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Savegame
Dune saved gamed use the following naming convention:
DUNE[x][y]S[z].SAV
Where:
-
xis the game major version number -
yis the game minor version number -
zis the saved game slot number
Five versions of the game exist, with a specific saved game set of files for each:
| Version | Filename format |
|---|---|
| v2.1 | DUNE21Sz.SAV |
| v2.3 | DUNE23Sz.SAV |
| v2.4 | DUNE24Sz.SAV |
| v3.7 | DUNE37Sz.SAV |
| v3.8 | DUNE38Sz.SAV |
Note
File names is the only way to know which version of the game is running.
Dune creates five slots for the game during installation:
| Filename | Type | Description |
|---|---|---|
DUNExyS0.SAV |
Automatic | restarts at the beginning of the game |
DUNExyS1.SAV |
Manual | user save slot #1 |
DUNExyS2.SAV |
Manual | user save slot #2 |
DUNExyS4.SAV |
Automatic | last place visited by player |
DUNExyS5.SAV |
Automatic | last new sietch explored by player |
SAV file format uses RLE compression. Compressed bytes are defined with 3 bytes:
-
F7marks the beginning - Second byte is the number of occurences to uncompress
- Third byte is the value to recreate
Example: F7 04 C4 must be decompressed to C4C4C4C4.
TO BE DEFINED
TO BE DEFINED
TO BE DEFINED
70 locations (palaces, forts and sietches) are defined in the file.
Each location is a structure containing 28 bytes (once decompressed).
| Name | Size | Description |
|---|---|---|
| Location prefix | 1 byte | See table of prefixes below |
| Location suffix | 1 byte | See table of suffixes below |
| Unidentified | 6 bytes | Unidentified |
| Appearance | 1 byte | Unidentified |
| Troop ID | 1 byte | Reference to troop. See Troops below |
| Status | 1 byte | See table of statuses |
| Unidentified | 5 bytes | Unidentified |
| Spice field ID | 1 byte | Unidentified |
| Unidentified | 1 byte | Unidentified |
| Spice density | 1 byte | 0x00 to 0xFA for spice density |
| Unidentified | 1 byte | Unidentified |
| Harvesters | 1 byte | Number of harvesters |
| Ornithopters | 1 byte | Number of ornithopter |
| Knives | 1 byte | Number of knives |
| Guns | 1 byte | Number of guns |
| Weirding modules | 1 byte | Number of weirding modules |
| Atomics | 1 byte | Number of atomics |
| Bulbs | 1 byte | Number of bulbs |
| Water | 1 byte | Water supply amount |
67 troops are defined in the savegame file.
Each troop is a structure containing 27 bytes (once decompressed).
| Name | Size | Description |
|---|---|---|
| Troop ID | 1 byte | Troop unique identifier |
| Next Troop ID | 1 byte | Refers to the next troop is several in the same sietch. Last troop has next ID = 0x00 |
| Position | 1 byte | See table of troop positions |
| Occupation | 1 byte | See table of troop occupations |
| Unidentified | 2 bytes | Same for each troop staying in same sietches |
| GPS location | 4 bytes | Coordinates on the map |
| Unidentified | 8 bytes | Related to troop activities |
| Dissatisfaction | 1 byte | For some bytes, troop refuse to work (0xFF for example) |
| Speech message | 1 byte | See table of troop messages |
| Miss You message | 1 byte | Unidentified |
| Motivation | 1 byte | 0x00 to 0x64 (0x64 or above is 100% motivation) |
| Spice skill | 1 byte | 0x00 to 0x5F (0x5F is expert) |
| Army skill | 1 byte | 0x00 to 0x5F (0x5F is expert) |
| Ecology skill | 1 byte | 0x00 to 0x5F (0x5F is expert) |
| Equipment | 1 byte | See table of equipment flags |
| Population | 1 byte | Population value divided by 10 (0xFF = 2550 people) |
TO DO
TO DO
| Value | Name |
|---|---|
| 0x01 | Arrakeen |
| 0x02 | Carthag |
| 0x03 | Tuono |
| 0x04 | Habbanya |
| 0x05 | Oxtyn |
| 0x06 | Tsympo |
| 0x07 | Bledan |
| 0x08 | Ergsun |
| 0x09 | Haga |
| 0x0A | Cielago |
| 0x0B | Sihaya |
| 0x0C | Celimyn |
| Value | Name |
|---|---|
| 0x00 | No suffix |
| 0x03 | Tabr |
| 0x04 | Timin |
| 0x05 | Tuek |
| 0x06 | Harg |
| 0x07 | Clam |
| 0x08 | Tsymyn |
| 0x09 | Siet |
| 0x0A | Pyons |
| 0x0B | Pyort |
| Flag | Description |
|---|---|
| 0x00 | Visible sietch/village/palace |
| 0x01 | Vegetation present (no more spice mining possible) |
| 0x02 | In battle |
| 0x04 | Unknown |
| 0x08 | Unknown |
| 0x10 | See the inventory of the sietch |
| 0x20 | Wind-trap constructed |
| 0x40 | Area of sietch has been prospected |
| 0x80 | Sietch has not been discovered |
| Value | Description |
|---|---|
| 0x01 | Sietch - South |
| 0x02 | Sietch - South-East |
| 0x03 | Sietch - South-West |
| 0x04 | Sietch - East |
| 0x05 | Sietch - West |
| 0x06 | Sietch - North-East |
| 0x07 | Sietch - North-West |
| 0x08 | Sietch - North |
| Other | Various positions around the sietch |
Note
Seems like like [0x00]->[0x0F] upper list jobs
| Value | Description |
|---|---|
| 0x00 | Spice mining |
| 0x01 | Spice prospecting |
| 0x02 | Waiting orders |
| 0x03 | Spice miners going to search equipment |
| 0x04 | Military training |
| 0x05 | Espionage |
| 0x06 | Attacking |
| 0x07 | Militaries going to search equipment |
| 0x08 | Irrigation & Tree care |
| 0x09 | Wind-trap assembly |
| 0x0A | Bulb growing |
| 0x0B | Ecologists going to search equipment |
| 0x0C | Blue harkonnen spice mining |
| 0x0D | Blue harkonnen prospecting |
| 0x0E | Blue harkonnen waiting orders |
| 0x0F | Blue harkonnen spice miners going to search equipment |
| 0x10 to 0x1F | Upper jobs finished |
| 0x1F | Blue harkonnen militaries going to search equipment (CD: 150K/sec in text ^^) |
| 0x20 | Spice mining - No more orders to give |
| 0x21 | Troop prospecting captured - No more orders to give |
| 0x22 | Troop apologize for been captured |
| 0x23 | Spice miners going to search a spice harvester - No more orders to give |
| 0x40 to 0x7F | Moving to another place |
| 0x80 to 0x9F | Not yet hired |
| 0xA0 to 0xFF | Complain about slaving by harkonnen |
| Flag | Description |
|---|---|
| 0x01 | Unknown |
| 0x02 | Gives the message that a small troop has merged with this troop |
| 0x04 | Troop is ill |
| 0x08 | Unknown |
| 0x10 | Gives the message that a fortress has been transformed into a sietch |
| 0x20 | Spice skill showing in troop characteristics |
| 0x40 | Army skill showing in troop characteristics |
| 0x80 | Ecology skill showing in troop characteristics |
| Flag | Description |
|---|---|
| 0x01 | Not assigned |
| 0x02 | Bulb |
| 0x04 | Atomic weapon |
| 0x08 | Weirding modules |
| 0x10 | Laser guns |
| 0x20 | Krys knives |
| 0x40 | Ornithopter |
| 0x80 | Spice harvester |
TODO