215 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			215 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # OpenTTD's Savegame Format
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| 
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| Last updated: 2021-06-15
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| 
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| ## Outer container
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| 
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| Savegames for OpenTTD start with an outer container, to contain the compressed data for the rest of the savegame.
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| 
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| `[0..3]` - The first four bytes indicate what compression is used.
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| In ASCII, these values are possible:
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| 
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| - `OTTD` - Compressed with LZO (deprecated, only really old savegames would use this).
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| - `OTTN` - No compression.
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| - `OTTZ` - Compressed with zlib.
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| - `OTTX` - Compressed with LZMA.
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| 
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| `[4..5]` - The next two bytes indicate which savegame version used.
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| 
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| `[6..7]` - The next two bytes can be ignored, and were only used in really old savegames.
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| 
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| `[8..N]` - Next follows a binary blob which is compressed with the indicated compression algorithm.
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| 
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| The rest of this document talks about this decompressed blob of data.
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| 
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| ## Data types
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| 
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| The savegame is written in Big Endian, so when we talk about a 16-bit unsigned integer (`uint16`), we mean it is stored in Big Endian.
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| 
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| The following types are valid:
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| 
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| - `1` - `int8` / `SLE_FILE_I8` -8-bit signed integer
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| - `2` - `uint8` / `SLE_FILE_U8` - 8-bit unsigned integer
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| - `3` - `int16` / `SLE_FILE_I16` - 16-bit signed integer
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| - `4` - `uint16` / `SLE_FILE_U16` - 16-bit unsigned integer
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| - `5` - `int32` / `SLE_FILE_I32` - 32-bit signed integer
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| - `6` - `uint32` / `SLE_FILE_U32` - 32-bit unsigned integer
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| - `7` - `int64` / `SLE_FILE_I64` - 64-bit signed integer
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| - `8` - `uint64` / `SLE_FILE_U64` - 64-bit unsigned integer
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| - `9` - `StringID` / `SLE_FILE_STRINGID` - a StringID inside the OpenTTD's string table
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| - `10` - `str` / `SLE_FILE_STRING` - a string (prefixed with a length-field)
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| - `11` - `struct` / `SLE_FILE_STRUCT` - a struct
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| 
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| ### Gamma value
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| 
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| There is also a field-type called `gamma`.
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| This is most often used for length-fields, and uses as few bytes as possible to store an integer.
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| For values <= 127, it uses a single byte.
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| For values > 127, it uses two bytes and sets the highest bit to high.
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| For values > 32767, it uses three bytes and sets the two highest bits to high.
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| And this continues till the value fits.
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| In a more visual approach:
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| ```
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|   0xxxxxxx
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|   10xxxxxx xxxxxxxx
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|   110xxxxx xxxxxxxx xxxxxxxx
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|   1110xxxx xxxxxxxx xxxxxxxx xxxxxxxx
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|   11110--- xxxxxxxx xxxxxxxx xxxxxxxx xxxxxxxx
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| ```
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| 
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| ## Chunks
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| 
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| Savegames for OpenTTD store their data in chunks.
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| Each chunk contains data for a certain part of the game, for example "Companies", "Vehicles", etc.
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| 
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| `[0..3]` - Each chunk starts with four bytes to indicate the tag.
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| If the tag is `\x00\x00\x00\x00` it means the end of the savegame is reached.
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| An example of a valid tag is `PLYR` when looking at it via ASCII, which contains the information of all the companies.
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| 
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| `[4..4]` - Next follows a byte where the lower 4 bits contain the type.
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| The possible valid types are:
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| 
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| - `0` - `CH_RIFF` - This chunk is a binary blob.
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| - `1` - `CH_ARRAY` - This chunk is a list of items.
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| - `2` - `CH_SPARSE_ARRAY` - This chunk is a list of items.
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| - `3` - `CH_TABLE` - This chunk is self-describing list of items.
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| - `4` - `CH_SPARSE_TABLE` - This chunk is self-describing list of items.
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| 
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| Now per type the format is (slightly) different.
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| 
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| ### CH_RIFF
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| 
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| (since savegame version 295, this chunk type is only used for MAP-chunks, containing bit-information about each tile on the map)
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| 
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| A `CH_RIFF` starts with an `uint24` which together with the upper-bits of the type defines the length of the chunk.
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| In pseudo-code:
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| 
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| ```
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| type = read uint8
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| if type == 0
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|     length = read uint24
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|     length |= ((type >> 4) << 24)
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| ```
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| 
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| The next `length` bytes are part of the chunk.
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| What those bytes mean depends on the tag of the chunk; further details per chunk can be found in the source-code.
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| 
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| ### CH_ARRAY / CH_SPARSE_ARRAY
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| 
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| (this chunk type is deprecated since savegame version 295 and is no longer in use)
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| 
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| `[0..G1]` - A `CH_ARRAY` / `CH_SPARSE_ARRAY` starts with a `gamma`, indicating the size of the next item plus one.
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| If this size value is zero, it indicates the end of the list.
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| This indicates the full length of the next item minus one.
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| In psuedo-code:
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| 
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| ```
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| loop
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|     size = read gamma - 1
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|     if size == -1
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|         break loop
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|     read <size> bytes
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| ```
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| 
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| `[]` - For `CH_ARRAY` there is an implicit index.
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| The loop starts at zero, and every iteration adds one to the index.
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| For entries in the game that were not allocated, the `size` will be zero.
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| 
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| `[G1+1..G2]` - For `CH_SPARSE_ARRAY` there is an explicit index.
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| The `gamma` following the size indicates the index.
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| 
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| The content of the item is a binary blob, and similar to `CH_RIFF`, it depends on the tag of the chunk what it means.
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| Please check the source-code for further details.
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| 
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| ### CH_TABLE / CH_SPARSE_TABLE
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| 
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| (this chunk type only exists since savegame version 295)
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| 
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| Both `CH_TABLE` and `CH_SPARSE_TABLE` are very similar to `CH_ARRAY` / `CH_SPARSE_ARRAY` respectively.
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| The only change is that the chunk starts with a header.
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| This header describes the chunk in details; with the header you know the meaning of each byte in the binary blob that follows.
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| 
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| `[0..G]` - The header starts with a `gamma` to indicate the size of all the headers in this chunk plus one.
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| If this size value is zero, it means there is no header, which should never be the case.
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| 
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| Next follows a list of `(type, key)` pairs:
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| 
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| - `[0..0]` - Type of the field.
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| - `[1..G]` - `gamma` to indicate length of key.
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| - `[G+1..N]` - Key (in UTF-8) of the field.
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| 
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| If at any point `type` is zero, the list stops (and no `key` follows).
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| 
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| The `type`'s lower 4 bits indicate the data-type (see chapter above).
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| The `type`'s 5th bit (so `0x10`) indicates if the field is a list, and if this field in every record starts with a `gamma` to indicate how many times the `type` is repeated.
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| 
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| If the `type` indicates either a `struct` or `str`, the `0x10` flag is also always set.
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| 
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| As the savegame format allows (list of) structs in structs, if any `struct` type is found, this header will be followed by a header of that struct.
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| This nesting of structs is stored depth-first, so given this table:
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| 
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| ```
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| type   | key
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| -----------------
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| uint8  | counter
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| struct | substruct1
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| struct | substruct2
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| ```
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| 
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| With `substruct1` being like:
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| 
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| ```
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| type   | key
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| -----------------
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| uint8  | counter
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| struct | substruct3
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| ```
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| 
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| The headers will be, in order: `table`, `substruct1`, `substruct3`, `substruct2`, each ending with a `type` is zero field.
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| 
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| After reading all the fields of all the headers, there is a list of records.
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| To read this, see `CH_ARRAY` / `CH_SPARSE_ARRAY` for details.
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| 
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| As each `type` has a well defined length, you can read the records even without knowing anything about the chunk-tag yourself.
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| 
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| Do remember, that if the `type` had the `0x10` flag active, the field in the record first has a `gamma` to indicate how many times that `type` is repeated.
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| 
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| #### Guidelines for network-compatible patch-packs
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| 
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| For network-compatible patch-packs (client-side patches that can play together with unpatched clients) we advise to prefix the field-name with `__<shortname>` when introducing new fields to an existing chunk.
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| 
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| Example: you have an extra setting called `auto_destroy_rivers` you want to store in the savegame for your patched client called `mypp`.
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| We advise you to call this setting `__mypp_auto_destroy_rivers` in the settings chunk.
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| 
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| Doing it this way ensures that a savegame created by these patch-packs can still safely be loaded by unpatched clients.
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| They will simply ignore the field and continue loading the savegame as usual.
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| The prefix is strongly advised to avoid conflicts with future-settings in an unpatched client or conflicts with other patch-packs.
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| 
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| ## Scripts custom data format
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| 
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| Script chunks (`AIPL` and `GSDT`) use `CH_TABLE` chunk type.
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| 
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| At the end of each record there's an `uint8` to indicate if there's custom data (1) or not (0).
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| 
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| There are 6 data types for scripts, called `script-data-type`.
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| When saving, each `script-data-type` starts with the type marker saved as `uint8` followed by the actual data.
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| - `0` - `SQSL_INT`:
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|   - an `int64` with the actual value (`int32` before savegame version 296).
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| - `1` - `SQSL_STRING`:
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|   - an `uint8` with the string length.
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|   - a list of `int8` for the string itself.
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| - `2` - `SQSL_ARRAY`:
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|   - each element saved as `script-data-type`.
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|   - an `SQSL_ARRAY_TABLE_END` (0xFF) marker (`uint8`).
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| - `3` - `SQSL_TABLE`:
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|   - for each element:
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|     - key saved as `script-data-type`.
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|     - value saved as `script-data-type`.
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|   - an `SQSL_ARRAY_TABLE_END` (0xFF) marker (`uint8`).
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| - `4` - `SQSL_BOOL`:
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|   - an `uint8` with 0 (false) or 1 (true).
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| - `5` - `SQSL_NULL`:
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|   - (no data follows)
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| 
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| The first data type is always a `SQSL_TABLE`.
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