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Octo Valley Save Slots

Jul 17th, 2016
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  1. Octo Valley save slots are at: 0x12CDC2B8-0x12CDC5B7
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  3. Each slot is three integers (of 4 bytes) long, so twelve bytes in total.
  4. The entries mean:
  5. 1 integer (4 bytes): Stage number. It contains a stage number from one up to twenty-seven or the stage number for the boss. The stage numbers for the boss levels are: 0x65, 0x66, 0x67, 0x68, 0x69 (that is 101, 102, 104, 104, 105 in decimal). There are twenty-seven stages and five bosses in total.
  6. 1 integer (4 bytes): Stage process. 0x0000000 = invisible, 0x00000002 = visible but uncleared, 0x00000003 = visible and cleared.
  7. 1 integer (4 bytes): Scroll. 0x00000000 = no, 0x00000001 = yes
  8.  
  9. An unused save slot looks like this:
  10. FFFFFFFF 00000000 00000000
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  12. NOTE: Whether or not boss stages are "invisible" is irrelevant. It is the Octo Valley environment bits that determine whether a boss-kettle is open.
  13. NOTE: Sheldon decides whether you have a blueprint or not by looking at the scroll-indicator of the corresponding boss stage in the Octo Valley save slots.
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  16. About the Octo Valley environment bits at 0x12CDC5B8-0x12CDC5C7: They define the environment in Octo Valley. They control for example: How many Inkrails you have activated, which boss-kettles are open, which next-area-enterence are unblocked, which get-to-new-area-cutsceens you have already seen.
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  18. A fully cleared Octo Valley environment looks like this:
  19. 00000000 001FFFFF 00000000 0003EFBE
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  21. NOTE: Whether or not Cap'n Cuttlefish has already given to you the hero shot or whether the ending screen board and DJ Octavio should be shown in Octo Valley is not encoded in here but rather in the Inkopolis progress bits.
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