MISSION FILE / SAVE-69

Save Files, Backups & Fields

Back up the entire user-data directory before changing anything. v1.00.61 exposes 69 main-save fields and 80 persistent fields across all schemas; this page reads documentation only and never uploads or edits your files.

REFERENCE STATEVERIFIED FOR v1.00.61CONFIRMED

BACKUP FIRST

Copy the directory, not just one slot

Keep a dated copy somewhere outside the live folder. Main progress, achievements, input settings and speed-run time use separate files.

01 / USER PATHS

Save-data directories

Godot's user:// location depends on the platform. These community paths remain labeled until device-tested.

WindowsCommunity-observed · Aug 20, 2026
%APPDATA%\Godot\app_userdata\Mega Man X Regenesis\
LinuxCommunity-observed · Aug 20, 2026
~/.local/share/godot/app_userdata/Mega Man X Regenesis/
AndroidCommunity-observed · device access varies
/Android/data/com.example.megamanxregenesis/data/
02 / FILE MAP

6 code-level save targets

The extension alone does not tell you the storage format.

.JSON ≠ JSON TEXT

Main slots and achievements end in .json, but v1.00.61 writes them with Godot's binary store_var() format. Opening them in a text editor will not produce normal JSON.

TargetFilenameSchemaFormatNote
main slot 1MMXSaveSlot1.jsonmain saveGodot variant binaryDespite the .json extension, save() uses FileAccess.store_var().
main slot 2MMXSaveSlot2.jsonmain saveGodot variant binaryDespite the .json extension, save() uses FileAccess.store_var().
main slot 3MMXSaveSlot3.jsonmain saveGodot variant binaryDespite the .json extension, save() uses FileAccess.store_var().
input slot 1MMXInputSettingsSlot1.jsoninput settingsJSON textGlobal input mapping file; no longer tied to an individual save slot.
speed runMMXSpeedRunTime.jsonspeed runJSON textContains best_speed.
achievementsMMXAchievements.jsonachievementsGodot variant binaryDespite the .json extension, achievement state uses FileAccess.store_var().

v1.00.61 uses one global input-binding file. Bindings are no longer tied to an individual progress slot and are not reset when a save slot is reset.

GLOBAL INPUT CONFIG

Dynamic actions and serialized input events

Each action name maps to an event array. Keyboard keys, controller buttons and controller axes use the fields below when that event type applies.

Field patternTypePurpose
*arrayDynamic InputMap action name; value is an array of serialized events.
*[].typestringInputEventKey, InputEventJoypadButton, or InputEventJoypadMotion.
*[].physical_keycodeintegerPresent for keyboard events.
*[].button_indexintegerPresent for joypad button events.
*[].axisintegerPresent for joypad motion events.
*[].axis_valuenumberPresent for joypad motion events.
03 / COMPLETION MODEL

How v1.00.61 calculates completion

The completion result is weighted and rounded; it is not a simple count of every stored field.

LEVEL FLAGS12

Each listed level-completion flag carries a weight of 3 before the game-beaten rule is applied.

DATA CHIPS8

All 160 chips contribute 8 weighted units—one unit per 20 chips.

FINAL VALUEROUND

The completed weighted total is divided by the available weighted total, multiplied by 100 and rounded to the nearest integer.

COMPLETION FORMULAround((completed weighted items + collected chips / 20) / available weighted items × 100)

When game_beaten is true, the 12 level flags are removed from the weighted calculation. The game_beaten field itself is also excluded.

INCLUDED

What raises completion

GroupQtyContribution
Level clears123 units each until game_beaten
Boss weapon unlocks81 unit each
Heart Tanks81 unit each
Energy Tanks41 unit each
System upgrades + Hadouken91 unit each
Data Chips1601 unit per 20 chips
Show the exact included save flags
intro_level_completeair_level_completefire_level_completetrain_level_completewater_level_completesnow_level_completedesert_level_completespace_level_completeswamp_level_completesigma_level_1_completesigma_level_2_completesigma_level_3_completeweapon_unlocked_fireweapon_unlocked_airweapon_unlocked_waterweapon_unlocked_snowweapon_unlocked_trainweapon_unlocked_spaceweapon_unlocked_desertweapon_unlocked_swampheart_airheart_fireheart_trainheart_waterheart_snowheart_desertheart_spaceheart_swampetank_snowetank_wateretank_airetank_spaceleg_upgradeleg_upgrade2arm_upgradehelmet_upgradechest_upgradechest_upgrade2buster_upgradebuster_upgrade2hadouken_upgrade
EXCLUDED

What does not raise completion

GroupQtyExamples
Current inventory and tank fill10hearts, etanks
Difficulty, controls and display settings9difficulty, language
Statistics and speedrun values7speedrunning, total_deaths
Metadata and final-state flags2save_file_exists, game_beaten
Show the exact excluded save fields
heartsetankschipschips_spentlivesmax_healthetank1_healthetank2_healthetank3_healthetank4_healthdifficultylanguagehaptic_feedbackenvironment_particlesset_music_volumeset_sfx_volumedouble_tap_dashenable_weapon_wheelglobal_lights_onspeedrunningtotal_deathstotal_killstotal_standard_shotstotal_standard_charge_shotstotal_special_weapon_shotstotal_special_weapon_charge_shotssave_file_existsgame_beaten

The stored chips total is marked as a raw inventory value because it is handled separately by the formula. It still contributes up to 8 weighted units. game_beaten changes the denominator but does not add a completion unit itself.

double_tap_dashDefault: falseExcluded from completion

Saved control preference; it does not inflate completion.

enable_weapon_wheelDefault: trueExcluded from completion

Saved control preference; it does not inflate completion.

global_lights_onDefault: trueExcluded from completion

New persisted global-lighting preference.

game_beatenDefault: falseExcluded from completion

New completion-state field used to refine the final percentage.

04 / FIELD EXPLORER

Search 69 main-save fields

Search stays in your browser. Analytics, if later connected, receives query length only—never the text.

69 OF 69 MAIN-SAVE FIELDS

FieldTypeDefaultCategoryCompletion
save_file_existsbooleanfalsemetadataNo
intro_level_completebooleanfalsestage_completionYes
air_level_completebooleanfalsestage_completionYes
fire_level_completebooleanfalsestage_completionYes
train_level_completebooleanfalsestage_completionYes
water_level_completebooleanfalsestage_completionYes
snow_level_completebooleanfalsestage_completionYes
desert_level_completebooleanfalsestage_completionYes
space_level_completebooleanfalsestage_completionYes
swamp_level_completebooleanfalsestage_completionYes
sigma_level_1_completebooleanfalseotherYes
sigma_level_2_completebooleanfalseotherYes
sigma_level_3_completebooleanfalseotherYes
weapon_unlocked_firebooleanfalseweapon_unlockYes
weapon_unlocked_airbooleanfalseweapon_unlockYes
weapon_unlocked_waterbooleanfalseweapon_unlockYes
weapon_unlocked_snowbooleanfalseweapon_unlockYes
weapon_unlocked_trainbooleanfalseweapon_unlockYes
weapon_unlocked_spacebooleanfalseweapon_unlockYes
weapon_unlocked_desertbooleanfalseweapon_unlockYes
weapon_unlocked_swampbooleanfalseweapon_unlockYes
heart_airbooleanfalseheart_tank_collectibleYes
heart_firebooleanfalseheart_tank_collectibleYes
heart_trainbooleanfalseheart_tank_collectibleYes
heart_waterbooleanfalseheart_tank_collectibleYes
heart_snowbooleanfalseheart_tank_collectibleYes
heart_desertbooleanfalseheart_tank_collectibleYes
heart_spacebooleanfalseheart_tank_collectibleYes
heart_swampbooleanfalseheart_tank_collectibleYes
etank_snowbooleanfalseenergy_tank_collectibleYes
etank_waterbooleanfalseenergy_tank_collectibleYes
etank_airbooleanfalseenergy_tank_collectibleYes
etank_spacebooleanfalseenergy_tank_collectibleYes
leg_upgradebooleanfalseupgrade_unlockYes
leg_upgrade2booleanfalseupgrade_unlockYes
arm_upgradebooleanfalseupgrade_unlockYes
helmet_upgradebooleanfalseupgrade_unlockYes
chest_upgradebooleanfalseupgrade_unlockYes
chest_upgrade2booleanfalseupgrade_unlockYes
buster_upgradebooleanfalseupgrade_unlockYes
buster_upgrade2booleanfalseupgrade_unlockYes
heartsinteger0inventoryNo
etanksinteger0inventoryNo
chipsarray[]inventoryNo
chips_spentinteger0inventoryNo
livesinteger2inventoryNo
difficultystringnormalsettingsNo
languagestringensettingsNo
haptic_feedbackbooleantruesettingsNo
environment_particlesbooleantruesettingsNo
max_healthinteger16inventoryNo
etank1_healthinteger0energy_tank_stateNo
etank2_healthinteger0energy_tank_stateNo
etank3_healthinteger0energy_tank_stateNo
etank4_healthinteger0energy_tank_stateNo
set_music_volumenumber-6.5settingsNo
set_sfx_volumenumber-2.0settingsNo
speedrunningbooleanfalsespeedrunNo
total_deathsinteger0statisticsNo
total_killsinteger0statisticsNo
total_standard_shotsinteger0statisticsNo
total_standard_charge_shotsinteger0statisticsNo
total_special_weapon_shotsinteger0statisticsNo
total_special_weapon_charge_shotsinteger0statisticsNo
double_tap_dashbooleanfalsesettingsNo
hadouken_upgradebooleanfalseupgrade_unlockYes
enable_weapon_wheelbooleantruesettingsNo
global_lights_onbooleantruesettingsNo
game_beatenbooleanfalsecompletion_stateNo

05 / RECOVERY BOUNDARY

Documentation is not an automatic repair tool

A current community report describes progression corruption when a boss and X die at the same time. The field dictionary can help identify what the game stores, but it cannot guarantee that editing a binary save will recover it. Restore a backup whenever possible.