Reply to Re: Save games and globals
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That depends on the language you use, of course, but three things to be aware of:
1) Open the file in binary mode, instead of text mode.
2) Figure out which of the four bytes that are an integer is the most significant.
3) Seth hates (or used to hate) array index 0, so the savegame may only contain 249 variables, with 32 nonsense bytes in front. I think the best way to discover this is to write a small D-Mod that uses as many variables as you can. If string interpolation works in make_global_int, try:
If your primary language is C, then you can look at this wikipage to figure it out.
1) Open the file in binary mode, instead of text mode.
2) Figure out which of the four bytes that are an integer is the most significant.
3) Seth hates (or used to hate) array index 0, so the savegame may only contain 249 variables, with 32 nonsense bytes in front. I think the best way to discover this is to write a small D-Mod that uses as many variables as you can. If string interpolation works in make_global_int, try:
&crap = 0; loop: make_global_int("var&crap",&crap); &crap += 1; // Except, of course, some more sensible bound, because you'll still need the required globals. if (&crap < 250) { goto loop; }
If your primary language is C, then you can look at this wikipage to figure it out.