GameSaved event from save-file writes
Maintainers usually reply within 1 day
Nobody has claimed this yet.
Assessment
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Newbie friendliness
- 35/100
- Issue type
- Feature
- Clarity
- Mostly clear
- Activity status
- Active
- Tech stack
- csharp
- Domain
- reverse-engineering, tooling
Research direction
Start from the SAVE\savedatN.dat files the game writes on each save, and the live capture described in the issue. Add a read-only FileSystemWatcher on the SAVE folder while the trainer is attached, and emit a GameSaved(slot, in-game time) event. The issue does not say where the in-game time comes from, so confirm that with a maintainer first. Done means the event is recorded in captures and the event log, and no save file is ever opened for writing or modified. Bounty B112 applies.
Written by the indexing model from the issue text.
Description
Saves don't show up in game memory (live capture 2026-10-13: the timer freezes ~7 s, no state-flag change, and the PC version uses no ink ribbons), but the game writes SAVE\savedatN.dat at each save.
Watch the game's SAVE folder (read-only, FileSystemWatcher) while attached and emit GameSaved(slot, in-game time); record it in captures and in the event log. Must never touch the save files. Covers bounty B112.
- Dominant language
- C#
- Stars
- 0
- Forks
- 0
- Avg merge
- 1d 6h
- Merged PRs (30d)
- 3
Getting set up
- No Dockerfile or Docker Compose file
- Has a pull request template
- Read the contributing guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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