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1oom save file format version 0
All offsets and sizes are hex.
All values are little endian unless otherwise noted.
Save header (0x40 bytes)
offset sz description
0 8 magic header "1oomSAVE"
8 4 version (== 0)
c 4 (0, unused)
10 14 save name
24 1c (0, unused)
Save payload (? bytes)
offset sz description
40 1 number of players: @PLAYERS (2..6)
41 1 player is AI (bitmask)
42 1 player refused council ruling (bitmask)
43 1 AI type ID
44 3 (0, unused)
47 1 active player when save was made
48 1 difficulty (0..4)
49 1 galaxy size (0..3)
4a 1 galaxy width
4b 1 galaxy height
4c 1 galaxy stars; @STARS (width * height; 24, 48, 70, 108)
4d 2 galaxy max x
4f 2 galaxy max y
51 4 galaxy seed
55 4 current RNG seed
59 2 year (add 2299 for shown year)
5b 2 number of fleets enroute: @FLEETS
5d 2 number of transports enroute: @TRANSPORTS
5f 1 end state: 0=none, 3=final war
60 1 election winner (0..5, 6)
61 1 election held (0/1)
62 1 nebula num: @NEBULAS (0..4)
(The rest of payload uses variable length tables and thus have no constant
offsets. The description is thus a bit different from the other format_*.)
Nebula data (N = @NEBULAS)
sz description
N*2 nebula x
N*2 nebula y
N*4*2 nebula x0
N*4*2 nebula x1
N*4*2 nebula y0
N*4*2 nebula y1
@PLAYERS * Emperor name
sz description
15 emperor name (ASCIIz)
@PLAYERS * Planet focused on
sz description
1 selected planet index
@STARS * Star data
sz description
c name (ASCIIz)
2 x
2 y
1 star type (0..5)
1 look (0, 6)
1 frame (0..49)
1 rocks: 0=0. 1=1..4, 2=5..7
2 max pop1 (base size)
2 max pop2 (base size modified by soil enrichment tech)
2 max pop3 (actual population maximum)
1 planet type: 0=not habitable, 1=radiated, 2=toxic, 3=inferno, 4=dead, 5=tundra, 6=barren, 7=minimal, 8=desert, 9=steppe, a=arid, b=ocean, c=jungle, d=terran, e=gaia
1 battle background (0..4): index to space.lbx (+0x1a), 0 implies planet is in nebula
1 infogfx: index to planets.lbx
1 growth: 0=hostile, 1=nothing, 2=fertile
1 special: 0=normal, 1=ultra poor, 2=poor, 3=artifacts, 4=rich, 5=ultra rich, 6=4xtech
2 BC towards eco project
2 BC towards next ship(s)
2 BC towards next factory
4 reserve
2 waste
1 owner (0..5, 6)
1 previous owner (0..5, 6)
1 claimed by player (0..5, 6)
2 population
2 population on previous turn
2 factories
5*2 slider % (ship, def, ind, eco, tech)
5*1 slider lock (0/1)
1 build ship (0..5, 6=star gate)
1 relocation: planet index number, normally index of planet itself
2 missile bases
2 BC towards next missile base or shield
2 BC to upgrade base
1 have stargate (0/1)
1 shield (5, 10, 15, 20)
2 BC towards shield
2 transport number ; population to transport
1 transport destination (planet index)
1 population tenths
1 explored by player (bitmask)
1 player fleet unrefueled (bitmask)
4 (0, unused)
1 a colonist operates N factories
2 BC towards industy refit
2 rebels (0..actual pop)
1 unrest: 1=unrest, 3=rebellion
1 unrest reported (0/1)
1 build finished (bitmask; bits: 0=factories, 1=eco1, 2=eco2, 3=stargate, 4=shield, 5=ship)
5 (0, unused)
@PLAYERS * @STARS * Seen data
sz description
1 owner (0..5, 6)
2 population
2 missile bases
2 factories
@FLEETS * Fleet enroute data
sz description
1 owner (0..5, 6)
2 x
2 y
1 destination as planetary index number
1 bits 6..0: speed, bit 7: retreat
6*2 number of ships
@TRANSPORTS * Transport data
sz description
1 owner (0..5, 6)
2 x
2 y
1 destination as planetary index number
1 speed
2 population
@PLAYERS * Empire/tech/orbit data (N = @PLAYERS)
sz description
1 race (0=human, 1=mrrshan, 2=silicoid, 3=sakkra, 4=psilon, 5=alkari, 6=klackon, 7=bulrathi, 8=meklar, 9=darlok)
1 banner (0=blue, 1=green, 2=purple, 3=red, 4=white, 5=yellow)
1 trait1 (0..5)
1 trait2 (0..5)
1 AI turn p3 countdown (0..6)
1 AI turn p2 countdown (0..20)
1 in contact with empire (bitmask)
1 contact broken with empire (bitmask)
4 (0, unused)
N*2 relation1
N*2 relation2
N*1 diplo type: ...
N*2 diplo value
N*2 diplo param 1 (depends on type)
N*2 diplo param 2 (depends on type)
N*2 trust
N*1 broken treaty
N*2 diplomatic blunder
N*1 tribute tech field
N*1 tribute tech
N*2 mood for treaty (non-aggression or alliance)
N*2 mood for trade
N*2 mood for tech trade
N*2 mood for peace treaty
N*1 treaty; 0=no, 1=non-aggression, 2=alliance, 3=war, 4=final war
N*2 trade BC
N*2 trade percent (..100)
N*1 AI next spy mode: 0=hide, 1=espionage, 2=sabotage
N*1 incentive offer tech field
N*1 incentive offer tech
N*2 incentive offer BC
N*2 if bit 0 is 0: attack gift BC ; if bit 0 is 1: bits: 15..8=tech, 4..1=field
N*2 bits 11..8: attack bounty on player (0..5, 6) ; bits 3..0: bounty collect (0..5, 6)
N*2 hatred
N*2 have met (0=no, 1=just, 2=introduced)
N*2 established trade BC
N*2 spying percent in tenths
N*2 spy fund left over after creating new spies
N*1 spy mode: 0=hide, 1=espionage, 2=sabotage
2 security percentage in tenths
N*2 spies
4 reserve BC
2 tax in tenths (0..200)
1 best base shield
1 best base computer
1 best base weapon
1 a colonist operates N factories
6*1 tech field percent ; tech level %
6*2 tech field slider %
6*1 tech field slider lock (0/1)
6*4 tech field investment
6*1 tech field project
6*4 tech field project cost
6*2 tech field number of completed projects: @TECHCOMPL
1 number of ship designs: @SHIPDNUM
? Fleet orbit list: (S = @SHIPDNUM)
sz description
1 planet index I or ff=list end
S*2 number of ships at planet I orbit (omitted for list end)
N*6*1 spy report for each field
N*2 spy report year
1 AI: colony ship index (or -1)
1 AI: bomber ship index (or -1)
@PLAYERS * Ship/research data (S = @SHIPDNUM)
sz description
S*29 number of ship designs * Ship design: $SHIPDESIGN
sz description
c name
2 cost
2 space
1 hull (0..3)
1 look (0..146)
4*1 weapon type (0..63)
4*1 weapon num
1 engine (0..8)
4 number of engines
3*1 special type (0..31)
1 shield (0..11)
1 jammer (0..10)
1 computer (0..11)
1 armor (0..13)
1 speed (0..8?)
2 hit points
6*a*3 limited research list (data is tech ID)
6*3c completed research (data is tech ID; table length is @TECHCOMPL)
6*1 (0, unused)
6*2 year of ship design
6*4 (0, unused)
@PLAYERS * Current ship design
sz description
29 Ship design (see $SHIPDESIGN above)
Event data (N = @PLAYERS)
sz description
2 year of last event
3 event has happened (bitmask of 20 bits)
1 diplo message subtype (-1..13)
16 (0, unused)
1 have plague (0..3)
1 plague player
1 plague planet
4 plague value
1 have nova (0..3)
1 nova player
1 nova planet
1 nova years
4 nova value
1 have accident
1 accident planet
1 have comet (0..3)
1 comet player
1 comet planet
1 comet years
2 comet HP
2 comet damage
1 have pirates (0..3)
1 pirates planet
2 pirates HP
9 Crytal: $MONSTER
sz description
1 exists (0..3)
2 x
2 y
1 killer (0..5, 6)
1 destination
1 counter
1 number of destroyed planets
9 Amoeba (see $MONSTER above)
1 Orion planet index
1 have guardian (0/1)
N*1 home planet (0..107, 255 means player is dead)
1 reported stars
N*6*4 number of new ships
N*N*2 number of caught spies
N*N*2 ceasefire (years)
N*10 help shown (bitmask of 16 bits) + 14 unused bytes
N*2 build finished num
N*1 voted for (0..5, 6)
N*1 best eco restore
N*1 best waste reduce
N*1 best robotic control
N*1 best terraform
Save footer
sz description
4 magic footer "\nEnd"
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