==============
Introduction
Absolute Prerequisites
Alphanumeric Data Coding Scheme
Binary Listing Data Coding Scheme
viewtopic.php?f=100&t=553#p9068
*.PGSAV (ADS 1.1 & NDS 1.2)
File Description (If Any)
Scenario / Campaign Selectable Choices Screen
viewtopic.php?f=100&t=553#p9069
*.PGSAV (NDS 1.3, ADS 1.4, NDS 1.5 & ADS 1.6)
Campaign Play Mode Editable Choices
Campaign File & Current Path Label
Pseudo-Random Number Generation
Current Battle Name
viewtopic.php?f=100&t=553#p9070
*.PGSAV (NDS 1.7 & NDS 1.8)
Time & Timing Variables / Settings
Scenario / Campaign Selectable Choices Restated
viewtopic.php?f=100&t=553#p9071
*.PGSAV (NDS 1.9, NDS 1.10 & NDS 1.11)
Weather Variables / Settings
Unit Strength & Experience Restrictions
Participating Combatants
viewtopic.php?f=100&t=553#p9072
*.PGSAV (ADS 2.T.1, NDS 2.T.2, NDS 2.T.3 & NDS 2.T.4)
Side T Name
Side T Prestige
AI Posture & Unit Icons Orientation
Core & Auxiliary Complement Restrictions
viewtopic.php?f=100&t=553#p9073
*.PGSAV (NDS 2.T.5, NDS 2.T.6, NDS 2.T.7 & NDS 2.T.8)
Air / Naval Transport Variables / Settings
Weather Forecasts
Newly Purchased Unit Experience
Side T Units Present on the Map
viewtopic.php?f=100&t=553#p9074
*.PGSAV (ADS 2.T.U.1, NDS 2.T.U.2, NDS 2.T.U.3, NDS 2.T.U.4 & NDS 2.T.U.5)
Unit Name
Unit IDs
Unit Map Location
Unit Auxiliary Designation ?
Unit Operational Stats (Current)
viewtopic.php?f=100&t=553#p9075
*.PGSAV (NDS 2.T.U.6 & DS 2.T.U.7)
Unit Status (Diverse)
Unit Battle Honors
viewtopic.php?f=100&t=553#p9076
*.PGSAV (NDS 2.T.H)
Scouted (& Unscouted) Map Hexes
viewtopic.php?f=100&t=553#p9077
*.PGSAV (SECTION 3)
Turn-Specific Prestige Allotments
viewtopic.php?f=100&t=553#p9078
*.PGSAV (SECTION 4)
Purchasable Unit Classes
viewtopic.php?f=100&t=553#p9079
*.PGSAV (SECTION 5)
Supply Hex Data
viewtopic.php?f=100&t=553#p9080
*.PGSAV (SECTION 6)
Objective Hex Specification
viewtopic.php?f=100&t=553#p9081
*.PGSAV (SECTION 7)
Map Hex Data
viewtopic.php?f=100&t=553#p9082
*.PGSAV (SECTION 8)
Re-Indexed GLN Records
viewtopic.php?f=100&t=553#p9083
*.PGSAV (SECTION 9)
Replay Script Data
viewtopic.php?f=100&t=553#p9085
*.PGSAV (SECTION 10)
Cumulative Casualty Tallies
viewtopic.php?f=100&t=553#p9087
*.PGSAV (SECTION 11)
Campaigning Side & Combatant ID Restatement
viewtopic.php?f=100&t=553#p9088
*.PGSAV (SECTION 12)
Campaign Deployment Hex Specification
viewtopic.php?f=100&t=553#p9089
*.PGSAV (SECTION 13)
Campaign Victory Conditions
viewtopic.php?f=100&t=553#p9090
*.PGSAV (SECTION 14)
Special Features & Capabilities
viewtopic.php?f=100&t=553#p9091
*.PGSAV (SECTION 15)
AI Behavioral Instructions
viewtopic.php?f=100&t=553#p9092
===================================================================
The topic's contents may be modified or progressively added upon as time goes by.
===================================================================
INTRODUCTION
==============
Kindly review:
Introduction
viewtopic.php?f=100&t=536#p8929
PGF's Game-State files sport a *.PGSAV extension. Such files are often referred to as "Save-Game" files. These files should always be located in folder ...\SAVE corresponding to the particular "game" that they are intended to support / reflect.
All PGF Game-State files essentially have the same format. The format is binary and was created by PGF's programmer. It encompasses various Alphanumeric as well Numerical Data Segments (ADS & NDS, respectively). For logical presentation purposes, the format comprises FIFTEEN (15) data Sections following one another in strict sequential order, without any intervening gaps.
The intended purpose of Game-State files is to enable users to interrupt play at any moment of their choosing so that they can later resume play where they left off in a seamless manner. However, such files may also assist certain technically knowledgeable modders in pushing the limits of the mod design envelope...
Game-State files are either proactively generated by users or automatically generated by PGF's engine.
User Generated: The user can choose any valid filename he likes provided he retains the PGSAV file extension (i.e., *.PGSAV). The software's suggested default format is: (dd,mm,yyyy)"BATTLE NAME", TURN xx).
Engine Generated: Companion format's are:
AUTOSAVE (AXIS).PGSAV
AUTOSAVE (ALLIES).PGSAV
In the sequel, "Side 0" shall be referred to as "SIDE-0" (e.g., "Alliance 0") and, correspondingly, "Side 1" shall be referred to as "SIDE-1" (e.g., "Alliance 1").
ABSOLUTE PREREQUISITES
=======================
Engine Hexadecimal Character Strings
viewtopic.php?f=100&t=536#p8935
Hexadecimal Code... Surgery (Part I)
viewtopic.php?f=100&t=536#p8933
ALPHANUMERIC DATA CODING SCHEME
==================================
The scheme below shall be encountered again and again in the sequel !
Code: Select all
Code Format Description
"ST UV WX YZ" 32-bit Number of 16-bit characters to follow
Character String String of 16-bit characters
"00 00" 16-bit Null Termination
==================================
The scheme below shall be encountered again and again in the sequel !
Code: Select all
Code Format Description
"ST UV WX YZ" 32-bit Number of 32-bit binary entries to follow
Binary Listing Listing of 32-bit binary entries