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Exploritory work for ME1 save generator concept


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#1
ajburges

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[If a mod feels this thread belongs elsewhere by all means please move it.]

[This discussion is applicable to both ME1 and ME2 as it covers the import system and ME1 saves]

I am interested in the posibility of writing a program to generate ME1 saves. Before I comit to such a project I was hoping to hear opinions and knowledge from others who understand the technical details beter than I do currently. There are 3 areas I'm looking at:

> Understanding of ALL tracked discisions from ME1 (essentially anything from a ME1 savefile that transfers to the ME2 savefile during the import process) (Ommit head data and class as an intrest due to character creation in ME2)
> Understanding of the ME1 savegame file strucutre (format, checksums, useful insights)
> Understanding of the interaction between the above two points (conflicting data that would produce glitches, glitches that need to be conserved like Conrad)

I am interested in hearing from any who have meaningful knowledge in these areas. What I need the most currently is a start on dechiphering the save game format. IIRC the Char_*.MassEffectSave is the file imported and thus the only file of intrest for a generator. I've looked at one with wordpad, but the data is not unicode encoded. When I reach my workstation I will take a hex editor to it for a closer look.

I apologize to the xbox crowd but I am only interested in info for the PC versions.

Modifié par ajburges, 04 juillet 2010 - 01:51 .


#2
Kloreep

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See this thread on the old Mass Effect forums. ME1 save files are actually several saves compressed together, so it's not surprising you didn't see anything hex editing the intact file. I believe that thread contains a link to the LZOP compressor you can use to extract them. You may also be able to use WinRAR.

The only thing I ever tried to tackle (with a hex editor) was apperance, but I was never even able to meet my first goal of making eye color change; it definitely doesn't look to me like appearance editing would be straightforward. But it sounds like you're more interested in the plot flags, anyhow.

It's also possible you might learn something from gibbed's ME2 save editor, or contacting gibbed personally though I don't have any contact info for you. Even if there are no similarities between ME1 and ME2 saves, gibbed's editor should be a big help in determining what flags are carried over into ME2.

#3
ajburges

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Sorry to necro my own thread but it seemed silly to make a new one on the same content.

Does anyone have a way to contact Gibbed or know any details on how he interpreted the ME1 plot flags in the ME2 saves? I was looking at ME2 saves to try and gleam insight into how the ME1 flags are saved in the hope there might be some correlation with the ME1 saves. It looks like ME1 plot flags are stored in the ME2 save as bits (maybe in an array) with a checksum of some kind at the end of the file. I don't see any obvious indicators of what/where these flags are (I know what I do from a diff). Did he manually determine purpose via comparison, did he find some kind of key, or did he determine the flags by some other means?

Clarification: my hope is to determine the ME1 flags from the ME1 save games so I can create a generator where you can specify name, gender, origin, reputation, paragon/renegade, and plot decisions. Everything else about the saves this will generate will be fixed (after all ME2 lets you change the rest in game).

Modifié par ajburges, 09 septembre 2010 - 03:34 .


#4
Kloreep

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Gibbed's site is here but I don't see contact info.



Google did turn up what looks like his twitter account. That'd probably be your best bet, given he doesn't seem to want contact through his website.