"Zuruecksetzen" in the load window lists the selected character's worlds and asks for confirmation. The world goes (a copy in characters\deleted), with an autosave of it, and the shared hero's story completion of that difficulty is cleared. The dialog is one generic list (title + entries). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
292 lines
16 KiB
Markdown
292 lines
16 KiB
Markdown
# Characters and difficulties (one file per character)
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## Request (2026-10-19)
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Get rid of exporting characters. One character = one save file; inside it one
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world state per difficulty. The hero (gear, level, attributes, skills, chest,
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everything) is shared between the difficulties; only the unlocked portals are
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per difficulty (they have to be found again on each level).
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- Unlocking: Bronze and Silver are open from the start; each following
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difficulty opens by completing the story on the one before it. More
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difficulties shall be addable later.
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- The export / import screen goes away. The load window lists characters;
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loading asks for the difficulty.
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- "Spiel speichern" saves the current character into its current difficulty.
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No "switch difficulty" button: save, end the game, load on another
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difficulty. No save on quit.
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- A silent autosave every few minutes into a separate slot, so the player
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still decides when the real save is updated.
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- Existing saves are migrated.
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- Delete a character (everything of it); reset a single difficulty.
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- Multiplayer: later (see `todo.md`).
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Decided (2026-10-19, follow-up):
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- Unlocking by story completion only; Bronze and Silver always open (maybe
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only Bronze after a later rebalance). No level ranges: enemies always scale
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with the player and the difficulty.
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- Autosave every 10 minutes for now (a game setting later); the load window
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offers it per character when it is newer than the real save.
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- The game's own autosaves on story steps also go into the autosave slot,
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silently.
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- Migration as proposed (group by hero name + class), a backup of all saves
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first. Done by hand once:
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`Documents\Sacred\backup\2026-10-19_before_characters` (Documents save
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folder and game save folder); the migration code makes its own backup too.
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## Measured / read so far
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### Files
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- Save games `GAMEnn.PAK` ("AMS", version 0x1b): a full world dump; the hero
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is one object in it (`* Objects`, ref 1, family 3) and its items are in
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`* Inventory`. Chunks are listed by the loader's log (`* Engine`, `* world`,
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`* calendar`, `* Blood`, `* RegionInfo`, `* Team/AllianceInfo`,
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`* Objects`, `* Inventory`, `* Particles`, `* Views`, `* Weather`,
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`* Scripts`).
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- Hero files `Heronn.pax` ("AMH"): written by `ItemDataMgr::saveHero`
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`0x6046f0`; header 0x22c bytes + chunks (items, inventories, chest, stats
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block). The hero's **portals** and world position are part of it (log
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`saveHero ... wpos[..] portals[%x]`; portal bits on the hero at +0x578).
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### Functions
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| Address | What |
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|---|---|
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| 0x60ac70 | `cEngine::cEngine`: new game or save-game load |
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| 0x61b790 | `cEngine::Load(path, quiet)`: reads a `GAME.PAK` (version check 0x15..0x1b), chunk loop, logs `---LOADING SAVEGAME.PAK` |
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| 0x619c90 | `cEngine::Save(path)`: called from the render thread when engine +0x54 has 0x40/0x80; row = engine +0x68 |
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| 0x60dc00 | `cEngine::InitGame`: new game (campaign start, start equipment) |
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| 0x61cda0 | `cEngine::SaveHero(path)`: hero export (`saveHero` into a RAM file, then to disk) |
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| 0x7d7c40 | session singleton (0x3ad0 bytes, `g_session` 0x182cb68) |
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| 0x7efd90 | `Session::SelectHeroSlot(slot 1..8)`, ret 4: loads `Save\Hero%02d.pax` into the session's RAM file +0x3a3c, sets +0x49 = 1 (hero from file), +0x37b8 = slot, reads the hero header into +0x16a (0x22c bytes) |
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| 0x755ac0 | `cCommand_armaPlay::execute`: posts 0x8002 (mode 1 load row, 4 load multi, else init) to the main window |
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| 0x706b90 | difficulty list for a hero level (Bronze .. Niob) |
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- With session +0x49 set, the engine constructor loads the hero from the
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session's file into the **loaded save game** (`loadHero` at 0x60ba65) and
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destroys the old hero's items afterwards. That is the vanilla mechanism for
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"this world, that hero" and the base of the shared hero.
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- In-game save / load: engine +0x54 flags 0xc0 (save row +0x68 via
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`cEngine::Save`), 0x200 (load row via `cEngine::Load`).
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### Difficulty
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- `g_gameLevel` 0x182cdc4: current difficulty, from the save header (log
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`GameLevel[n]`). Index mapping still to confirm (0 = Bronze ..).
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- Story completion: `cStatsManager` (`cStatsManager::Instance(player)`
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0x425160) +0x5704, one byte counter per difficulty (6 entries).
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`0x424bc0` (k) increments, `0x424be0` (k) reads, `0x424c00` (k, value) sets.
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The script opcode at 0x4aed26 increments counter[`g_gameLevel`]: the story
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end. The counters travel in the save header (dwords at +0x88.., loader
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0x61bb19..) and in the hero header chunk 0xc3 (bytes at +0xed.., written by
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0x604360, read by loadHero 0x606632..; +0xec is `g_gameLevel`). Checked in
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a character file (2026-10-20): Silber and Gold completed, played on Platin =
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[0, 1, 1, 0, 0] in the hero and the Platin world. The console cheats
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`bronze` / `silber` / ... (0x615d00..) increment them too.
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- Vanilla offers a difficulty by **hero level**, not by completion:
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thresholds `0xad2dc4..0xad2dd4` (5 dwords, parsed from the balance data key
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`StartLevMulti` at 0x5ef12c). Silver for levels [dc4, dcc], Gold
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[dc8, dd0], Platinum [dcc, dd4], Niob >= dd0, Bronze <= dc8. The same
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thresholds reduce experience when the hero is far above the difficulty
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(0x57dd60). Values: to be logged at runtime.
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### Runtime log (2026-10-19, vanilla flows)
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| Flow | What happened |
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|---|---|
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| load row 2 | `armaPlay load [2]` -> `cEngine(0x00000002)` -> `cEngine::Load("./SAVE/GAME02.PAK", 1)`; engine +0x68 = row |
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| in-game save | `cEngine::Save("SAVE/GAME02.PAK")`, engine +0x54 = 0x444 |
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| new game, exported hero, Silver | `cUI_Character::executeAction(IMPORT_DO) difficulty[1]`, `cEngine(0x80080000)`: bit 31 new game, bits 16..23 = hero slot + 1; `InitGame` creates a start hero of class session +0x44 (9) with start equipment, then `LoadHeroFile("Save\Hero07.pax", 1, 0)` (`0x61d190`, cdecl) loads the exported hero onto it |
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| new game, new hero, Bronze | `armaPlay init`, `cEngine(0x80000000)`, class +0x44 = 6, no hero file |
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- `g_gameLevel`: 0 Bronze, 1 Silver (2 Gold, 3 Platinum, 4 Niob). The
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battlemage row is Silver.
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- Level thresholds at runtime: 20, 60, 100, 140, 180.
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- `Session::SelectHeroSlot` and session +0x49 are not used in single player
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(multiplayer). The hero swap block after it (0x60ba1c..) is not on the
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single-player load path.
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- `LoadHeroFile(path, 1, 0)` puts a hero file onto the existing player hero,
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start items and all: the same operation the shared hero needs after a
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world load.
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- Confirmed in-game (2026-10-19/20): `LoadHeroFile(hero, 1, 0)` called right
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after `cEngine::Load` returns puts the hero onto the loaded world's hero.
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An exported battlemage loaded onto another character's world came out
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exact: level, attributes, skills, gear, backpack, chest; nothing
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duplicated or left behind. It even replaced the class (dwarf hero onto a
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battlemage world). The result survives an in-game save and reload, with no
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cheat-check message.
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## Follow-up requests (2026-10-20)
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- Numbered files (`CharacterNN.sacredK`), one list row per character; the
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difficulty is chosen when loading, in a dialog (or a newer autosave, marked).
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- Rename a character from the load window.
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- Every difficulty below the highest played one is always available; one
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without a world starts a new game with the shared hero.
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- The save key and the Esc menu ("Spielstände" becomes "Speichern") save
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directly, without the save window.
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- Main menu: "Kampagne Ancaria", "Kampagne Underworld" and "Spielstände"
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become one "Spielen": the characters, loaded or started in either campaign
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on any difficulty; new characters from there too. A character file holds a
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world per campaign and difficulty; the format must take more difficulties
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later. Decided: no level requirement for the Underworld (vanilla: hero level
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25, 0x70c48b), story completions open the next difficulty in both campaigns,
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"Neuer Charakter" is a button in the Spielen window.
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### Campaigns (measured / read 2026-10-20)
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- `g_campaign` 0x182cdc8 (u16): 0 Ancaria, 1 Underworld. The main menu's
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event handler (0x711fa0) sets it by entry name before an entry handles an
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event (UI_LABEL_NEWGAME 0, UI_LABEL_NEWADDON 1); both entries show
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UI_CHARACTER. `cEngine::Save` writes it to the save header +0x24 (2
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Ancaria, 3 Underworld, 0x61a5c5), `cEngine::Load` sets it from there
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(0x61bafd). The load window lists only saves of the running campaign
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(0x71e2b9).
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- Story completions are counted per difficulty only (the same counter for
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both campaigns).
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- Main menu (cUI_MainMenu, entries built by 0x712f30): cUI_StaticText64FX
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entries (constructor 0x753d70), name +0x30, rect +0x24 (0x20 apart), text
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id +0x78, command +0x88; main page vector +0x158, children +0x90.
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## Implementation (`src/mods/characters.cpp`, `charfile.{h,cpp}`)
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### Files
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- `Documents\Sacred\save\characters\CharacterNN.sacredK`: "SKCH", version 1,
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section count, then `{name[16], offset, size}` entries. Sections: `meta`
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(JSON: format, name UTF-8, class, level, lastCampaign, lastDifficulty,
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migratedFrom, heroFrom, heroFromCampaign), `hero` (AMH as
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`cEngine::SaveHero` writes it), one world per campaign and difficulty,
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`ancaria<d>` / `underworld<d>` with d = `g_gameLevel` (AMS as
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`cEngine::Save` writes it). Sections are named, not slotted: a higher
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difficulty (or another campaign) is one more section. Files of the first
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format named Ancaria's worlds `world<d>`; they are renamed when read
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(charfile.cpp) and written under the new name at the next save. Written to
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a temp file, then moved over.
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- `CharacterNN.autosave.sacredK`: same layout, one world (`meta.campaign`,
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`meta.difficulty`).
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- The game's save folder is redirected to `characters\_work` (userfolders);
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the game reads and writes `world.PAK` / `hero.pax` there.
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- Deleted characters move to `characters\deleted\`.
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### Main menu (`src/mods/mainmenu.cpp`)
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After the build (0x712f30) the NEWGAME and NEWADDON entries are removed (out
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of both vectors, deleted) and UI_LABEL_LOADGAME ("Spielstände", shows
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UI_WND_SAVEGAME) moves to the top with the text "Spielen"; the others move up,
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keeping the gap before "Beenden".
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### Load window (cUI_Savegame)
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- Before each scan (0x71e330) one preview `GAMEnn.PAK` per character is
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written into `_work` (header, thumbnail, world time, description
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"Name - Klasse"); row nn = character nn. The preview's campaign field is
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the running campaign, so the window lists every character. The row's
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second line (call 0x71db2a to SetText 0x736f00) shows
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"Stufe N - Campaign - difficulty".
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- Laden (action 4 / 0xb) opens the world dialog when there is more than one
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choice: per campaign worlds, newer autosaves "(Autosave)", and "(neu)" for
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every difficulty without a world up to the highest open one (needs the
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shared hero; not in multiplayer, byte 0x182cb6c). Open: Bronze and Silber,
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every difficulty up to the highest with a world in either campaign, and the
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one after each difficulty whose story the shared hero completed (hero
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header +0xed..). `g_campaign` is set to the chosen world's before loading
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or starting.
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- "Neuer Charakter" (two places below Löschen; main menu only) asks for the
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campaign, sets `g_campaign`, hides the window and shows UI_CHARACTER (the
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game's character creation, as the main menu's campaign entries did). The
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first save makes the character file.
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- Vanilla made no new heroes for the Underworld: `cUI_Character::Show`
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(vf24 0x70e2a0) switches to mode 7 in single player with `g_campaign` 1
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(0x70e3e8), the import of an exported hero of level 25+ (0x70eedc); with no
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exported heroes its slots were empty, and slots below level 25 never lit
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up (render 0x70f4df / 0x70f57c) (reported 2026-10-20). All eight campaign
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checks of the window (0x70c473, 0x70d199, 0x70e3e8, 0x70eade, 0x70eeb2,
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0x70f4df, 0x70f57c, 0x70f6aa) read a constant Ancaria instead: creation
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with all classes in both campaigns; the start (ExecuteAction 0x70d0f0,
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action 1) uses `g_campaign` as set.
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- Class selection without "Importieren" (request 2026-10-20): button +0x3a0
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(caption UI_IMPORT in modes 0/1); its modes-0/1 draw (0x70f67e) is removed,
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its click (0x70eab4 / 0x70eac7, SetMode(7)) jumps to the handler's end.
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- Load window without "Speichern" (request 2026-10-20; saving is direct):
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button +0x820 (action 1, disabled in load mode, so its click falls through)
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is not drawn (jump over 0x71ddbc); Löschen (+0x8dc) takes its rect, our
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buttons follow below it.
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- "Umbenennen" (below Löschen; not for the character being played) asks for
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a name; keys go to the field through the input key capture. The name is
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only in the hero header chunk 0xc3 (+8, UTF-16, 0x40 chars): rewritten in
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the hero, every world and the autosave, plus `meta.name`. Confirmed: the
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game loads renamed characters without complaint.
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- Dialog buttons are cUI_Button2 copies of the load button
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(`game::NewButtonLike`); their captions are our own text ids with
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overrides (texts.cpp checks overrides for our ids too).
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- "Zurücksetzen" (below Umbenennen; a selected character with the shared
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hero and a world, not the one being played) lists the character's worlds,
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then asks "<Welt> zurücksetzen?". A reset (decided 2026-10-20) removes the
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world section (a copy goes to `charactersdeletedCharacterNN.sacredK.<section>.PAK`)
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and an autosave of that world, and clears the shared hero's story
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completion of that difficulty (hero header +0xed + d); the game counts it
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per difficulty, so the next difficulty closes in both campaigns unless a
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world keeps it open. The hero keeps everything else.
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- The dialog is one generic list: each kind fills a title and entries
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(FillDialog), "Abbrechen" last.
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### Load
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`cEngine::Load` (0x61b790) of a listed row: the chosen world and the hero are
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unpacked to `_work`, the original loads `world.PAK`, then `LoadHeroFile`
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(0x61d190) puts the shared hero on. The world's portals (hero +0x578) and
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position (+0x18..+0x28) are put back afterwards: the hero file holds the
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whole hero object and `loadHero` deserialises it over the hero, position
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included (measured: the hero stood where it was saved on another
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difficulty; the hero stays the same object). A migrated character without a
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shared hero takes it from the first loaded world (`heroFrom`).
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### New world on a difficulty
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As `cUI_Character::executeAction(IMPORT_DO)` (0x70d637): session (0x7d7c40)
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+0x14 = 1, +0x44 = class, GameSetup (0x417e50) +0 = 1, `g_gameLevel` = d,
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then cCommand_armaPlay (vtable 0x894ff4, execute 0x755ac0) mode 1, argument
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`0x80000000 | 1 << 16`. cEngine's constructor runs InitGame and then
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`LoadHeroFile("Save\Hero00.pax")` (0x60bf2c); our hook loads the character's
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hero instead, keeps the start position, clears the portals and makes the
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game the character's.
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### Save
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`cEngine::Save` (0x619c90) writes `world.PAK`, then `SaveHero` writes
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`hero.pax`; both go into the current character (a new one gets the next free
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number). Story autosaves (engine event 0xf subtype 2 with the flag at +0x18,
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noted in `cEngine::ReceiveEvent`) go into the autosave file.
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Direct save (K key, Esc menu "Speichern"): on the next engine tick, as the
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quicksave does (0x618ebb): `cUI_Manager::CanOpenWindow` (0x75a690),
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`cEngine::CaptureScreen` (0x613710, 1), description +0x6a, row +0x68 = 0,
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flag +0x54 |= 0x40. The Esc menu line keeps its action (Show
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`UI_WND_SAVEGAME`); `cUI_Manager::ReceiveEvent` (0x757120) turns that into the
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direct save while a game runs. Its text is patched at 0x6bc1f7 (id 0x41b is
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used by other windows too). Loading is from the main menu only.
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The Esc menu has no "Exportieren" (request 2026-10-20): `cUI_EscMenu::BuildLines`
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(0x6bb870, called by the constructor and on an event) makes five
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cUI_StaticText64 lines in the vector +0x158, 0x24 apart; each handles its own
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events. After it the UI_ESC_EXPORT line is removed and deleted, the lines
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below move up, and the window (0x108 x 0xc8) loses 0x24 of height, staying
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centred. With it the export screen (cUI_Character mode 5) is unreachable;
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its mod (charexport.cpp, an erase button for export slots) was deleted.
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### Migration
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On first start (no `characters\` folder): after a backup in
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`Documents\Sacred\backup\<stamp>_characters_migration`, `GAME*.PAK` and
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`Hero*.pax` are grouped by (name, class); the newest world per difficulty is
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kept, the newest file overall is the shared hero.
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## Open
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- Silent autosave every 10 minutes.
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- Quickload (row 0) does not know characters.
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- Multiplayer (see `todo.md`).
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