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  1. #1
    Artifex
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    Default What do we know about save game format (.sav)?

    What do we know about Medieval 2 (and Rome etc.) save game format .sav?

    Empire's save game format is ESF, which is fully decoded, with converters to XML and back.

    Viewing some .sav files in hex editor I can see it's not compressed or encrypted, and there are familiar ASCII strings, Unicode strings, 32-bit integers etc., and it even has string tables fairly similar to ESFs.

    Unfortunately I don't see any obvious offsets / record sizes / type information etc. which would really help parsing the file, and a lot of areas look really weird.

    Before I waste my time trying to figure it out, do we already know anything at all about .sav format?

    I'm not really hoping for full spec like one I wrote for ESF, but is there anything that would help me?

    Googling fails me here.

    Do we have any information or any save game editors with source code?

    Huge thanks

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    Default Re: What do we know about save game format (.sav)?



  3. #3
    Kiliç Alì's Avatar Domesticus
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    Default Re: What do we know about save game format (.sav)?

    http://extension.nirsoft.net/sav

    this is the best I found till now.

    I tried to open it with notepad++ and got lost, then with windows' notepad.
    Interesting thing, it seems in the .sav is saved the entire campaign_script, also with comments. Wich could mean that if we make a proper tool for .sav editing, all scripting modification can become save-compatible.

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  4. #4
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    Default Re: What do we know about save game format (.sav)?

    Quote Originally Posted by danny X View Post
    That seems to be M2 version of RomeSage, which is a really really basic RTW savegame editor, it seems to only edit static headers, nothing inside.

    Quote Originally Posted by Kiliç Alì View Post
    http://extension.nirsoft.net/sav

    this is the best I found till now.

    I tried to open it with notepad++ and got lost, then with windows' notepad.
    Interesting thing, it seems in the .sav is saved the entire campaign_script, also with comments. Wich could mean that if we make a proper tool for .sav editing, all scripting modification can become save-compatible.
    That's some completely different file formats with .sav extension, it's pretty common.

  5. #5
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    Default Re: What do we know about save game format (.sav)?

    I now have some extremely vague idea what's inside.

    First, there's header containing possibly global settings, and some random numbers.

    There are sections within .sav file which start with [uint32 current offset, uint32 section size].

    There's one top level section.

    Different sections contain different data, like strings, arrays of integers, or other sections.

    I don't know yet how the game knows which section contains what kind of data.
    It might be coming from the headers or in extra uint16s often located just before sections.

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