
Interface · Supermarket Simulator · read from a local copy
Save slots and what each one holds
A shop is kept in a save slot, with a panel of slots of its own.
A Supermarket Simulator shop is kept in a save slot rather than in one unnamed file: the game has a panel for the slots, a record of what a single save is, and separate parts for writing into a slot and reading one back.
What the game establishes
- A shop is kept in a save slot, with a panel of slots of its own. (checked against the game's own files)
- A single save has a record of its own and sits among entries. (checked against the game's own files)
- Writing into a slot and loading from one are separate behaviours. (checked against the game's own files)
- A manager keeps the save and an event announces it. (checked against the game's own files)
- What a slot holds is written by a handler and a root, in chunks. (checked against the game's own files)
- Dirt, dust and rubbish have save records of their own inside a slot. (checked against the game's own files)
- The game ships its own texture for the flash drive a shop is written to. (checked against the game's own files)
In play
A shop is kept in a slot. The game has a panel for the slots, a record that describes a single save and entries inside it, which is why what you choose when you load is a named slot with a state of its own rather than a file whose name you have to remember.
Saving and loading are separate. One part writes into a slot and another reads one back, so the same panel can serve both without the game having to guess what you meant by opening it.
There is a manager over the whole business and an event to go with it. That is how the rest of the game is told a save has happened, instead of every other part having to keep asking whether one did.
A slot describes itself. The record for a save is what allows a list of shops to be shown before any of them is loaded, so you can see what you are about to open rather than opening it to find out.
What is inside a slot is the shop's own record. It is written by a handler and a root of its own and split into chunks, and the mess you left travels with it: dirt, dust and rubbish each have a save record of their own.
Because the slot is separate from the file, the same shop can be listed, chosen and written without the game treating a name as the save itself.
The image beside this entry is the game's own: a flash drive of the kind a shop is written to, packaged and branded by the game itself.
What this entry does not tell you: how many slots the game offers, whether one can be renamed or copied, or how large a save grows. We have not verified those numbers, so we do not print them.
Related
InterfaceHow your shop is savedThe game has a save file handler, a helper around it and a root record of its own.
Running the shopThe management tabs on the computerThe computer keeps its functions in separate tabs.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).