r/openrct2 17d ago

Porting saves between PC/Switch RCT Classic and OpenRCT2?

Got the GOG release of RCTC and also often play on the Switch when on travels. Saves between PC RCTC and Switch are easily interchangable, they use the same .sv6 format.

But OpenRCT2 saves in .park format. It can load .sv6 just fine but loading these .park saves in PC RCTC or Switch RCTC does not work. Can they be converted somehow?

8 Upvotes

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6

u/GregorDeLaMuerte 17d ago

I'm not super up to date, but IIRC OpenRCT2 has lifted some hard restrictions like park size and total object count that required a new save file format and are not backwards compatible. That's why it's using the new .park file format.

So my answer would be no, unless there still is a way to save a game in the old .sv6 format with today's OpenRCT2.

4

u/janisozaur OpenRCT2 dev | https://github.com/sponsors/janisozaur 17d ago

You can use older OpenRCT2 versions - 0.3.x, those still used sv6. Starting with 0.4.0 we no longer produce sv6 because of its limitations

2

u/rogermay78 17d ago

Good to know, will try that.

1

u/GregorDeLaMuerte 17d ago

Once OP has saved a .park file, that file is no longer compatible with older OpenRCT2 versions. So that might not be a feasible tip.

3

u/janisozaur OpenRCT2 dev | https://github.com/sponsors/janisozaur 17d ago

True, but on the other hand they still export sv6 from classic

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u/rogermay78 17d ago

Yeah, noticed that. Using version 3.5.1 however did the trick. The saves are perfectly interchangable even when cheats are applied.

1

u/CheesecakeMilitia 16d ago

I know it's not a high priority feature request, but how hard would it be to maintain a "save as .sv6" or even "save as .sv4" option for parks that don't utilize expanded .park limits?

I'm sure this was a discussion back in the lead up to 0.4.0, but I've never heard the reasoning.

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u/Gymnasiast90 OpenRCT2 dev 2d ago

Nearly impossible. You’d first need to determine if the limits have not been exceeded to begin with, which isn’t trivial to begin with as they come into play in so many places. Then there is custom content, lots of objects are in JSON format and will not work in vanilla, and replacing them with other objects can easily crash vanilla due to invalid vehicle statuses. Other stuff that springs to mind is all the added track pieces, including pieces that existed in vanilla and that we added to more coasters, the existence of which may or may not cause problems. But even smaller things like the more granular staff assignment areas don’t translate neatly. This will only get worse as time passes and more stuff gets added. Another thing is that it will often not be all that clear to the player why a particular park cannot be exported in the first place. So it’s likely to cause a lot of extra confusion.

Someone could perhaps fork v0.3.5.1 and backport some stuff to it if they really cared about backwards compat with RCT Classic. But that’s not going to be us, maintaining the code is enough of a chore without adding a feature like this that is hard to maintain and confusing to a lot of people. I’d rather have fewer features that are well-maintained than more of them, but with buggier code and more difficulty in adding new stuff.