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User:Andux/Format research
Partly based on User:Rick/Save research.
Common structures[edit]
Compressed block[edit]
Type | Name | Description |
---|---|---|
uint32 | Z_Size | Size of compressed data |
bytes | Z_Data | Z_Size bytes of zilb-compressed data. |
After decompression, the data for each block typically occupies no more than 20000 bytes (except in CMV files, where data size is a factor of the width, height, and number of frames in the block; for example, 200 frames of 80x25 video will occupy 800000 bytes).
String[edit]
Type | Name | Description |
---|---|---|
uint16 | StrLen | Length of string in bytes. Can be zero. |
bytes | StrVal | StrLen characters of string data. Not null-terminated. |
Note: In memory, strings are generally stored in fixed-size buffers, which are often much smaller than the maximum length one could specify in StrLen; when writing strings to a file, it is recommended to limit their size to less than 128 bytes.
List[edit]
A List structure can contain nearly any type of data (including another List); for clarity, I will describe each one as a "List of X" (or "X-list") below, where X is the type of structure the list contains.
Type | Name | Description |
---|---|---|
uint32 | EntryCount | Number of entries in the list |
X | Entry | EntryCount values/structures of type X. |
Name struct[edit]
Type | Name | Description |
---|---|---|
String | Name | Specifies the first name of a creature. |
String | Nickname | Specifies the nickname of a creature. |
int32s | WordIndex | An array of 7 signed integers, each giving the index into the list/vector of WORD entries of the word used by that name-part; a value of -1 means the name-part is omitted. |
unit16s | WordForm | An array of 7 unsigned int16s, each specifying the form of word to use for the corresponding name-part. |
int32 | Language | Index into the list/vector of TRANSLATION entries; -1 means word data is ignored. |
int16 | Unknown | May relate to how the game assigns titles? |
The basic layout of a name is:
<Name>[ <Word[1]><Word[2]>][ the [<Word[3]> ][<Word[4]> ][<Word[5]>-]<Word[6]>][ of <Word[7]>]
Name-parts[edit]
Each of the 7 name-parts corresponds to one of the categories from the left panel of the adventurer/fort name selection screen:
- Front compound
- Rear compound
- Adj 1
- Adj 2
- Hyphen compound
- The X
- Of X
Word forms[edit]
- Singular Noun
- Plural Noun
- Adjective
- Prefix
- Present (1st)
- Present (3rd)
- Preterite
- Past Participle
- Present Participle
Common file types[edit]
Compressed data files[edit]
The basic structure of DF's compressed data files is simply an array of compressed block structs. The same structure was used for save files in 40d.
I will attempt to describe the uncompressed structure of these files below:
Weird Text Files[edit]
Used for announcement/dipscript strings, and for help files.
These are essentially a List of:
Type | Name | Description |
---|---|---|
uint32 | StrLen32 | Length of string in bytes. |
uint16 | StrLen | Length of string in bytes. Same value as StrLen32. |
bytes | StrVal | StrLen characters of string data. Not null-terminated. |
data/index[edit]
The index file uses a special case of the format used for announcements and dipscripts. The characters in each string are encoded using a simple symmetric cipher:
for i := 0 to (StrLen - 1) do c[i] := (not c[i]) - (i mod 5);
0.31.xx[edit]
Save files[edit]
The format used for saves since 0.31.01 differs from that used in 40d. Each save file now begins with a header:
Type | Name | Description |
---|---|---|
uint32 | save_version | Specifies which version of the save structure was used when writing this file. |
uint32 | is_compressed | Is the file compressed? 1 = compressed, 0 = uncompressed |
The header itself is always uncompressed, but in compressed saves, any data which follows will be stored in compressed blocks.
Common structures[edit]
Beast defs[edit]
The beast defs are composed of a List of string-lists; each string-list is a List of String structures which contain the raw tags defining a forgotten beast, demon, titan, or night creature.
String tables[edit]
The string tables enumerate all the raw section names used by the save.
Each section is a List of String structures containing the name of a raw object; there are a total of 19 sections:
- INORGANIC materials
- PLANT types
- BODY types
- BODYGLOSS entries
- CREATURE entries
- ITEM types
- BUILDING types (custom workshops)
- ENTITY classes
- WORD entries
- SYMBOL entries
- TRANSLATION entries (languages)
- COLOR entries
- SHAPE entries
- COLOR_PATTERN entries (also includes COLOR entries)
- REACTION entries
- MATERIAL_TEMPLATE types
- TISSUE_TEMPLATE types
- BODY_DETAIL_PLAN entries
- CREATURE_VARIATION types
WORLD.DAT[edit]
- See WORLD.DAT
WORLD.DAT files contain data for worlds in which no adventurer or fortress is currently active.
WORLD.SAV[edit]
- See WORLD.SAV
WORLD.SAV files contain data for worlds which have an active adventurer or fortress.