TRANSFER.DAT
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This file contains the information about items in transit. Each record is 8 bytes long and is fixed at 100 entries thus a fixed size of 800. Each record contains a 'line' of the transfer screen, hence the 100 line limit as described in known bugs.
Structure
- Offset 0 (1 Byte) - Base the item is coming from (as indexed in LOC.DAT). 255 if the item is purchased and thus no base of origin
- Offset 1 (1 Byte) - Base the item is going to (again from LOC.DAT). 255 should not be used here
- Offset 2 (1 Byte) - Hours left in transit. NOTE: Setting this to 0 will make the game think it has been completed already
- Offset 3 (1 Byte) - Item Type. This also affects what can be used in the next offset. Possible/observed values:
- 0 - Item (such as Laser Rifle or even craft weapons like Laser Cannon)
- 1 - Craft
- 2 - Soldier
- 3 - Scientists
- 4 - Engineers
- 5 - Alien (those in containment)
- Offset 4 (1 Byte) - Reference number. The meaning of this value depends on the above Item Type value.
- Type 0 - Item Index to the item as listed in BASE.DAT (Excluding Scientists and Engineers) (See Below)
- Type 1 - Craft Index to the craft type as used in GEODATA.DAT, that is 0:Skyranger, 1:Lightning, etc. (See Below)
- Type 2 - Soldier Index to SOLDIER.DAT
- Type 3 - Scientist Always 0, presumed ignored
- Type 4 - Engineers Always 0, presumed ignored
- Type 5 - Alien Reference to ASTORE.DAT (whose entry will have the base set to 255)
- Offset 6 (1 Byte) - Quantity. Also the entry is ignored if this value is 0, thus there can be invalid data in the other entries but they will always have this byte set to 0.
Offset 5 is always 0, though Hatfarm has tried setting it to 1, but with weird results. Possible that it is the high byte for the refense at offset 4.
Item List
Possible values if offset 3 (type) is 0. In exactly the same order as BASE.DAT.
0 - Stingray Launcher | 28 - Small Rocket | 56 - Sectoid Corpse |
1 - Avalanche Launcher | 29 - Large Rocket | 57 - Snakeman Corpse |
2 - Cannon | 30 - Incendiary Rocket | 58 - Ethereal Corpse |
3 - Fusion Ball Launcher | 31 - Laser Pistol | 59 - Muton Corpse |
4 - Laser Cannon | 32 - Laser Rifle | 60 - Floater Corpse |
5 - Plasma Beam | 33 - Heavy Laser | 61 - Celatid Corpse |
6 - Stingray Missile | 34 - Grenade | 62 - Silacoid Corpse |
7 - Avalanche Missile | 35 - Smoke Grenade | 63 - Chryssalid Corpse |
8 - Cannon Rounds | 36 - Proximity Grenade | 64 - Reaper Corpse |
9 - Fusion Balls | 37 - High Explosive | 65 - Sectopod Corpse |
10 - Tank/Cannon | 38 - Motion Scanner | 66 - Cyberdisc Corpse |
11 - Tank/Rocket Launcher | 39 - Medi-Kit | 67 - UFO Power Source |
12 - Tank/Laser Cannon | 40 - Psi-Amp | 68 - UFO Navigation |
13 - Hovertank/Plasma | 41 - Stun Rod | 69 - UFO Construction |
14 - Hovertank/Launcher | 42 - Electro Flare | 70 - Alien Food |
15 - Pistol | 43 - Heavy Plasma | 71 - Alien Reproduction |
16 - Pistol Clip | 44 - Heavy Plasma Clip | 72 - Alien Entertainment |
17 - Rifle | 45 - Plasma Rifle | 73 - Alien Surgery |
18 - Rifle Clip | 46 - Plasma Rifle Clip | 74 - Examination Room |
19 - Heavy Cannon | 47 - Plasma Pistol | 75 - Alien Alloys |
20 - HC-AP Ammo | 48 - Plasma Pistol Clip | 76 - Alien Habitat |
21 - HC-HE Ammo | 49 - Blaster Launcher | 77 - Personal Armour |
22 - HC-IN Ammo | 50 - Blaster Bomb | 78 - Power Suit |
23 - Auto Cannon | 51 - Small Launcher | 79 - Flying Suit |
24 - AC-AP Ammo | 52 - Stun Bomb | 80 - HWP Cannon Shell |
25 - AC-HE Ammo | 53 - Alien Grenade | 81 - HWP Rockets |
26 - AC-IN Ammo | 54 - Elerium-115 | 82 - HWP Fusion Bomb |
27 - Rocket Launcher | 55 - Mind Probe |
Ship List
Same numbers that are used to identify the ship used in combat in GEODATA.DAT. For use in craft transfers use only human crafts. Otherwise the game will crash if you try to 'launch' an alien ship.
HUMAN 0 - Skyranger 1 - Lightning 2 - Avenger 3 - Interceptor 4 - Firestorm
ALIEN 5 - Small Scout 6 - Medium Scout 7 - Large Scout 8 - Harvestor 9 - Abductor 10 - Terror Ship 11 - Battleship 12 - Supply Ship