BPROD.DAT
The BPROD.DAT file holds information on the current progress of what is being manufactured. It is a whopping (compared to other dat files) 2800 bytes. Essentially it holds information for each of your bases and for each item that can be produced. Each item gets 10 bytes (8 bases * 35 producible items * 10 bytes = 2800), however the format of this file seems a bit sideways (to me atleast). The best 'line width' to come up with is 350, 1 line for each base.
Inside of those 350 bytes it is divided into to 4 sections:
- Hours Stored (Long Integer 4 Bytes)- always lower (possibly equal see below) than the engineering hours needed to make one. It is the remainder when the amount of hours spent does not evenly divide into the time it takes to make the product. However setting this value to 0 will remove the production and place it back into the new production list, be see note below.
- Engineers Allocated (Integer 2 Bytes) - how many engineers are allocated to making this product
- Total to Produce (Integer 2 Bytes) - the number of these items to make
- Units Produced (Integer 2 Bytes) - the number of these itesm to make.
NOTE: Normally when a project is complete all the values for it are set to 0. Only the 'Hours Stored' controls if it is shown as being produced or available for a new production. If a production is hacked to 0, before it is done, the engineers are still allocated to it. You will be unable to get these engineers back until you create the same project they were working on again, note that they still take up space in the workshop, so you might not be able to create that project again.
The amount of hours stored can equal the amount required, as is the case when you start a new project (along with the total to produce set 1 higher). This is why you can sometimes see 0/0 Days/Hours Left if you meet it exactly. The next hour should increment and allow the project to be finished.
Each of these 4 sections list all of the items that can be produced before going on to the next section. The order they are place corresponds to the record in PRODUCT.DAT. So byte 0 is hours completed for a Fusion Ball Launcher, byte 4 is hours completed for Laser Cannon, byte 8 is hours completed for a Plasma Beam, and so on. Finally at byte 140 (4 bytes * 35 items) we get the engineers allocated to the Fusion Ball Launcher. (All at the first base)
Rough Outline
Here is a rough outline of the format of the file, divided up into 350 byte chunks (each corresponds to a base). The order follows that of PRODUCT.DAT inside these chunks. All addresses are in decimal unless prefixed by 0x
000 - 136 : Hours stored for each item (4 bytes each) 140 - 208 : Engineers allocated to each item (2 bytes each) 210 - 278 : Total to produce for each item (2 bytes each) 280 - 348 : Units produced for each item (2 bytes each)
More Detailed
I used a python script to generate a more verbose listing of the addressing in this file, as it is rather tedious.
Item Name | Stored Hours Offset |
Allocated Engineers Offset |
Quantity to Make Offset |
Number Produced Offset |
---|---|---|---|---|
Fusion Ball Launcher | 0 (0x0) | 140 (0x8C) | 210 (0xD2) | 280 (0x118) |
Laser Cannon | 4 (0x4) | 142 (0x8E) | 212 (0xD4) | 282 (0x11A) |
Plasma Cannon | 8 (0x8) | 144 (0x90) | 214 (0xD6) | 284 (0x11C) |
Fusion Ball | 12 (0xC) | 146 (0x92) | 216 (0xD8) | 286 (0x11E) |
Tank/Laser Cannon | 16 (0x10) | 148 (0x94) | 218 (0xDA) | 288 (0x120) |
Hovertank/Plasma | 20 (0x14) | 150 (0x96) | 220 (0xDC) | 290 (0x122) |
Hovertank/Launcher | 24 (0x18) | 152 (0x98) | 222 (0xDE) | 292 (0x124) |
HWP Fusion Bomb | 28 (0x1C) | 154 (0x9A) | 224 (0xE0) | 294 (0x126) |
Laser Pistol | 32 (0x20) | 156 (0x9C) | 226 (0xE2) | 296 (0x128) |
Laser Rifle | 36 (0x24) | 158 (0x9E) | 228 (0xE4) | 298 (0x12A) |
Heavy Laser | 40 (0x28) | 160 (0xA0) | 230 (0xE6) | 300 (0x12C) |
Motion Scanner | 44 (0x2C) | 162 (0xA2) | 232 (0xE8) | 302 (0x12E) |
Medi-kit | 48 (0x30) | 164 (0xA4) | 234 (0xEA) | 304 (0x130) |
Psi-Amp | 52 (0x34) | 166 (0xA6) | 236 (0xEC) | 306 (0x132) |
Heavy Plasma | 56 (0x38) | 168 (0xA8) | 238 (0xEE) | 308 (0x134) |
Heavy Plasma Clip | 60 (0x3C) | 170 (0xAA) | 240 (0xF0) | 310 (0x136) |
Plasma Rifle | 64 (0x40) | 172 (0xAC) | 242 (0xF2) | 312 (0x138) |
Plasma Rifle Clip | 68 (0x44) | 174 (0xAE) | 244 (0xF4) | 314 (0x13A) |
Plasma Pistol | 72 (0x48) | 176 (0xB0) | 246 (0xF6) | 316 (0x13C) |
Plasma Pistol Clip | 76 (0x4C) | 178 (0xB2) | 248 (0xF8) | 318 (0x13E) |
Blaster Launcher | 80 (0x50) | 180 (0xB4) | 250 (0xFA) | 320 (0x140) |
Blaster Bomb | 84 (0x54) | 182 (0xB6) | 252 (0xFC) | 322 (0x142) |
Small Launcher | 88 (0x58) | 184 (0xB8) | 254 (0xFE) | 324 (0x144) |
Stun Bomb | 92 (0x5C) | 186 (0xBA) | 256 (0x100) | 326 (0x146) |
Alien Grenade | 96 (0x60) | 188 (0xBC) | 258 (0x102) | 328 (0x148) |
Mind Probe | 100 (0x64) | 190 (0xBE) | 260 (0x104) | 330 (0x14A) |
Personal Armour | 104 (0x68) | 192 (0xC0) | 262 (0x106) | 332 (0x14C) |
Power Suit | 108 (0x6C) | 194 (0xC2) | 264 (0x108) | 334 (0x14E) |
Flying Suit | 112 (0x70) | 196 (0xC4) | 266 (0x10A) | 336 (0x150) |
Alien Alloys | 116 (0x74) | 198 (0xC6) | 268 (0x10C) | 338 (0x152) |
UFO Power Source | 120 (0x78) | 200 (0xC8) | 270 (0x10E) | 340 (0x154) |
UFO Navigation | 124 (0x7C) | 202 (0xCA) | 272 (0x110) | 342 (0x156) |
FIRESTORM | 128 (0x80) | 204 (0xCC) | 274 (0x112) | 344 (0x158) |
LIGHTNING | 132 (0x84) | 206 (0xCE) | 276 (0x114) | 346 (0x15A) |
AVENGER | 136 (0x88) | 208 (0xD0) | 278 (0x116) | 348 (0x15C) |
See Also
- BASE.DAT - Information about Bases
- PRODUCT.DAT - Describes what can be built
- Saved Game Files