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1371 points yett | 3 comments | | HN request time: 0.629s | source
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db48x ◴[] No.43772686[source]
[flagged]
replies(8): >>43772700 #>>43772801 #>>43772908 #>>43773054 #>>43773261 #>>43774132 #>>43774982 #>>43777757 #
trinix912 ◴[] No.43773261[source]
Putting the (very valid) reasons for not having human-readable game saves aside, are you sure it's worse than using a 3rd party library that's built to accept semi-valid input values, possibly evaluates user input in some way and has difficult to debug bugs that occur only under certain inputs? I agree that writing a stable and safe parser for a binary data file isn't easy, but there's less things that can go wrong when you can hardcode it to reject any remotely suspicious input. Third party XML/JSON libraries OTOH try to interpret as much as possible, even when the values are bogus. Also no need to deal with different text encoding bugs, line endings...
replies(2): >>43773307 #>>43773413 #
hattar ◴[] No.43773307[source]
> Putting the (very valid) reasons for not having human-readable game saves aside,

I don't follow. What would the reasons be?

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gsinclair ◴[] No.43773397[source]
A human-readable game save file is presumably human-editable.
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1. RHSeeger ◴[] No.43773642[source]
Most binary save game files are human editable, too; unless they go through a separate encoding stage.
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2. hermitdev ◴[] No.43775181[source]
Editting simcity saves was my introduction to hex editing...
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3. RHSeeger ◴[] No.43784537[source]
For me, iirc, it was Bard's Tale