Does anyone know what part of the save causes the bloat? I'm wondering whether it's possible to delete or edit a section to 'fix' saves that have bloated.
I've done some experimenting. I started the game, skipped the intro, saved; opened Bonds, saved again; and compared the files.
The original, quick-to-save file is 31KB. Unpacking with
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it has exactly 1 occurrence each of "Game_Actor" and "Game_Actors", in the following section:
Code:
"586": 0,
"@c": 685
},
"_afsMaxLevel": 10,
"@c": 58,
"@": "Game_Actor"
}
]
},
"@c": 56,
"@": "Game_Actors"
},
"party": {
"_inBattle": false,
The broken file, after opening the Bonds menu, is 3,126kb. However, up to the first occurrence of "Game_Actor", it has almost exactly the same contents and structure.
After that, though, where the correct file closes the whole set out quickly with }]}, the broken file loops round again and again, adding loads more "Game_Actor" pieces. I guess those correspond to actors you might meet through the Bonds menu.
Deleting everything after the first occurrence of "Game_Actor" but before the first occurrence of "Game_Actors" fixes the file.
Now, this was right at the start of the game. It's possible that later we NEED more actors to be tracked, and such a crude solution might not be sufficient: I'll check. However, perhaps that helps someone else figure out where to go next.
(Does anyone know a better save editor for these files than saveeditonline? It would be nice to use one with a tree structure, where I can collapse each "Game_Actor" section.)
EDIT: taking an endgame file and deleting all but the first "Game_Actor" piece loads me back in the same place with the same credits and lets me continue walking around, but Aline's phantasm has been wiped. It appears then that more than one "Game_Actor" piece would need to be kept, and we'd need a way to identify which were wanted, and which were duplicates.