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- Powerpuff Girls: Defenders of Townsville
- Save File - Room Clear Status
- I'll try to keep this in plain language as often as possible, but that may not work out.
- In the overall save file each room has a decimal (base 10) value attached to it. For example, here's code from an example save file:
- S0R1F:1:I;
- If you take that line and break it up it's a little easier to understand. Breaking it up would look like this:
- [S][#][R][#][F]:[#]:[I];
- -S and 0 can be combined, so it would look like [S0]. All this means is it refers to save file 0 (the first in the list when you load the game). There are 3 saves in the game, those being denoted in the base save file as [S0], [S1], or [S2].
- -The [R] here means which umbrella term it is. Without getting into the weeds of all the rest of the terms in the save file, [R] means room. So, so far we have in plain English, "Save File 0 - Room".
- -The number after the room is just the room number as the game sees it, in this case it would be room 1. So, "Save File 0 - Room 1" (which is actually referring to the 2nd overall room in the game you can visit, the first being room 0).
- -The [F] I'm not absolutely certain about. There's also a line that looks like these with a [U] instead of an [F], but that's more for the obstacles in the room (I believe).
- - That's the overall first term. The save file splits each "line" with a semicolon and each "term" in the "line" with a colon.
- - The next term is the interesting part for these particular "lines". This is the decimal value that carries the whole room status. This will be talked about in detail below.
- - The last term is [I], which just means the second "term" is an integer type.
- So now on to the decimal value that's in the second term.
- The decimal value is read into the game and converted to a binary (base 2) value to read each bit.
- So if we look at it, one byte has 8 bits:
- [8][7][6][5][4][3][2][1]
- -The first bit (far right) is whether the room has been discovered. If it has, it will be 1.
- -The second bit I'm unsure about, but it seems to not have an effect at all (at least in simple rooms, those being enemies and one item)
- -The third bit is whether the room has been cleared of enemies.
- - The fourth, fifth, sixth, and seventh bits seem to be for whether an item in the room has been obtained.
- - In a room with no obstacles and only ONE item, ANY of those bits can be set to 1 and the item will be gone from the map (collected).
- - The eighth bit, if set to 1 will crash the game. As will any decimal value for the second "term" that is greater than 71.
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