Avenger Posted July 12, 2012 Share Posted July 12, 2012 MAX_NUM_POENTIAL_PLAYER_CHARACTERS 24 CGAMESAVE_NUM_QUICK_FORMATIONS 5 CGAMESAVE_FORMATION_FOLLOW 0 CGAMESAVE_FORMATION_T 1 CGAMESAVE_FORMATION_GATHER 2 CGAMESAVE_FORMATION_4AND2 3 CGAMESAVE_FORMATION_3BY2 4 CGAMESAVE_FORMATION_PROTECT 5 CGAMESAVE_FORMATION_2BY3 6 CGAMESAVE_FORMATION_RANK 7 CGAMESAVE_FORMATION_V 8 CGAMESAVE_FORMATION_WEDGE 9 CGAMESAVE_FORMATION_S 10 CGAMESAVE_FORMATION_LINE 11 CGAMESAVE_FORMATION_NONE 12 CGAMESAVE_GROUP_INVENTORY_SIZE 100 // bit pair flags WEATHER_WEATHER_MASK 0x0003 WEATHER_RAINSNOW_LEVEL_MASK 0x000c WEATHER_WIND_MASK 0x0030 WEATHER_LIGHTNING_MASK 0x00c0 CINFINITY_WEATHER_TYPE_NOWEATHER 0x0000 CINFINITY_WEATHER_TYPE_RAIN 0x0001 CINFINITY_WEATHER_TYPE_SNOW 0x0002 CINFINITY_WEATHER_TYPE_FOG 0x0003 CINFINITY_WEATHER_RAINLEVEL_NORAIN 0x0000 CINFINITY_WEATHER_RAINLEVEL_LIGHTRAIN 0x0004 CINFINITY_WEATHER_RAINLEVEL_MEDIUMRAIN 0x0008 CINFINITY_WEATHER_RAINLEVEL_HEAVYRAIN 0x000C CINFINITY_WEATHER_SNOWLEVEL_NOSNOW CINFINITY_WEATHER_RAINLEVEL_NORAIN CINFINITY_WEATHER_SNOWLEVEL_LIGHTSNOW CINFINITY_WEATHER_RAINLEVEL_LIGHTRAIN CINFINITY_WEATHER_SNOWLEVEL_MEDIUMSNOW CINFINITY_WEATHER_RAINLEVEL_MEDIUMRAIN CINFINITY_WEATHER_SNOWLEVEL_HEAVYSNOW CINFINITY_WEATHER_RAINLEVEL_HEAVYRAIN CINFINITY_WEATHER_WINDLEVEL_NOWIND 0x0000 CINFINITY_WEATHER_WINDLEVEL_LIGHTWIND 0x0010 CINFINITY_WEATHER_WINDLEVEL_MEDIUMWIND 0x0020 CINFINITY_WEATHER_WINDLEVEL_HEAVYWIND 0x0030 CINFINITY_WEATHER_LIGHTNINGFREQUENCY_NOLIGHTNING 0x0000 CINFINITY_WEATHER_LIGHTNINGFREQUENCY_RARELIGHTNING 0x0040 CINFINITY_WEATHER_LIGHTNINGFREQUENCY_REGULARLIGHTNING 0x0080 CINFINITY_WEATHER_LIGHTNINGFREQUENCY_FREQUENTLIGHTNING 0x00C0 CINFINITY_WEATHER_STORM_INCREASING 0x0100 CSAVEDGAMEHEADER_FLAGS_AI_OFF 0x00000001 CSAVEDGAMEHEADER_FLAGS_PANEL_MEDIUM 0x00000002 CSAVEDGAMEHEADER_FLAGS_PANEL_LARGE 0x00000004 CSAVEDGAMEHEADER_FLAGS_INTERFACE_HIDDEN 0x00000010 CSAVEDGAMEHEADER_FLAGS_INTERFACE_LEFT 0x00000020 CSAVEDGAMEHEADER_FLAGS_INTERFACE_RIGHT 0x00000040 CSAVEDGAMEHEADER_FLAGS_HIDE_AREA_NOTES 0x00000080 CSAVEDGAMEHEADER_VERSION_BALDUR 0x00000000 CSAVEDGAMEHEADER_VERSION_BALDURMP1 0x00000001 CSAVEDGAMEHEADER_VERSION_BALDURMP2 0x00000002 CSAVEDGAMEHEADER_VERSION_BALDUR2 0x00000003 CSAVEDGAMEHEADER_VERSION_BALDUR2_ADDIN 0x00000004 CSAVEDGAMEHEADER_VERSION_BALDUR2_ADDON 0x00000005 CSavedGameHeader DWORD m_worldTime; SHORT m_curFormation; SHORT m_quickFormations[CGAMESAVE_NUM_QUICK_FORMATIONS]; DWORD m_nPartyGold; WORD m_nPCAreaViewed; WORD m_wWeatherFlags; DWORD m_partyCreatureTableOffset; DWORD m_partyCreatureTableCount; DWORD m_partyInventoryTableOffset; DWORD m_partyInventoryTableCount; DWORD m_globalCreatureTableOffset; DWORD m_globalCreatureTableCount; DWORD m_globalVariablesOffset; DWORD m_globalVariablesCount; RESREF m_currentWorldArea; DWORD m_currentLink; // editor: set to -1 DWORD m_journalEntriesCount; DWORD m_journalEntriesOffset; LONG m_reputation; RESREF m_masterArea; DWORD m_dwFlags; DWORD m_versionNumber; // 0-BG 1-MP etc... DWORD m_familiarsOffset; DWORD m_storedLocationsOffset; DWORD m_storedLocationsCount; DWORD m_gameTime; DWORD m_storedLocationsOffsetPocketPlane; DWORD m_storedLocationsCountPocketPlane; DWORD m_notUsed[13]; NUM_ALIGNMENTS 9 FAMILIAR_MAX_LEVEL 9 // do not use CAIOBJECTTYPE_NONE in editor // use index = (alignment/16-1)*3 + alignment%16-1; CAIOBJECTTYPE_NONE 0x00 CAIOBJECTTYPE_LAWFUL_GOOD 0x11 CAIOBJECTTYPE_LAWFUL_NEUTRAL 0x12 CAIOBJECTTYPE_LAWFUL_EVIL 0x13 CAIOBJECTTYPE_NEUTRAL_GOOD 0x21 CAIOBJECTTYPE_NEUTRAL 0x22 CAIOBJECTTYPE_NEUTRAL_EVIL 0x23 CAIOBJECTTYPE_CHAOTIC_GOOD 0x31 CAIOBJECTTYPE_CHAOTIC_NEUTRAL 0x32 CAIOBJECTTYPE_CHAOTIC_EVIL 0x33 CSavedGameFamiliars RESREF m_resrefDefault[NUM_ALIGNMENTS]; DWORD m_resrefOffset; // at which is a list of RESREF's DWORD m_resrefCount[NUM_ALIGNMENTS][FAMILIAR_MAX_LEVEL]; CSavedGameJournalEntry STRREF m_strEntry; DWORD m_time; BYTE m_chapter; BYTE m_read; // which characters have not read this entry BYTE m_type; BYTE m_character; // which character this entry is associated with (multiplayer) GAME_PARTYCREATURE_SELECTED 0x0001 GAME_PARTYCREATURE_NO_AREA 0x8000 // editor: always set to zero. CGAMESAVECHARACTER_NUM_STATS_SPELLS 4 CGAMESAVECHARACTER_NUM_STATS_WEAPONS 4 CSavedGamePartyCreature WORD m_wFlags; // editor: These two members have been separated WORD m_portraitId; // editor: These two members have been separated DWORD m_creatureOffset; DWORD m_creatureSize; RESREF m_creatureResRef; DWORD m_creatureFacing; RESREF m_areaName; WORD m_posX; WORD m_posY; WORD m_posViewX; WORD m_posViewY; WORD m_nModalState; SHORT m_nHappiness; LONG m_nNumberOfTimesInteractedWith[MAX_NUM_POENTIAL_PLAYER_CHARACTERS]; SHORT m_quickWeaponsItemNum[CGAMESAVECHARACTER_NUM_QUICK_WEAPONS]; SHORT m_quickWeaponsAbilityNum[CGAMESAVECHARACTER_NUM_QUICK_WEAPONS]; RESREF m_quickSpellsSpellId[CGAMESAVECHARACTER_NUM_QUICK_SPELLS]; SHORT m_quickItemsItemNum[CGAMESAVECHARACTER_NUM_QUICK_ITEMS]; SHORT m_quickItemsAbilityNum[CGAMESAVECHARACTER_NUM_QUICK_ITEMS]; SCRIPTNAME m_name; DWORD m_numberTimesTalkedTo; STRREF m_strStrongestKillName; DWORD m_nStrongestKillXPValue; ULONG m_nPreviousTimeWithParty; ULONG m_nJoinPartyTime; BOOLEAN m_bWithParty; char m_pad1[2]; char m_cFirstResSlot; DWORD m_nChapterKillsXPValue; DWORD m_nChapterKillsNumber; DWORD m_nGameKillsXPValue; DWORD m_nGameKillsNumber; RESREF m_lSpellStatsName[CGAMESAVECHARACTER_NUM_STATS_SPELLS]; SHORT m_lSpellStatsCount[CGAMESAVECHARACTER_NUM_STATS_SPELLS]; RESREF m_lWeaponStatsName[CGAMESAVECHARACTER_NUM_STATS_WEAPONS]; SHORT m_lWeaponStatsCount[CGAMESAVECHARACTER_NUM_STATS_WEAPONS]; RESREF m_secondarySounds; CSavedGameStoredLocation // for storing my location from a dream RESREF m_areaName; WORD m_xPos; WORD m_yPos; Link to comment
igi Posted November 11, 2013 Share Posted November 11, 2013 Local copy updated, thanks. Link to comment
argent77 Posted April 11, 2014 Share Posted April 11, 2014 BG:EE and BG2:EE added additional fields to GAM resources: Offset Size Description 0x0080 4 (dword) Zoom level (Default: 100, lower values zoom in, higher values zoom out) 0x0084 8 (resref) Random encounter area (set by script action ForceRandomEncounter(S:Area*)) Link to comment
Jarno Mikkola Posted April 11, 2014 Share Posted April 11, 2014 BG:EE and BG2:EE added additional fields to GAM resources: Offset Size Description 0x0080 4 (dword) Zoom level (Default: 100, lower values zoom in, higher values zoom out) 0x0084 8 (resref) Random encounter area (set by script action ForceRandomEncounter(S:Area*)) Would this techically mean that were we to go and manipulate the value in the .gam file, we could zoom in and out on PC ? Cause there's no hipster to do so currently. Hipster, adjustment device, whatever. Of course only in an EE games. That goes without saying. Link to comment
argent77 Posted April 11, 2014 Share Posted April 11, 2014 That's right, but you are limited to the range 55..114 (and 0 which is the same as 100). Anything else will be adjusted by the games automatically. Link to comment
Ardanis Posted April 16, 2014 Share Posted April 16, 2014 Zoom function is controlled by mouse wheel. Link to comment
Jarno Mikkola Posted April 16, 2014 Share Posted April 16, 2014 Zoom function is controlled by mouse wheel. Seems to work...Is there a reset default zoom key ? And a silly question, what if I don't have a mouse wheel ? Link to comment
argent77 Posted April 16, 2014 Share Posted April 16, 2014 Zoom function is controlled by mouse wheel. And by the +/- keys on the keyboard (which is annoying as the original BG(2) used one of those keys for selecting all party members). Is there a reset default zoom key ? Editing the GAM files directly is the only way (I know of) to reset the zoom level to 100% without resorting to trial & error. Link to comment
argent77 Posted November 6, 2014 Share Posted November 6, 2014 IWD:EE added another field to the GAM format: Offset Size Description 0x008c 8 (resref) Current worldmap (set by script action SetWorldmap(S:Worlmap*)) Link to comment
Avenger Posted November 6, 2014 Author Share Posted November 6, 2014 Actually, there are more new fields: 0084h Queued encounter 008ch Worldmap 0094h <Unused 8 bytes in IWDEE> 009ch Familiar owner 00a0h <Unused 5x4 bytes in IWDEE> (Familiar owner is the PC's portrait index who first summoned a familiar) Link to comment
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