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uint32_t numTechState | uint32_t numTechState | ||
[numTechState] { | [numTechState] { | ||
uint32_t techProtoIndex | |||
uint8_t bool TechState_unlocked | |||
uint32_t TechState_curLevel | |||
uint32_t TechState_maxLevel | |||
uint64_t TechState_hashUploaded | |||
uint64_t TechState_hashNeeded | |||
} | } | ||
uint8_t bool autoManageLabItems | |||
uint32_t currentTech | |||
uint32_t numTechQueue (version >= 1) | |||
uint32_t techQueue_TechStateKey[numTechQueue] | |||
uint32_t | |||
} | } | ||
Revision as of 15:23, 9 February 2021
This article is a work in progress.
This article is in the process of an expansion or major restructuring.! You are welcome to assist in its construction by editing it as well. See Category:Work in progress for other pages that needs expansion.
This page defines the Dyson Sphere Program save file format .dsv. On Windows by default save files are stored in %USERPROFILE%\Documents\Dyson Sphere Program\Save\.
GameSave
{
"VFSAVE"
uint64_t fileStreamLength
uint32_t saveFileFormatNumber, 4 as of the writing of this page
uint32_t majorGameVersion
uint32_t minorGameVersion
uint32_t releaseGameVersion
uint64_t gameTick
uint64_t nowTicks
uint32_t sizeOfPngFile
uint8_t* screenShotPngFile
GameData
}
GameData
{
uint32_t version
string gameName
GameDesc
uint64_t gameTick
GamePrefsData (version >= 1)
GameHistoryData
uint8_t bool hidePlayerModel (version >= 2)
uint8_t bool disableController (version >= 2)
GameStatData
uint32_t planetId
}
GameDesc
{
uint32_t version
uint32_t galaxyAlgo
uint32_t galaxySeed
uint32_t starCount
uint32_t playerProto
uint8_t resourceMultiplier (version >= 2)
uint32_t numThemeIds (version >= 1)
uint32_t themeIds[numThemeIds] (version >= 1)
}
GamePrefsData
{
uint32_t version
double cameraUPosX
double cameraUPosY
double cameraUPosZ
uint8_t cameraURotX
uint8_t cameraURotY
uint8_t cameraURotZ
uint8_t cameraURotW
uint32_t reformCursorSize (version >= 1)
uint32_t numReplicatorMultipliers (version >= 1)
replicatorMultipliers[numReplicatorMultipliers] (version >= 1) {
uint32_t key
uint32_t value
}
uint8_t bool detailPower
uint8_t bool detailVein
uint8_t bool detailSpaceGuide
uint8_t bool detailSign
uint8_t bool detailIcon
uint32_t numTutorialShowing (version >= 2)
uint32_t tutorialShowing[numTutorialShowing] (version >= 2)
}
GameHistoryData
{
uint32_t version
uint32_t numRecipeUnlocked
uint32_t recipeUnlocked[numRecipeUnlocked]
uint32_t numTutorialUnlocked (version >= 2)
uint32_t tutorialUnlocked[numTutorialUnlocked] (version >= 2)
uint32_t numFeatureKeys
uint32_t featureKeys[numFeatureKeys]
uint32_t numTechState
[numTechState] {
uint32_t techProtoIndex
uint8_t bool TechState_unlocked
uint32_t TechState_curLevel
uint32_t TechState_maxLevel
uint64_t TechState_hashUploaded
uint64_t TechState_hashNeeded
}
uint8_t bool autoManageLabItems
uint32_t currentTech
uint32_t numTechQueue (version >= 1)
uint32_t techQueue_TechStateKey[numTechQueue]
uint32_t
}
GameStatData
{
}