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[RELEASE] Fantasy Life Save Viewer/Editor
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<blockquote data-quote="iSharingan" data-source="post: 6714848" data-attributes="member: 393851"><p>In other games, I've encountered bit-packing (storing values in bit offsets rather than byte offsets, making storage more compact and wasting almost no memory space. On the flipside, the packing/unpacking algorithms in-game can get complex/touchy so it's not used often. I mainly see it for compressing stored time data, large inventory/storage setups, or other potentially long lists of data that don't need a full byte/set of bytes for all possible values an entry could have). I suspect it might be in play in a limited few places (if at all) as even the armor/weapon/tool power modifier values are not true floats (for example, what should be 999,999 if it was a true float becomes about -31,000 in-game - and <a href="http://ust.chatango.com/um/c/h/chaosrappymaster/img/l_312.jpg" target="_blank">results in some trippy camera effects if used on a tool in the crafting minigames</a> <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite14" alt=":P" title="tongue :P" loading="lazy" data-shortname=":P" />)</p><p></p><p></p><p>If need be I could go through and make a CSV for the item types (shouldn't take too long if I set a side the time. A spreadsheed can make it easy - especially since many of the items are grouped by general type [armor, weapon, tool, food, etc.] anyway. It would just need to be loaded alongside the item name dump (if not appended along side each entry) to help the editor automatically select the right format. Of course it's easier to just let the person manually select the format for each item (and might have some extra utility that will reveal itself if we can tinker a bit). Optionally, a simple warning could be put above the drop-down, but in any case errors on the user's side are not on you (plus you have the automatic backup set up anyway).</p><p></p><p>In any case, even a prototype offset generation tool would make things a bit simpler that what I've been doing. <s>One of these days I'll knuckle down and tinker until I have the confidence/experience to reliable make such tools myself...</s></p><p></p><p>That shouldn't be an issue. Just label the value(s) as "[Physical/Magic/Tool] Stat bonus (crafting)". It's easy to just trial-and-error <s>(or people could actually do their own research on base item stats)</s> if you want a specific value. In general, I dont think people will really care what the value is as it will [most likely] be primarily used to make insanely high stats on an item.</p></blockquote><p></p>
[QUOTE="iSharingan, post: 6714848, member: 393851"] In other games, I've encountered bit-packing (storing values in bit offsets rather than byte offsets, making storage more compact and wasting almost no memory space. On the flipside, the packing/unpacking algorithms in-game can get complex/touchy so it's not used often. I mainly see it for compressing stored time data, large inventory/storage setups, or other potentially long lists of data that don't need a full byte/set of bytes for all possible values an entry could have). I suspect it might be in play in a limited few places (if at all) as even the armor/weapon/tool power modifier values are not true floats (for example, what should be 999,999 if it was a true float becomes about -31,000 in-game - and [URL='http://ust.chatango.com/um/c/h/chaosrappymaster/img/l_312.jpg']results in some trippy camera effects if used on a tool in the crafting minigames[/URL] :P) If need be I could go through and make a CSV for the item types (shouldn't take too long if I set a side the time. A spreadsheed can make it easy - especially since many of the items are grouped by general type [armor, weapon, tool, food, etc.] anyway. It would just need to be loaded alongside the item name dump (if not appended along side each entry) to help the editor automatically select the right format. Of course it's easier to just let the person manually select the format for each item (and might have some extra utility that will reveal itself if we can tinker a bit). Optionally, a simple warning could be put above the drop-down, but in any case errors on the user's side are not on you (plus you have the automatic backup set up anyway). In any case, even a prototype offset generation tool would make things a bit simpler that what I've been doing. [S]One of these days I'll knuckle down and tinker until I have the confidence/experience to reliable make such tools myself...[/S] That shouldn't be an issue. Just label the value(s) as "[Physical/Magic/Tool] Stat bonus (crafting)". It's easy to just trial-and-error [S](or people could actually do their own research on base item stats)[/S] if you want a specific value. In general, I dont think people will really care what the value is as it will [most likely] be primarily used to make insanely high stats on an item. [/QUOTE]
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