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82 lines
2.7 KiB
Markdown
82 lines
2.7 KiB
Markdown
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---
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title: SPAZ - Space Pirates and Zombies
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language: en
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layout: default
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created: 2013-08-13 02:19:14 +0200
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updated: 2013-08-14 00:17:58 +0200
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toc: false
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tags:
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- know-how
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- software
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- games
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---
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Get decompiled savegame
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=======================
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Savegames are actually written to disk in a plaintext form and then compiled by the engine. The source file is deleted
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afterwards. To obtain it under Linux:
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1. save your game, name it e.g. "TEST"
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1. find your savegame folder, it should be: `~/.local/share/spacepiratesandzombies/b_save/`
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1. make sure there are the files `sg_TEST.cs.dso` and `si_TEST.cs` in that folder
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1. touch an empty file `sg_TEST.cs` and make sure its permissions allow read/write for the user
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1. now remove the write permission from the directory (`chmod a-w b_save`)
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1. in the game, (may load first) and save again under the same name (overwrite!)
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1. the `sg_TEST.cs` should now contain the full savegame
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Compile after modifications
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===========================
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To make SPAZ load the modified file, you have to compile it first. SPAZ won't compile it on its own. But we can trick it:
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1. find your SPAZ settings folder, it should be `~/.local/share/spacepiratesandzombies/b_settings/`
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1. rename the files `spz_settings.cs` and `spz_settings.cs.dso` to something else
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1. now copy your modified `sg_TEST.cs` into it and name it `spz_settings.cs`
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1. run *SPAZ* from Steam, until you see the resolution/mod-pack selection screen, quit *SPAZ*
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1. you should now find a file `spz_settings.cs.dso` in that folder - that's your compiled savegame
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1. rename `spz_settings.cs` → `sg_TEST.cs` and `spz_settings.cs.dso` → `sg_TEST.cs.dso`
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1. rename the original files back to `spz_settings.cs` and `spz_settings.cs.dso`
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Calculate Checksum
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==================
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SPAZ does a primitive checksum validation on its savegames. If you take a look at the `si_TEST.cs`, you'll find
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something like this:
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~~~
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TEST
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2013 08 12 22 42 01
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1
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3
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6
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THE SOL SYSTEM
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1.605
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0
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371866351
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TEST2013 08 12 22 42 01136THE SOL SYSTEM1.6050371866351
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~~~
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The number in the last but one line is a decimal CRC32 checksum with its bytes negated (signed 4-byte integer). The
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number occurs a second time at the end of the last line.
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To calculate the number from our new file, first calculate the CRC32:
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~~~
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$ crc32 sg_TEST.cs.dso
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e9d5c510
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~~~
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Now negate that value, so we get: ffffffff162a3aef. We only use the last 8 nibbles (last 4 bytes): `162a3aef`.
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Finally, turn that into a signed decimal number: `371866351`. Done. This is our new checksum which goes right into
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the `si_TEST.cs` file. Now you're able to load the modified savegame.
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Further Reading
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===============
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* http://www.spacepiratesandzombies.com/forums/viewtopic.php?f=27&t=2967
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* http://www.spacepiratesandzombies.com/forums/viewtopic.php?f=5&t=2372
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