This version (2018/10/12 17:49) was approved by zdimension.The Previously approved version (2017/03/25 19:25) is available.
TR5
Heavily based on the TR4 savegame format
struct TR5Savegame { uint8_t levelName[75]; // CP437 C string; null-terminated (data after \0 is ignored) int32_t saveNumber; uint16_t days; uint16_t hours; uint16_t minutes; uint16_t seconds; struct { int16_t item_number; int16_t gun_status; int16_t gun_type; int16_t request_gun_type; int16_t last_gun_type; int16_t calc_fallspeed; int16_t water_status; int16_t climb_status; int16_t pose_count; int16_t hit_frame; int16_t hit_direction; int16_t air; int16_t dive_count; int16_t death_count; int16_t current_active; int16_t current_xvel; int16_t current_yvel; int16_t current_zvel; int16_t spaz_effect_count; int16_t flare_age; int16_t BurnCount; int16_t weapon_item; int16_t back_gun; int16_t flare_frame; int16_t poisoned; int16_t dpoisoned; uint8_t Anxiety; uint8_t wet[15]; uint16_t flare_control_left : 1; uint16_t Unused1 : 1; uint16_t look : 1; uint16_t burn : 1; uint16_t keep_ducked : 1; uint16_t IsMoving : 1; uint16_t CanMonkeySwing : 1; uint16_t BurnBlue : 2; uint16_t Gassed : 1; uint16_t BurnSmoke : 1; uint16_t IsDucked : 1; uint16_t has_fired : 1; uint16_t Busy : 1; uint16_t LitTorch : 1; uint16_t IsClimbing : 1; uint16_t Fired : 1; int32_t water_surface_dist; struct PHD_VECTOR last_pos; struct FX_INFO* spaz_effect; int mesh_effects; int16_t* mesh_ptrs[15]; struct ITEM_INFO* target; int16_t target_angles[2]; int16_t turn_rate; int16_t move_angle; int16_t head_y_rot; int16_t head_x_rot; int16_t head_z_rot; int16_t torso_y_rot; int16_t torso_x_rot; int16_t torso_z_rot; struct lara_arm left_arm; struct lara_arm right_arm; uint16_t holster; struct creature_info* creature; int32_t CornerX; int32_t CornerZ; int8_t RopeSegment; int8_t RopeDirection; int16_t RopeArcFront; int16_t RopeArcBack; int16_t RopeLastX; int16_t RopeMaxXForward; int16_t RopeMaxXBackward; int32_t RopeDFrame; int32_t RopeFrame; uint16_t RopeFrameRate; uint16_t RopeY; int32_t RopePtr; void* GeneralPtr; int RopeOffset; uint32_t RopeDownVel; int8_t RopeFlag; int8_t MoveCount; int RopeCount; int8_t skelebob; int8_t pistols_type_carried; int8_t uzis_type_carried; int8_t shotgun_type_carried; int8_t crossbow_type_carried; int8_t hk_type_carried; int8_t sixshooter_type_carried; int8_t lasersight; int8_t silencer; int8_t binoculars; int8_t crowbar; int8_t examine1; int8_t examine2; int8_t examine3; int8_t wetcloth; int8_t bottle; int8_t puzzleitems[12]; uint16_t puzzleitemscombo; uint16_t keyitems; uint16_t keyitemscombo; uint16_t pickupitems; uint16_t pickupitemscombo; int16_t num_small_medipack; int16_t num_large_medipack; int16_t num_flares; int16_t num_pistols_ammo; int16_t num_uzi_ammo; int16_t num_revolver_ammo; int16_t num_shotgun_ammo1; int16_t num_shotgun_ammo2; int16_t num_hk_ammo1; int16_t num_crossbow_ammo1; int16_t num_crossbow_ammo2; int8_t location; int8_t highest_location; int8_t locationPad; uint8_t TightRopeOnCount; uint8_t TightRopeOff; uint8_t TightRopeFall; uint8_t ChaffTimer; } lara; struct { uint32_t timer; // in game ticks (1/30th of a second), so divide by 30 for time in seconds uint32_t distance; // Divide by 419.007 for value in meters uint32_t ammoUsed; uint32_t ammoHits; uint16_t kills; uint8_t secrets; uint8_t healthUsed; } levelStats, gameStats; int16_t weaponObject; int16_t weaponAnim; int16_t weaponFrame; int16_t weaponCurrent; int16_t weaponGoal; uint32_t cutSceneTriggered1; uint32_t cutSceneTriggered2; int8_t gameComplete; uint8_t currentLevel; uint8_t campaignSecrets[4]; uint8_t tlCount; };