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#1 |
Rookie
Join Date: Aug 2018
Posts: 23
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Could we have the .save file in a format which is easy to read.
Currently the .save file is a mess . It is just a data file through which it's impossible to know, what if anything is wrong.
Code:
~/games/angband-t4nk074/lib/save$ file Shirish Shirish: data Code:
$ cat Shirish SaveVNLAdescriptionShirish, dead (Quitting)xxxrng�K�����&�ޕPzd'�̸�"l*IӶ7���,`��0�չ ��H�����k���?�]xݧ5 �5W�Sam�G" &�n�T&��w���} H����tc��W&��EUD<G�x`�Qл�)���G�A�s�ԲǶ܋d���X�-options���(nonerogue_like_commandsuse_soundshow_damageuse_old_targetpickup_alwayspickup_invenshow_flavorsshow_targethighlight_playerdisturb Right now, don't think there's a way to do that unless there is some specialized tool that can read that stuff . Having it in some sort of json, xml format would make things lot more simpler and also extensible if need be. There is possibility I may be missing something obvious, if it is, would be glad to be pointed out. I am willing to test and give feedback if anybody is prepared to do something like that. |
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#2 |
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Join Date: Apr 2007
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To be honest I think it would be a lot of work for limited use. The savefile code is pretty straightforward, and quite extensible already. Debugging what is going on in it isn't that hard. The savefile also stores a lot of binary data and it would be really inefficient to encode it in a text-based format like XML or JSON. I'm not sure what actual advantages it would offer.
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#3 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,188
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Well it lets you cheat more easily. More seriously, json does not make sense for a language without first class objects (like C or C++) where you can't serialize objects via reflection. You would have tk write your own serialization code, which pretty much defeats the purpose.
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#4 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Having a human-readable file format would be preferable, all else being equal, to the current binary format. Human-readable files are easier to debug, inspect, and of course modify.
![]() shirish: if your goal is modifying the save file, a lot of common operations (like editing stats, experience level, and equipment) can be done via the debug commands. I'm not aware of good documentation for them, but this portion of a Let's Play has a few examples. |
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#5 | |
Rookie
Join Date: Aug 2018
Posts: 23
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Quote:
The save file as it is hard for me to know what level I am, what quests are there (if there are any) , my armor and various bits of information. Having such information is and would be gold in an easy to read manner. It might also tell if there are any 'secrets' in any room I am or are left or something like that. It would make it also easier for people to share save files and exchange info. (copy and paste) rather than having to write each and everything. I do hope it makes sense. |
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#6 | |
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Quote:
I wonder if what you want is a better way to choose between different saved games that gives you an indication of a given savefile's current status before you load it? Or maybe an autosaved character dump alongside each savefile that gives you the kind of information you want in a human-readable format?
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#7 | |
Rookie
Join Date: Aug 2018
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Quote:
Interestingly though, could you share some more info. or point out to threads about the human-readable save file initiative which was done ? |
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#8 | |
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Quote:
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#9 |
Rookie
Join Date: Aug 2018
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that is a pity
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#10 |
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Also, if you're on Linux you can get some basic information about what savefiles you have with ./angband -l (I think, anyway).
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json, savegame |
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