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civ6-save-parser's Introduction

Build Status

Civ 6 Save File Parser

Maintained by the creators of playyourdamnturn.com.

Usage: node index.js filename.Civ6Save [OPTIONS]

Options

  • --outputCompressed: Writes the compressed payload to the working directory.
  • --simple: Just outputs the parsed information, no metadata.

Use as Module

See tests for module usage, docs will come as the API stabilizes

civ6-save-parser's People

Contributors

arminvakil avatar iqqmut avatar mrosack avatar

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civ6-save-parser's Issues

Parsing broken since February 21 update

Creating a new game with current version of civ 6 with all DLCs enabled after February 21 update ist not possible.
Started game with 8 players. 4 human 4 AI. Upload initial turn as usual fails with message only 6 players found, expected 8.

Possible to parse game seeds, leaders, map configuration?

This is really cool! I've been working on a site to share seeds for Civ 6 (civseeds.com) but it's a big pain to copy all the seed data, leader and map options like sea level, map type, etc. and I was wondering if I can grab it from a save automatically which lead me here.

I checked out the code but tbh I'm fairly lost and figured I'd start by just asking - do you guys think it's possible to parse the type of data I'm looking for?

I'm happy to contribute too, just figured I'd ask first.

is grammar file up-to-date?

I'm trying to figuring out more data in civ6's save file. I opened the file with a hex editor but the grammar file seems to be not correct, it got civ name, game turn, etc all wrong.

The parser works fine, so maybe it's just not up-to-date?

Map Parsing (and thanks!)

Hey,

Thanks for creating this! It's really awesome to see people parsing Civ 6 saves already. How are you finding the process? Do you think you'll eventually be able to expand it to parse maps too, or is it too complex a task?

Error opening savegames on Mac

Not really sure if it's the parser or any other agent of PYDT...

When opening a save game with mac, game load exits after few seconds of showing the "loading" screens (where the civ leader and its description appears).

Reproduced with two different games. On windows, it works fine

Fatal error

node index.js PERICLES\ 139\ 1812\ AD.Civ6Save --simple

#
# Fatal error in ../deps/v8/src/deoptimizer.cc, line 2045
# Check failed: result == fixed_size + (stack_slots * kPointerSize) - StandardFrameConstants::kFixedFrameSize + outgoing_size.
#

==== C stack trace ===============================

 1: V8_Fatal
 2: v8::internal::Deoptimizer::ComputeInputFrameSize() const
 3: v8::internal::Deoptimizer::Deoptimizer(v8::internal::Isolate*, v8::internal::JSFunction*, v8::internal::Deoptimizer::BailoutType, unsigned int, unsigned char*, int, v8::internal::Code*)
 4: v8::internal::Deoptimizer::New(v8::internal::JSFunction*, v8::internal::Deoptimizer::BailoutType, unsigned int, unsigned char*, int, v8::internal::Isolate*)
 5: 0xe38bfd06ac9
Illegal instruction: 4

zlib error: unexpected end of file

When using --outputCompressed option, zlib throws following error:

zlib.js:489
      throw error;
      ^

Error: unexpected end of file
    at Zlib.zlibOnError [as onerror] (zlib.js:153:17)
    at processChunkSync (zlib.js:481:12)
    at zlibBufferSync (zlib.js:139:12)
    at Object.unzipSync (zlib.js:695:14)
    at readCompressedData (/tmp/foop/index.js:472:33)
    at Object.module.exports.parse (/tmp/foop/index.js:113:9)
    at Object.<anonymous> (/tmp/foop/index.js:217:35)
    at Module._compile (internal/modules/cjs/loader.js:702:30)
    at Object.Module._extensions..js (internal/modules/cjs/loader.js:713:10)
    at Module.load (internal/modules/cjs/loader.js:612:32)

Turn Actions

Hello,

so I took a look at the source code - and I didn't see support for parsing specific turn actions. Given the increasing size of savegames as the game goes on I assume turn actions are saved, or atleast end of turn data for statistical reasons.

I am wondering if you are working on trying to parse those?

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