LcfSaveData

LcfSaveData, or LSD for short, is the file-format for save-slots of games made with RPG Maker 2000/2003. When no big patches are involved, an LSD-file contains everything necessary to continue where the game was previously saved as the engine is able to reconstruct its entire state with it when loading. In case the current map was edited since last time (determinded by different save-counter value in the LcfMapUnit), it will load the changed map-data instead of the backup saved to the LSD-file.

Header

Each savefile starts with a byte that defines how long the format-identifying string next to it will be. Normally, this is always 11 (0x0B), followed by the text "LcfSaveData".

File Content

This is the file's core-structure.

ContentDelphi ClassDetails
1000x64 Preview DataTLcfgSaveHeaderTimeStamp, PartyLeader, Faces
1010x65 System DataTLcfgSystemScene, FrameCount, Windowskin, Switches, Variables, BGMs, SEs, Transitions, Flags, BattleBackground, SaveCount, LastSlot, ATB-Mode (2003)
1020x66 ScreenTLcfgScreenTint, Flash, Shake, MapScreen, Animation, Weather
1030x67 PicturesTLcfgPicture
TLcfgPictureItem
1040x68 PlayerTLcfgPartyAll Eventoid Data of the Player (Current Map, Position, etc.)
1050x69 BoatTLcfgShipAll Eventoid Data of the Boat
1060x6A ShipTLcfgShipAll Eventoid Data of the Ship
1070x6B AirshipTLcfgShipAll Eventoid Data of the Airship
1080x6C ActorsTLcfgPlayer
TLcfgPlayerItem
All Actors' Data altered from Database
1090x6D PartyTLcfgPartyInfoPartyActors, Inventory, Money, Timers, Statistics, StepCount
1100x6E Teleport ListTLcfgTeleport
TLcfgTeleportItem
All saved Locations for Escape and Teleport Skills
1110x6F Current MapTLcfgMapBackup of entire Map's Data where Game was saved
1120x70 PanoramaTLcfgPanoramaCurrent State of Map's Panorama
1130x71 EventsTLcfgScripterCurrent State of EventProcessing on current Map
1140x72 CommonEventsTLcfgCommonEvent
TLcfgCommonEventItem

Preview Data

This structure contains data about everything the player will see in the engine's default file-menu.

ContentDataTypeDetails
10x01 TimeStampDoubleUses Format of Delphi Class TDateTime
110x0B NameStringThe PartyLeader's current Name
120x0C LevelBERThe PartyLeader's current Level
130x0D HPBERThe PartyLeader's current HP
210x15 FaceSet 1String
220x16 FaceIndex 1BER
230x17 FaceSet 2String
240x18 FaceIndex 2BER
250x19 FaceSet 3String
260x1A FaceIndex 3BER
270x1B FaceSet 4String
280x1C FaceIndex 4BER

Teleport List

This structure contains data about target-locations for escape- and teleport-skills (escape always is at the first index). The following table contains the substructure of how a single entry is built.

ContentDataTypeDetails
10x01 MapIDBER
20x02 XBER
30x03 YBER
40x04 SwitchFlagBooleanActivate Switch after Teleport?
50x05 SwitchIDBERID of Switch to activate if Flag was set