OK, I saw the one for your old one, but had forgotten you had the other one there.
Re: Decoding QFG SAV Import files
Posted: Sat Mar 07, 2015 11:27 am
by Charles
I just realised I only have links to the source code and to one outdated binary attachment at the top. If it was possible to edit my original post to add the link at the very top, I'd do that instead, but since I cannot see how to do that, I'll just post here on page 2. To download the latest version of the QFG Importer, go to http://blazingstix.com/apps/qfgimporter.
Re: Decoding QFG SAV Import files
Posted: Sat Mar 07, 2015 12:11 pm
by Collector
Charles wrote:I just realised I only have links to the source code and to one outdated binary attachment at the top.
I had noticed that too, when it came up on the QfMG board, so I had built a binary and attached it to your first post. I have replaced it with the link to your binary.
Re: Decoding QFG SAV Import files
Posted: Sun May 12, 2019 4:09 am
by aplocher
Hey this is very cool! I just stumbled across this post. I'm Adam Plocher (dude who did the QFG1/2 editor). I never got around to finishing 3, it was a different format and didn't put much time into it (but always meant to revisit it). I recently dusted off my old QFG collection disk and was even considering cracking open the source code again and taking another crack at QFG3 but it looks like you got it. Nice editor btw!
I actually figured out most of QFG1 myself but Corey Cole was the one who gave me the final clue (the checksum bytes at the end). I shot him an email and didn't really expect him to reply, but he did! He couldn't actually remember how the checksum was computed but as soon as he mentioned that, I got to work and was able to figure it out. QFG2 wasn't much different. QFG3 appeared a bit different but, like I said, I didn't spend much time trying to figure it out back then. I'm glad my work was able to help out and you got all 4 games figured out! Kudos!
I'm a Quest for Glory speedrunner who just ran into a strange situation that I'm thinking ONLY YOU may be able to explain.
I'd be happy to explain the details, but I created a YouTube video from my stream last night that shows it off in detail.
The nuts and bolts are that inputting an invalid directory at the start of a game causes spells to completely disappear when a successful import finally happens. Restarting and then importing correctly on the first try keeps the spells in tact. I'd love to hear your input on this, whether in email or in our Discord server (if you Discord). https://discord.gg/dFWGrwJ
You can also email me directly at mrprmiller@gmail.com - that might be more convenient.
(I'm trying to find you, so you might get this email in a few places. Obviously ignore the other ones. Hope to hear from you soon.)