Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Ja 2 1.13 Save Game Editor
Ja 2 1.13 Save Game Editor[message #160544] Fri, 05 October 2007 02:45 Go to next message
Adria7no
Messages:1
Registered:October 2007
hello Anybody has can Save game editor similar to Jape
Re: Ja 2 1.13 Save Game Editor[message #160555] Fri, 05 October 2007 05:01 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Sorry there isn't one available for v1.13 at the moment.


Re: Ja 2 1.13 Save Game Editor[message #160562] Fri, 05 October 2007 05:46 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
But if someone could point me towards the code that defines the savegame format, I might be interested in making one. Something cross-platform, like Java in the Sun JVM this time, and not in compiled exe form. Or heck, Lua, since it's included in the game (does Lua even have a graphical library?). Anyway, maybe someone could save me the searching through half a million lines of code, and just tell me which file(s) the savegame stuff is in. I'll piece the rest together. I don't mind reading C, I just don't trust myself to edit it.
Re: Ja 2 1.13 Save Game Editor[message #160566] Fri, 05 October 2007 06:20 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Did Doug ever release the source for Jape?

duggelz(at)hotmail.com was the email for the Jape creator Douglas Greiman.

Have you looked into the .sav files in the savegame folder or are you talking about the function in the game itself?


Re: Ja 2 1.13 Save Game Editor[message #160655] Fri, 05 October 2007 16:53 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
I've seen several confusing posts about the source for Jape, some seem to indicate the source is available, others not. I'm not sure it would be necessary anyway - helpful, probably, but not necessary.

I haven't looked at the .sav format in a hex editor yet, no. I was talking about the function in the game source. I figured looking at the piece(s) of code that write the file would be my best documentation on the file's format. If there's no existing documentation on the format, I'd probably write some once I got it figured out. I have a habit of writing docs as part of the process of understanding something.
Re: Ja 2 1.13 Save Game Editor[message #160659] Fri, 05 October 2007 17:09 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
It helps a lot Very Happy Keeps everything in order when looking. But ask AalaarDB and the other coders if they know where the function calls are as they may have stumbled upon them at sometime.


Re: Ja 2 1.13 Save Game Editor[message #160723] Fri, 05 October 2007 23:01 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
You're looking for Saveloadgame.cpp and Saveloadgame.h.

And the JAPE code is available. Someone pointed to a post a while back where he posted the code himself and made it publicly available. You would just need to give all of the appropriate people credit if the code was even remotely helpful.


Re: Ja 2 1.13 Save Game Editor[message #161227] Wed, 10 October 2007 16:18 Go to previous messageGo to next message
gmonk

 
Messages:647
Registered:April 2002
Location: Newfoundland, Canada
Here's the page with the JAPE source (Seite ist nur auf Deutsch, code is near the bottom of the page):
http://www.bernd-leitenberger.de/jape.shtml
Re: Ja 2 1.13 Save Game Editor[message #161339] Fri, 12 October 2007 01:08 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
Thank you both. C++ and not C, hmm? A tiny bit harder, but not insurmountable. I'll see what I can figure out.
Re: Ja 2 1.13 Save Game Editor[message #161352] Fri, 12 October 2007 04:15 Go to previous messageGo to next message
gmonk

 
Messages:647
Registered:April 2002
Location: Newfoundland, Canada
The source on the page I linked is actually java and it's a different version. Worth a look anyway, I guess.
Re: Ja 2 1.13 Save Game Editor[message #162527] Tue, 23 October 2007 18:04 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
Thought I'd update that I'm slowly working my way through documenting the savegame format for Build 1080. I'm almost done with the 4th subroutine call in the save function of SaveLoadGame.cpp, with a mere 43 subroutine calls to go. I've also firmly rededicated myself to not working in C/C++ any time soon. Ugh!

When I'm done with that, I'll actually start looking at the source for JAPE to see if it's still useful with the new format. I'll also want to update from AWT to Swing if I do use it. Once I have a working version with Build 1080, I'll look at Beta 17 unless the stable release has happened by then.

Real life has gotten busier lately, so this is moving pretty slowly right now. Sorry.
Re: Ja 2 1.13 Save Game Editor[message #162560] Wed, 24 October 2007 03:47 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Also remember the new Inventory project changes the savegames structure too so having it differentiate between the two types of saves will be needed.


Re: Ja 2 1.13 Save Game Editor[message #162682] Fri, 26 October 2007 00:52 Go to previous messageGo to next message
Tyco

 
Messages:189
Registered:September 2001
Location: Be'er Sheva, Israel
Eagerly yet patiently waiting. :ok:
Re: Ja 2 1.13 Save Game Editor[message #163926] Thu, 08 November 2007 00:38 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
Okay, I'm back. I've gotten through documenting the most important subroutine, the one that writes (encrypted) the Merc Profiles. I've also documented the encryption algorithm.

I'd like to start working on JAPE itself in parallel with the rest of the documenting, since most people just want to change their mercs anyway. But I'm having trouble correlating my documented format with an actual savegame in a hex editor. Yes, that really does mean that I am reading the code, writing down a byte address in the savegame file for a given piece of data, then visually inspecting a 1080 savegame at that address to be sure the value there corresponds to the value I can see within the game itself. Tedious and time consuming, but necessary. That's why this is progressing so slowly. Anyway, I've verified the format up to the subroutine for saving Strategic Events, and I'd like a coder to help a bit, if I can get one.

Sorry for not giving more precise descriptions, but I'm at work and my 1.13 source is at home right now. Essentially, the function in SaveLoadGame.cpp called SaveStrategicEvents, or something like that, writes the global linked list of strategic events to the savegame. The trouble I'm having is probably due to C ignorance, but I can't see how to determine how long the linked list will be. Since the strategic events themselves don't appear to contain nice ASCII strings I can actually read, I can't tell when I've reached the end of the linked list in the file, and I can't quite work out from the code where I can find a value in the file that will tell me how long that linked list is. Can anyone provide suggestions? Oh, and one more thing - can I safely assume that the file won't actually contain the memory address from the pointer to the next item in the list, so that the byte following the last byte in the previous event will actually be the first byte of the next event, and not the memory address (which is all a pointer is, after all) for that event? Seems silly that C would write the address and not what's stored there, but I thought I'd better be sure.

I'll try to get at the code soon and give more specific information. I apologize in advance if this is painfully obvious to veteran C coders, but I remain,
Re: Ja 2 1.13 Save Game Editor[message #163999] Thu, 08 November 2007 18:47 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
I didn't word that correctly, please ignore until I get the question corrected. I actually already know the answer to "how many Strategic Events" will be in a given savegame, 'cause it's written in there immediately before the strategic events. I got mixed up in what I wanted to know without having the code in front of me. Sorry.
Re: Ja 2 1.13 Save Game Editor[message #164013] Thu, 08 November 2007 20:18 Go to previous messageGo to next message
S.n.a.k.e.

 
Messages:6
Registered:October 2007
Hey JAPH...

I am doing the same thing with JAPE and 1.07 savegames structure. I am stuck at a much earlier point in the structure. My problem relates to not knowing what to convert certain items in the structure to their representation on disk. I am using an editor called 010 editor which allows for enums and structs to be created and read which helps a great deal, but not if you dont get field sizes correct (especially for lists and the like as a single byte error makes the structure wrong iteratively).

If you want to compare notes sometime, we might be able to help each other out.

Some features I was thinking about in the new JAPE would be:

1. Ability to differentiate between different versions of the savegame and work for all of them.
2. Sector Item editing
3. Pre-built items for MERCS (EG:Coated spectra vest with ceramic plates as a one click item) or
pre-built guns (FN-FAL with talon, scope and rod&Spring as a one click item)

Thanks,
Marc
Re: Ja 2 1.13 Save Game Editor[message #164038] Fri, 09 November 2007 01:28 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
Hey Marc!

I was just thinking that we should share our work. Be aware that the only portion of my work I'm certain of the savegame header. The rest has some unexplained gaps at present, but I'm getting a little closer every day. It's very often a simple arithmetic error in counting bytes, but as you say, it screws with everything from that point onwards when I do that. I'm using xvi, but only because I'm already somewhat familiar with it. I may check out 101, that sounds like some cool features.

I'll put my email address in a PM to you here, then if you'd like, you can respond with yours, and I'll zip up what I have so far and send it to you.

I definitely want to do the multiple version feature, and I was also considering expanding functionality to include other things, as you suggest. We'll talk. This is good.
Re: Ja 2 1.13 Save Game Editor[message #166362] Sun, 02 December 2007 18:35 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
For those like Tyco patiently waiting, I am still alive, but again have gotten busy in real life. Marc and I exchanged info, and that's all the progress I know of. Things have tapered off a bit, so I hope to get a little more done this coming week. After that, I'm off to visit family for the month of December, in a household full of Macs, not a Window(s) in sight. Wink Normally, that wouldn't be a bad thing at all for me, as I'm basically a Unix geek. But it does mean no JA2 for a while :bawling: . Still, I can use SVN to get the source, and I'm sure there's an OS X hex editor out there somewhere, so I'll try to work on this some while I'm away. And yes, believe it or not in this day and age, I actually have no laptop to bring with me.

Y'know what would actually help me? If anyone interested in this project could send me 1080 saves in various stages of the game, it'd be terrific. It would take me quite a while to build up a set of saves on my own. You see, whenever I start on my 1080 game, I remember the one I have going in my "current" version, and I'm overwhelmed with the need to solve the latest difficulty there, and, well, 1080 gets lost. Sorry, but I do still love the game, after all. Anyway, comparing saves at varying stages would give me lots of good info. Drop me a PM here if you're willing to send me something, and I'll reply with my email address.
Re: Ja 2 1.13 Save Game Editor[message #169304] Wed, 02 January 2008 15:01 Go to previous messageGo to next message
fidai
Messages:1
Registered:December 2007
JAPH
For those like Tyco patiently waiting, I am still alive, but again have gotten busy in real life. Marc and I exchanged info, and that's all the progress I know of. Things have tapered off a bit, so I hope to get a little more done this coming week. After that, I'm off to visit family for the month of December, in a household full of Macs, not a Window(s) in sight. Wink Normally, that wouldn't be a bad thing at all for me, as I'm basically a Unix geek. But it does mean no JA2 for a while :bawling: . Still, I can use SVN to get the source, and I'm sure there's an OS X hex editor out there somewhere, so I'll try to work on this some while I'm away. And yes, believe it or not in this day and age, I actually have no laptop to bring with me.

Y'know what would actually help me? If anyone interested in this project could send me 1080 saves in various stages of the game, it'd be terrific. It would take me quite a while to build up a set of saves on my own. You see, whenever I start on my 1080 game, I remember the one I have going in my "current" version, and I'm overwhelmed with the need to solve the latest difficulty there, and, well, 1080 gets lost. Sorry, but I do still love the game, after all. Anyway, comparing saves at varying stages would give me lots of good info. Drop me a PM here if you're willing to send me something, and I'll reply with my email address.


Any news ?
Re: Ja 2 1.13 Save Game Editor[message #169355] Wed, 02 January 2008 23:55 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
Not much, I'm afraid. I'm back from vacation, and I managed to borrow a Windows laptop so I could play while away. I even managed to keep myself to only r.1080, so I have a few savegames to work with now. But I played instead of finding a Mac hex editor, so I have no real progress to report. I do have an idea to brute force it and get an alpha version out quickly. Oh, and the current version works fine without the Microsoft virtual machine, so anyone can get the source and run it for editing 1.06 and 1.12 games, and contact Marc for 1.07 games. I ran it through Eclipse so I could let it do the compiling, but if anyone's interested I'll sort out the exact commands needed to compile and run JAPE v.034 without the Microsoft virtual machine and post them here.
Re: Ja 2 1.13 Save Game Editor[message #173419] Mon, 28 January 2008 19:17 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
Well, it seems my encryption algorithm is wrong. I have a version that will attempt to decrypt starting at the point where my research indicates the encrypted records start, and if that fails, it will move forward one byte and try again, iterating until it reaches end of file, then if *that* fails, start from the first byte in the savegame, moving forward one byte at a time, until it reaches the place it began the whole process. In other words, it attempts to decrypt records starting at every byte in the file, so my research on where the encryption begins does not have to be exact. I can't get anything intelligible out of any of my savegames, so I clearly have the decryption wrong. I'm going back to the game code to review the encryption/decryption again, and see what I got wrong.
Re: Ja 2 1.13 Save Game Editor[message #195919] Thu, 04 September 2008 23:33 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
Somewhere in another thread that I can't find now, someone I can't remember said he'd be interested in the current version of JAPE with the dependency on the Microsoft JVM removed. In that thread I said I'd see what I could do, and this is what I could do. I hope the guy who wanted it can find this thread. If anyone knows what the original thread is, let me know so I can post there too.

I've made an executable jar file from the v0.36 *German-language-only* version of JAPE, which is all I've been able to get source code for. I sent an email to the original author asking for the source code if he still has it. If he responds, I'll do the same thing for the v0.32 English-language-only version. If he doesn't, I'll just translate v0.36 back to English and make one from that. To save myself the time, though, I'll wait a bit for Doug to respond before assuming I have to do the translation. Kann Ich ein bischen auf Deutsch schreiben und lesen, aber auch bin Ich faul. Wink

You can download the jar file from http://ja2.discusrock.org/files/jape_deutsch.jar . To run it, just double click the file. I compiled it for the current Sun JVM (v1.6_07) under Windows XP SP2. If it doesn't run for you, let me know what JVM version you're using and I'll try compiling for that. I can't immediately think of a reason the jar file shouldn't work on any OS with a recent JVM, but as always with free stuff, I can make no guarantees.

I haven't made any changes to Bernd Leitenberger's German port in v0.36 (http://www.bernd-leitenberger.de/jape.shtml), so all credit for the translation and enhancements goes to him. Naturally, all credit for JAPE itself goes to Doug Greiman, the original author (http://duggelz.org/jape/index.html). All I did or will do initially was/is take away the JVM dependency.

As for the original reason for this thread, I haven't dropped the idea at all. I hope to have some time in the late fall to start work on it again. Spring through fall is just a busy time for me since I do a lot of gardening, and last year I bought a house with a half-acre lot, adding all that lawn mowing to the deal. But enough for my whiny excuses, just know I haven't forgotten it and hope to get back to it in a couple of months. In the meantime, I hope the jar files are useful to someone.
Re: Ja 2 1.13 Save Game Editor[message #196509] Wed, 17 September 2008 19:57 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
Doug got back to me and sent me the source, and I finally got around to it. An executable jar file that runs on JRE 1.6 (the most recent) is now available at http://ja2.discusrock.org/files/jape032.jar . Like the other, double click to run. That means you can now run JAPE for JA2 v1.12 and below without hunting for the ancient MS JVM. It didn't take too much to clean it up, just a few deprecated method calls is all. All credit still goes to Doug Greiman. I still hope to make a version that understands v1.13 savegames, but it ain't there yet.

I hope this is useful to someone.
Re: Ja 2 1.13 Save Game Editor[message #199531] Mon, 20 October 2008 17:38 Go to previous messageGo to next message
gmonk

 
Messages:647
Registered:April 2002
Location: Newfoundland, Canada
Kudos for your stick-to-it-ness! I'd like to see it and I imagine a silent majority of players would use it when it's done. Just my $0.02. Smile
Re: Ja 2 1.13 Save Game Editor[message #200588] Sun, 02 November 2008 20:09 Go to previous messageGo to next message
qL67o0j7

 
Messages:181
Registered:March 2004
Here there is mention of a JAPE version which does read v1.13 savegames (up to 2085), but doesn't let you edit much stuff (yet, I hope).

You guys should try to work together, IMHO.
Re: Ja 2 1.13 Save Game Editor[message #201006] Thu, 06 November 2008 19:32 Go to previous messageGo to next message
cdunigan

 
Messages:134
Registered:September 2007
Location: Madison, Wisconsin, USA
I agree. I only just found out today that my request for the source apparently prodded Doug to do something with it. And, of course, a real programmer solved the decryption issue in just a few days that I couldn't get past in months of trying. I'll take a look at Doug's new source and see if I can contribute.
Re: Ja 2 1.13 Save Game Editor[message #201295] Sun, 09 November 2008 15:36 Go to previous messageGo to next message
qL67o0j7

 
Messages:181
Registered:March 2004
Great! Looking forward to see the results.
(Helping each other being as important as motivating each other...)
Re: Ja 2 1.13 Save Game Editor[message #218253] Thu, 28 May 2009 15:16 Go to previous messageGo to next message
nuk_87
Messages:1
Registered:May 2009
hi guys, I've been trying to edit a savegame for ja2 1.13 (one of the latest builds) but the latest jape editor still sais that my version of savegame is still too new... Anyone got jape working for the newest 1.13 build?
Re: Ja 2 1.13 Save Game Editor[message #235775] Fri, 23 October 2009 14:31 Go to previous messageGo to next message
Cloaked

 
Messages:18
Registered:October 2009
man.. just got directed to this thread. great to see some people actually are working on savegame editing features :bluecool: id rly like a savegame editor that is able to change stuff like History Log, for example. but... my programming skills are very rusted so im not sure i could help with that, except hope someone can finish a working version and then i can help test.

i read through some of the posts and got a comment to make:

the problems with understanding the format and the encryption of the savegame could maybe get solved by checking with the 1.13 mod guys i think. guess at some point they had to deal with it or the game wouldnt be able to save stuff after installing the mod.
Re: Ja 2 1.13 Save Game Editor[message #251104] Fri, 07 May 2010 21:06 Go to previous messageGo to next message
ShadoWarrior

 
Messages:248
Registered:January 2006
Location: Twilight Zone
*bump*

Re: Ja 2 1.13 Save Game Editor[message #264665] Mon, 11 October 2010 02:36 Go to previous messageGo to next message
ILLY
Messages:1
Registered:October 2010
is this actual?
i could write an editor but i need some information about the encoding algorithm because the merc-values are encoded in the savegame - is the source code of the save/load-module somewhere available to dl?

Re: Ja 2 1.13 Save Game Editor[message #264673] Mon, 11 October 2010 10:28 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3734
Registered:July 2009
Hello illy, Welcome to the Pit :wave:

You can get the source code for the most current version under this url:
https://81.169.133.124/source/ja2/branches/Wanne/JA2 1.13 MP/Build

Use an SVN tool of your choice to download.


Re: Ja 2 1.13 Save Game Editor[message #264727] Tue, 12 October 2010 01:05 Go to previous messageGo to next message
usrbid

 
Messages:1535
Registered:December 2008
Hi illy, Welcome to the board!! Very Happy


Re: Ja 2 1.13 Save Game Editor[message #266944] Tue, 16 November 2010 06:24 Go to previous messageGo to next message
Julix

 
Messages:105
Registered:June 2010
Location: Canada

Any progress? I don't want to sound pushy, but I went through 3 waves of JA2 addiction since I read this thread the first time Very Happy Hope you're still on it! Smile

Awesome that JA2 is over 11 years old... - but people are still playing it and loving it. And really the game was never as good as it is now. It's hard to say if it's even still the same game. I love all you guys!

Keep it up,
Julix
Re: Ja 2 1.13 Save Game Editor[message #322142] Fri, 28 June 2013 01:09 Go to previous message
mikwarleo

 
Messages:15
Registered:June 2013
Hi All,

I've only recently discovered this game and am loving it. What a great game.

I know this thread is very old however was searching for an editor such as this and this was only discussion on topic I could find. If anyone is aware that this was ever completed, or something similar, please let me know. I've used the version for 1.12 and it works a treat.
Previous Topic: New Interface & Laptop folders
Next Topic: SOG '69 1.13
Goto Forum:
  


Current Time: Sat Aug 15 04:38:57 EEST 2020

Total time taken to generate the page: 0.01172 seconds