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Thread: Magicka Vietnam save game editor

  1. #1
    Join Date
    Feb 2011
    Posts
    129

    Magicka Vietnam save game editor

    I have recently purchased this game and like many one tires I too wanted to edit the saved games. I have heard that many of the users who were usi9ng the older version of this game where editing the game properly so is possible for me to edit the saved games here. So if yes then please help me in this case and also let me know the platform that I can use to just edit this game and also let help me with the help of some important coding.

  2. #2
    Join Date
    Nov 2008
    Posts
    866

    Re: Magicka Vietnam save game editor

    Well the first thing that I want to let you know in this case is that it is really possible to edit the saved games of the version that you are using. And for that you must need the .Net framework I mean you have to edit the game with the help of the coding and all the coding needs to be edited on the Visual studio which is nothing but the .Net. Currently I am not sure what will be exact coding to change any particular level but still researching on the same. I hope this information will be helpful to you.

  3. #3
    Join Date
    May 2008
    Posts
    976

    Re: Magicka Vietnam save game editor

    Well according to me when the tool starts I am the analyzer of steam through local cache of friends for each account. It is located in \ Steam \ UserData \ \ Config \ localconfig.vdf. I would appreciate if you could send me the file (or files, if more than one account) so you can analyze the problem. Do not worry, there's really sensitive data on it, only the names of his friends and his name in history, just take a look here. As I said in the first post, I have seen some cases where the file format is completely screwed, which caused the editor of an error at startup. I have included several routines to prevent corruption. VDF files, but it seems that theirs is a special case.

  4. #4
    Join Date
    Mar 2010
    Posts
    372

    Re: Magicka Vietnam save game editor

    Well if you really want to edit this game then the most important file that needs to me edited is the VDF file and here is the coding which you guide you if you are able to edit the same. On basis of this coding you need to just edit the saved game:
    Code:
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    
    namespace MagickaSavegameEditor.Steam.VDF
    {
        public class VDFObj
        {
            public string Name { get; set; }
            public string Value { get; set; }
            public List<VDFObj> Children { get; set; }
    
            public VDFObj()
            {
                Children = new List<VDFObj>();
            }
    
            public VDFObj this[string ChildName]
            {
                get
                {
                    return this.Children.SingleOrDefault(obj => obj.Name.ToLower() == ChildName.ToLower());
                }
            }
    
            public bool HasChildName(string Name)
            {
                return Children.Any(obj => obj.Name.ToLower() == Name.ToLower());
            }
    
    
            public override string ToString()
            {
                StringBuilder s = new StringBuilder();
                s.Append(Name);
                s.Append(": ");
                if (Value != null)
                {
                    s.Append(Value);
                }
                else
                {
                    s.Append(Children.Count);
                    s.Append(" children");
                }
                return s.ToString();
            }
        }
    }

  5. #5
    Join Date
    Mar 2010
    Posts
    383

    Re: Magicka Vietnam save game editor

    I think here the save game manager will help you to solve the issue and for that you need to first do the appropriate changes to manage the settings of the saved game editor and if you are unaware of the same then follow the code below and you will then able to just solve the issue on your own:
    Code:
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.IO;
    
    namespace MagickaSavegameEditor.SaveGameObjects
    {
        /// <summary>
        /// Stores savegames and provides functionality for loading and saving
        /// </summary>
        public class SaveGameManager
        {
            public SaveGame[] SaveGames { get; set; }
    
            public SaveGameManager()
            {
                SaveGames = new SaveGame[3];
                for (int i = 0; i < SaveGames.Length; i++)
                {
                    SaveGames[i] = new SaveGame();
                }
            }
    
            /// <summary>
            /// Loads savegames from a file
            /// </summary>
            /// <param name="Path">File path</param>
            public void Load(string Path)
            {
                BinaryReader iReader = null;
                try
                {
                    iReader = new BinaryReader(File.OpenRead(Path));
                    for (int i = 0; i < SaveGames.Length; i++)
                    {
                        SaveGames[i].Enabled = iReader.ReadBoolean();
                        if (SaveGames[i].Enabled)
                        {
                            SaveGames[i].Load(iReader);
                        }
                    }
                    iReader.Close();
                }
                catch
                {
                    if (iReader != null)
                    {
                        iReader.Close();
                    }
                }
            }
    
            /// <summary>
            /// Saves savegames to a file
            /// </summary>
            /// <param name="Path">File path</param>
            public void Save(string Path)
            {
                BinaryWriter iWriter = new BinaryWriter(File.Create(Path));
                for (int i = 0; i < SaveGames.Length; i++)
                {
                    iWriter.Write(SaveGames[i].Enabled);
                    if (SaveGames[i].Enabled)
                    {
                        SaveGames[i].Save(iWriter);
                    }
                }
                iWriter.Flush();
                iWriter.Close();
            }
        }
    }

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