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Syplheed-Reborn/docs/re/structures/savegame-format.md
Claude (auto-RE) 98b3cf56ac re: name the save read path, and locate the save state at game_object+304
Disassembling around the serializer names its mirror and the whole read side:
deserializer 0x822C0380 (reads GDAA + phase string), GHAD reader 0x822BF858
(called with save+8, pairs with the writer 0x822BF678), SHAB reader 0x822BFD60
(save+136, count 16).

The GHAD reader is a plain unrolled byte copy with no clamping or validation
anywhere, which is why hand-written field values survive into the object exactly
as written.

The deserializer's only caller builds its argument as
lwz r11,4(r30) / lwz r11,0(r11) / addi r4,r11,304, so the save state lives at
+304 of a game object and every field now has a fixed absolute offset there --
Points at +336, clear ratio at +320, the develop blob at +380, the SHAB table at
+440. That is what a live-RAM read of the save state needs.

Recorded as a negative too: searching those absolute offsets does NOT find the
panel's populate code. lwz rX,336(rY) has 193 matches, and the windows holding
several right offsets at once are a vtable thunk table (slots 308-340) and a
float-parameter block. The stage/difficulty fields need the screen-side path.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-11 20:24:47 +00:00

23 KiB
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Save file (savedata) — container exact, 3 fields named , rest (2026-08-11)

Status: CONFIRMED for the container and the chunk layout — parsed off the title's own serializer, not guessed, and verified by a byte-identical round-trip. Points, flight time and clear ratio are named off the game's own Details panel; the rest is still and none of it is asserted.

Parser + round-trip check: tools/re-capture/savegame.py (savegame.py <savedata> --verify re-serializes the parse and asserts equality).

Where it lives

<xenia content>/<XUID>/535107D4/00000001/game01/savedata          545 B payload
<xenia content>/<XUID>/535107D4/Headers/00000001/game01.header    328 B

The header is the Xbox content header, not game data: a UTF-16BE display string (Game01 07/23/2026 21:08 STAGE02 EASY), the internal name game01, and the title id 53 51 07 D4. It is what the save-select screen lists.

savedata is the whole save. 545 bytes — there is no second file, so everything the game remembers between sessions is in here.

Container

'GDHA'  <146-byte header>  <zlib stream, 78 DA>

The deflated payload is 545 bytes. Two of the GDHA header words are a FILETIME and a copy of the slot-0 fields; much of the rest is uninitialised memory — words like 0x828F3DA8, 0xBD4B6200, 0x70D8FD50 are guest virtual addresses that leaked out of the struct's padding, so the header is not byte-reproducible and must not be treated as meaningful. The last four bytes of the file are the zlib stream's own Adler-32, and the same value also appears at header offset 0x8E.

Payload — a chunk stream written by 0x822C00E8

Every element below is read off the serializer, whose writer primitive is 0x821885A8(stream, buf, len):

bytes what source
'GDAA' payload magic addis 0x4744 / ori 0x4141 at 0x822C00F8
u32 len, char[len] current game phase, here GP_BUNK lwz r11,0(save); if < 29, index the GP_* name table at 0x820A5680
'GHAD' + 122 B the progress block 0x822BF678, called with save+8
u32 16, 16 × ('SHAB' + 5×u32) a 16-record result table (not the UI's save slots — see Result 3) addi r28,r0,16 / stride addi r29,r29,20
u32 4, "BUNK", 'NETA', u32 trailer

The in-memory struct is written field-by-field with no packing changes, so a payload offset is also the offset in the live save object: the GHAD block is save+8, the slot table is save+136, and the serializer's next access after the table is lwz r11,456(save) — exactly 136 + 16*20. That makes this doc a map of the runtime object too, which is what a live-RAM read would need.

The phase name is real: GP_BUNK is one of the title's screen ids, and the .pe carries the neighbouring list GP_HANGAR, GP_READY_ROOM, GP_BUNK, GP_MOVIE, GP_OPTIONS, GP_MISSION_*. (Note the SHAB string that also appears in the .pe is a false hit — it is inside the RTTI name .?AVSCRIPT_COMMAND_PUSHABLE@SilpheedSCS@@. The four-character tags are built as lis/ori immediate pairs, so they are not in the string pool at all.)

The GHAD block (122 bytes, 0x822BF678)

Ten u32, one u64 (ld r11,40(r30)), four u32, a raw 4-byte field and a raw 54-byte blob. 10·4 + 8 + 4·4 + 4 + 54 = 122, which is exactly what the file carries — the layout is closed, with nothing unaccounted for.

Field names below come from the LOAD/SAVE GAME screen's own Details panel, photographed against this exact save (see "Naming the fields", further down).

off value in this save reading
+0 0
+4 324773 flight time, milliseconds — the screen shows Flight Time 000:05:24 and 324773 ms = 5 m 24.773 s
+8 5 clear ratio, percent — the screen shows Clear Ratio 5 %. It is not a stage counter: developing one Arsenal weapon stepped it to 6 (see the develop differential)
+12 0
+16 1
+20 0
+24 4101 (0x1005) Points — the spendable balance. Named from the Details panel, and separated from +28 by the develop differential: spending 4000 P moved only this field (4101 → 101) and the panel then read Points 101 P
+28 4101 (0x1005) 🟡 not the displayed Points — it did not move when 4000 P was spent. A lifetime/earned total is the obvious read; unproven until a save is taken after earning points
+32 79
+36 2 not difficulty and not stage — refuted by probe saves (see below)
+40 (u64) 2014400
+48 0 (Times Cleared: 0 is on screen, so it is one of the zero fields)
+52 2 see +36 — refuted
+56 2 see +36 — refuted
+60 0
+64 (raw 4) 09 15 00 00 the trailer's u32 is the same value
+68 (raw 54) see below per-item Arsenal development state, one byte per item, 4 = owned, 2 = developable now, 0 = locked (evidence). Only the 4s are stored state — 2 is re-derived at load. The index space is solved: it is strings.tbl's item order, cut items included (mapping)

The 54-byte blob is the interesting one — a fixed-length array of small enumerated states, 16 of the 54 non-zero (ten 4s, six 2s):

04 02 00 00 00 02 00 00 00 04 02 00 02 00 00 00 00 00 00 00 00 04 04 00 00 00 04
02 00 00 00 02 00 04 00 00 00 00 00 04 00 00 00 00 00 04 04 04 00 00 00 00 00 00

The two questions here — what the values mean and which list the index runs over — are separate, and were answered separately: the develop differential below settles the first, and four hand-written probe saves settle the second (the index space is strings.tbl's item order; see the economy note). The 54 length matches no count established elsewhere, and in particular it is not weapon.tbl's equally-54-long id run — that coincidence cost real time.

The develop differential: one weapon, three fields

2026-08-11, in the running game. The save state loaded from slot 01 (Stage 02, "At Standby", 4101 P) was taken into READY ROOM → ARSENAL → GUN, where exactly one item was developed — Light Machine Gun MG I, 4000 P — the mount prompt was declined so that nothing but the development changed, and the result was saved to the first empty slot (03). Slots 01/02 were not touched.

Diffing the 545-byte payload of slot 03 against slot 02 (the same state saved before the development) moves exactly three things:

field before after what the screen showed
+8 clear ratio 5 6 slot 03's Details panel: Clear Ratio 6 %
+24 Points 4101 101 the Arsenal's Points readout, and slot 03's Points 101 P
+68 blob [1], [2] 2, 0 4, 2 "You obtained Light Machine Gun MG I" and "You can now develop Light Swivel Machine Gun MG2H"

Everything else — +28, +4 flight time, +36/+52/+56, the SHAB table, the trailer — is byte-identical. That is what makes the reading of the blob more than a guess: one action produced exactly two blob transitions, and the game announced exactly two events, in the same order. 2 → 4 is the item that was bought; 0 → 2 is the tech-tree successor it unlocked. So the alphabet is a three-state progression locked → developable → developed, and the blob is the Arsenal's development state, not a bitmask of owned weapons (a bitmask could not represent the middle state).

Which item each index is was chased separately and is solved — see the Arsenal develop economy. The index space is the item order in GP_HANGAR_ARSENAL.pak :: eng\strings.tbl, i.e. the display order plus the cut items that only the localisation file lists, pinned by four hand-written probe saves (indices 9, 21, 39, 48) and closing exactly at 53. The retail save's five otherwise-unexplained owned entries are those cut items, shipped flagged as owned and never rendered.

One more thing this does not settle, and should not be written as if it did:

  • Whether the +1 on the clear ratio is per item. One data point. If it is per item, the ratio is a collection metric and not a stage metric, which matters because it is one of the three numbers the Details panel shows and it had been read as mission progress.

Evidence: savedata-game03-developed-mg1.bin (compare against savedata-game02-samestate.bin with savegame.py), and the screenshots before · after · Details panel.

The 16-record SHAB table (16 × 20 bytes)

slot a b c FILETIME
0 2 4101 324773 2026-07-23 20:07:23
115 0 0 0 2006-01-01 00:00:00

The FILETIME reading is confirmed independently: the last two u32 of slot 0 decode as a Windows FILETIME to 2026-07-23 20:07:23 UTC, and the content header's own display string — written by the game, parsed by nobody here — says 07/23/2026 21:08 (UTC+1). The 15 unused slots all hold 2006-01-01, a plausible epoch default rather than zero, which is a second check on the same reading.

Fields a/b/c of record 0 are copies of GHAD +36, +24/+28 and +4 — i.e. difficulty/stage, Points and flight time, the same triple the Details panel prints. What the table is a table of is settled in Result 3 below: not saves.

Naming the fields — a second save, made in-game (2026-08-11)

The one save on disc could not name anything, so a second one was made. Route, all with 60 ms d-pad taps, driven by tools/re-capture/nav_probe.sh (boots to the READY ROOM, then walks a scripted step list, screenshotting after every step and stamping every save file's md5 — so the trail says exactly which keypress wrote a save):

READY ROOM → ↓×4 SYSTEM → A → (≈50 s to load under lavapipe) → SYSTEM MENU BACK / LOAD GAME / SAVE GAME / OPTIONS / BACK TO TITLE → ↓↓ SAVE GAME → A → slot list, first empty slot preselected → A → Save game?cursor starts on YES → A.

Two traps, both paid for: the SYSTEM screen takes >15 s to load and inputs sent during it are dropped; and the save confirm starts on YES, unlike the load confirm which starts on NO — the first attempt sent the load flow's extra and so pressed NO, writing nothing (the md5 stamp is what showed this).

A third trap, found on the Arsenal run: a 60 ms d-pad tap is ignored inside a modal yes/no dialog even though it is exactly one step in the list menus. The Do you want to develop this weapon? cursor did not move until the press was held ~250 ms (nav_probe.sh's own step() duration). Always screenshot the dialog and confirm which side the cursor is on before pressing A — the develop confirm starts on NO, the "would you like to mount it now?" prompt that follows it starts on YES, so a fixed key sequence cannot be trusted across two dialogs that appear back to back.

Result 1 — the payload is a pure function of game state

Saving the just-loaded state into empty slot 02 produced game02/savedata. Its 545-byte payload is byte-identical to game01's — same phase, same GHAD block, same slot table, same FILETIME inside it. Only the GDHA header differs, and every differing byte is either the container FILETIME at 0x0A or one of the guest-pointer words (0xBC4556800xBC474020, 0xBD4B62000xBD3B5180, 0x70D8FD500x70A8FD50, …). That empirically confirms the "uninitialised padding" call: those words moved between two saves of identical state, by the deltas you would expect of heap addresses.

So the payload carries no timestamp, no slot number and no save name — a save's identity lives entirely in its content header (Game02 08/11/2026 06:55 STAGE02 EASY vs Game01 07/23/2026 21:08 STAGE02 EASY; the __thumbnail.pngs are identical too). Everything in the 545 bytes is game state, which is also a second check that the parse leaves nothing unexplained.

Result 2 — the Details panel names the numbers

Highlighting a slot fills a Details panel. Against this save it reads:

STAGE 02 — Declaration of War · Game Status: At Standby · Points 4101 P · Times Cleared: 0 Times · Difficulty EASY · Flight Time 000:05:24 · Clear Ratio 5 %

LOAD GAME details for the state this save holds

4101, 324773 and 5 are all in the GHAD block, which is what pins Points, flight time (ms) and clear ratio above. Note Clear Ratio 5 % with Times Cleared: 0 and one stage finished is consistent with clear ratio = stages cleared ÷ 20 — the slot list is also 20 entries — but that is .

What one save still cannot decide: Difficulty EASY, STAGE 02 and two other fields all have the value 2, and Times Cleared: 0 collides with five zero fields. Separating them needs a save whose stage or difficulty differs, not another copy of this one.

Result 3 — the 16 SHAB records are not the UI's save slots

The save UI has 20 slots; the payload has 16 records. Slot 0's FILETIME stayed at 2026-07-23 in a save written on 2026-08-11, and the 20-slot list is built from separate gameNN files. So SHAB[] is part of the game state, not a directory of saves. Record 0 is (2, 4101, 324773, 2026-07-23 20:07:23) — difficulty/stage, Points, flight time in ms, and when — i.e. the same summary as the Details panel, which makes a per-stage result record the obvious 🟡 read (one stage finished → one record filled). Falsifiable the moment a second stage is cleared: SHAB[1] should fill.

What this does and does not unlock

It settles the format. It does not yet settle which field is stage-unlock state, so it does not yet answer the question that motivated it — whether stage progress can be reached without winning missions (mission outcome).

Two differentials have been run. The same-state one named three fields but could not separate fields that shared a value; the develop one (above) separated +24 from +28 and gave the blob its alphabet. What is left, in order of what it would settle:

  1. A save at a different difficulty — start a new game on NORMAL, save, compare: whichever of +36/+52/+56 moves is the difficulty.
  2. A save after clearing a stage — settles stage vs. difficulty, Times Cleared, whether SHAB[1] fills, and whether the clear ratio steps by 5 %.
  3. A save after developing one Arsenal itemdone, see the develop differential. Its follow-up is a second development in a different weapon category, which is what maps blob indices to items — but it needs Points, and the balance is now 101 P, so it waits on a mission payout.

Writing a save back — the container's derived fields

A hand-written save loads. Done 2026-08-11 in the sandbox, into our own throwaway slot 03 (the user's slots 01/02 were not touched and the original of 03 is archived in captures/), to settle a question that otherwise needed story progress — see the Arsenal develop economy.

savegame.py round-trips the payload; the container needs three more fields, all functions of the payload, found by diffing two saves whose payloads differed:

header off value
+0x30 u32 len(deflate stream) + 10
+0x8c u16 len(payload) — 545 in every save seen
+0x8e u32 adler32(payload) — the zlib trailer, duplicated into the header

Everything else is copied from the donor. That is safe precisely because of the earlier same-state result: the words that move between two saves of one state are the FILETIME and uninitialised guest-pointer padding, so nothing else is validated. tools/re-capture/savegame_edit.py implements it and re-wraps a real save byte-identically, which is the check that the three fields above are the only derived ones.

What the title does with an edited save is itself a finding: on load it re-derives which items are developable and announces the difference ("You can now develop …"). So the blob's 4s are authoritative state and its 2s are not — see the economy note.

What the probes then refuted: the whole GHAD block is not stage or difficulty

The three fields that all hold 2 were read as "difficulty or stage, undecidable from one save" from the day the format was parsed. Writing saves makes it decidable, and the answer is neither — and the sweep did not stop there.

Method — boot_menu.sh boots to the title menu without loading anything, and LOAD GAME's slot list renders each slot's Details panel (STAGE, Game Status, Points, Times Cleared) plus a row (date, Difficulty, flight time, clear ratio). Extra slots can be fabricated — copy the save directory and its Headers/…/gameNN.header, patching the UTF-16BE display string and the ASCII gameNN inside it — so five probes fit in one boot, read-only, nothing loaded.

Probed, all with no effect on STAGE 02 or Difficulty EASY: every scalar in the GHAD block — +0, +12, +16, +20, +28, +32, +36 (at 1, 3 and 9), +40 (u64), +48, +52, +56, +60, +64 (raw) — plus SHAB[0].a, plus the SHAB fill count in both directions (record 1 filled with a copy of record 0; record 0 cleared). Sixteen elements.

The panel genuinely re-reads each slot — the control is slot 02, which holds Points 4101 and Clear Ratio 5 % and displays exactly that while its neighbours show 101 and 6 %. A further control: patching a slot's header string to STAGE09 HARD changed nothing, and the row's date follows the container FILETIME, so the row is payload-formatted, not header text.

What is left, and it is a much narrower set than when this started: the phase string (GP_BUNK), the trailer ("BUNK" + 0x09150000), or the blob. One honest caveat on the negative: every save on disc is genuinely Stage 02 / EASY, so "the field was not found" and "the panel does not vary those two labels per slot" are not yet separated. The next move is not another probe — it is to find the code that formats STAGE %02d and read which offset it loads, which the static DB can answer directly.

The read side, and where the save state lives in memory

The serializer at 0x822C00E8 has a mirror, found by disassembling around it — and the call graph names the whole read path:

function role pairs with
0x822C0380 deserializer — reads GDAA, the phase string, then calls the two below 0x822C00E8
0x822BF858 GHAD reader, called with save+8 0x822BF678
0x822BFD60 SHAB table reader, called with save+136, count 16

The GHAD reader is a plain byte-for-byte copy — unrolled per field, no clamping or validation anywhere in it, which is why a hand-written value survives into the object exactly as written (and why the develop-blob probes worked).

The save state lives at offset +304 of a game object. The deserializer's only caller sets it up as lwz r11,4(r30)lwz r11,0(r11)addi r4,r11,304 (0x822905940x8229059c). Combined with the layout above, every field has a fixed absolute offset in that object, which is what a live-RAM read needs:

save base   = obj + 304        GHAD block = obj + 312
flight time = obj + 316        clear ratio = obj + 320
Points      = obj + 336        develop blob = obj + 380
SHAB table  = obj + 440        (obj + 304 + 136)

What this did not do, and why: finding the panel's populate code by searching for those absolute offsets does not work — the address space is dense enough that lwz rX, 336(rY) has 193 matches, and the windows that contain several of the right offsets at once are false positives: one is a vtable thunk table whose slots happen to sit at 308340, another is a float-parameter block. Naming the stage and difficulty fields needs the save-screen's populate path reached from the screen side (its config record and sprite-key lookup), not from the offsets.

What the screen itself is built from (static, .rdata)

The LOAD/SAVE screen's config key list is compiled into the executable, as a pointer array of key strings — the same shape as the Arsenal's (whose keys sit a few hundred bytes earlier and match the pak record exactly, which is what identifies these as config keys rather than loose strings). The save-screen run starts at 0x820a0074:

game, replay, LOADING, GAME, REPLAY, SELECTOR, SAVE_BASES, SAVE_MENUS,
LOAD_BASES, LOAD_MENUS, THUMBNAIL, FONT, EX_FONT, AUTO_SAVED,
AUTO_SAVED_DETAIL, MISSION_SELECT, MISSION_SELECT_DETAIL, CLEARED, EMPTY,
EMPTY_DETAIL, SLOT, VOLUME, STRINGS,
GAME_EASY, GAME_NORMAL, GAME_HARD, GAME_VERY_HARD,
STATE_STAND_BY, STATE_STAGE_CLEAR, STATE_GAME_CLEAR,
LOCATE, …, STAGE01 … STAGE16, CLEAR_TIME_RANKING

Three things fall out, none of which needed the emulator:

  • There is a fourth difficulty. GAME_VERY_HARD exists alongside EASY / NORMAL / HARD, while the stage tables only carry BonusPoint_EASY/NORMAL/HARD. So VERY HARD is 🟡 an unlockable tier the stage bonus table does not price.
  • Game Status is a three-valued enumSTATE_STAND_BY (what our save shows as At Standby), STATE_STAGE_CLEAR, STATE_GAME_CLEAR.
  • The screen can label exactly 16 stages, STAGE01STAGE16. That matches weapon.tbl's AUTO_SETTINGS list — stage01…16 plus tutorial01…06 and challenge01…06 — so 16 is the story-stage count, and the "22 stages" figure used elsewhere in these notes counts a different set (🟡 probably story plus challenge). Worth reconciling before either number is relied on.

The panel's own field names are here too, with their screen positions: Points, FlightTime (%03d:%02d:%02d), ClearTimes, CompletionRate, RatioOfClear, Index, Label, Date, BrokenData.

This does not name the stage/difficulty save fields, and it explains why the probe sweep could not either: the screen selects a sprite key by index, so the value it indexes with is whatever the loader put in the live object — and the strings are reached through a config lookup, not an immediate, so there is no lis/ori pair to xref back to the selecting code. Chasing it further means disassembling the save-screen's populate path, not another grep.

Editing beyond a throwaway slot is still the user's call.