I am not responisble for any corrupted or lost data. This worked for me, it may not work for you. With that said, this is a VERY manual process at the moment. With this process I successfully restored my guilds characters, levels, and guild assocation along with the guild leader as if nothing had happend.
- palworld-save-tools
- Visual Studio Code
- HxD
- Python (I used 3.10.10 so I included it here, but im sure many other versions work)
This file has been truncated, but you can view the full file.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <stdio.h> | |
#include <stdlib.h> | |
#define true 1 | |
#define false 0 | |
int is_even(int n) { | |
n = abs(n); | |
if(n == 0) return true; | |
if(n == 1) return false; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import os | |
cfile = open("even.c", "w") | |
cfile.write("#include <stdio.h>\n#include <stdlib.h>\n\n#define true 1\n#define false 0\n\n") | |
cfile.write("int is_even(int n) {\nn = abs(n);\n") | |
for i in range(0, 2147483647 + 1): | |
# just here so I can see progress... | |
if i % 1000000 == 0: |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <Windows.h> | |
#include <dsound.h> | |
#include <intrin.h> | |
#include <stdio.h> | |
typedef char i8; | |
typedef unsigned char u8; | |
typedef short i16; | |
typedef unsigned short u16; | |
typedef int i32; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <stdio.h> | |
enum SomeEnum { | |
SOME_ENUM_THING, | |
SOME_ENUM_THING_AS_WELL | |
}; | |
struct Some { | |
int nothing_to_see_here; | |
}; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
void Render_DrawTileMap(dv2 position, i32 *tile_data, i32 world_width, i32 world_height, TileMap tile_map) { | |
GLuint texture_id = tile_map.image.id; | |
GLint program_id = tile_draw_shader.id; | |
f64 tile_scale_x = 1.0 / (f64)tile_map.image.width * (f64)tile_map.width; | |
f64 tile_scale_y = 1.0 / (f64)tile_map.image.height * (f64)tile_map.height; | |
f64 size_x = 1.0 * meters_to_pixels; | |
f64 size_y = 1.0 * meters_to_pixels; | |
glUseProgram(program_id); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
void Render_DrawTile(f64 X, f64 Y, f64 Width, f64 Height, i32 map_width, i32 map_height, i32 TileX, i32 TileY, OpenglImage image) { | |
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
GLuint TextureID = image.id; | |
GLint ProgramID = tile_draw_shader.id; | |
// NOTE: ceil prevents pixel gaps when tile edges are exactly aligned agaisnt one another | |
// doesnt always happen but will see an ocassional "shimmer" of one if there is no ceil | |
f64 TileScaleX = 1.0 / (f64)image.width * (f64)map_width; | |
f64 TileScaleY = 1.0 / (f64)image.height * (f64)map_height; | |
f64 SizeX = ceil(Width * meters_to_pixels); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
3.14159265358979323846264338327950288419716939937510582097494459230781640628620899862803482534211706798214808651328230664709384460955058223172535940812848111745028410270193852110555964462294895493038196442881097566593344612847564823378678316527120190914564856692346034861045432664821339360726024914127372458700660631558817488152092096282925409171536436789259036001133053054882046652138414695194151160943305727036575959195309218611738193261179310511854807446237996274956735188575272489122793818301194912983367336244065664308602139494639522473719070217986094370277053921717629317675238467481846766940513200056812714526356082778577134275778960917363717872146844090122495343014654958537105079227968925892354201995611212902196086403441815981362977477130996051870721134999999837297804995105973173281609631859502445945534690830264252230825334468503526193118817101000313783875288658753320838142061717766914730359825349042875546873115956286388235378759375195778185778053217122680661300192787661119590921642019893809525720106548586327 |
NewerOlder