BASE.DAT (TFTD)

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Revision as of 08:50, 31 December 2012 by Morgan525 (talk | contribs) (→‎Stores)
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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).

01 10 Ajax Launchers 02 12 D.U.P. Head Launcher 03 14 Craft Gas Cannon 04 16 P.W.T. Cannon 05 18 Gauss Cannon 06 1A Sonic Oscillator 07 1C Ajax Torpedoes 08 1E D.U.P. Head Torpedoes 09 20 Gas Rounds(x50) (for Craft Gas Cannon) 10 22 P.W.T Ammo (for Craft P.W.T. ?) 11 24 Coelacanth/G. Cannon (Gas Cannon) 12 26 Coelacanth/Aqua Jet 13 28 Coelacanth/Gauss 14 2A Displacer /Sonic 15 2C Displacer /P. W. T. 16 2E Dart Gun 17 30 Dart Clip 18 32 Jet Harpoon 19 34 Harpoon Clip 20 36 Gas Cannon 21 38 GC-AP Bolts 22 3A GC-HE Bolts 23 3C GC-Phosphorous Bolts 24 3E Hydro-Jet Cannon 25 40 HJ-AP Ammo 26 42 HJ-HE Ammo 27 44 HJ-P Ammo 28 46 Torpedo Launcher 29 48 Small Torpedo 30 4A Large Torpedo 31 4C Phosphor Torpedo 32 4E Gauss Pistol 33 50 Gauss Rifle 34 52 Heavy Gauss 35 54 Magna-Blast Grenade 36 56 Dye Grenade 37 58 Particle Disturbance Grenade 38 5A Magna-Pack Explosive 39 5C Particle Disturbance Sensor 40 5E Medi-Kit 41 60 M.C. Disruptor 42 62 Thermal Tazer 43 64 Chemical-flare 44 66 Vibro Blade 45 68 Thermic Lance 46 6A Heavy Thermic Lance 47 6C (invalid - prints garbage if used) 48 6E (invalid - prints garbage if used) 49 70 (invalid - prints garbage if used) 50 72 Sonic Cannon 51 74 Cannon Power Clip 52 76 Sonic-Blasta Rifle 53 78 Blasta Power Clip 54 7A Sonic Pistol 55 7C Pistol Power Clip 56 7E Disruptor Pulse Launcher 57 80 Disruptor Ammo 58 82 Thermal Shok Launcher 59 84 Thermal Shok Bomb 60 86 Sonic Pulser 61 88 Zrbite 62 8A M.C. Reader 63 8C Gauss Pistol Clip 64 8E Gauss Rifle Clip 65 90 Heavy Gauss Clip 66 92 Aquatoid Corpse 67 94 Gill Man Corpse 68 96 Lobster Man Corpse 69 98 Tasoth Corpse 70 9A Calcinite Corpse 71 9C Deep One Corpse 72 9E Bio-Drone Corpse 73 A0 Tentaculat Corpse 74 A2 Triscene Corpse 75 A4 Hallucinoid Corpse 76 A6 Xarquid Corpse 77 A8 (invalid - prints ' Technician' if used) 78 AA (invalid - prints ' Squad Leader' if used) 79 AC (invalid - prints ' Soldier' if used) 80 AE (invalid - prints ' Terrorist' if used) 81 B0 Ion-Beam Accelerators 82 B2 Magnetic Navigation 83 B4 Alien Sub Construction 84 B6 Alien Cryogenics 85 B8 Alien Cloning 86 BA Alien Learning Arrays 87 BC Alien Implanter 88 BE Examination Room 89 C0 Aqua Plastics 90 C2 Alien Re-animation Zone 91 C4 Plastic Aqua Armour 92 C6 Ion Armour 93 C8 Mag. Ion Armour 94 CA Solid Harpoon Bolts (for Coelacanth/Gas Cannon) 95 CC Aqua Jet Missiles (for Coelacanth/Aqua Jet) 96 CE P.W. Torpedo (for Displacer/P.W.T. ?) 97 D0 Gauss Cannon Ammo (for Coelacanth/Gauss AND Craft Gauss Cannon) 98 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