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Saves

Info

Dependencies:
- BinaryMachines
Implementation:
Saves.d on GitHub

Offers an open file stream that can read/write variables on save/load. It is used by PermMem, so you don't need to address it manually anymore.

Initialization

Initialize with LeGo_Saves flag.

LeGo_Init(LeGo_Saves);

Functions

BW_Savegame

BW_Savegame

Custom function. It creates a stream to its own memory file, this can be filled with the BW_* functions from the BinaryMachines.

func void BW_Savegame()

BR_Savegame

BR_Savegame

Custom function. It opens a stream to a previously saved memory file, which can be read from the BinaryMachines using the BR_* functions.

func void BR_Savegame()

Examples

Save a high score list

var string MyScoreList[10];

Since strings are not saved by the game by default, we use the functions from Saves.d to create an additional memory file that only belongs to us. At the top the Saves.d file has two functions: BW_Savegame and BR_Savegame. BinaryMachines functions are used to save or read the file, we don't need to do anything else than to use them here, the rest is done by Saves.d completely by itself. Therefore, we only modify these two functions.

func void BW_Savegame() 
{
    // Save high score list
    BW_String(MyScoreList[0]);
    BW_String(MyScoreList[1]);
    BW_String(MyScoreList[2]);
    BW_String(MyScoreList[3]);
    BW_String(MyScoreList[4]);
    BW_String(MyScoreList[5]);
    BW_String(MyScoreList[6]);
    BW_String(MyScoreList[7]);
    BW_String(MyScoreList[8]);
    BW_String(MyScoreList[9]);
};

func void BR_Savegame() 
{
    // Load high score list
    MyScoreList[0] = BR_String();
    MyScoreList[1] = BR_String();
    MyScoreList[2] = BR_String();
    MyScoreList[3] = BR_String();
    MyScoreList[4] = BR_String();
    MyScoreList[5] = BR_String();
    MyScoreList[6] = BR_String();
    MyScoreList[7] = BR_String();
    MyScoreList[8] = BR_String();
    MyScoreList[9] = BR_String();
};

Tip

Since LeGo 2.0, such things can be implemented much more elegantly with PermMem.