Saves (GTA 3)

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This article deals with the format of a save game file for the PC version of GTA 3.

Location

By default, the game places its save game files into the folder "GTA3 User Files" which is located in the current user's Documents folder. The location of this folder varies depending upon the version of Windows installed.

The save files themselves are named in the format GTA3sfX.b where X represents the in-game slot number. There are 8 slots available in the game (1-8).

Format Details (PC)

  • Save files are always 0x3145C (201820) bytes long.
  • Byte order is little endian. For example, the number 3452 (0x0D7C) is represented as 0x7C 0x0D in little endian.
  • File is divided into 20 blocks, followed by padding and ends with a 4-byte checksum.

Data Blocks

A DWORD value precedes each block of data that indicates the size of the block.

Block 0: Simple Vars

Game "meta-information" giving the overall state of things. Also includes 'TheScripts' sub-block.

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 wchar_t[24] save name (long names are truncated on the save/load screen)
0x0030 word SYSTEMTIME wYear
0x0032 word SYSTEMTIME wMonth
0x0034 word SYSTEMTIME wDayOfWeek
0x0036 word SYSTEMTIME wDay
0x0038 word SYSTEMTIME wHour
0x003A word SYSTEMTIME wMinute
0x003C word SYSTEMTIME wSecond
0x003E word SYSTEMTIME wMilliseconds
0x0040 dword unknown (constant 0x031401)
0x0044 enum current island (1=Portland; 2=Staunton; 3=Shoreside Vale)
0x0048 float[3] camera coordinates (x,y,z)
0x0054 dword length (ms) of in-game minute
0x0058 dword last clock tick (weather timer)
0x005C byte game hour
0x005D byte[3] (align)
0x0060 byte game minute
0x0061 byte[3] (align)
0x0064 word current pad mode
0x0066 byte[2] (align)
0x0068 dword time in milliseconds (global timer)
0x006C float time scale
0x0070 float time step (frame delta time)
0x0074 float time step (not clipped)
0x0078 dword number of the frames processed from the beginning of the game
0x007C float time step #2 (constant 1.0, unused)
0x0080 float frames per update (constant 1.0, unused)
0x0084 float time scale (constant 1.0, unused)
0x0088 word old weather type
0x008A byte[2] (align)
0x008C word new weather type
0x008E byte[2] (align)
0x0090 word forced weather type
0x0092 byte[2] (align)
0x0094 float weather interpolation value
0x0098 byte[24] compilation date and time (unused, always 0)
0x00B0 dword weather type in list
0x00B4 float (unknown, camera related)
0x00B8 float (unknown, camera related)
0x00BC dword block size
0x00C0 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 char[4] 'SCR\0' signature
0x0004 dword block size
0x0008 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword script global variable space size (n)
0x0004 dword[n/4] script global variables dump
0x0004 + n dword block size (always 0x03C8)
0x0008 + n - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword $onmission offset in global variable space
0x0004 ContactInfo[16] 8 bytes each, contact info
ContactInfo
OFFSET TYPE DESCRIPTION
0x0000 dword mission flag
0x0004 dword base brief
0x0084 Unknown[4] (unknown)
0x0184 dword last mission passed time
0x0188 BuildingSwap[25] 16 bytes each, building model replacements
BuildingSwap
OFFSET TYPE DESCRIPTION
0x0000 dword type
0x0004 dword building handle
0x0008 dword new model
0x000C dword old model
0x0318 InvisibliltySetting[20] 8 bytes each, invisible objects
InvisibilitySetting
OFFSET TYPE DESCRIPTION
0x0000 dword type
0x0004 dword handle
0x03B8 byte already running a mission script flag (0 = false, 1 = true)
0x03B9 byte[3] (align)
0x03BC dword size of the MAIN section in the main.scm
0x03C0 dword size of largest mission
0x03C4 word number of exclusive mission scripts
0x03C6 byte[2] (align)
0x03D0 + n dword number of active scripts (n2)
0x03D4 + n CRunningScript[n2] 136 bytes each, active scripts
CRunningScript
OFFSET TYPE DESCRIPTION
0x0000 CRunningScript * next script pointer
0x0004 CRunningScript * previous script pointer
0x0008 char[8] name
0x0010 dword current ip
0x0014 dword[6] return stack
0x002C word stack counter
0x002E word (align)
0x0030 dword[16] local variables
0x0070 dword timerA
0x0074 dword timerB
0x0078 byte if result
0x0079 byte is mission script (00D7,0417)
0x007A byte is active
0x007B byte (align)
0x007C dword wake time
0x0080 word if number
0x0082 byte not flag (negative condition)
0x0083 byte wasted_busted check enabled (0111)
0x0084 byte wasted_busted check result
0x0085 byte mission flag (0417)
0x0086 byte[2] (align)

Block 1: Player Peds

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword players count (n)
0x0004 PlayerPed[n] player peds array
PlayerPed
OFFSET TYPE DESCRIPTION
0x0000 dword unknown
0x0004 word unknown
0x0006 dword (unknown) ped reference
0x000A CPed CPed dump (0x05F0 bytes)
CPed
OFFSET TYPE DESCRIPTION
0x0000 byte[52] unknown
0x0034 float[3] position (X, Y, Z)
0x0040 byte[640] unknown
0x02C0 float player health
0x02C4 float player armor
0x02C8 byte[148] unknown
0x035C WeaponSlot[13] weapon slots (0x18 bytes each)
WeaponSlot
OFFSET TYPE DESCRIPTION
0x0000 dword weapon ID
0x0004 dword unknown
0x0008 dword bullets in clip
0x000C dword bullets total
0x0010 dword unknown
0x0014 dword unknown
0x0494 byte[348] unknown
0x05FA dword max wanted level
0x05FE dword max chaos level
0x0602 char[24] model name
0x061A byte[2] (align)

Block 2: Garages

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword garages count (n)
0x0004 dword free bombs
0x0008 dword free resprays
0x000C dword cars collected (unused)
0x0010 dword bank vans collected (Securicar garage)
0x0014 dword police cars collected (unused)
0x0018 dword Portland IE status (bitstring)
0x001C dword Shoreside IE status
0x0020 dword unused IE status
0x0024 dword time when 'GA_21' was last shown
0x0028 StoredCar[18] 40 bytes each, stored cars
StoredCar
OFFSET TYPE DESCRIPTION
0x0000 dword model ID
0x0004 float[3] position (X, Y, Z)
0x0010 float[3] vector rotation
0x001C dword immunities (bitstring) (see below)
0x0020 byte primary color ID
0x0021 byte secondary color ID
0x0022 byte radio station ID (see below)
0x0023 byte model variation A
0x0024 byte model variation B
0x0025 byte bomb type ID (see below)
0x0026 byte[2] (align)
0x02F8 Garage[n] 140 bytes each, garages
Garage
OFFSET TYPE DESCRIPTION
0x0000 byte garage type ID
0x0001 byte garage state
0x0002 byte (unknown)
0x0003 byte closing without target car
0x0004 byte deactivated
0x0005 byte respray happened
0x0006 byte[2] (align)
0x0008 dword target vehicle model index
0x000C dword door 1 pointer
0x0010 dword door 2 pointer
0x0014 byte is door 1 pool index
0x0015 byte is door 2 pool index
0x0016 byte is door 1 object
0x0017 byte is door 2 object
0x0018 byte (unknown)
0x0019 byte rotated door
0x001A byte camera follows player
0x001B byte (align)
0x001C float[6] position (x1, x2, y1, y2, z1, z2)
0x0034 float door open start (z coord) (how far door is open when garage is loaded into view)
0x0038 float door open (z coord) (how far door can open)
0x003C float[2] door 1 x,y coord
0x0044 float[2] door 2 x,y coord
0x004C float door 1 position (z coord)
0x0050 float door 2 position (z coord)
0x0054 dword door last open time
0x0058 byte collected cars state
0x0059 byte[3] (align)
0x005C dword target vehicle pointer (used during missions)
0x0060 dword (unknown)
0x0064 StoredCar (unknown)

Vehicle immunities:

  • 0b00000001 = bulletproof
  • 0b00000010 = fireproof
  • 0b00000100 = explosion-proof
  • 0b00001000 = collision-proof
  • 0b00010000 = ?

Radio stations:

  • 0 = Head Radio
  • 1 = Double Clef FM
  • 2 = Jah Radio
  • 3 = Rise FM
  • 4 = Lips 106
  • 5 = Game FM
  • 6 = MSX FM
  • 7 = Flashback 95.6
  • 8 = Chatterbox 109
  • 9 = User track player (if user tracks loaded, random station otherwise)
  • 10 = Police radio
  • 11 = Radio off

Bomb types:

  • 0 = no bomb
  • 1 = timer bomb
  • 2 = ignition bomb
  • 3 = remote bomb
  • 4 = timer bomb (armed)
  • 5 = ignition bomb (armed)

Block 3: Vehicles

TYPE OFFSET DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
TYPE OFFSET DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
TYPE OFFSET DESCRIPTION
0x0000 dword number of vehicles (n)
0x0004 dword number of boats (n2)
0x0008 Vehicle[n] 1458 bytes each, vehicles array
Vehicle
TYPE OFFSET DESCRIPTION
0x0000 dword unknown
0x0004 word model ID
0x0006 dword unknown
0x000A CVehicle CVehicle dump
CVehicle
OFFSET TYPE DESCRIPTION
0x0000 byte[52] unknown
0x0034 float[3] position (X, Y, Z)
0x0040 byte[1384] unknown
0x0000 + (1458 * n) Boat[n2] 1166(?) bytes each, boats array
Boat
TYPE OFFSET DESCRIPTION
0x0000 dword unknown
0x0004 word model ID
0x0006 dword unknown
0x000A CBoat CBoat dump
CBoat
OFFSET TYPE DESCRIPTION
0x0000 byte[52] unknown
0x0034 float[3] position (X, Y, Z)
0x0040 byte[1092] unknown

Block 4: Objects

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword number of objects (n)
0x0004 CObject[n] Objects
CObject
OFFSET TYPE DESCRIPTION
0x0000 word model id
0x0002 dword object reference
0x0006 float[3] pos
0x0012 byte[12] unknown
0x001E float unknown
0x0022 float[3] unknown
0x002E byte[12] unknown
0x003A byte unknown
0x003B byte unknown
0x003C byte unknown
0x003D byte unknown
0x003E byte unknown
0x003F byte unknown
0x0040 byte unknown
0x0041 byte unknown
0x0042 float unknown
0x0046 byte unknown
0x0047 byte unknown
0x0048 dword unknown
0x004C dword unknown
0x0050 dword unknown

Block 5: Path Find

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword number of entries (n)
0x0004 byte[n/2] disabled ped path nodes
0x4 + n/2 byte[n/2] disabled car path nodes
  • Note: each byte in these arrays represents 8 path nodes with a bitmask. If a bit is set, the node is disabled, otherwise it is enabled.

Block 6: Cranes

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword number of cranes (n)
0x0004 dword cars collected by military crane
0x0008 Crane[8] Crane data
Crane
OFFSET TYPE DESCRIPTION
0x0000 dword index in static objects pool
0x0004 dword crane hook object index in objects pool
0x0008 dword audio entity index
0x000C float pickup zone x1 (crane opcode parameter 3)
0x0010 float pickup zone x2 (crane opcode parameter 5)
0x0014 float pickup zone y1 (crane opcode parameter 6)
0x0018 float pickup zone y2 (crane opcode parameter 4)
0x001C float drop off point x (crane opcode parameter 7)
0x0020 float drop off point y (crane opcode parameter 8)
0x0024 float drop off point z (crane opcode parameter 9)
0x0028 float drop off heading in radians (crane opcode parameter 10)
0x002C float crane arm pick up rotation in radians
0x0030 float crane arm drop off rotation in radians
0x0034 float crane arm pick up distance from center of crane
0x0038 float crane arm drop off distance from center of crane
0x003C float crane arm pick up height
0x0040 float crane arm drop off height
0x0044 float crane arm current rotation in radians
0x0048 float crane arm current distance from center of crane
0x004C float crane arm current height
0x0058 float[3] crane hook initial x, y, z
0x005C float[3] crane hook current x, y, z
0x0068 float[2] unknown
0x0070 dword pointer to vehicle to pick up
0x0074 dword current game time + 10000 (only updates when crane has finished lifting car)
0x0078 byte crane activity
  • 0 = idle crane
  • 1 = crusher/military crane active
  • 2 = crane inactive
0x0079 byte crane status
  • 0 = idle
  • 1 = crane moving to pick up
  • 3 = moving upwards from pick up
  • 2 = moving to destination
  • 4 = moving downwards to drop off
  • 5 = moving upwards from drop off
0x007A byte number of vehicles collected
0x007B byte is crusher crane
0x007C byte is military crane
0x007D byte unknown
0x007E byte model is not doc_crane_cab
0x007F byte (align)

Block 7: Pickups

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 Pickup[336] pickups structures -- each is 0x1C bytes in size; see details below
Pickup
OFFSET TYPE DESCRIPTION
0x0000 byte type
0x0001 byte has been picked up
0x0002 word ammo (for weapon pickups)
0x0004 dword index in objects pool
0x0008 dword regeneration time
0x000C word model id
0x000E word flags
0x0010 float[3] x,y,z position
0x24C0 word collected index for below, always between 0 and 19
0x24C2 byte[2] (align)
0x24C4 PickupsCollected[20] pickup index, latest collected pickup pointed by collected index from above

Block 8: Phone Info

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword number of phones (n)
0x0004 dword number of active phones
0x0008 PhoneInfo[n] 52 bytes each, phone info structs
OFFSET TYPE DESCRIPTION
PhoneInfo
0x0000 float[3] position (X, Y, Z)
0x000C dword[6] pointer to phone message string
0x0024 dword game time when phone message ends for states 5 and 6
0x0028 dword static index
0x002C dword phone state
  • 3 = no ringing
  • 4 = ringing, message just once
  • 5 = ringing, message repeated, phone was never picked up
  • 6 = ringing, message repeated, phone was picked up before
  • 7 = no ringing, finished state of state 4
  • 8 = no ringing, finished state of states 5 and 6
  • 9 = only ringing
0x0030 byte is player within range of phone
0x0031 byte[3] (align)

Block 9: Restarts

OFFSET TYPE DESCRIPTION
0x0000 dword block size (constant 0x128)
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size (constant 0x124)
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 char[4] 'RST\0' signature
0x0004 dword block size
0x0008 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 RestartPoint[8] restart point after wasted
0x0080 RestartPoint[8] restart point after busted
0x0100 word wasted restart points count
0x0102 word busted restart points count
0x0104 byte override next restart flag (016E, 0255)
0x0105 byte[3] (align)
0x0108 RestartPoint overriden restart point (016E, 0255)
0x0118 byte fade in after next death flag
0x0119 byte fade in after next arrest flag
0x011A byte override hospital level flag
0x011B byte override police level flag
RestartPoint
OFFSET TYPE DESCRIPTION
0x0000 float[3] x,y,z coordinates
0x000C float z_angle

Block 10: Radar

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 char[4] 'RDR\0' signature
0x0004 dword block size
0x0008 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 RadarBlip[32] radar blips structures -- each is 0x30 bytes in size, see below
OFFSET TYPE DESCRIPTION
RadarBlip
0x0000 dword color
0x0004 dword type
  • 0 = none
  • 1 = car
  • 2 = char
  • 3 = object/pickup
  • 4 = coord
  • 5 = contact point
0x0008 dword entity (car, char, object) handle (0 = not an entity)
0x000C float[2] position x,y
0x0014 float[3] position x,y,z
0x0020 word index
0x0022 byte brightness
0x0023 byte is visible
0x0024 float debug sphere cross offset[1]
0x0028 word scale
0x002A word display
0x002C word blip sprite
0x002E word (align)

Block 11: Zones

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 char[4] 'ZNS\0' signature
0x0004 dword block size
0x0008 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword current zone index
0x0004 dword current level (1: Portland, 2: Staunton Island, 3: Shoreside Vale)
0x0008 word find index (index of last search invoked by a script)
0x000A word (align)
0x000C Zone[50] navigation zones (from gta3.zon)
0x0AFC ZoneInfo[100] day/night pairs for each Zone
0x21A4 word total number of navigation zones
0x21A6 word total number of zone infos
0x21A8 Zone[25] map zones (from map.zon)
0x2720 AudioZone[36] audio zones
0x2768 word total number of map zones
0x276A word total number of audio zones
OFFSET TYPE DESCRIPTION
Zone
0x0000 char[8] zone name
0x0008 float[3] zone coord A
0x0014 float[3] zone coord B
0x0020 dword zone type (0, 1, 2 or 3 for MapZone)
0x0024 dword zone level (1: Portland, 2: Staunton Island, 3: Shoreside Vale)
0x0028 word zone info id night
0x002A word zone info id day
0x002C dword child zone index
0x0030 dword parent zone index
0x0034 dword sibling zone index
OFFSET TYPE DESCRIPTION
ZoneInfo
0x0000 word density
OFFSET TYPE DESCRIPTION
AudioZone
0x0000 word zone id

Block 12: Gangs

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 char[4] 'GNG\0' signature
0x0004 dword block size
0x0008 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 Gang[9] gang structures -- each is 0x14 bytes in size, see below
OFFSET TYPE DESCRIPTION
Gang
0x0000 dword car model id
0x0004 byte ped model override flag
0x0005 byte[3] (align)
0x0008 dword primary weapon id
0x0010 dword secondary weapon id

Block 13: Car Generators

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 char[4] 'CGN\0' signature
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size (constant 0x0C)
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword car generators count (n)
0x0004 dword active car generators count
0x0008 byte process counter
0x0009 byte generate even if player is close counter
0x000A byte[2] (align)
0x0010 dword size of car generator structs
0x0014 CarGenerator[n] 72 bytes each, car generator structs
OFFSET TYPE DESCRIPTION
CarGenerator
0x0000 dword model ID
0x0004 float[3] position (X, Y, Z)
0x0010 float z angle
0x0014 word primary color ID
0x0016 word secondary color ID
0x0018 byte force spawn
0x0019 byte alarm (percentage)
0x001A byte locked (percentage)
0x001B byte (align)
0x001C word min delay
0x001E word max delay
0x0020 dword timestamp (time last stolen?)
0x0024 dword vehicle pool index, -1 if not spawned
0x0028 word uses remaining (0 = disabled)
0x002A byte is blocking (used internally to prevent two cars spawning close to each other)
0x002B byte (align)
0x002C float[3] vecInf (unused)
0x0038 float[3] vecSup (unused)
0x0044 dword (unknown) (unused)

Block 14: Particles

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword number of particles (n);
0x0004 Particle[n] particle structures -- each is 0x88 bytes in size, see below
OFFSET TYPE DESCRIPTION
Particle
0x0000 dword unknown (probably CPlaceable vtable)
0x0004 CMatrix Stores the position and rotation of the particle (see [matrix])
0x004C pNext pointer to the next particle struct
0x0050 pPrev pointer to the prev particle struct
0x0054 dword pointer to explosion particle
  • It is used internally in the particles loop to create smoke only after an explosion has happened
  • Used only when the type (see particle type below) is either 15 or 16
0x0058 dword lifespan (at this time, the particle will be destroyed)
0x005C dword particle effect
0x0060 dword particle type
0x0064 byte number to generate (these many particles are generated at once)
0x0065 byte delay between two effects
0x0066 word delay counter (used initially to count the frames skipped)
0x0068 word status
  • 1 - rendering (close to player)
  • 2 - not rendering (far from player)
  • 3 - deleted
0x006A byte[2] (align)
0x006C float[3] strength of particle (x,y,z)
0x0078 float spread
  • Only used in particle type 13 (see particle type above)
  • Used to randomize the position of multiple particles (see number to generate above)
0x007C float scale
0x0080 dword color of the particle (RGBA)
0x0084 byte destroy when far (the particle is destroyed if the player gets far)
0x0085 byte randomness
  • 0 - always generate
  • >0 - 1 in randomness chances of NOT generating
  • <0 - 1 in randomness changes of generating
0x0086 byte[2] (align)
OFFSET TYPE DESCRIPTION
CMatrix (0x48 bytes)
0x0000 float[3] right
0x000C dword flags
0x0010 float[3] up
0x001C dword (align)
0x0020 dword at
0x002C dword (align)
0x0030 dword position (x,y,z)
0x003C dword (align)
0x0040 dword pointer to attached RwMatrix
0x0044 byte has an attached RwMatrix
0x0045 byte[3] (align)

Block 15: Audio Script Objects

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 char[4] 'AUD\0' signature
0x0004 dword block size
0x0008 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword number of audio script objects (n);
0x0004 AudioScriptObject[n] audio script object structures -- each is 0x18 bytes in size, see below
OFFSET TYPE DESCRIPTION
AudioScriptObject
0x0000 dword index?
0x0004 word audio index
0x0006 byte[2] (align)
0x0008 float[3] position x,y,z
0x0014 dword (unknown)

Block 16: Player Info

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword player money
0x0004 byte wasted/busted state
0x0005 dword wasted/busted time
0x0009 word traffic multiplier
0x000B float road density
0x000F dword money amount on screen
0x0013 dword number of hidden packages picked up
0x0017 dword total number of hidden packages
0x001B byte player never gets tired flag
0x001C byte player fast reload flag
0x001D byte get out of jail free flag
0x001E byte free health care flag
0x001F byte[70] unknown

Block 17: Stats

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword people wasted by player
0x0004 dword people wasted by others
0x0008 dword cars exploded
0x000C dword shots made
0x0010 dword[23] peds of type wasted
0x006C dword helicopters destroyed
0x0070 dword player progress
0x0074 dword progress total
0x0078 dword kgs explosives used
0x007C dword bullets fired
0x0080 dword bullets that hit
0x0084 dword cars crushed
0x0088 dword headshots made
0x008C dword times busted
0x0090 dword hospital visits
0x0094 dword days passed
0x0098 dword mm rain fallen
0x009C float max insane jump distance
0x00A0 float max insane jump height
0x00A4 dword max insane jump flips
0x00A8 dword max insane jump rotation
0x00AC dword best stunt so far (see table below)
0x00B0 dword unique stunt jumps found
0x00B4 dword unique stunt jumps total
0x00B8 dword missions attempts
0x00BC dword missions passed
0x00C0 dword passengers dropped off
0x00C4 dword cash made in taxi
0x00C8 dword Portland passed
0x00CC dword Staunton Island passed
0x00D0 dword Shoreside Vale passed
0x00D4 dword Best 'Turismo' time in secs
0x00D8 float distance travelled on foot
0x00DC float distance travelled in car
0x00E0 dword 'Patriot Playground' in secs
0x00E4 dword 'A Ride In The Park' in secs
0x00E8 dword 'Gripped!' in secs
0x00EC dword 'Multistorey Mayhem' in secs
0x00F0 dword people saved in an ambulance
0x00F4 dword criminals killed on vigilante mission
0x00F8 dword highest paramedic mission level
0x00FC dword total fires extinguished
0x0100 dword longest flight in dodo
0x0104 dword best time bomb defusal
0x0108 dword rampages passed
0x010C dword total number rampages
0x0110 dword total number missions
0x0114 dword[16] fastest time record (unused)
0x0154 dword[16] highest score record
0x0194 dword people killed since last checkpoint
0x0198 dword people killed no wasted/busted
0x019C char[8] last mission passed gxt key
List of stunts
Id Description
0 no insane stunts completed
1 insane stunt
2 perfect insane stunt
3 double insane stunt
4 perfect double insane stunt
5 triple insane stunt
6 perfect triple insane stunt
7 quadruple insane stunt
8 perfect quadruple insane stunt

See also: List_of_statistics_(III)

Block 18: Streaming

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 byte[200] streaming flags for first 200 model indices (0-199) (-1 if model is not loaded)

Block 19: Ped Types

OFFSET TYPE DESCRIPTION
0x0000 dword block size
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 dword block size (constant 0x2E8)
0x0004 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 char[4] 'PTP\0' signature
0x0004 dword block size
0x0008 - start of block, data below
OFFSET TYPE DESCRIPTION
0x0000 PedType[23] PedType structures -- each is 0x20 bytes in size, see below
OFFSET TYPE DESCRIPTION
PedType
0x0000 dword bitstring (each associated to an entry in ped.dat)
0x0004 float first value/50.0
0x0008 float second value/50.0
0x000C float third value/50.0
0x0010 float flee distance
0x0014 float heading change rate
0x0018 dword threat flags
0x001C dword avoid flags

Padding

Following the last data block is a variable amount of padding. Since every save file is exactly 0x3145C bytes in length this padding is necessary to fill the space between the data blocks which start the file and the checksum value which ends it. There could be up to 4 padding blocks, each one is up to 55,000 bytes in length.

Checksum

The final four bytes of a save file are an unsigned integer checksum value. This checksum is simply the sum of all the preceding 0x3145C bytes. If the checksum value does not match the calculated sum of those bytes, the game will consider the save file to be "corrupted" and refuse to load it. Thus, any time you make any changes to a save file you must remember to update the checksum when you are finished.

Tools

Notes

^ Post.png Post on GTAForums – a post by Seemann describing debug spheres

External links