Difference between revisions of "GEODATA.DAT"
Bomb Bloke (talk | contribs) |
m |
||
(10 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
− | Created in the MissDat folder when you start a battlescape mission, also copied to the savegame folder of choice when saving mid-mission. Primarily used | + | Created in the MissDat folder when you start a battlescape mission, also copied to the savegame folder of choice when saving mid-mission. Primarily used for [[Battlescape Map Generation]] and to determine which [[MCD|MCD files]] to load. |
File is 92 bytes long for both UFO and TFTD. Values are presented according to byte offset (0 to 91) followed by the equivalent hex offset (00 to 5B) in <b>bold</b>. | File is 92 bytes long for both UFO and TFTD. Values are presented according to byte offset (0 to 91) followed by the equivalent hex offset (00 to 5B) in <b>bold</b>. | ||
Line 5: | Line 5: | ||
= Structure = | = Structure = | ||
− | < | + | {| class="wikitable" |
+ | |- | ||
+ | !Offset<br>(Decimal) | ||
+ | !Offset<br>(Hex) | ||
+ | !Usage | ||
+ | |- valign="top" | ||
+ | !<span id="0-1"></span>0-1 | ||
+ | !<span id="0x00-0x01"></span>0x00-0x01 | ||
+ | |Amount of map modules to place vertically (Y dimension of the map / 10). | ||
+ | |- valign="top" | ||
+ | !<span id="2-3"></span>2-3 | ||
+ | !<span id="0x02-0x03"></span>0x02-0x03 | ||
+ | |Amount of map modules to place horizontally (X dimension of the map / 10). | ||
+ | |- valign="top" | ||
+ | !<span id="4-5"></span>4-5 | ||
+ | !<span id="0x04-0x05"></span>0x04-0x05 | ||
+ | |Z dimension of the map. | ||
+ | |- valign="top" | ||
+ | !<span id="6-7"></span>6-7 | ||
+ | !<span id="0x06-0x07"></span>0x06-0x07 | ||
+ | |X-COM craft type (ignore this if a base mission): | ||
− | <b> | + | <b>UFO</b> <b>TFTD</b> |
+ | 0: SkyRanger 0: Triton | ||
+ | 1: Lightning 1: Hammerhead | ||
+ | 2: Avenger 2: Leviathan | ||
+ | 3: Interceptor *1 3: Barracuda *2 | ||
+ | 4: Firestorm *1 4: Manta *2 | ||
+ | 5: Small Scout 5: Survey Ship | ||
+ | 6: Medium Scout 6: Escort | ||
+ | 7: Large Scout 7: Cruiser | ||
+ | 8: Harvestor 8: Heavy Cruiser | ||
+ | 9: Abductor 9: Hunter | ||
+ | 10: Terror Ship 10: Battleship | ||
+ | 11: Battleship 11: Dreadnought | ||
+ | 12: Supply Ship 12: Fleet Supply Cruiser | ||
− | < | + | <i>*1 Requires maps "Interc" and "Fires". These don't exist normally, though XcomUtil adds versions similar to the SkyRanger and Lightning.</i> |
− | < | + | <i>*2 Requires maps "Barracud" and "Manta". These don't exist normally, though XcomUtil adds versions similar to the Triton and Hammerhead </i> |
− | + | |- valign="top" | |
− | + | !<span id="8-9"></span>8-9 | |
− | + | !<span id="0x08-0x09"></span>0x08-0x09 | |
− | + | |Alien craft type (ignore this if not a UFO mission). Uses the above values. | |
− | + | |- valign="top" | |
− | + | !<span id="10-11"></span>10-11 | |
− | + | !<span id="0x0A-0x0B"></span>0x0A-0x0B | |
− | + | |Terrain type. Typically depends on the mission [[Missions|type]] and [[WORLD.DAT|location]]. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | <b>UFO</b> <b>TFTD</b> | |
− | + | 0: Jungle 0: Seabed | |
− | + | 1: Farm 1: Pipes | |
− | + | 2: Forest 2: Crashed Plane | |
− | + | 3: X-COM Base 3: Atlantis | |
− | + | 4: Alien Base 4: Mu | |
− | + | 5: Urban 5: Sunken Galleon | |
− | + | 6: Desert 6: Sunken Liner | |
− | + | 7: Mountains 7: Volcanic | |
− | + | 8: Polar 8: Coral | |
− | + | 9: Mars 9: Artefact Site Stage 1 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
10: Artefact Site Stage 2 | 10: Artefact Site Stage 2 | ||
− | 11: Cargo Ship Stage 1 & 2 (Check [[MISDATA.DAT | + | 11: Cargo Ship Stage 1 & 2 (Check [[MISDATA.DAT#20-21|MISDATA[20-21]]] |
− | 12: Port Attack | + | 12: Port Attack for which) |
13: Island Attack | 13: Island Attack | ||
14: Colony Stage 2 | 14: Colony Stage 2 | ||
Line 51: | Line 73: | ||
16: T'leth Stage 2 | 16: T'leth Stage 2 | ||
17: T'leth Stage 3 | 17: T'leth Stage 3 | ||
− | 18: X- | + | 18: X-COM Base |
19: Passenger Ship Stage 1 | 19: Passenger Ship Stage 1 | ||
20: Passenger Ship Stage 2 | 20: Passenger Ship Stage 2 | ||
21: Colony Stage 1 | 21: Colony Stage 1 | ||
+ | |- valign="top" | ||
+ | !<span id="12-47"></span>12-47 | ||
+ | !<span id="0x0C-0x2F"></span>0x0C-0x2F | ||
+ | |A byte list of length [[#0-1|[0-1]]]*[[#2-3|[2-3]]], which details the [[MAPS_Terrain|map modules]] used to [[Battlescape Map Generation|build the battlescape]]. Reads in order from west to east, north to south. For example, in the case of the largest map (60x60), this list would be 36 bytes (offsets 12 through to 47). | ||
− | + | Values of 253/254/255 mean that the a module does not need to be placed in that area because a large 2x2 module (eg. An X-COM hangar) has already covered it. | |
− | + | |- valign="top" | |
− | Values of 253/254/255 mean that the a module does not need to be placed in that area because a large 2x2 module (eg. An X- | + | !<span id="48-83"></span>48-83 |
− | + | !<span id="0x30-0x53"></span>0x30-0x53 | |
− | < | + | |A byte list of length [[#0-1|[0-1]]]*[[#2-3|[2-3]]], one for each map module to be loaded by the game during [[Battlescape Map Generation]] (as detailed at [[#12-47|[12-47]]]). A byte here will be set to 1 if the [[ROUTES|RMP file]] for that module is to be loaded, or 0 if it is not. This is determined by whether X-COM/alien craft exist within the modules - those modules with craft will not have their own RMP files loaded (instead, the craft route nodes will be added to the [[ROUTES.DAT|combined table]] once all other nodes are in there). |
− | |||
− | |||
− | + | In the case of the largest maps (60x60), this list will be 36 bytes long (offsets 48 through to 83). | |
− | + | |- valign="top" | |
− | + | !<span id="84"></span>84 | |
− | + | !<span id="0x54"></span>0x54 | |
− | < | + | |Amount of craft to be placed on the map. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | < | ||
0: None. | 0: None. | ||
− | 1: X- | + | 1: X-COM craft only. |
− | 2: X- | + | 2: X-COM and alien craft. |
− | + | |- valign="top" | |
− | < | + | !<span id="85"></span>85 |
− | + | !<span id="0x55"></span>0x55 | |
− | < | + | |Mirror of [[#6-7|[6-7]]] (X-COM craft type). |
− | + | |- valign="top" | |
− | < | + | !<span id="86"></span>86 |
− | + | !<span id="0x56"></span>0x56 | |
− | < | + | |Y location of X-COM craft on map. Usually a multiple of 10. |
− | + | |- valign="top" | |
− | < | + | !<span id="87"></span>87 |
− | + | !<span id="0x57"></span>0x57 | |
− | < | + | |X location of X-COM craft on map. Usually a multiple of 10. |
− | + | |- valign="top" | |
− | < | + | !<span id="88"></span>88 |
+ | !<span id="0x58"></span>0x58 | ||
+ | |Mirror of [[#8-9|[8-9]]] (alien craft type). | ||
+ | |- valign="top" | ||
+ | !<span id="89"></span>89 | ||
+ | !<span id="0x59"></span>0x59 | ||
+ | |Y location of alien craft on map. Usually a multiple of 10. | ||
+ | |- valign="top" | ||
+ | !<span id="90"></span>90 | ||
+ | !<span id="0x5A"></span>0x5A | ||
+ | |X location of alien craft on map. Usually a multiple of 10. | ||
+ | |- valign="top" | ||
+ | !<span id="91"></span>91 | ||
+ | !<span id="0x5B"></span>0x5B | ||
+ | |Unknown, never seen it flag. | ||
+ | |- | ||
+ | |} | ||
==See Also== | ==See Also== | ||
* [[Saved_Game_Files#Missdat_Files|Missdat Files]] | * [[Saved_Game_Files#Missdat_Files|Missdat Files]] | ||
+ | * [[Battlescape Map Generation]] | ||
[[Category:Game Files]] | [[Category:Game Files]] | ||
+ | [[Category:Enemy Unknown/UFO Defense]] |
Latest revision as of 04:39, 23 July 2013
Created in the MissDat folder when you start a battlescape mission, also copied to the savegame folder of choice when saving mid-mission. Primarily used for Battlescape Map Generation and to determine which MCD files to load.
File is 92 bytes long for both UFO and TFTD. Values are presented according to byte offset (0 to 91) followed by the equivalent hex offset (00 to 5B) in bold.
Structure
Offset (Decimal) |
Offset (Hex) |
Usage |
---|---|---|
0-1 | 0x00-0x01 | Amount of map modules to place vertically (Y dimension of the map / 10). |
2-3 | 0x02-0x03 | Amount of map modules to place horizontally (X dimension of the map / 10). |
4-5 | 0x04-0x05 | Z dimension of the map. |
6-7 | 0x06-0x07 | X-COM craft type (ignore this if a base mission):
UFO TFTD 0: SkyRanger 0: Triton 1: Lightning 1: Hammerhead 2: Avenger 2: Leviathan 3: Interceptor *1 3: Barracuda *2 4: Firestorm *1 4: Manta *2 5: Small Scout 5: Survey Ship 6: Medium Scout 6: Escort 7: Large Scout 7: Cruiser 8: Harvestor 8: Heavy Cruiser 9: Abductor 9: Hunter 10: Terror Ship 10: Battleship 11: Battleship 11: Dreadnought 12: Supply Ship 12: Fleet Supply Cruiser *1 Requires maps "Interc" and "Fires". These don't exist normally, though XcomUtil adds versions similar to the SkyRanger and Lightning. *2 Requires maps "Barracud" and "Manta". These don't exist normally, though XcomUtil adds versions similar to the Triton and Hammerhead |
8-9 | 0x08-0x09 | Alien craft type (ignore this if not a UFO mission). Uses the above values. |
10-11 | 0x0A-0x0B | Terrain type. Typically depends on the mission type and location.
UFO TFTD 0: Jungle 0: Seabed 1: Farm 1: Pipes 2: Forest 2: Crashed Plane 3: X-COM Base 3: Atlantis 4: Alien Base 4: Mu 5: Urban 5: Sunken Galleon 6: Desert 6: Sunken Liner 7: Mountains 7: Volcanic 8: Polar 8: Coral 9: Mars 9: Artefact Site Stage 1 10: Artefact Site Stage 2 11: Cargo Ship Stage 1 & 2 (Check MISDATA[20-21] 12: Port Attack for which) 13: Island Attack 14: Colony Stage 2 15: T'leth Stage 1 16: T'leth Stage 2 17: T'leth Stage 3 18: X-COM Base 19: Passenger Ship Stage 1 20: Passenger Ship Stage 2 21: Colony Stage 1 |
12-47 | 0x0C-0x2F | A byte list of length [0-1]*[2-3], which details the map modules used to build the battlescape. Reads in order from west to east, north to south. For example, in the case of the largest map (60x60), this list would be 36 bytes (offsets 12 through to 47).
Values of 253/254/255 mean that the a module does not need to be placed in that area because a large 2x2 module (eg. An X-COM hangar) has already covered it. |
48-83 | 0x30-0x53 | A byte list of length [0-1]*[2-3], one for each map module to be loaded by the game during Battlescape Map Generation (as detailed at [12-47]). A byte here will be set to 1 if the RMP file for that module is to be loaded, or 0 if it is not. This is determined by whether X-COM/alien craft exist within the modules - those modules with craft will not have their own RMP files loaded (instead, the craft route nodes will be added to the combined table once all other nodes are in there).
In the case of the largest maps (60x60), this list will be 36 bytes long (offsets 48 through to 83). |
84 | 0x54 | Amount of craft to be placed on the map.
0: None. 1: X-COM craft only. 2: X-COM and alien craft. |
85 | 0x55 | Mirror of [6-7] (X-COM craft type). |
86 | 0x56 | Y location of X-COM craft on map. Usually a multiple of 10. |
87 | 0x57 | X location of X-COM craft on map. Usually a multiple of 10. |
88 | 0x58 | Mirror of [8-9] (alien craft type). |
89 | 0x59 | Y location of alien craft on map. Usually a multiple of 10. |
90 | 0x5A | X location of alien craft on map. Usually a multiple of 10. |
91 | 0x5B | Unknown, never seen it flag. |