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Re:Flattening ASTs (and Other Compiler Data Structures) by masklinn on Sunday July 02, 2023 @09:19AM (#36561240)
It's very common in old software and video games. Pre-97 office did that though with more formalisation than most (the binary format is now called Binary Interchange File Format, or BIFF, and is relatively generic, at the time MS almost certainly had utility libraries for working with BIFF).

This was a common source of portability issues for game saves.

Re:Flattening ASTs (and Other Compiler Data Structures) by jamesfinlayson on Sunday July 02, 2023 @10:07PM (#36567853)
Yep, pretty sure Valve's brief experiment with a 64-bit Source engine in late 2005 resulted in save games that didn't work with 32-bit Half-Life 2.