Editing .echoreplay File Format
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[[Category:API]] | [[Category:API]] | ||
The <code>.echoreplay</code> file format is a container for nearly raw API data from EchoVR. It is designed to be as simple as possible while retaining all information provided by the API. | The <code>.echoreplay</code> file format is a container for nearly raw API data from EchoVR. It is designed to be as simple as possible while retaining all information provided by the API. | ||
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| [[Spark]] || Records <code>.echoreplay</code> files from game data. | | [[Spark]] || Records <code>.echoreplay</code> files from game data. | ||
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To record <code>.echoreplay</code> files without writing your own software, you can use the [[Spark]], but the format is designed to be simple enough to let people read and write their own replay files. | To record <code>.echoreplay</code> files without writing your own software, you can use the [[Spark]], but the format is designed to be simple enough to let people read and write their own replay files. | ||
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* One line per API request. | * One line per API request. | ||
* Each line contains the a timestamp, the ''tab'' character, and the full JSON data from the game's API | * Each line contains the a timestamp, the ''tab'' character, and the full JSON data from the game's API | ||
Due to the high efficiency of zip compression, binary formats such as <code>.milk</code> (once modified to include all the data necessary for replays) provide only marginal or no benefits over the compressed <code>.echoreplay</code>. These formats also require modification for every API change from the game, unlike <code>.echoreplay</code>. | Due to the high efficiency of zip compression, binary formats such as <code>.milk</code> (once modified to include all the data necessary for replays) provide only marginal or no benefits over the compressed <code>.echoreplay</code>. These formats also require modification for every API change from the game, unlike <code>.echoreplay</code>. |