My favorite roguelike game of all time, except for two little problems:
1. The savegame files are HUGE for such a simple game; an extended game can grow your save folder to hundreds of Megabytes. Since they compress to almost nothing I suspect the fault is with the game itself.
2. It is quite possible to overload the engine and permanently have attributes like 'invisible' or 'confused'. This can be quite a pain, especially the former as it means you can't trade with shopkeepers as they can't see you!
Could someone could give me a hand in finding where the game stores what in the save files? Even just being able to turn on/off the aforementioned attributes would be great - a full editor (add/remove items, change stats, etc.) would be icing on the cake.
Original homepage, including source downloads:
http://ivan.sourceforge.net/download.html
The most active (and possibly only) homepage/fansite:
http://www.attnam.com/
EDIT: A basic course in IVAN's scripting. Well worth a read.
http://ivan.sourceforge.net/script/
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Iter Vehemens Ad Necem
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Iter Vehemens Ad Necem
Last edited by DarkStar88 on Sat Feb 19, 2011 8:38 pm, edited 1 time in total.
- Dinoguy1000
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Re: Iter Vehemens Ad Necem
Nice to see the source is available for the game; I could probably track down the code that actually reads/writes the save files. I may look at this sometime, but not now - I've got too many other things going on ATM. 

- Dinoguy1000
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Re: Iter Vehemens Ad Necem
well game::Save (game.cpp, 770) makes the save:
it writes a bunch of player attributes,
the equipment,
attributes,
dungeons,
gods,
teams,
current level/wilderness,
other player stats
as a guess, the dungeons are huge.
edit
the states hold if you're invisible or not. these are handled with bitflags:
not sure where these states are stored with the player though
it writes a bunch of player attributes,
the equipment,
attributes,
dungeons,
gods,
teams,
current level/wilderness,
other player stats
as a guess, the dungeons are huge.
edit
the states hold if you're invisible or not. these are handled with bitflags:
Code: Select all
#define STATES 20
#define INVISIBLE (1 << 6)
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Re: Iter Vehemens Ad Necem
The dungeons themselves aren't that big, going by roguelike standards, but it probably seems that way due to how IVAN reads/writes the files.
Do states handle other attributes, such as teleporting or polymorphing?
Do states handle other attributes, such as teleporting or polymorphing?