BASE.DAT (TFTD)

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Structure

BASE.DAT: Each entry is 296 Bytes long.

Name

00-0E: Base Name, pretty obvious.

0F: Null character if the Base Name uses all 15 characters. If this byte is non-0, the base name will happily overflow and read from the item quantities.

Stores

10-D3: Quantity of each item available at that base (signed 2-byte little-endian integers; see explanation in UFO section for details).

    offset  item
0	10  Ajax Launchers
1	12  D.U.P. Head Launcher
2	14  Craft Gas Cannon
3	16  P.W.T. Cannon
4	18  Gauss Cannon
5	1A  Sonic Oscillator
6	1C  Ajax Torpedoes
7	1E  D.U.P. Head Torpedoes
8	20  Gas Rounds(x50) (for Craft Gas Cannon)
9	22  P.W.T Ammo (for Craft P.W.T. ?)
10	24  Coelacanth/G. Cannon (Gas Cannon)
11	26  Coelacanth/Aqua Jet
12	28  Coelacanth/Gauss
13	2A  Displacer /Sonic
14	2C  Displacer /P. W. T.
15	2E  Dart Gun
16	30  Dart Clip
17	32  Jet Harpoon
18	34  Harpoon Clip
19	36  Gas Cannon
20	38  GC-AP Bolts
21	3A  GC-HE Bolts
22	3C  GC-Phosphorous Bolts
23	3E  Hydro-Jet Cannon
24	40  HJ-AP Ammo
25	42  HJ-HE Ammo
26	44  HJ-P Ammo
27	46  Torpedo Launcher
28	48  Small Torpedo
29	4A  Large Torpedo
30	4C  Phosphor Torpedo
31	4E  Gauss Pistol
32	50  Gauss Rifle
33	52  Heavy Gauss
34	54  Magna-Blast Grenade
35	56  Dye Grenade
36	58  Particle Disturbance Grenade
37	5A  Magna-Pack Explosive
38	5C  Particle Disturbance Sensor
39	5E  Medi-Kit
40	60  M.C. Disruptor
41	62  Thermal Tazer
42	64  Chemical-flare
43	66  Vibro Blade
44	68  Thermic Lance
45	6A  Heavy Thermic Lance
46	6C  (invalid - prints garbage if used)
47	6E  (invalid - prints garbage if used)
48	70  (invalid - prints garbage if used)
49	72  Sonic Cannon
50	74  Cannon Power Clip
51	76  Sonic-Blasta Rifle
52	78  Blasta Power Clip
53	7A  Sonic Pistol
54	7C  Pistol Power Clip
55	7E  Disruptor Pulse Launcher
56	80  Disruptor Ammo
57	82  Thermal Shok Launcher
58	84  Thermal Shok Bomb
59	86  Sonic Pulser
60	88  Zrbite
61	8A  M.C. Reader
62	8C  Gauss Pistol Clip
63	8E  Gauss Rifle Clip
64	90  Heavy Gauss Clip
65	92  Aquatoid Corpse
66	94  Gill Man Corpse
67	96  Lobster Man Corpse
68	98  Tasoth Corpse
69	9A  Calcinite Corpse
70	9C  Deep One Corpse
71	9E  Bio-Drone Corpse
72	A0  Tentaculat Corpse
73	A2  Triscene Corpse
74	A4  Hallucinoid Corpse
75	A6  Xarquid Corpse
76	A8  (invalid - prints ' Technician' if used)
77	AA  (invalid - prints ' Squad Leader' if used)
78	AC  (invalid - prints ' Soldier' if used)
79	AE  (invalid - prints ' Terrorist' if used)
80	B0  Ion-Beam Accelerators
81	B2  Magnetic Navigation
82	B4  Alien Sub Construction
83	B6  Alien Cryogenics
84	B8  Alien Cloning
85	BA  Alien Learning Arrays
86	BC  Alien Implanter
87	BE  Examination Room
88	C0  Aqua Plastics
89	C2  Alien Re-animation Zone
90	C4  Plastic Aqua Armour
91	C6  Ion Armour
92	C8  Mag. Ion Armour
93	CA  Solid Harpoon Bolts (for Coelacanth/Gas Cannon)
94	CC  Aqua Jet Missiles (for Coelacanth/Aqua Jet)
95	CE  P.W. Torpedo      (for Displacer/P.W.T. ?)
96	D0  Gauss Cannon Ammo (for Coelacanth/Gauss AND Craft Gauss Cannon)
97	D2  Gauss Cannon Ammo (originally intended for Craft Gauss Cannon but unused(?))

Base Detection Values

D4: Short range detection value (%).

D6: Long range detection value (%).

D8: Transmission Resolver detection value (%).

Each base detection value byte is a low byte, followed by a high byte which is null (x0).

Detection values are identical to XCom1:

Possible decimal values are 0/10/20/30 for Short, 0/20 for Long, 0/100 for Transmission Resolver. The XCom1 Radar Stacking Bug still applies - there is no detection advantage to building multiple detection modules of the same type.

Facilities

DA-FD: The next offsets are arranged so they're easier to understand. They are for facilities in the base:

DA DB DC DD DE DF
E0 E1 E2 E3 E4 E5
E6 E7 E8 E9 EA EB
EC ED EE EF F0 F1
F2 F3 F4 F5 F6 F7
F8 F9 FA FB FC FD

The possible values are as follows:

00 - Air Lock
01 - Living Quarters
02 - Laboratory
03 - Workshop
04 - Standard Sonar
05 - Wide Array Sonar
06 - Torpedo Defences
07 - General Stores
08 - Alien Containment
09 - Gauss Defences
0A - Sonic Defences
0B - P.W.T. Defences
0C - Bomb Shield
0D - M.C. Defences
0E - M.C.-Lab
0F - Transmission Resolver
10 - Sub Pen (Top Left)
11 - Sub Pen (Top Right)
12 - Sub Pen (Bottom Left)
13 - Sub Pen (Bottom Right)
FF - Empty

FE-121: The next offsets represent the days until a facility is completed. They're set up the same way:

FE FF 100 101 102 103
104 105 106 107 108 109
10A 10B 10C 10D 10E 10F
110 111 112 113 114 115
116 117 118 119 11A 11B
11C 11D 11E 11F 120 121

Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.

Personnel

0122: Number of technicians (00-FF).

0123: Number of scientists (00-FF).

Other

0124: Disabled flag, if 1 the base is disabled, if 0 the base is in use.
0125-0127: Unknown.

See Also