Opens savegames from the original 1996 Settlers II and from the 2006 10th Anniversary remake, recognising which is which from the file itself. Everything runs in this browser tab — nothing is ever uploaded.
TRANS900.DAT through
TRANS909.DAT in the game's SAVE directory, one per save slot.
Documents\S2.
Each store is a fixed 145-byte record. A 2-byte marker (8A 1B for your own headquarters,
18 00 for an enemy one), then 2 reserved bytes, then the 61 stock counters as
little-endian 16-bit integers — 122 bytes — then 19 reserved bytes. Your headquarters is located by
the signature 8D 00, sixteen variable bytes that appear to be its coordinates, then
8A 1B. Enemy headquarters follow, and any warehouses you have built come after those.
This editor writes only inside the 122-byte inventory span of records you edit. Markers and reserved bytes are read-only, and the file length is asserted unchanged before download.
A 20-byte header: the magic number 12 18 09 06, a four-character game tag
(rc00 for the 10th Anniversary, sadk for Rise of Cultures), a CRC32 of the
decoded data, a CRC32 of the encryption key, and the decoded length. The rest is the payload.
The key is a fixed 16-byte GUID. For .sav and .s2m files it is used as-is;
for other assets it is scrambled with a generator seeded from the filename. That key seeds a Lehmer
generator (multiplier 16807, modulus 231−1) which produces a repeating XOR pad, plus a
second pad applied at a periodic stride. Underneath the encryption is LZSS with a 1024-byte window
pre-filled with spaces and match lengths of 3 to 18.
Rebuilding re-emits the payload as uncompressed LZSS literals. That is larger than what the game writes but decodes identically, and it removes any chance of a subtly wrong compressor corrupting your save. Every rebuilt file is decoded again in memory and compared against the intended bytes before the download is offered — if that check fails, the download is refused.