Difference between revisions of "TRANSFER.DAT"

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m (→‎Structure: spelling)
m (→‎Structure: gaa.... mis-spelled reference again)
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* Offset '''6 (1 Byte)''' - Quantity. Also the entry is ignored if this value is 0, thus there can be invalid data in the other entries but they will always have this byte set to 0.
 
* Offset '''6 (1 Byte)''' - Quantity. Also the entry is ignored if this value is 0, thus there can be invalid data in the other entries but they will always have this byte set to 0.
  
Offset 5 is always 0, though [http://www.stonepool.com/xcom/hacking/transfer.html Hatfarm] has tried setting it to 1, but with weird  results. Possible that it is the high byte for the referense at offset 4.
+
Offset 5 is always 0, though [http://www.stonepool.com/xcom/hacking/transfer.html Hatfarm] has tried setting it to 1, but with weird  results. Possible that it is the high byte for the reference at offset 4.
  
 
==Item List==
 
==Item List==

Revision as of 00:37, 29 January 2007

This file contains the information about items in transit. Each record is 8 bytes long and is fixed at 100 entries thus a fixed size of 800. Each record contains a 'line' of the transfer screen, hence the 100 line limit as described in known bugs.

Structure

  • Offset 0 (1 Byte) - Base the item is coming from (as indexed in LOC.DAT). 255 if the item is purchased and thus no base of origin
  • Offset 1 (1 Byte) - Base the item is going to (again from LOC.DAT). 255 should not be used here
  • Offset 2 (1 Byte) - Hours left in transit. NOTE: Setting this to 0 will make the game think it has been completed already
  • Offset 3 (1 Byte) - Item Type. This also affects what can be used in the next offset. Possible/observed values:
    • 0 - Item (such as Laser Rifle or even craft weapons like Laser Cannon)
    • 1 - Craft
    • 2 - Soldier
    • 3 - Scientists
    • 4 - Engineers
    • 5 - Alien (those in containment)
  • Offset 4 (1 Byte) - Reference number. The meaning of this value depends on the above Item Type value.
    • Type 0 - Item Index to the item as listed in BASE.DAT (Excluding Scientists and Engineers) (See Below)
    • Type 1 - Craft Index to the craft type as used in GEODATA.DAT, that is 0:Skyranger, 1:Lightning, etc. (See Below)
    • Type 2 - Soldier Index to SOLDIER.DAT
    • Type 3 - Scientist Always 0, presumed ignored
    • Type 4 - Engineers Always 0, presumed ignored
    • Type 5 - Alien Reference to ASTORE.DAT (whose entry will have the base set to 255)
  • Offset 6 (1 Byte) - Quantity. Also the entry is ignored if this value is 0, thus there can be invalid data in the other entries but they will always have this byte set to 0.

Offset 5 is always 0, though Hatfarm has tried setting it to 1, but with weird results. Possible that it is the high byte for the reference at offset 4.

Item List

Possible values if offset 3 (type) is 0. In exactly the same order as BASE.DAT.

0 - Stingray Launcher 28 - Small Rocket 56 - Sectoid Corpse
1 - Avalanche Launcher 29 - Large Rocket 57 - Snakeman Corpse
2 - Cannon 30 - Incendiary Rocket 58 - Ethereal Corpse
3 - Fusion Ball Launcher 31 - Laser Pistol 59 - Muton Corpse
4 - Laser Cannon 32 - Laser Rifle 60 - Floater Corpse
5 - Plasma Beam 33 - Heavy Laser 61 - Celatid Corpse
6 - Stingray Missile 34 - Grenade 62 - Silacoid Corpse
7 - Avalanche Missile 35 - Smoke Grenade 63 - Chryssalid Corpse
8 - Cannon Rounds 36 - Proximity Grenade 64 - Reaper Corpse
9 - Fusion Balls 37 - High Explosive 65 - Sectopod Corpse
10 - Tank/Cannon 38 - Motion Scanner 66 - Cyberdisc Corpse
11 - Tank/Rocket Launcher 39 - Medi-Kit 67 - UFO Power Source
12 - Tank/Laser Cannon 40 - Psi-Amp 68 - UFO Navigation
13 - Hovertank/Plasma 41 - Stun Rod 69 - UFO Construction
14 - Hovertank/Launcher 42 - Electro Flare 70 - Alien Food
15 - Pistol 43 - Heavy Plasma 71 - Alien Reproduction
16 - Pistol Clip 44 - Heavy Plasma Clip 72 - Alien Entertainment
17 - Rifle 45 - Plasma Rifle 73 - Alien Surgery
18 - Rifle Clip 46 - Plasma Rifle Clip 74 - Examination Room
19 - Heavy Cannon 47 - Plasma Pistol 75 - Alien Alloys
20 - HC-AP Ammo 48 - Plasma Pistol Clip 76 - Alien Habitat
21 - HC-HE Ammo 49 - Blaster Launcher 77 - Personal Armour
22 - HC-IN Ammo 50 - Blaster Bomb 78 - Power Suit
23 - Auto Cannon 51 - Small Launcher 79 - Flying Suit
24 - AC-AP Ammo 52 - Stun Bomb 80 - HWP Cannon Shell
25 - AC-HE Ammo 53 - Alien Grenade 81 - HWP Rockets
26 - AC-IN Ammo 54 - Elerium-115 82 - HWP Fusion Bomb
27 - Rocket Launcher 55 - Mind Probe

Ship List

Same numbers that are used to identify the ship used in combat in GEODATA.DAT. For use in craft transfers use only human crafts. Otherwise the game will crash if you try to 'launch' an alien ship.

HUMAN
0 - Skyranger
1 - Lightning
2 - Avenger
3 - Interceptor
4 - Firestorm
ALIEN
5 - Small Scout
6 - Medium Scout
7 - Large Scout
8 - Harvestor
9 - Abductor
10 - Terror Ship
11 - Battleship
12 - Supply Ship