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).

10  Ajax Launchers
12  D.U.P. Head Launcher
14  Craft Gas Cannon
16  P.W.T. Cannon
18  Gauss Cannon
1A  Sonic Oscillator
1C  Ajax Torpedoes
1E  D.U.P. Head Torpedoes
20  Gas Rounds(x50)
22  P.W.T Ammo
24  Coelacanth/G. Cannon
26  Coelacanth/Aqua Jet
28  Coelacanth/Gauss
2A  Displacer /Sonic
2C  Displacer /P. W. T.
2E  Dart Gun
30  Dart Clip
32  Jet Harpoon
34  Harpoon Clip
36  Gas Cannon
38  GC-AP Bolts
3A  GC-HE Bolts
3C  GC-Phosphorous Bolts
3E  Hydro-Jet Cannon
40  HJ-AP Ammo
42  HJ-HE Ammo
44  HJ-P Ammo
46  Torpedo Launcher
48  Small Torpedo
4A  Large Torpedo
4C  Phosphor Torpedo
4E  Gauss Pistol
50  Gauss Rifle
52  Heavy Gauss
54  Magna-Blast Grenade
56  Dye Grenade
58  Particle Disturbance Grenade
5A  Magna-Pack Explosive
5C  Particle Disturbance Sensor
5E  Medi-Kit
60  M.C. Disruptor
62  Thermal Tazer
64  Chemical-flare
66  Vibro Blade
68  Thermic Lance
6A  Heavy Thermic Lance
6C  (invalid - prints garbage if used)
6E  (invalid - prints garbage if used)
70  (invalid - prints garbage if used)
72  Sonic Cannon
74  Cannon Power Clip
76  Sonic-Blasta Rifle
78  Blasta Power Clip
7A  Sonic Pistol
7C  Pistol Power Clip
7E  Disruptor Pulse Launcher
80  Disruptor Ammo
82  Thermal Shok Launcher
84  Thermal Shok Bomb
86  Sonic Pulser
88  Zrbite
8A  M.C. Reader
8C  Gauss Pistol Clip
8E  Gauss Rifle Clip
90  Heavy Gauss Clip
92  Aquatoid Corpse
94  Gill Man Corpse
96  Lobster Man Corpse
98  Tasoth Corpse
9A  Calcinite Corpse
9C  Deep One Corpse
9E  Bio-Drone Corpse
A0  Tentaculat Corpse
A2  Triscene Corpse
A4  Hallucinoid Corpse
A6  Xarquid Corpse
A8  (invalid - prints ' Technician' if used)
AA  (invalid - prints ' Squad Leader' if used)
AC  (invalid - prints ' Soldier' if used)
AE  (invalid - prints ' Terrorist' if used)
B0  Ion-Beam Accelerators
B2  Magnetic Navigation
B4  Alien Sub Construction
B6  Alien Cryogenics
B8  Alien Cloning
BA  Alien Learning Arrays
BC  Alien Implanter
BE  Examination Room
C0  Aqua Plastics
C2  Alien Re-animation Zone
C4  Plastic Aqua Armour
C6  Ion Armour
C8  Mag. Ion Armour
CA  Solid Harpoon Bolts
CC  Aqua Jet Missiles
CE  P.W. Torpedo
D0  Gauss Cannon Ammo (for Coelacanth/G. Cannon)
D2  Gauss Cannon Ammo (for Craft Gauss Cannon)

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