BASE.DAT

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Revision as of 17:42, 13 March 2007 by Pi Masta (talk | contribs) (→‎Structure: unknown offsets probably high bytes for other values)
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Ripped from Hatfarm / Chris Voss's great pages

Structure

BASE.DAT: Each entry is 292 Bytes long

00-0E: Base Name, pretty obvious

0F: Presumably the Null character if the Base Name uses all 15 characters

10: Base's short range detection capability.

12: Base's long range detection capability.

14: Base's hyperwave detection capability.

11, 13, 15: These are probably the high bytes for the Short, Long, and Hyper-wave detections respectively. Should always be 0 as a value of 100 (hex: 64 00) is perfect detection.

Logical values for the detection capabilities:

10 short, 0 long: This base has small radar(s) only.

20 short, 20 long: This base has large radar(s) only.

30 short, 20 long: This base has small and large radar(s).

100 hyperwave: This base has a hyperwave decoder(s).

The radar values can be set to 100 for perfect short range detection (presumably -- it definitely makes UFOs appear more often), but these reset to the correct values any time you complete a build in that base.

Table 1: Radar Ability Combinations
Radar Module / Scan Type Short Long Hyperwave
Small Radar 10 0 0
Large Radar 20 20 0
Hyperwave 0 0 100
Radar Combinations
Sm + Sm 10 0 0
Sm + Lg 30 20 0
Sm + Hyp 10 0 100
Lg + Lg 20 20 0
Lg + Hyp 20 20 100
Hyp + Hyp 0 0 100
Sm + Lg + Hyp 30 20 100


16-39: The next offsets are arranged so they're easier to understand. They are for facilities in the base:

/-----------------------------\
| 16 | 17 | 18 | 19 | 1A | 1B |
|-----------------------------|
| 1C | 1D | 1E | 1F | 20 | 21 |
|-----------------------------|
| 22 | 23 | 24 | 25 | 26 | 27 |
|-----------------------------|
| 28 | 29 | 2A | 2B | 2C | 2D |
|-----------------------------|
| 2E | 2F | 30 | 31 | 32 | 33 |
|-----------------------------|
| 34 | 35 | 36 | 37 | 38 | 39 |
\-----------------------------/

The possible values are as follows:

00 - Access Lift
01 - Living Quarters
02 - Laboratory
03 - Workshop
04 - Small Radar System
05 - Large Radar System
06 - Missile Defense
07 - General Stores
08 - Alien Containment
09 - Laser Defense
0A - Plasma Defense
0B - Fusion Ball Defense
0C - Grav Shield
0D - Mind Shield
0E - Psionic Laboratory
0F - Hyper-wave Decoder
10 - Hangar (Top Left)
11 - Hangar (Top Right)
12 - Hangar (Bottom Left)
13 - Hangar (Bottom Right)
FF - Empty

3A-5D: The next offsets represent the days until a facility is completed. They're set up the same way:

/-----------------------------\
| 3A | 3B | 3C | 3D | 3E | 3F |
|-----------------------------|
| 40 | 41 | 42 | 43 | 44 | 45 |
|-----------------------------|
| 46 | 47 | 48 | 49 | 4A | 4B |
|-----------------------------|
| 4C | 4D | 4E | 4F | 50 | 51 |
|-----------------------------|
| 52 | 53 | 54 | 55 | 56 | 57 |
|-----------------------------|
| 58 | 59 | 5A | 5B | 5C | 5D |
\-----------------------------/

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

The following are the rest of the offsets I know. There are holes in the numbering but I have no idea what they are. All possible values are 00 to FF, but when you go over 32,766 on 2-byte values, the number goes negative. And if it's two bytes then the first byte is the low bit and the second bit is the high bit. Example: 05 00 should be read as 00 05. The first two (Engineers and Scientists) are one byte; all the rest are two bytes. Here's the info:

005E  Engineer
005F  Scientist
0060  Stingray Launcher
0062  Avalanche Launcher
0064  Cannon
0066  Fusion Ball Launcher
0068  Laser Cannon
006A  Plasma Beam
006C  Stingray Missile
006E  Avalanche Missile
0070  Cannon Rounds
0072  Fusion Balls
0074  Tank/Cannon
0076  Tank/Rocket Launcher
0078  Tank/Laser Cannon
007A  Hovertank/Plasma
007C  Hovertank/Launcher
007E  Pistol
0080  Pistol Clip
0082  Rifle
0084  Rifle Clip
0086  Heavy Cannon
0088  HC-AP Ammo
008A  HC-HE Ammo
008C  HC-IN Ammo
008E  Auto Cannon
0090  AC-AP Ammo
0092  AC-HE Ammo
0094  AC-IN Ammo
0096  Rocket Launcher
0098  Small Rocket
009A  Large Rocket
009C  Incendiary Rocket
009E  Laser Pistol
00A0  Laser Rifle
00A2  Heavy Laser
00A4  Grenade
00A6  Smoke Grenade
00A8  Proximity Grenade
00AA  High Explosive
00AC  Motion Scanner
00AE  Medi-Kit
00B0  Psi-Amp
00B2  Stun Rod
00B4  Electro Flare
00C2  Heavy Plasma
00C4  Heavy Plasma Clip
00C6  Plasma Rifle
00C8  Plasma Rifle Clip
00CA  Plasma Pistol
00CC  Plasma Pistol Clip
00CE  Blaster Launcher
00D0  Blaster Bomb
00D2  Small Launcher
00D4  Stun Bomb
00D6  Alien Grenade
00D8  Elerium-115
00DA  Mind Probe
00E2  Sectoid Corpse
00E4  Snakeman Corpse
00E6  Ethereal Corpse
00E8  Muton Corpse
00EA  Floater Corpse
00EC  Celatid Corpse
00EE  Silacoid Corpse
00F0  Chryssalid Corpse
00F2  Reaper Corpse
00F4  Sectopod Corpse
00F6  Cyberdisc Corpse
0100  UFO Power Source
0102  UFO Navigation
0104  UFO Construction
0106  Alien Food
0108  Alien Reproduction
010A  Alien Entertainment
010C  Alien Surgery
010E  Examination Room
0110  Alien Alloys
0112  Alien Habitat
0114  Personal Armour
0116  Power Suit
0118  Flying Suit
011A  HWP Cannon Shell
011C  HWP Rockets
011E  HWP Fusion Bomb

011F-0123: I have no idea, any help would be appreciated.

See Also