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Changing the supported package version check to allow reading the file headers for this older UE4 game will get you a little bit further, but deserialization will still fail on these files because they lack property tag information that the GvasFile needs to directly read the file.
What you could do is to read the GvasHeader, and then read the property values in the order that the game's save blueprint serialized them. This will require some experimentation and possibly reverse-engineering of the file format.
To get past the version check, you can update src/lib.rs:
@@ -186,7 +186,7 @@ impl GvasHeader {
}
let package_file_version = cursor.read_u32::<LittleEndian>()?;
- if !package_file_version.between(0x205, 0x20D) {+ if !package_file_version.between(505, 525) {
Err(DeserializeError::InvalidHeader(
format!("Package file version {package_file_version} not supported")
.into_boxed_str(),
Then you will be able to use functions like GvasHeader::read(...) and StrProperty::read(...) directly to read the file.
This game format is from
Styx: Shards of Darkness
Save files could be downloaded from: https://steamcommunity.com/sharedfiles/filedetails/?id=2925961355
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