Difference between revisions of "Hey! Pikmin save file"
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(→Checksum: add info on the checksum algorithm) |
(Added some values.) |
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=== OPTI === | === OPTI === | ||
+ | The player's preferences in the options menu. | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! colspan="2" | Offset || rowspan="2" | Length || rowspan="2" | Field || rowspan="2" | Notes | ! colspan="2" | Offset || rowspan="2" | Length || rowspan="2" | Field || rowspan="2" | Notes | ||
Line 34: | Line 35: | ||
| <code>0020</code> || <code>0000</code> || 4 bytes || Block magic word || Always <code>OPTI</code>. | | <code>0020</code> || <code>0000</code> || 4 bytes || Block magic word || Always <code>OPTI</code>. | ||
|- | |- | ||
− | | <code> | + | | <code>0024</code> || <code>0004</code> || 4 bytes || {{unknown|Unknown}} || |
|- | |- | ||
+ | | <code>0028</code> || <code>0008</code> || 1 byte || Music volume || <code>00</code> to <code>03</code>. | ||
+ | |- | ||
+ | | <code>0029</code> || <code>0009</code> || 1 byte || Sound effects volume || <code>00</code> to <code>03</code>. | ||
+ | |- | ||
+ | | <code>002A</code> || <code>000A</code> || 2 bytes || {{unknown|Unknown}} || | ||
|} | |} | ||
Line 85: | Line 91: | ||
|- | |- | ||
| <code>09A8</code> || <code>0000</code> || 4 bytes || Block magic word || Always <code>GAME</code>. | | <code>09A8</code> || <code>0000</code> || 4 bytes || Block magic word || Always <code>GAME</code>. | ||
+ | |- | ||
+ | | <code>09AC</code> || <code>0004</code> || 4 bytes || {{unknown|Unknown}} || | ||
+ | |- | ||
+ | | <code>09B0</code> || <code>0008</code> || 4 bytes || Sparklium total || Values over 99999 will make the game assume it's just 99999 | ||
+ | |- | ||
+ | | <code>09B4</code> || <code>000C</code> || 44 bytes || {{unknown|Unknown}} || | ||
|- | |- | ||
|} | |} | ||
Line 159: | Line 171: | ||
=== DATE === | === DATE === | ||
+ | Time at which the save was made. | ||
+ | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! colspan="2" | Offset || rowspan="2" | Length || rowspan="2" | Field || rowspan="2" | Notes | ! colspan="2" | Offset || rowspan="2" | Length || rowspan="2" | Field || rowspan="2" | Notes | ||
Line 166: | Line 180: | ||
| <code>0CE0</code> || <code>0000</code> || 4 bytes || Block magic word || Always <code>DATE</code>. | | <code>0CE0</code> || <code>0000</code> || 4 bytes || Block magic word || Always <code>DATE</code>. | ||
|- | |- | ||
+ | | <code>0CE4</code> || <code>0004</code> || 8 bytes || {{unknown|Unknown}} || | ||
+ | |- | ||
+ | | <code>0CEC</code> || <code>000C</code> || 1 byte || Month || 1 to 12. | ||
+ | |- | ||
+ | | <code>0CED</code> || <code>000D</code> || 1 byte || Day || 1 to 31. | ||
+ | |- | ||
+ | | <code>0CEE</code> || <code>000E</code> || 1 byte || Hours || 0 to 23. | ||
+ | |- | ||
+ | | <code>0CEF</code> || <code>000F</code> || 1 byte || Minutes || 0 to 59. | ||
+ | |- | ||
+ | | <code>0CF0</code> || <code>0010</code> || 1 byte || Seconds || 0 to 59. | ||
+ | |- | ||
+ | | <code>0CF1</code> || <code>0011</code> || 11 bytes || {{unknown|Unknown}} || | ||
|} | |} | ||
Revision as of 22:47, 29 December 2017
This article is a stub.
The file format for a Hey! Pikmin saved game. Note: this comes from analyses of the .sav
files generated by Citra.
Contents
Format
The save data is split into several blocks that start with 4-byte magic words.
SAVE
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0000 |
0000 |
4 bytes | Block magic word | Always SAVE .
|
000C |
000C |
4 bytes | Save data checksum | Calculated using an unknown algorithm.[unsure] |
NEWS
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0010 |
0000 |
4 bytes | Block magic word | Always NEWS .
|
OPTI
The player's preferences in the options menu.
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0020 |
0000 |
4 bytes | Block magic word | Always OPTI .
|
0024 |
0004 |
4 bytes | Unknown[unsure] | |
0028 |
0008 |
1 byte | Music volume | 00 to 03 .
|
0029 |
0009 |
1 byte | Sound effects volume | 00 to 03 .
|
002A |
000A |
2 bytes | Unknown[unsure] |
PBUF
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
002C |
0000 |
4 bytes | Block magic word | Always PBUF .
|
PARK
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0080 |
0000 |
4 bytes | Block magic word | Always PARK .
|
MINI
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
04A4 |
0000 |
4 bytes | Block magic word | Always MINI .
|
CRNT
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0588 |
0000 |
4 bytes | Block magic word | Always CRNT .
|
GAME
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
09A8 |
0000 |
4 bytes | Block magic word | Always GAME .
|
09AC |
0004 |
4 bytes | Unknown[unsure] | |
09B0 |
0008 |
4 bytes | Sparklium total | Values over 99999 will make the game assume it's just 99999 |
09B4 |
000C |
44 bytes | Unknown[unsure] |
EVNT
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
09E0 |
0000 |
4 bytes | Block magic word | Always EVNT .
|
HELP
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0AE8 |
0000 |
4 bytes | Block magic word | Always HELP .
|
RINF
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0BF0 |
0000 |
4 bytes | Block magic word | Always RINF .
|
RSLT
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0C2C |
0000 |
4 bytes | Block magic word | Always RSLT .
|
SPER
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0C38 |
0000 |
4 bytes | Block magic word | Always SPER .
|
STRE
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0C48 |
0000 |
4 bytes | Block magic word | Always STRE .
|
PLRP
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0C90 |
0000 |
4 bytes | Block magic word | Always PLRP .
|
DATE
Time at which the save was made.
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0CE0 |
0000 |
4 bytes | Block magic word | Always DATE .
|
0CE4 |
0004 |
8 bytes | Unknown[unsure] | |
0CEC |
000C |
1 byte | Month | 1 to 12. |
0CED |
000D |
1 byte | Day | 1 to 31. |
0CEE |
000E |
1 byte | Hours | 0 to 23. |
0CEF |
000F |
1 byte | Minutes | 0 to 59. |
0CF0 |
0010 |
1 byte | Seconds | 0 to 59. |
0CF1 |
0011 |
11 bytes | Unknown[unsure] |
TTDS
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0CFC |
0000 |
4 bytes | Block magic word | Always TTDS .
|
WMAP
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0D08 |
0000 |
4 bytes | Block magic word | Always WMAP .
|
SAMI
Offset | Length | Field | Notes | |
---|---|---|---|---|
File | Block | |||
0D80 |
0000 |
4 bytes | Block magic word | Always SAMI .
|
Checksum
The checksum seems to be a CRC32 of the 0xd87 bytes that follow after the checksum (i.e. just one byte short of the entire remaining data), with crc32 as implemented by e.g. zlib.
The following python code can recalculate the checksum if the data after the checksum is modified:
import struct from zlib import crc32 filepath = "radish0.sav" # put the script in the same folder as the save file with open(filepath, "rb") as f: header = f.read(0xC) chksum = struct.unpack("I", f.read(4))[0] data = f.read() calculated_chksum = crc32(data[0:0xd87]) with open(filepath, "wb") as f: f.write(header) f.write(struct.pack("I", calculated_chksum)) f.write(data)