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        <title>TRWiki - trs:savegame</title>
        <description></description>
        <link>https://trwiki.earvillage.net/</link>
        <lastBuildDate>Mon, 20 Apr 2026 06:26:35 +0000</lastBuildDate>
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            <title>TRWiki</title>
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        <item>
            <title>TR1</title>
            <link>https://trwiki.earvillage.net/doku.php?id=trs:savegame:tr1&amp;rev=1626318032&amp;do=diff</link>
            <description>TR1
“”

struct TR1Savegame // 10675 bytes
{
    uint8_t saveName[75]; // ASCII C string; null-terminated (there is always random data after \0, it is ignored); for accents see String Array section of TOMBPC.DAT page
    uint32_t saveNumber; // game clips it to 16 bits
    uint8_t unknown2[15];
    // First level use block 0, second use block 1... so that at the end of the game,
    // it sums up everything and/or checks if you found all secrets, etc
    struct
    {
        uint16_t ammoPistols;…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 15 Jul 2021 03:00:32 +0000</pubDate>
        </item>
        <item>
            <title>TR2</title>
            <link>https://trwiki.earvillage.net/doku.php?id=trs:savegame:tr2&amp;rev=1733401139&amp;do=diff</link>
            <description>TR2


struct TR2Savegame
{
    uint8_t saveName[75]; // ASCII C string; null-terminated (there is always random data after \0, it is ignored); for accents see String Array section of TOMBPC.DAT page
    int32_t saveNumber;
    // First level use block 0, second use block 1... so that at the end of the game, 
    // it sums up everything and/or checks if you found all secrets, etc.
    // For simplicity, this includes the tile menu as a level.
    struct
    {
        uint16_t ammoPistols; // Alw…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 05 Dec 2024 12:18:59 +0000</pubDate>
        </item>
        <item>
            <title>TR3</title>
            <link>https://trwiki.earvillage.net/doku.php?id=trs:savegame:tr3&amp;rev=1490469224&amp;do=diff</link>
            <description>TR3


struct TR3Savegame
{
    uint8_t saveName[75]; // ASCII C string; null-terminated (there is always random data after \0, it is ignored); for accents see String Array section of TOMBPC.DAT page
    int32_t saveNumber;
    uint8_t unknown2[135];
    // First level use block 0, second use block 1... so that at the end of the game, 
    // it sums up everything and/or checks if you found all secrets, etc
    struct
    {
        uint16_t header; // Always 0x3E8
        uint16_t ammoDesertEagle…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sat, 25 Mar 2017 19:13:44 +0000</pubDate>
        </item>
        <item>
            <title>TR4</title>
            <link>https://trwiki.earvillage.net/doku.php?id=trs:savegame:tr4&amp;rev=1490469645&amp;do=diff</link>
            <description>TR4

original research by sapper, minor improvements by zdimension


struct TR4Savegame
{
    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;
    int16_t laraIndex;
    int16_t laraArmAction;
    int16_t currentItemInHand;
    int16_t changeToItemInHand;
    int16_t activeWeapon;
    uint8_t unknown2[6];
    int16_t laraAir;
    uint8_t unknown3[20];
   …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sat, 25 Mar 2017 19:20:45 +0000</pubDate>
        </item>
        <item>
            <title>TR5</title>
            <link>https://trwiki.earvillage.net/doku.php?id=trs:savegame:tr5&amp;rev=1539366560&amp;do=diff</link>
            <description>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;
        int1…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 12 Oct 2018 17:49:20 +0000</pubDate>
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