0x00 dword size of subblock
0x04 - start of subblock, data below
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 timer
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 dword size of subblock (constant 0x12C)
0x04 - start of subblock, data below
Offset Type Description
0x00 20 bytes[15] streaming structures

Block 22: Ped Types

Offset Type Description
0x00 dword size of block 22
0x04 - start of block 22, data below
Offset Type Description
0x00 dword size of subblock (constant 0x2E8)
0x04 - start of subblock, data below
Offset Type Description
0x00 char[4] "PTP\0"
0x04 dword total size of pedtype structures
0x08 32 bytes[23] pedtype structures (see below)
Pedtype structure:
Offset Type Description
0x00 dword bitstring (each associated to an entry in ped.dat)
0x04 float first value/50.0
0x08 float second value/50.0
0x0C float third value/50.0
0x10 float fourth value
0x14 float fifth value
0x18 dword threat flags
0x1C dword avoid flags

Padding

Following the last data block is a variable amount of padding. Since every save file is exactly 0x31464 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 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