Evidence at a glance
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What was done
Reverse-engineered the Mad Max save file format to enable editing of scrap values, restoration of destroyed world objects, and resetting of cleared convoys. Includes a browser-based editor and Python utilities for save manipulation.
The project documents the save file format for Mad Max (2015) and provides a suite of Python tools to decode, edit, and re-seal save files. The author reports that the save structure consists of a XOR-encoded payload with a header, a record stream, and a property store. The author notes that the 1520-entry economy roster is a verbatim copy of the game's internal table, allowing for the identification of resource types and world objects. The tools enable the restoration of cleared convoys, which are verified to appear on the in-game map and function upon arrival. Additionally, the tools support bulk destruction and restoration of static world objects like scarecrows and sniper towers. The author reports that the integrity value at the start of the file is not solved in closed form but remains consistent for files of identical length, allowing for length-preserving edits. A browser-based editor is available at The author credits Claude Opus 5 for co-authoring various components and documentation updates. Limits include an opaque 64-bit key scheme in the property store that resists known hash functions and approximately 30% of the payload remains unparsed.
Reproduce it
python3 tools/madmax_save.py info "$SAVES/GameSave01.sav" python3 tools/mmworld.py "$SAVES/GameSave01.sav" --status python3 tools/convoy.py reset SAVE.sav OUT.sav --slot N --state 2
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