
0x58 0xBE 0圆E 0x9A-Version 1.01 Unmodified EXE.Some known Version ID String values (listed as consecutive bytes): Version 1.x exes make no Version ID String check and will attempt to load any non-corrupted save. Thus if a game was played on a version 1.x exe using the exact same set of mission scripts as a version 2.0 installation, the version 2.0 game will refuse to load the save unless this ID is changed. Version 2.0 of GTASA will not load a save file if the Version ID String does not match its own Version ID String. Player target marker handle (handle of the red target icon in the map menu)īoolean: the vehicle stealing help was shown īoolean: All taxis have nitro (opcode 0572 flag)īoolean: Prostitutes pay you (opcode 0A3D flag) Times left to display a cinematic camera help Number of the frames processed from the beginning of the game Tick time (time of an iteration of the major game loop) Save name (long names are truncated on the save/load screen) Ĭurrent town (island) (used when a replay playback is started/finished)

Version ID (checksum of a string describing the time of compilation) This block has a constant length of 0x138 bytes Game "meta-information" giving the overall state of things. The convention used by this article is to mark such gaps as an array of bytes with the description (Align). This type of gap can also occur in the middle of a structure. These structures are aligned along 4-byte boundaries thus if there's a field with size 1 or 2 bytes in the end of structure, there are also additional unused bytes present at the end of the structure which pad it to fill the remaining space. Note that many of the blocks contain data structures. The format descriptions in this article only deal with those internal block formats which follow the initial BLOCK identifier and all offsets start at the byte following the BLOCK identifier for the given block. Each of these elements is described below.Įach data block consists of the 5 characters BLOCK followed by a variable amount of data in general, each block has its own unique internal format. GTASA save files are always 0x31800 bytes long (202,752 in decimal) and are not compressed or encoded in any way.Ī GTASA save file consists of 28 "blocks" of data followed by some duplicated data for padding and then ending with a checksum value. There are 8 slots available in the game (1-8). So, the game saved in slot 1 will be stored in the save file GTASAsf1.b and the game saved in slot 5 will be stored in the save file GTASAsf5.b. The save files themselves are named in the format GTASAsfX.b where X represents the in-game slot number. Note also that the executable can be modified to use a different file location through the use of a hex editor and special registry key in a process outlined at GTAForums or use Save Game Path Editor
#Editing ps2 game saves windows#
Obviously those locations can vary based upon different Windows configurations or installation options.


The location of this folder varies depending upon the version of Windows installed. By default, GTA SA places its saved game files into the folder "GTA San Andreas User Files" which is located in the current user's Documents folder.
