HeroQuest Savegame Format

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The QUEST.SAV file in HeroQuest contains the saved character data. Characters can be saved between quests.

HeroQuest Savegame Format
Format typeSaved game
Save locationsHub location between levels
Elements savedCharacter names, stats, gold, quest object, inventory. various stats
Games

Format

The file holds the 8 slots for each of the four characters of the game, split into two sections. The first section are the (in-game editable) names of all the characters, the second half contains all the characters' actual information and inventories.

Positions are fixed. If you mess something up you can always delete the file; the game will always generate a default upon saving for the first time.

This is how a default savegame looks like in an hex editor:

Savegame.jpg

The internal format is the following:

Offset Data type Repeats Default value Description
0x000 char[17] 8 SIGMAR Name of the Barbarian
0x088 char[17] 8 GRUNGI Name of the Dwarf
0x110 char[17] 8 LADRIL Name of the Elf
0x198 char[17] 8 ZOLTAR Name of the Wizard
0x220 BYTE[26] 8 Zeroes Inventory of the Barbarian
0x2F0 BYTE[26] 8 Zeroes Inventory of the Dwarf
0x3C0 BYTE[26] 8 Zeroes Inventory of the Elf
0x490 BYTE[26] 8 Zeroes Inventory of the Wizard

Name sections

The names are in typical zero-terminated format, and can be a maximum of 16 characters in length. If a savegame is edited to have data in the remaining name part, it will not be read, and the space will be cleared to zeroes when re-saved.

The name normally only accepts uppercase characters. If lowercase characters are edited into the savegame file, it becomes clear that the lowercase range of the font is used for special accented characters. Some characters in the range are completely empty, but they still offer clickable space.

HeroQuest savegame lowercase name.png

If the first byte in a name is set to a 00 byte, the entry becomes unclickable in the user interface, effectively making it permanently unusable. There is a bug in the game where this can occur when you change the name of a character and confirm without filling in anything, and then save the character data.

Inventory sections

Offset Data type Default values Description
BAR DWA ELF WIZ
0x00 BYTE 00 00 00 00 Character game status: 00=in menu FF=in quest
0x01 UINT8[2] 0000 0000 0000 0000 Placeholder for Hero's position on the map XXYY. See Rooms Layout
0x03 UINT8 00 00 00 00 Placeholder for Hero's current room. See Rooms Layout
0x04 UINT16LE 0000 0000 0000 0000 Placeholder for Memory location of Hero's position on the Walls Layout in memory at [0B6B:546F]
0x06 UINT8 08 07 06 04 Body points, 0-9 shows a figure, higher values work but the game shows the rest of the fonts.
0x07 UINT8 02 03 04 06 Mind points, same as above.
0x08 UINT8 26 2C 38 44 Placeholder for Hero's facing sprite. See Hero Positions
0x09 UINT16LE 0000 0000 0000 0000 Amount of gold coins in stash (bytes "88 13" = 5000 coins)
0x0B BYTE 00 00 38 07 Placeholder for spells bit mask during the game (Water and Air); see Spells
0x0C BYTE 00 00 00 3F Placeholder for spells bit mask during the game (Fire and Earth); see Spells
0x0D BYTE 00 00 00 00 Owned special items bit mask; see Special Items.
0x0E BYTE 00 00 00 00 Owned weapons bit mask; see Weapon Items.
0x0F BYTE 00 00 00 00 Owned armour bit mask; see Armour Items.
0x10 BYTE 00 00 00 00 Owned potions bit mask; see Potions
0x11 BYTE 00 00 00 00 Equipped weapon. Same values as owned weapons, but only one weapon (or special weapon) can be active.
0x12 BYTE 00 00 00 00 Equipped special items. Same values as owned special items. Combines any equipped special weapon and armour.
0x13 BYTE 00 00 00 00 Equipped armour. Same values as owned armour.
0x14 UINT8 03 02 02 01 Base attack dice number
0x15 UINT8 02 02 02 02 Base defence dice number
0x16 BYTE 00 00 00 00 Placeholder for Spells casted on MONSTER during the game
0x17 BYTE 00 00 00 00 Placeholder for used Potions effect bit mask during the game
0x18 BYTE 00 00 00 00 Placeholder for Spells casted on HERO bit mask during the game
0x19 UINT8 00 01 02 03 Character id used for attack animation and map icon (04=Sir Ragnar/Manfred)

Upon loading a slot the equipment is copied in memory at these locations:

0B6B:4663 Barbarian
0B6B:467D Dwarf
0B6B:4697 Elf
0B6B:46B1 Mage
0B6B:46CA Ragnar/Manfred


Equipment

The equipment is saved in bits, which are combined into full values. So a value of 0x00 means completely empty, and 0xFF means all are enabled. The equipment bits are used for both ownership and to store which items are currently equipped.

There are three classes of equipment: weapons, armour, and special quest items. In terms of equipped items, there are limitations on which bits can effectively be combined together. The player can only equip one helmet on their head and one armour on their body, and can have a light weapon in their primary hand and a shield in their secondary hand, or the Battle Axe taking up both hands. These rules are enforced when the game evaluates the equipped item bits, taking both normal and special items into account.

Weapon Items

The Weapons follow the order of the equipment on the screen, with the lowest bit indicating the first item, but since they do not include the armour, and the Tool Kit is equipped as weapon, that one takes up the eighth weapon value.

HeroQuest equipment.png

Weapon items:

Bit Binary value Hex value Item Equipped on
1 00000001 0x01 Staff Primary hand
2 00000010 0x02 Short Sword Primary hand
3 00000100 0x04 Broad Sword Primary hand
4 00001000 0x08 Battle Axe Primary and secondary hands
5 00010000 0x10 Crossbow Primary hand
6 00100000 0x20 Hand Axe Primary hand
7 01000000 0x40 Spear Primary hand
8 10000000 0x80 Tool Kit Primary hand

Armour Items

Like the weapons, the Armour types follow their order on the inventory screen, with the Shield as the lowest value.

Armour items:

Bit Binary value Hex value Item Equipped on
1 00000001 0x01 Shield Secondary hand
2 00000010 0x02 Helmet Head
3 00000100 0x04 Chain Mail Body
4 00001000 0x08 Plate Armour Body

Special Items

Like the normal items, special items are saved as single bits that can be combined into a full value. They follow the layout of the special items on screen, with the lowest bit indicating the first item.

HeroQuest Special.png

The special items are:

Bit Binary value Hex value Item Equipped on Remarks
1 00000001 0x01 Borin's Armour Body Despite showing a helmet as icon, this item is considered body armour and can be combined with the helmet.
2 00000010 0x02 Wand of Recall None Can't be equipped.
3 00000100 0x04 Talisman of Lore None Can't be equipped.
4 00001000 0x08 Orc's Bane Primary hand
5 00010000 0x10 Spirit Blade Primary hand

Examples for the ownership bits:

  • 00000001 = 01 = Borin's Armour Only
  • 00010100 = 14 = Talisman of Lore and Spirit Blade
  • 00011111 = 1F = everything


Spells

Like the other items, spells are saved as single bits that can be combined into a full value. In the Savefile though these bytes are only a placeholder for the spells once in memory. There are two separate 8 bit masks the first for Water and Air and the second for Fire and Earth.

Bit Binary value Hex value 0x0B Spell name (Type) 0x0C Spell name (Type)
1 00000001 0x01 Veil of mist (Water) Courage (Fire)
2 00000010 0x02 Water of healing (Water) Ball of flame (Fire)
3 00000100 0x04 Sleep (Water) Fire of wrath (Fire)
4 00001000 0x08 Tempest (Air) Pass through rock (Earth)
5 00010000 0x10 Swift wind (Air) Rock skin (Earth)
6 00100000 0x20 Genie /attack (Air) Body healing (Earth)
7 01000000 0x40 not used Genie /reveal (air)
8 10000000 0x80 not used not used

Examples for the ownership bits:

  • 00000111 = 07 = all three Water (0B) or Fire (0C) spells
  • 00111000 = 38 = all three Air (0B) or Earth (0C) spells
  • 00111111 = 3F = all Water and Air (0B) or Fire and Earth (0C) spells
  • 00000100 = 04 = only sleep (0B) or fire of wrath (0C) spell


Spells casted by HERO

This time it doesn't seem to be a bitmask, just plain hex figure used to populate effect slot (0x18), remove the spell in 0x0B or 0x0C and then erased.

Hex value Spell Name Spell effect LOS required Duration
0x01 Veil of mist (Water) Invisibility yes one monster turn
0x02 Water of healing (Water) Cure 4 body points yes permanent
0x03 Sleep (Water) Lose N turns yes until attacked or if he rolls a 6
0x04 Tempest (Air) Lose a turn yes one monster turn
0x05 Swift wind (Air) 2x movement yes next movement phase
0x06 Genie (Air) 5 Attack dice / reveal no hero attack phase
0x07 Courage (Fire) +2 Attack dice yes hero attack phase
0x08 Ball of flame (Fire) 2 attack dice yes hero attack phase
0x09 Fire of wrath (Fire) 1 Attack dice no hero attack phase
0x0A Pass through rock (Earth) +2 Defense dice yes next defense phase
0x0B Rock skin (Earth) +2 Defense dice yes next defense phase
0x0C Body healing (Earth) Cure 4 body points yes permanent

Potions

Potions follow the same principle of all other bit masks. The only exceptions is they get wiped once you start a new quest.
This can be bypassed with a simple hack since the save and load features correctly process that byte.

Bit Binary value Hex value Potion Name Potion effect
1 00000001 0x01 Potion of Strength +2 attack dice in the next combat phase
2 00000010 0x02 Potion of Resilience +2 defence dice in the next combat phase
3 00000100 0x04 Potion of Healing +4 body points
4 00001000 0x08 Potion of Healing +4 body points
5 00010000 0x10 Holy Water Kills every undead in the room
6 00100000 0x20 Potion of Speed 2x movement in the next movement phase
7 01000000 0x40 Heroic Brew 2x attack in the next combat phase
8 10000000 0x80 not used

Examples:

  • 01111111 = 7F = All potions
  • 00001100 = 0C = Two potions of Healing
  • 00000011 = 03 = Strenght and Resilience


Spells casted on HERO

Only the effects that last at least one round appear in this bit mask (0x18).

Bit Binary value Hex value Spell Name Spell effect Duration (PC) Duration (board game)
1 00000001 0x01 Veil of mist Invisibility next monster phase next monster phase
2 00000010 0x02 Sleep Lose a turn until you throw a 6 until you throw a 6 or if attacked
3 00000100 0x04 Tempest Lose a turn next hero phase next hero phase
4 00001000 0x08 Swift wind Double movement next movement phase next movement phase
5 00010000 0x10 Courage +2 Attack dice next attack phase until no monster are visible by the hero anymore
6 00100000 0x20 Pass through rock Self explanatory next movement phase next movement phase
7 01000000 0x40 Rock skin +2 Defense dice next defense phase until the hero suffers a wound
8 10000000 0x80 not used -- -- --
  • Courage, Rock skin and sleep effects differ from the original boardgame.