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		<id>https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15026</id>
		<title>CRAFT.DAT</title>
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		<updated>2008-04-07T00:49:10Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* TFTD Structure */ &amp;quot;Thinko&amp;quot; correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file contains information specific to the crafts in the game. Both XCom and Alien crafts (including hidden ones) are in this file, though the values for the alien craft are still shrouded in mystery.&lt;br /&gt;
&lt;br /&gt;
==UFO Structure==&lt;br /&gt;
There are 50 records each having 104 bytes long for a maximum file size of 5,200 bytes. All offsets and values are in decimal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0 (1 Byte)&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
     *HUMAN*          *ALIEN*         &lt;br /&gt;
 0 - Skyranger     5 - Small Scout      255 - Entry Not Used&lt;br /&gt;
 1 - Lightning     6 - Medium Scout&lt;br /&gt;
 2 - Avenger       7 - Large Scout&lt;br /&gt;
 3 - Interceptor   8 - Harvester&lt;br /&gt;
 4 - Firestorm     9 - Abductor&lt;br /&gt;
                  10 - Terror Ship&lt;br /&gt;
                  11 - Battleship&lt;br /&gt;
                  12 - Supply Ship&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Lightning does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
 0 - Stingray&lt;br /&gt;
 1 - Avalanche&lt;br /&gt;
 2 - Cannon&lt;br /&gt;
 3 - Fusion Ball&lt;br /&gt;
 4 - Laser Cannon&lt;br /&gt;
 5 - Plasma Cannon&lt;br /&gt;
 255 - No Weapon&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 (1 Byte)&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3 (2 Bytes)&#039;&#039;&#039; - Left Ammo* &lt;br /&gt;
* &#039;&#039;&#039;4 (1 Byte)&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - UFO&#039;s normally get this value, have no idea what it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 (1 Byte)&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-7 (2 Bytes)&#039;&#039;&#039; - Right Ammo*&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Offsets 8 - 9 are unknown (probably 2 Bytes).&lt;br /&gt;
* &#039;&#039;&#039;10-11 (2 Bytes)&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the crafts damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;12-13 (2 Bytes)&#039;&#039;&#039; - Altitude of craft. Is a index within [[ENGLISH.DAT]] for string.&lt;br /&gt;
 0 = GROUND *&lt;br /&gt;
 1 = VERY LOW&lt;br /&gt;
 2 = LOW&lt;br /&gt;
 3 = HIGH&lt;br /&gt;
 4 = VERY HIGH&lt;br /&gt;
 5 = Detected&lt;br /&gt;
 6 = SIZE&lt;br /&gt;
 etc&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is airborne and you change it to this value the altitude will remain the same. Speed must be edited to 0 for the change to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;14-15 (2 Bytes)&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;16-17 (2 Bytes)&#039;&#039;&#039; - Unknown, but when an intercept screen is minimized, this changes to a value of 6.&lt;br /&gt;
* &#039;&#039;&#039;18-19 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;20-21 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;22-23 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;24-25 (2 Bytes)&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;26 (1 Byte?)&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;27 (1 Byte?)&#039;&#039;&#039; - Probably the high bit for the LOC.DAT index&lt;br /&gt;
* &#039;&#039;&#039;28-29 (2 Bytes)&#039;&#039;&#039; - Mission type craft is on. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Alien Research&lt;br /&gt;
 1 = Alien Harvest&lt;br /&gt;
 2 = Alien Abduction&lt;br /&gt;
 3 = Alien Infiltration&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Alien Terror&lt;br /&gt;
 6 = Alien Retaliation&lt;br /&gt;
 7 = Alien Supply&lt;br /&gt;
 8 = Pistol&lt;br /&gt;
 etc&lt;br /&gt;
* &#039;&#039;&#039;30-31 (2 Bytes)&#039;&#039;&#039; - Zone where mission is being carried out. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = North America&lt;br /&gt;
 1 = Arctic&lt;br /&gt;
 2 = Antarctica&lt;br /&gt;
 3 = South America&lt;br /&gt;
 4 = Europe&lt;br /&gt;
 5 = North Africa&lt;br /&gt;
 6 = Southern Africa&lt;br /&gt;
 7 = Central Asia&lt;br /&gt;
 8 = South East Asia&lt;br /&gt;
 9 = Siberia&lt;br /&gt;
 10 = Australasia&lt;br /&gt;
 11 = Pacific&lt;br /&gt;
 12 = North Atlantic&lt;br /&gt;
 13 = South Atlantic *&lt;br /&gt;
 14 = Indian Ocean *&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Unused zones.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;32-33 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;34-35 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;36-37 (2 Bytes)&#039;&#039;&#039; - Alien Race found on craft. Is index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Sectoid&lt;br /&gt;
 1 = Snakeman&lt;br /&gt;
 2 = Ethereal&lt;br /&gt;
 3 = Muton&lt;br /&gt;
 4 = Floater&lt;br /&gt;
 5 = Celatid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 6 = Silacoid&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
 7 = Chryssalid&lt;br /&gt;
 8 = Reaper&lt;br /&gt;
 9 = Sectopod&lt;br /&gt;
 10 = Cyberdisc&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Editing Celatids as a main race works and sometimes a Silacoid shows up as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Values 6 or greater produce unpredictable results. Usually the mission crashes (probably due to rank problems) but when it doesn&#039;t there are strange issues.&lt;br /&gt;
* &#039;&#039;&#039;38-39 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;40-41 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;42-43 (2 Bytes)&#039;&#039;&#039; - Craft status. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
&lt;br /&gt;
The rest of the known values detail the items on board of the craft. 49-98 refer to offsets 0-49 in [[OBDATA.DAT]].&lt;br /&gt;
* &#039;&#039;&#039;44 (1 Byte)&#039;&#039;&#039; - Tank/Cannon&lt;br /&gt;
* &#039;&#039;&#039;45 (1 Byte)&#039;&#039;&#039; - Tank/Rocket Launcher&lt;br /&gt;
* &#039;&#039;&#039;46 (1 Byte)&#039;&#039;&#039; - Tank/Laser Cannon&lt;br /&gt;
* &#039;&#039;&#039;47 (1 Byte)&#039;&#039;&#039; - Hover Tank/Plasma&lt;br /&gt;
* &#039;&#039;&#039;48 (1 Byte)&#039;&#039;&#039; - Hover Tank/Launcher&lt;br /&gt;
* &#039;&#039;&#039;49 (1 Byte)&#039;&#039;&#039; - PISTOL&lt;br /&gt;
* &#039;&#039;&#039;50 (1 Byte)&#039;&#039;&#039; - PISTOL CLIP&lt;br /&gt;
* &#039;&#039;&#039;51 (1 Byte)&#039;&#039;&#039; - RIFLE&lt;br /&gt;
* &#039;&#039;&#039;52 (1 Byte)&#039;&#039;&#039; - RIFLE CLIP&lt;br /&gt;
* &#039;&#039;&#039;53 (1 Byte)&#039;&#039;&#039; - HEAVY CANNON&lt;br /&gt;
* &#039;&#039;&#039;54 (1 Byte)&#039;&#039;&#039; - CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;55 (1 Byte)&#039;&#039;&#039; - CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;56 (1 Byte)&#039;&#039;&#039; - CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;57 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON&lt;br /&gt;
* &#039;&#039;&#039;58 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;59 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;60 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;61 (1 Byte)&#039;&#039;&#039; - ROCKET LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;62 (1 Byte)&#039;&#039;&#039; - SMALL ROCKET&lt;br /&gt;
* &#039;&#039;&#039;63 (1 Byte)&#039;&#039;&#039; - LARGE ROCKET&lt;br /&gt;
* &#039;&#039;&#039;64 (1 Byte)&#039;&#039;&#039; - INCENDIARY ROCKET&lt;br /&gt;
* &#039;&#039;&#039;65 (1 Byte)&#039;&#039;&#039; - LASER PISTOL&lt;br /&gt;
* &#039;&#039;&#039;66 (1 Byte)&#039;&#039;&#039; - LASER GUN&lt;br /&gt;
* &#039;&#039;&#039;67 (1 Byte)&#039;&#039;&#039; - HEAVY LASER&lt;br /&gt;
* &#039;&#039;&#039;68 (1 Byte)&#039;&#039;&#039; - GRENADE&lt;br /&gt;
* &#039;&#039;&#039;69 (1 Byte)&#039;&#039;&#039; - SMOKE GRENADE&lt;br /&gt;
* &#039;&#039;&#039;70 (1 Byte)&#039;&#039;&#039; - PROXIMITY GRENADE&lt;br /&gt;
* &#039;&#039;&#039;71 (1 Byte)&#039;&#039;&#039; - HIGH EXPLOSIVE&lt;br /&gt;
* &#039;&#039;&#039;72 (1 Byte)&#039;&#039;&#039; - MOTION SCANNER&lt;br /&gt;
* &#039;&#039;&#039;73 (1 Byte)&#039;&#039;&#039; - MEDI-KIT&lt;br /&gt;
* &#039;&#039;&#039;74 (1 Byte)&#039;&#039;&#039; - PSI-AMP&lt;br /&gt;
* &#039;&#039;&#039;75 (1 Byte)&#039;&#039;&#039; - STUN ROD&lt;br /&gt;
* &#039;&#039;&#039;76 (1 Byte)&#039;&#039;&#039; - Flare&lt;br /&gt;
* &#039;&#039;&#039;77 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;78 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;79 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;80 (1 Byte)&#039;&#039;&#039; - CORPSE&lt;br /&gt;
* &#039;&#039;&#039;81 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; ARMOUR&lt;br /&gt;
* &#039;&#039;&#039;82 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; POWER SUIT&lt;br /&gt;
* &#039;&#039;&#039;83 (1 Byte)&#039;&#039;&#039; - Heavy Plasma&lt;br /&gt;
* &#039;&#039;&#039;84 (1 Byte)&#039;&#039;&#039; - Heavy Plasma Clip&lt;br /&gt;
* &#039;&#039;&#039;85 (1 Byte)&#039;&#039;&#039; - Plasma Rifle&lt;br /&gt;
* &#039;&#039;&#039;86 (1 Byte)&#039;&#039;&#039; - Plasma Rifle Clip&lt;br /&gt;
* &#039;&#039;&#039;87 (1 Byte)&#039;&#039;&#039; - Plasma Pistol&lt;br /&gt;
* &#039;&#039;&#039;88 (1 Byte)&#039;&#039;&#039; - Plasma Pistol Clip&lt;br /&gt;
* &#039;&#039;&#039;89 (1 Byte)&#039;&#039;&#039; - BLASTER LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;90 (1 Byte)&#039;&#039;&#039; - BLASTER BOMB&lt;br /&gt;
* &#039;&#039;&#039;91 (1 Byte)&#039;&#039;&#039; - SMALL LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;92 (1 Byte)&#039;&#039;&#039; - STUN MISSILE&lt;br /&gt;
* &#039;&#039;&#039;93 (1 Byte)&#039;&#039;&#039; - ALIEN GRENADE&lt;br /&gt;
* &#039;&#039;&#039;94 (1 Byte)&#039;&#039;&#039; - ELERIUM-115&lt;br /&gt;
* &#039;&#039;&#039;95 (1 Byte)&#039;&#039;&#039; - MIND PROBE&lt;br /&gt;
* &#039;&#039;&#039;96 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;97 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;98 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* Offsets 99-103 are unknown&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
There are 50 records each having 110 bytes long for a file size of 5,500 bytes.  Unless otherwise noted, all values and offsets are in Hex; 2-byte values are signed little-endian integers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
{| {{stdTable}} &lt;br /&gt;
! Human !! Alien&lt;br /&gt;
|-         &lt;br /&gt;
| 0 - Triton || 5 - Survey Ship&lt;br /&gt;
|-         &lt;br /&gt;
| 1 - Hammerhead || 6 - Escort&lt;br /&gt;
|-         &lt;br /&gt;
| 2 - Leviathan || 7 - Cruiser&lt;br /&gt;
|-         &lt;br /&gt;
| 3 - Barracuda || 8 - Heavy Cruiser&lt;br /&gt;
|-         &lt;br /&gt;
| 4 - Manta || 9 - Hunter&lt;br /&gt;
|-         &lt;br /&gt;
| || A - Battleship&lt;br /&gt;
|-         &lt;br /&gt;
| || B - Dreadnought&lt;br /&gt;
|-         &lt;br /&gt;
| || C - Fleet Supply Cruiser&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | FF - Entry Not Used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Hammerhead does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
  0 - Ajax Launcher&lt;br /&gt;
  1 - D.U.P. Head Launcher&lt;br /&gt;
  2 - Craft Gas Cannon&lt;br /&gt;
  3 - P.W.T. Cannon&lt;br /&gt;
  4 - Gauss Cannon&lt;br /&gt;
  5 - Sonic Wave&lt;br /&gt;
 FF - No Weapon&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3&#039;&#039;&#039; - Left Ammo Quantity &amp;lt;small&amp;gt;(&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;4&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - USOs normally get this value, have no idea what it represents.&lt;br /&gt;
* &#039;&#039;&#039;5&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-3C&#039;&#039;&#039; - Items on sub.&lt;br /&gt;
  6 - Coelacanth/G. Cannon&lt;br /&gt;
  7 - Coelacanth/Aqua Jet&lt;br /&gt;
  8 - Coelacanth/Gauss&lt;br /&gt;
  9 - Displacer /Sonic&lt;br /&gt;
  A - Displacer /P.W.T.&lt;br /&gt;
  B - Dart Gun&lt;br /&gt;
  C -  Dart Clip&lt;br /&gt;
  D - Jet Harpoon&lt;br /&gt;
  E -  Harpoon Clip&lt;br /&gt;
  F - Gas Cannon&lt;br /&gt;
 10 -  GC-AP Bolts&lt;br /&gt;
 11 -  GC-HE Bolts&lt;br /&gt;
 12 -  GC-Phosphorous Bolts&lt;br /&gt;
 13 - Hydro-Jet Cannon&lt;br /&gt;
 14 -  HJ-AP Ammo&lt;br /&gt;
 15 -  HJ-HE Ammo&lt;br /&gt;
 16 -  HJ-P Ammo&lt;br /&gt;
 17 - Torpedo Launcher&lt;br /&gt;
 18 -  Small Torpedo&lt;br /&gt;
 19 -  Large Torpedo&lt;br /&gt;
 1A -  Phosphor Torpedo&lt;br /&gt;
 1B - Gauss Pistol&lt;br /&gt;
 1C - Gauss Rifle&lt;br /&gt;
 1D - Heavy Gauss&lt;br /&gt;
 1E - Magna-Blast Grenade&lt;br /&gt;
 1F - Dye Grenade&lt;br /&gt;
 20 - Particle Disturbance Grenade&lt;br /&gt;
 21 - Magna-Pack Explosive&lt;br /&gt;
 22 - Particle Disturbance Sensor&lt;br /&gt;
 23 - Medi-Kit&lt;br /&gt;
 24 - M.C. Disruptor&lt;br /&gt;
 25 - Thermal Tazer&lt;br /&gt;
 26 - Chemical Flare&lt;br /&gt;
 27 - Vibro Blade&lt;br /&gt;
 28 - Thermic Lance&lt;br /&gt;
 29 - Heavy Thermic Lance&lt;br /&gt;
 2A - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 2B - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 2C - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 2D - Sonic Cannon&lt;br /&gt;
 2E -  Cannon Power Clip&lt;br /&gt;
 2F - Sonic-Blasta Rifle&lt;br /&gt;
 30 -  Blasta Power Clip&lt;br /&gt;
 31 - Sonic Pistol&lt;br /&gt;
 32 -  Pistol Power Clip&lt;br /&gt;
 33 - Disruptor Pulse Launcher&lt;br /&gt;
 34 -  Disruptor Ammo&lt;br /&gt;
 35 - Thermal Shok Launcher&lt;br /&gt;
 36 -  Thermal Shok Bomb&lt;br /&gt;
 37 - Sonic Pulser&lt;br /&gt;
 38 - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 39 - M.C. Reader&lt;br /&gt;
 3A -  Gauss Pistol Clip&lt;br /&gt;
 3B -  Gauss Rifle Clip&lt;br /&gt;
 3C -  Heavy Gauss Clip&lt;br /&gt;
* &#039;&#039;&#039;3D&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;3E-3F&#039;&#039;&#039; - Right Ammo Quantity &amp;lt;small&amp;gt;(&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;40-41&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;42-43&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the craft&#039;s damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;44-45&#039;&#039;&#039; - Depth of craft.&lt;br /&gt;
 0 - Touched Down *&lt;br /&gt;
 1 - Shallow&lt;br /&gt;
 2 - Normal&lt;br /&gt;
 3 - Deep&lt;br /&gt;
 4 - Very Deep&lt;br /&gt;
 &amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is moving and you change it to this value the depth will correct itself automatically. Speed must also be edited to 0 for the change in depth to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;46-47&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;48-49&#039;&#039;&#039; - Unknown - activity type?&lt;br /&gt;
* &#039;&#039;&#039;4A-4B&#039;&#039;&#039; - Unknown - goes to 0 when tracking a target but not attacking.&lt;br /&gt;
* &#039;&#039;&#039;4C-4D&#039;&#039;&#039; - Destination coordinates, horizontal.&lt;br /&gt;
* &#039;&#039;&#039;4E-4F&#039;&#039;&#039; - Destination coordinates, vertical.&lt;br /&gt;
* &#039;&#039;&#039;50-51&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;52-53&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;54-55&#039;&#039;&#039; - Mission type craft is on.&lt;br /&gt;
 0 - Alien Probe Mission&lt;br /&gt;
 1 - Alien Interdiction&lt;br /&gt;
 2 - Alien Resource Raid&lt;br /&gt;
 3 - Alien Infiltration&lt;br /&gt;
 4 - Alien Colony Expansion&lt;br /&gt;
 5 - Alien Surface Attacks&lt;br /&gt;
 6 - Floating Base Attack&lt;br /&gt;
 7 - Colony Supply Missions&lt;br /&gt;
* &#039;&#039;&#039;56-57&#039;&#039;&#039; - Zone where mission is being carried out.&lt;br /&gt;
 0 - North Atlantic&lt;br /&gt;
 1 - South Atlantic&lt;br /&gt;
 2 - North Pacific&lt;br /&gt;
 3 - South Pacific&lt;br /&gt;
 4 - Mediterranean&lt;br /&gt;
 5 - South China Sea&lt;br /&gt;
 6 - Indian Ocean&lt;br /&gt;
 7 - Sea of Japan&lt;br /&gt;
 8 - North Sea&lt;br /&gt;
 9 - Caribbean&lt;br /&gt;
 A - Antarctic&lt;br /&gt;
 B - Arctic&lt;br /&gt;
 C - Eurasia&lt;br /&gt;
 D - North America&lt;br /&gt;
 E - Africa&lt;br /&gt;
* &#039;&#039;&#039;58-59&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;5A-5B&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;5C-5D&#039;&#039;&#039; - Primary Alien Race found on craft.&lt;br /&gt;
 0  - Aquatoid&lt;br /&gt;
 1  - Gill Man&lt;br /&gt;
 2  - Lobster Man&lt;br /&gt;
 3  - Tasoth&lt;br /&gt;
 4+ - Mixed&lt;br /&gt;
* &#039;&#039;&#039;5E-5F&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;60-61&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;62-63&#039;&#039;&#039; - Craft status.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
* &#039;&#039;&#039;64&#039;&#039;&#039; - Bit Flags.&lt;br /&gt;
 40 - Show full Transmission Resolver data&lt;br /&gt;
* &#039;&#039;&#039;65-67&#039;&#039;&#039; - Unknown - possibly 64 is actually a 4-byte value.&lt;br /&gt;
* &#039;&#039;&#039;68-69&#039;&#039;&#039; - Touchdown depth (see entry at 44-45 for possible values).&lt;br /&gt;
* &#039;&#039;&#039;6A-6D&#039;&#039;&#039; - Unknown.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[LOC.DAT]] - For information on the position the craft are at&lt;br /&gt;
* [[GEODATA.DAT]] - Contains information about the craft(s) used in combat&lt;br /&gt;
* [http://www.stonepool.com/xcom/hacking/craft.html Hatfarm&#039;s website] where most, if not all of this information was gathered from&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15024</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15024"/>
		<updated>2008-04-06T23:54:00Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: Fixed case error in stdTable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==UFO Structure==&lt;br /&gt;
&#039;&#039;Ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s] great pages&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 292 Bytes long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Presumably the Null character if the Base Name uses all 15 characters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Base&#039;s short range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Base&#039;s long range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Base&#039;s hyperwave detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11, 13, 15:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Logical values for the detection capabilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;10 short, 0 long:&#039;&#039; This base has small radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;20 short, 20 long:&#039;&#039; This base has large radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30 short, 20 long:&#039;&#039; This base has small and large radar(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;100 hyperwave:&#039;&#039; This base has a hyperwave decoder(s).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| width = &amp;quot;60%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ Table 1: Radar Ability Combinations&lt;br /&gt;
|- style = &amp;quot;font-size:larger; font-weight: bold; border-bottom: 1px black solid; background: gray; color:white;&amp;quot; &lt;br /&gt;
| Radar Module / Scan Type || Short || Long || Hyperwave&lt;br /&gt;
|- style = &amp;quot;&amp;quot;&lt;br /&gt;
| Small Radar || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar || 20 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Hyperwave || 0 || 0 || 100&lt;br /&gt;
|- colspan = &amp;quot;4&amp;quot; style = &amp;quot;border-top: 1px dotted; font-wight: bold;&amp;quot;&lt;br /&gt;
| Radar Combinations&lt;br /&gt;
|- style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Sm || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sm + Lg || 30 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Hyp || 10 || 0 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Lg + Lg || 20 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Lg + Hyp || 20 || 20 || 100&lt;br /&gt;
|- &lt;br /&gt;
| Hyp + Hyp || 0 || 0 || 100 &lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Lg + Hyp || 30 || 20 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16-39:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 17 || 18 || 19 || 1A || 1B&lt;br /&gt;
|-&lt;br /&gt;
| 1C || 1D || 1E || 1F || 20 || 21&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 23 || 24 || 25 || 26 || 27&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 29 || 2A || 2B || 2C || 2D&lt;br /&gt;
|-&lt;br /&gt;
| 2E || 2F || 30 || 31 || 32 || 33&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 35 || 36 || 37 || 38 || 39&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Access Lift&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Small Radar System&lt;br /&gt;
 05 - Large Radar System&lt;br /&gt;
 06 - Missile Defense&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Laser Defense&lt;br /&gt;
 0A - Plasma Defense&lt;br /&gt;
 0B - Fusion Ball Defense&lt;br /&gt;
 0C - Grav Shield&lt;br /&gt;
 0D - Mind Shield&lt;br /&gt;
 0E - Psionic Laboratory&lt;br /&gt;
 0F - Hyper-wave Decoder&lt;br /&gt;
 10 - Hangar (Top Left)&lt;br /&gt;
 11 - Hangar (Top Right)&lt;br /&gt;
 12 - Hangar (Bottom Left)&lt;br /&gt;
 13 - Hangar (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3A-5D:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 3A || 3B || 3C || 3D || 3E || 3F&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 41 || 42 || 43 || 44 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 46 || 47 || 48 || 49 || 4A || 4B&lt;br /&gt;
|-&lt;br /&gt;
| 4C || 4D || 4E || 4F || 50 || 51&lt;br /&gt;
|-&lt;br /&gt;
| 52 || 53 || 54 || 55 || 56 || 57&lt;br /&gt;
|-&lt;br /&gt;
| 58 || 59 || 5A || 5B || 5C || 5D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
The following are the rest of the offsets I know. There are holes in the numbering but I have no idea what they are. With the exception of &#039;&#039;&#039;scientists and technicians&#039;&#039;&#039;, which are &#039;&#039;&#039;one byte each&#039;&#039;&#039;, all values are 2-byte signed little-endian values (-32,768 to +32,767).  Example: 05 00 should be read as 0005; FE FF should be read as FFFE (-2). Here&#039;s the info:&lt;br /&gt;
&lt;br /&gt;
 005E  Engineer&lt;br /&gt;
 005F  Scientist&lt;br /&gt;
 0060  Stingray Launcher&lt;br /&gt;
 0062  Avalanche Launcher&lt;br /&gt;
 0064  Cannon&lt;br /&gt;
 0066  Fusion Ball Launcher&lt;br /&gt;
 0068  Laser Cannon&lt;br /&gt;
 006A  Plasma Beam&lt;br /&gt;
 006C  Stingray Missile&lt;br /&gt;
 006E  Avalanche Missile&lt;br /&gt;
 0070  Cannon Rounds&lt;br /&gt;
 0072  Fusion Balls&lt;br /&gt;
 0074  Tank/Cannon&lt;br /&gt;
 0076  Tank/Rocket Launcher&lt;br /&gt;
 0078  Tank/Laser Cannon&lt;br /&gt;
 007A  Hovertank/Plasma&lt;br /&gt;
 007C  Hovertank/Launcher&lt;br /&gt;
 007E  Pistol&lt;br /&gt;
 0080  Pistol Clip&lt;br /&gt;
 0082  Rifle&lt;br /&gt;
 0084  Rifle Clip&lt;br /&gt;
 0086  Heavy Cannon&lt;br /&gt;
 0088  HC-AP Ammo&lt;br /&gt;
 008A  HC-HE Ammo&lt;br /&gt;
 008C  HC-IN Ammo&lt;br /&gt;
 008E  Auto Cannon&lt;br /&gt;
 0090  AC-AP Ammo&lt;br /&gt;
 0092  AC-HE Ammo&lt;br /&gt;
 0094  AC-IN Ammo&lt;br /&gt;
 0096  Rocket Launcher&lt;br /&gt;
 0098  Small Rocket&lt;br /&gt;
 009A  Large Rocket&lt;br /&gt;
 009C  Incendiary Rocket&lt;br /&gt;
 009E  Laser Pistol&lt;br /&gt;
 00A0  Laser Rifle&lt;br /&gt;
 00A2  Heavy Laser&lt;br /&gt;
 00A4  Grenade&lt;br /&gt;
 00A6  Smoke Grenade&lt;br /&gt;
 00A8  Proximity Grenade&lt;br /&gt;
 00AA  High Explosive&lt;br /&gt;
 00AC  Motion Scanner&lt;br /&gt;
 00AE  Medi-Kit&lt;br /&gt;
 00B0  Psi-Amp&lt;br /&gt;
 00B2  Stun Rod&lt;br /&gt;
 00B4  Electro Flare&lt;br /&gt;
 00C2  Heavy Plasma&lt;br /&gt;
 00C4  Heavy Plasma Clip&lt;br /&gt;
 00C6  Plasma Rifle&lt;br /&gt;
 00C8  Plasma Rifle Clip&lt;br /&gt;
 00CA  Plasma Pistol&lt;br /&gt;
 00CC  Plasma Pistol Clip&lt;br /&gt;
 00CE  Blaster Launcher&lt;br /&gt;
 00D0  Blaster Bomb&lt;br /&gt;
 00D2  Small Launcher&lt;br /&gt;
 00D4  Stun Bomb&lt;br /&gt;
 00D6  Alien Grenade&lt;br /&gt;
 00D8  Elerium-115&lt;br /&gt;
 00DA  Mind Probe&lt;br /&gt;
 00E2  Sectoid Corpse&lt;br /&gt;
 00E4  Snakeman Corpse&lt;br /&gt;
 00E6  Ethereal Corpse&lt;br /&gt;
 00E8  Muton Corpse&lt;br /&gt;
 00EA  Floater Corpse&lt;br /&gt;
 00EC  Celatid Corpse&lt;br /&gt;
 00EE  Silacoid Corpse&lt;br /&gt;
 00F0  Chryssalid Corpse&lt;br /&gt;
 00F2  Reaper Corpse&lt;br /&gt;
 00F4  Sectopod Corpse&lt;br /&gt;
 00F6  Cyberdisc Corpse&lt;br /&gt;
 0100  UFO Power Source&lt;br /&gt;
 0102  UFO Navigation&lt;br /&gt;
 0104  UFO Construction&lt;br /&gt;
 0106  Alien Food&lt;br /&gt;
 0108  Alien Reproduction&lt;br /&gt;
 010A  Alien Entertainment&lt;br /&gt;
 010C  Alien Surgery&lt;br /&gt;
 010E  Examination Room&lt;br /&gt;
 0110  Alien Alloys&lt;br /&gt;
 0112  Alien Habitat&lt;br /&gt;
 0114  Personal Armour&lt;br /&gt;
 0116  Power Suit&lt;br /&gt;
 0118  Flying Suit&lt;br /&gt;
 011A  HWP Cannon Shell&lt;br /&gt;
 011C  HWP Rockets&lt;br /&gt;
 011E  HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;011F-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 296 Bytes long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-D3:&#039;&#039;&#039; Quantity of each item available at that base (signed 2-byte little-endian integers; see explanation in UFO section for details).&lt;br /&gt;
 10  Ajax Launchers&lt;br /&gt;
 12  D.U.P. Head Launcher&lt;br /&gt;
 14  Craft Gas Cannon&lt;br /&gt;
 16  P.W.T. Cannon&lt;br /&gt;
 18  Gauss Cannon&lt;br /&gt;
 1A  Sonic Oscillator&lt;br /&gt;
 1C  Ajax Torpedoes&lt;br /&gt;
 1E  D.U.P. Head Torpedoes&lt;br /&gt;
 20  Gas Rounds(x50)&lt;br /&gt;
 22  P.W.T Ammo&lt;br /&gt;
 24  Coelacanth/G. Cannon&lt;br /&gt;
 26  Coelacanth/Aqua Jet&lt;br /&gt;
 28  Coelacanth/Gauss&lt;br /&gt;
 2A  Displacer /Sonic&lt;br /&gt;
 2C  Displacer /P. W. T.&lt;br /&gt;
 2E  Dart Gun&lt;br /&gt;
 30  Dart Clip&lt;br /&gt;
 32  Jet Harpoon&lt;br /&gt;
 34  Harpoon Clip&lt;br /&gt;
 36  Gas Cannon&lt;br /&gt;
 38  GC-AP Bolts&lt;br /&gt;
 3A  GC-HE Bolts&lt;br /&gt;
 3C  GC-Phosphorous Bolts&lt;br /&gt;
 3E  Hydro-Jet Cannon&lt;br /&gt;
 40  HJ-AP Ammo&lt;br /&gt;
 42  HJ-HE Ammo&lt;br /&gt;
 44  HJ-P Ammo&lt;br /&gt;
 46  Torpedo Launcher&lt;br /&gt;
 48  Small Torpedo&lt;br /&gt;
 4A  Large Torpedo&lt;br /&gt;
 4C  Phosphor Torpedo&lt;br /&gt;
 4E  Gauss Pistol&lt;br /&gt;
 50  Gauss Rifle&lt;br /&gt;
 52  Heavy Gauss&lt;br /&gt;
 54  Magna-Blast Grenade&lt;br /&gt;
 56  Dye Grenade&lt;br /&gt;
 58  Particle Disturbance Grenade&lt;br /&gt;
 5A  Magna-Pack Explosive&lt;br /&gt;
 5C  Particle Disturbance Sensor&lt;br /&gt;
 5E  Medi-Kit&lt;br /&gt;
 60  M.C. Disruptor&lt;br /&gt;
 62  Thermal Tazer&lt;br /&gt;
 64  Chemical-flare&lt;br /&gt;
 66  Vibro Blade&lt;br /&gt;
 68  Thermic Lance&lt;br /&gt;
 6A  Heavy Thermic Lance&lt;br /&gt;
 6C  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 6E  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 70  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 72  Sonic Cannon&lt;br /&gt;
 74  Cannon Power Clip&lt;br /&gt;
 76  Sonic-Blasta Rifle&lt;br /&gt;
 78  Blasta Power Clip&lt;br /&gt;
 7A  Sonic Pistol&lt;br /&gt;
 7C  Pistol Power Clip&lt;br /&gt;
 7E  Disruptor Pulse Launcher&lt;br /&gt;
 80  Disruptor Ammo&lt;br /&gt;
 82  Thermal Shok Launcher&lt;br /&gt;
 84  Thermal Shok Bomb&lt;br /&gt;
 86  Sonic Pulser&lt;br /&gt;
 88  Zrbite&lt;br /&gt;
 8A  M.C. Reader&lt;br /&gt;
 8C  Gauss Pistol Clip&lt;br /&gt;
 8E  Gauss Rifle Clip&lt;br /&gt;
 90  Heavy Gauss Clip&lt;br /&gt;
 92  Aquatoid Corpse&lt;br /&gt;
 94  Gill Man Corpse&lt;br /&gt;
 96  Lobster Man Corpse&lt;br /&gt;
 98  Tasoth Corpse&lt;br /&gt;
 9A  Calcinite Corpse&lt;br /&gt;
 9C  Deep One Corpse&lt;br /&gt;
 9E  Bio-Drone Corpse&lt;br /&gt;
 A0  Tentaculat Corpse&lt;br /&gt;
 A2  Triscene Corpse&lt;br /&gt;
 A4  Hallucinoid Corpse&lt;br /&gt;
 A6  Xarquid Corpse&lt;br /&gt;
 A8  &#039;&#039;(invalid - prints &#039; Technician&#039; if used)&#039;&#039;&lt;br /&gt;
 AA  &#039;&#039;(invalid - prints &#039; Squad Leader&#039; if used)&#039;&#039;&lt;br /&gt;
 AC  &#039;&#039;(invalid - prints &#039; Soldier&#039; if used)&#039;&#039;&lt;br /&gt;
 AE  &#039;&#039;(invalid - prints &#039; Terrorist&#039; if used)&#039;&#039;&lt;br /&gt;
 B0  Ion-Beam Accelerators&lt;br /&gt;
 B2  Magnetic Navigation&lt;br /&gt;
 B4  Alien Sub Construction&lt;br /&gt;
 B6  Alien Cryogenics&lt;br /&gt;
 B8  Alien Cloning&lt;br /&gt;
 BA  Alien Learning Arrays&lt;br /&gt;
 BC  Alien Implanter&lt;br /&gt;
 BE  Examination Room&lt;br /&gt;
 C0  Aqua Plastics&lt;br /&gt;
 C2  Alien Re-animation Zone&lt;br /&gt;
 C4  Plastic Aqua Armour&lt;br /&gt;
 C6  Ion Armour&lt;br /&gt;
 C8  Mag. Ion Armour&lt;br /&gt;
 CA  Solid Harpoon Bolts&lt;br /&gt;
 CC  Aqua Jet Missiles&lt;br /&gt;
 CE  P.W. Torpedo&lt;br /&gt;
 D0  Gauss Cannon Ammo&lt;br /&gt;
 D2  &#039;&#039;(invalid - prints &#039;Gauss Cannon Ammo&#039; if used)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D4-D9:&#039;&#039;&#039; Unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA-FD:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| DA || DB || DC || DD || DE || DF&lt;br /&gt;
|-&lt;br /&gt;
| E0 || E1 || E2 || E3 || E4 || E5&lt;br /&gt;
|-&lt;br /&gt;
| E6 || E7 || E8 || E9 || EA || EB&lt;br /&gt;
|-&lt;br /&gt;
| EC || ED || EE || EF || F0 || F1&lt;br /&gt;
|-&lt;br /&gt;
| F2 || F3 || F4 || F5 || F6 || F7&lt;br /&gt;
|-&lt;br /&gt;
| F8 || F9 || FA || FB || FC || FD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Air Lock&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Standard Sonar&lt;br /&gt;
 05 - Wide Array Sonar&lt;br /&gt;
 06 - Torpedo Defences&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Gauss Defences&lt;br /&gt;
 0A - Sonic Defences&lt;br /&gt;
 0B - P.W.T. Defences&lt;br /&gt;
 0C - Bomb Shield&lt;br /&gt;
 0D - M.C. Defences&lt;br /&gt;
 0E - M.C.-Lab&lt;br /&gt;
 0F - Transmission Resolver&lt;br /&gt;
 10 - Sub Pen (Top Left)&lt;br /&gt;
 11 - Sub Pen (Top Right)&lt;br /&gt;
 12 - Sub Pen (Bottom Left)&lt;br /&gt;
 13 - Sub Pen (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FE-121:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  FE ||  FF || 100 || 101 || 102 || 103&lt;br /&gt;
|-&lt;br /&gt;
| 104 || 105 || 106 || 107 || 108 || 109&lt;br /&gt;
|-&lt;br /&gt;
| 10A || 10B || 10C || 10D || 10E || 10F&lt;br /&gt;
|-&lt;br /&gt;
| 110 || 111 || 112 || 113 || 114 || 115&lt;br /&gt;
|-&lt;br /&gt;
| 116 || 117 || 118 || 119 || 11A || 11B&lt;br /&gt;
|-&lt;br /&gt;
| 11C || 11D || 11E || 11F || 120 || 121&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0122:&#039;&#039;&#039; Number of technicians (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0123:&#039;&#039;&#039; Number of scientists (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0124-0127:&#039;&#039;&#039;  Unknown.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ASTORE.DAT]] - Information on captured aliens at bases&lt;br /&gt;
* [[BPROD.DAT]] - Information on what bases are producing&lt;br /&gt;
* [[CRAFT.DAT]] - Information on crafts (both X-Com and Alien)&lt;br /&gt;
* [[FACIL.DAT]] - Information on the facilities you can build in bases&lt;br /&gt;
* [[LOC.DAT]] - Location Data for bases and crafts&lt;br /&gt;
* [[PROJECT.DAT]] - Information on current research&lt;br /&gt;
* [[SOLDIER.DAT]] - Information on soldiers at bases&lt;br /&gt;
* [[TRANSFER.DAT]] - Information on item/personnel being transferred to/from bases&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15023</id>
		<title>CRAFT.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15023"/>
		<updated>2008-04-06T23:44:11Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* TFTD Structure */ Added &amp;quot;Unknown&amp;quot; entries and minor clean-up elsewhere&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file contains information specific to the crafts in the game. Both XCom and Alien crafts (including hidden ones) are in this file, though the values for the alien craft are still shrouded in mystery.&lt;br /&gt;
&lt;br /&gt;
==UFO Structure==&lt;br /&gt;
There are 50 records each having 104 bytes long for a maximum file size of 5,200 bytes. All offsets and values are in decimal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0 (1 Byte)&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
     *HUMAN*          *ALIEN*         &lt;br /&gt;
 0 - Skyranger     5 - Small Scout      255 - Entry Not Used&lt;br /&gt;
 1 - Lightning     6 - Medium Scout&lt;br /&gt;
 2 - Avenger       7 - Large Scout&lt;br /&gt;
 3 - Interceptor   8 - Harvester&lt;br /&gt;
 4 - Firestorm     9 - Abductor&lt;br /&gt;
                  10 - Terror Ship&lt;br /&gt;
                  11 - Battleship&lt;br /&gt;
                  12 - Supply Ship&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Lightning does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
 0 - Stingray&lt;br /&gt;
 1 - Avalanche&lt;br /&gt;
 2 - Cannon&lt;br /&gt;
 3 - Fusion Ball&lt;br /&gt;
 4 - Laser Cannon&lt;br /&gt;
 5 - Plasma Cannon&lt;br /&gt;
 255 - No Weapon&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 (1 Byte)&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3 (2 Bytes)&#039;&#039;&#039; - Left Ammo* &lt;br /&gt;
* &#039;&#039;&#039;4 (1 Byte)&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - UFO&#039;s normally get this value, have no idea what it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 (1 Byte)&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-7 (2 Bytes)&#039;&#039;&#039; - Right Ammo*&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Offsets 8 - 9 are unknown (probably 2 Bytes).&lt;br /&gt;
* &#039;&#039;&#039;10-11 (2 Bytes)&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the crafts damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;12-13 (2 Bytes)&#039;&#039;&#039; - Altitude of craft. Is a index within [[ENGLISH.DAT]] for string.&lt;br /&gt;
 0 = GROUND *&lt;br /&gt;
 1 = VERY LOW&lt;br /&gt;
 2 = LOW&lt;br /&gt;
 3 = HIGH&lt;br /&gt;
 4 = VERY HIGH&lt;br /&gt;
 5 = Detected&lt;br /&gt;
 6 = SIZE&lt;br /&gt;
 etc&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is airborne and you change it to this value the altitude will remain the same. Speed must be edited to 0 for the change to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;14-15 (2 Bytes)&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;16-17 (2 Bytes)&#039;&#039;&#039; - Unknown, but when an intercept screen is minimized, this changes to a value of 6.&lt;br /&gt;
* &#039;&#039;&#039;18-19 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;20-21 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;22-23 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;24-25 (2 Bytes)&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;26 (1 Byte?)&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;27 (1 Byte?)&#039;&#039;&#039; - Probably the high bit for the LOC.DAT index&lt;br /&gt;
* &#039;&#039;&#039;28-29 (2 Bytes)&#039;&#039;&#039; - Mission type craft is on. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Alien Research&lt;br /&gt;
 1 = Alien Harvest&lt;br /&gt;
 2 = Alien Abduction&lt;br /&gt;
 3 = Alien Infiltration&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Alien Terror&lt;br /&gt;
 6 = Alien Retaliation&lt;br /&gt;
 7 = Alien Supply&lt;br /&gt;
 8 = Pistol&lt;br /&gt;
 etc&lt;br /&gt;
* &#039;&#039;&#039;30-31 (2 Bytes)&#039;&#039;&#039; - Zone where mission is being carried out. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = North America&lt;br /&gt;
 1 = Arctic&lt;br /&gt;
 2 = Antarctica&lt;br /&gt;
 3 = South America&lt;br /&gt;
 4 = Europe&lt;br /&gt;
 5 = North Africa&lt;br /&gt;
 6 = Southern Africa&lt;br /&gt;
 7 = Central Asia&lt;br /&gt;
 8 = South East Asia&lt;br /&gt;
 9 = Siberia&lt;br /&gt;
 10 = Australasia&lt;br /&gt;
 11 = Pacific&lt;br /&gt;
 12 = North Atlantic&lt;br /&gt;
 13 = South Atlantic *&lt;br /&gt;
 14 = Indian Ocean *&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Unused zones.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;32-33 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;34-35 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;36-37 (2 Bytes)&#039;&#039;&#039; - Alien Race found on craft. Is index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Sectoid&lt;br /&gt;
 1 = Snakeman&lt;br /&gt;
 2 = Ethereal&lt;br /&gt;
 3 = Muton&lt;br /&gt;
 4 = Floater&lt;br /&gt;
 5 = Celatid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 6 = Silacoid&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
 7 = Chryssalid&lt;br /&gt;
 8 = Reaper&lt;br /&gt;
 9 = Sectopod&lt;br /&gt;
 10 = Cyberdisc&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Editing Celatids as a main race works and sometimes a Silacoid shows up as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Values 6 or greater produce unpredictable results. Usually the mission crashes (probably due to rank problems) but when it doesn&#039;t there are strange issues.&lt;br /&gt;
* &#039;&#039;&#039;38-39 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;40-41 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;42-43 (2 Bytes)&#039;&#039;&#039; - Craft status. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
&lt;br /&gt;
The rest of the known values detail the items on board of the craft. 49-98 refer to offsets 0-49 in [[OBDATA.DAT]].&lt;br /&gt;
* &#039;&#039;&#039;44 (1 Byte)&#039;&#039;&#039; - Tank/Cannon&lt;br /&gt;
* &#039;&#039;&#039;45 (1 Byte)&#039;&#039;&#039; - Tank/Rocket Launcher&lt;br /&gt;
* &#039;&#039;&#039;46 (1 Byte)&#039;&#039;&#039; - Tank/Laser Cannon&lt;br /&gt;
* &#039;&#039;&#039;47 (1 Byte)&#039;&#039;&#039; - Hover Tank/Plasma&lt;br /&gt;
* &#039;&#039;&#039;48 (1 Byte)&#039;&#039;&#039; - Hover Tank/Launcher&lt;br /&gt;
* &#039;&#039;&#039;49 (1 Byte)&#039;&#039;&#039; - PISTOL&lt;br /&gt;
* &#039;&#039;&#039;50 (1 Byte)&#039;&#039;&#039; - PISTOL CLIP&lt;br /&gt;
* &#039;&#039;&#039;51 (1 Byte)&#039;&#039;&#039; - RIFLE&lt;br /&gt;
* &#039;&#039;&#039;52 (1 Byte)&#039;&#039;&#039; - RIFLE CLIP&lt;br /&gt;
* &#039;&#039;&#039;53 (1 Byte)&#039;&#039;&#039; - HEAVY CANNON&lt;br /&gt;
* &#039;&#039;&#039;54 (1 Byte)&#039;&#039;&#039; - CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;55 (1 Byte)&#039;&#039;&#039; - CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;56 (1 Byte)&#039;&#039;&#039; - CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;57 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON&lt;br /&gt;
* &#039;&#039;&#039;58 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;59 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;60 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;61 (1 Byte)&#039;&#039;&#039; - ROCKET LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;62 (1 Byte)&#039;&#039;&#039; - SMALL ROCKET&lt;br /&gt;
* &#039;&#039;&#039;63 (1 Byte)&#039;&#039;&#039; - LARGE ROCKET&lt;br /&gt;
* &#039;&#039;&#039;64 (1 Byte)&#039;&#039;&#039; - INCENDIARY ROCKET&lt;br /&gt;
* &#039;&#039;&#039;65 (1 Byte)&#039;&#039;&#039; - LASER PISTOL&lt;br /&gt;
* &#039;&#039;&#039;66 (1 Byte)&#039;&#039;&#039; - LASER GUN&lt;br /&gt;
* &#039;&#039;&#039;67 (1 Byte)&#039;&#039;&#039; - HEAVY LASER&lt;br /&gt;
* &#039;&#039;&#039;68 (1 Byte)&#039;&#039;&#039; - GRENADE&lt;br /&gt;
* &#039;&#039;&#039;69 (1 Byte)&#039;&#039;&#039; - SMOKE GRENADE&lt;br /&gt;
* &#039;&#039;&#039;70 (1 Byte)&#039;&#039;&#039; - PROXIMITY GRENADE&lt;br /&gt;
* &#039;&#039;&#039;71 (1 Byte)&#039;&#039;&#039; - HIGH EXPLOSIVE&lt;br /&gt;
* &#039;&#039;&#039;72 (1 Byte)&#039;&#039;&#039; - MOTION SCANNER&lt;br /&gt;
* &#039;&#039;&#039;73 (1 Byte)&#039;&#039;&#039; - MEDI-KIT&lt;br /&gt;
* &#039;&#039;&#039;74 (1 Byte)&#039;&#039;&#039; - PSI-AMP&lt;br /&gt;
* &#039;&#039;&#039;75 (1 Byte)&#039;&#039;&#039; - STUN ROD&lt;br /&gt;
* &#039;&#039;&#039;76 (1 Byte)&#039;&#039;&#039; - Flare&lt;br /&gt;
* &#039;&#039;&#039;77 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;78 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;79 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;80 (1 Byte)&#039;&#039;&#039; - CORPSE&lt;br /&gt;
* &#039;&#039;&#039;81 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; ARMOUR&lt;br /&gt;
* &#039;&#039;&#039;82 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; POWER SUIT&lt;br /&gt;
* &#039;&#039;&#039;83 (1 Byte)&#039;&#039;&#039; - Heavy Plasma&lt;br /&gt;
* &#039;&#039;&#039;84 (1 Byte)&#039;&#039;&#039; - Heavy Plasma Clip&lt;br /&gt;
* &#039;&#039;&#039;85 (1 Byte)&#039;&#039;&#039; - Plasma Rifle&lt;br /&gt;
* &#039;&#039;&#039;86 (1 Byte)&#039;&#039;&#039; - Plasma Rifle Clip&lt;br /&gt;
* &#039;&#039;&#039;87 (1 Byte)&#039;&#039;&#039; - Plasma Pistol&lt;br /&gt;
* &#039;&#039;&#039;88 (1 Byte)&#039;&#039;&#039; - Plasma Pistol Clip&lt;br /&gt;
* &#039;&#039;&#039;89 (1 Byte)&#039;&#039;&#039; - BLASTER LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;90 (1 Byte)&#039;&#039;&#039; - BLASTER BOMB&lt;br /&gt;
* &#039;&#039;&#039;91 (1 Byte)&#039;&#039;&#039; - SMALL LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;92 (1 Byte)&#039;&#039;&#039; - STUN MISSILE&lt;br /&gt;
* &#039;&#039;&#039;93 (1 Byte)&#039;&#039;&#039; - ALIEN GRENADE&lt;br /&gt;
* &#039;&#039;&#039;94 (1 Byte)&#039;&#039;&#039; - ELERIUM-115&lt;br /&gt;
* &#039;&#039;&#039;95 (1 Byte)&#039;&#039;&#039; - MIND PROBE&lt;br /&gt;
* &#039;&#039;&#039;96 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;97 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;98 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* Offsets 99-103 are unknown&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
There are 50 records each having 110 bytes long for a file size of 5,500 bytes.  Unless otherwise noted, all values and offsets are in Hex; 2-byte values are signed little-endian integers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
{| {{stdTable}} &lt;br /&gt;
! Human !! Alien&lt;br /&gt;
|-         &lt;br /&gt;
| 0 - Triton || 5 - Survey Ship&lt;br /&gt;
|-         &lt;br /&gt;
| 1 - Hammerhead || 6 - Escort&lt;br /&gt;
|-         &lt;br /&gt;
| 2 - Leviathan || 7 - Cruiser&lt;br /&gt;
|-         &lt;br /&gt;
| 3 - Barracuda || 8 - Heavy Cruiser&lt;br /&gt;
|-         &lt;br /&gt;
| 4 - Manta || 9 - Hunter&lt;br /&gt;
|-         &lt;br /&gt;
| || A - Battleship&lt;br /&gt;
|-         &lt;br /&gt;
| || B - Dreadnought&lt;br /&gt;
|-         &lt;br /&gt;
| || C - Fleet Supply Cruiser&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | FF - Entry Not Used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Manta does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
  0 - Ajax Launcher&lt;br /&gt;
  1 - D.U.P. Head Launcher&lt;br /&gt;
  2 - Craft Gas Cannon&lt;br /&gt;
  3 - P.W.T. Cannon&lt;br /&gt;
  4 - Gauss Cannon&lt;br /&gt;
  5 - Sonic Wave&lt;br /&gt;
 FF - No Weapon&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3&#039;&#039;&#039; - Left Ammo Quantity &amp;lt;small&amp;gt;(&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;4&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - USOs normally get this value, have no idea what it represents.&lt;br /&gt;
* &#039;&#039;&#039;5&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-3C&#039;&#039;&#039; - Items on sub.&lt;br /&gt;
  6 - Coelacanth/G. Cannon&lt;br /&gt;
  7 - Coelacanth/Aqua Jet&lt;br /&gt;
  8 - Coelacanth/Gauss&lt;br /&gt;
  9 - Displacer /Sonic&lt;br /&gt;
  A - Displacer /P.W.T.&lt;br /&gt;
  B - Dart Gun&lt;br /&gt;
  C -  Dart Clip&lt;br /&gt;
  D - Jet Harpoon&lt;br /&gt;
  E -  Harpoon Clip&lt;br /&gt;
  F - Gas Cannon&lt;br /&gt;
 10 -  GC-AP Bolts&lt;br /&gt;
 11 -  GC-HE Bolts&lt;br /&gt;
 12 -  GC-Phosphorous Bolts&lt;br /&gt;
 13 - Hydro-Jet Cannon&lt;br /&gt;
 14 -  HJ-AP Ammo&lt;br /&gt;
 15 -  HJ-HE Ammo&lt;br /&gt;
 16 -  HJ-P Ammo&lt;br /&gt;
 17 - Torpedo Launcher&lt;br /&gt;
 18 -  Small Torpedo&lt;br /&gt;
 19 -  Large Torpedo&lt;br /&gt;
 1A -  Phosphor Torpedo&lt;br /&gt;
 1B - Gauss Pistol&lt;br /&gt;
 1C - Gauss Rifle&lt;br /&gt;
 1D - Heavy Gauss&lt;br /&gt;
 1E - Magna-Blast Grenade&lt;br /&gt;
 1F - Dye Grenade&lt;br /&gt;
 20 - Particle Disturbance Grenade&lt;br /&gt;
 21 - Magna-Pack Explosive&lt;br /&gt;
 22 - Particle Disturbance Sensor&lt;br /&gt;
 23 - Medi-Kit&lt;br /&gt;
 24 - M.C. Disruptor&lt;br /&gt;
 25 - Thermal Tazer&lt;br /&gt;
 26 - Chemical Flare&lt;br /&gt;
 27 - Vibro Blade&lt;br /&gt;
 28 - Thermic Lance&lt;br /&gt;
 29 - Heavy Thermic Lance&lt;br /&gt;
 2A - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 2B - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 2C - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 2D - Sonic Cannon&lt;br /&gt;
 2E -  Cannon Power Clip&lt;br /&gt;
 2F - Sonic-Blasta Rifle&lt;br /&gt;
 30 -  Blasta Power Clip&lt;br /&gt;
 31 - Sonic Pistol&lt;br /&gt;
 32 -  Pistol Power Clip&lt;br /&gt;
 33 - Disruptor Pulse Launcher&lt;br /&gt;
 34 -  Disruptor Ammo&lt;br /&gt;
 35 - Thermal Shok Launcher&lt;br /&gt;
 36 -  Thermal Shok Bomb&lt;br /&gt;
 37 - Sonic Pulser&lt;br /&gt;
 38 - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 39 - M.C. Reader&lt;br /&gt;
 3A -  Gauss Pistol Clip&lt;br /&gt;
 3B -  Gauss Rifle Clip&lt;br /&gt;
 3C -  Heavy Gauss Clip&lt;br /&gt;
* &#039;&#039;&#039;3D&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;3E-3F&#039;&#039;&#039; - Right Ammo Quantity &amp;lt;small&amp;gt;(&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;40-41&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;42-43&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the craft&#039;s damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;44-45&#039;&#039;&#039; - Depth of craft.&lt;br /&gt;
 0 - Touched Down *&lt;br /&gt;
 1 - Shallow&lt;br /&gt;
 2 - Normal&lt;br /&gt;
 3 - Deep&lt;br /&gt;
 4 - Very Deep&lt;br /&gt;
 &amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is moving and you change it to this value the depth will correct itself automatically. Speed must also be edited to 0 for the change in depth to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;46-47&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;48-49&#039;&#039;&#039; - Unknown - activity type?&lt;br /&gt;
* &#039;&#039;&#039;4A-4B&#039;&#039;&#039; - Unknown - goes to 0 when tracking a target but not attacking.&lt;br /&gt;
* &#039;&#039;&#039;4C-4D&#039;&#039;&#039; - Destination coordinates, horizontal.&lt;br /&gt;
* &#039;&#039;&#039;4E-4F&#039;&#039;&#039; - Destination coordinates, vertical.&lt;br /&gt;
* &#039;&#039;&#039;50-51&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;52-53&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;54-55&#039;&#039;&#039; - Mission type craft is on.&lt;br /&gt;
 0 - Alien Probe Mission&lt;br /&gt;
 1 - Alien Interdiction&lt;br /&gt;
 2 - Alien Resource Raid&lt;br /&gt;
 3 - Alien Infiltration&lt;br /&gt;
 4 - Alien Colony Expansion&lt;br /&gt;
 5 - Alien Surface Attacks&lt;br /&gt;
 6 - Floating Base Attack&lt;br /&gt;
 7 - Colony Supply Missions&lt;br /&gt;
* &#039;&#039;&#039;56-57&#039;&#039;&#039; - Zone where mission is being carried out.&lt;br /&gt;
 0 - North Atlantic&lt;br /&gt;
 1 - South Atlantic&lt;br /&gt;
 2 - North Pacific&lt;br /&gt;
 3 - South Pacific&lt;br /&gt;
 4 - Mediterranean&lt;br /&gt;
 5 - South China Sea&lt;br /&gt;
 6 - Indian Ocean&lt;br /&gt;
 7 - Sea of Japan&lt;br /&gt;
 8 - North Sea&lt;br /&gt;
 9 - Caribbean&lt;br /&gt;
 A - Antarctic&lt;br /&gt;
 B - Arctic&lt;br /&gt;
 C - Eurasia&lt;br /&gt;
 D - North America&lt;br /&gt;
 E - Africa&lt;br /&gt;
* &#039;&#039;&#039;58-59&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;5A-5B&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;5C-5D&#039;&#039;&#039; - Primary Alien Race found on craft.&lt;br /&gt;
 0  - Aquatoid&lt;br /&gt;
 1  - Gill Man&lt;br /&gt;
 2  - Lobster Man&lt;br /&gt;
 3  - Tasoth&lt;br /&gt;
 4+ - Mixed&lt;br /&gt;
* &#039;&#039;&#039;5E-5F&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;60-61&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;62-63&#039;&#039;&#039; - Craft status.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
* &#039;&#039;&#039;64&#039;&#039;&#039; - Bit Flags.&lt;br /&gt;
 40 - Show full Transmission Resolver data&lt;br /&gt;
* &#039;&#039;&#039;65-67&#039;&#039;&#039; - Unknown - possibly 64 is actually a 4-byte value.&lt;br /&gt;
* &#039;&#039;&#039;68-69&#039;&#039;&#039; - Touchdown depth (see entry at 44-45 for possible values).&lt;br /&gt;
* &#039;&#039;&#039;6A-6D&#039;&#039;&#039; - Unknown.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[LOC.DAT]] - For information on the position the craft are at&lt;br /&gt;
* [[GEODATA.DAT]] - Contains information about the craft(s) used in combat&lt;br /&gt;
* [http://www.stonepool.com/xcom/hacking/craft.html Hatfarm&#039;s website] where most, if not all of this information was gathered from&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15022</id>
		<title>CRAFT.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15022"/>
		<updated>2008-04-06T23:34:16Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* TFTD Structure */ Fixed editing goof in item numbering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file contains information specific to the crafts in the game. Both XCom and Alien crafts (including hidden ones) are in this file, though the values for the alien craft are still shrouded in mystery.&lt;br /&gt;
&lt;br /&gt;
==UFO Structure==&lt;br /&gt;
There are 50 records each having 104 bytes long for a maximum file size of 5,200 bytes. All offsets and values are in decimal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0 (1 Byte)&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
     *HUMAN*          *ALIEN*         &lt;br /&gt;
 0 - Skyranger     5 - Small Scout      255 - Entry Not Used&lt;br /&gt;
 1 - Lightning     6 - Medium Scout&lt;br /&gt;
 2 - Avenger       7 - Large Scout&lt;br /&gt;
 3 - Interceptor   8 - Harvester&lt;br /&gt;
 4 - Firestorm     9 - Abductor&lt;br /&gt;
                  10 - Terror Ship&lt;br /&gt;
                  11 - Battleship&lt;br /&gt;
                  12 - Supply Ship&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Lightning does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
 0 - Stingray&lt;br /&gt;
 1 - Avalanche&lt;br /&gt;
 2 - Cannon&lt;br /&gt;
 3 - Fusion Ball&lt;br /&gt;
 4 - Laser Cannon&lt;br /&gt;
 5 - Plasma Cannon&lt;br /&gt;
 255 - No Weapon&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 (1 Byte)&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3 (2 Bytes)&#039;&#039;&#039; - Left Ammo* &lt;br /&gt;
* &#039;&#039;&#039;4 (1 Byte)&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - UFO&#039;s normally get this value, have no idea what it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 (1 Byte)&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-7 (2 Bytes)&#039;&#039;&#039; - Right Ammo*&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Offsets 8 - 9 are unknown (probably 2 Bytes).&lt;br /&gt;
* &#039;&#039;&#039;10-11 (2 Bytes)&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the crafts damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;12-13 (2 Bytes)&#039;&#039;&#039; - Altitude of craft. Is a index within [[ENGLISH.DAT]] for string.&lt;br /&gt;
 0 = GROUND *&lt;br /&gt;
 1 = VERY LOW&lt;br /&gt;
 2 = LOW&lt;br /&gt;
 3 = HIGH&lt;br /&gt;
 4 = VERY HIGH&lt;br /&gt;
 5 = Detected&lt;br /&gt;
 6 = SIZE&lt;br /&gt;
 etc&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is airborne and you change it to this value the altitude will remain the same. Speed must be edited to 0 for the change to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;14-15 (2 Bytes)&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;16-17 (2 Bytes)&#039;&#039;&#039; - Unknown, but when an intercept screen is minimized, this changes to a value of 6.&lt;br /&gt;
* &#039;&#039;&#039;18-19 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;20-21 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;22-23 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;24-25 (2 Bytes)&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;26 (1 Byte?)&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;27 (1 Byte?)&#039;&#039;&#039; - Probably the high bit for the LOC.DAT index&lt;br /&gt;
* &#039;&#039;&#039;28-29 (2 Bytes)&#039;&#039;&#039; - Mission type craft is on. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Alien Research&lt;br /&gt;
 1 = Alien Harvest&lt;br /&gt;
 2 = Alien Abduction&lt;br /&gt;
 3 = Alien Infiltration&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Alien Terror&lt;br /&gt;
 6 = Alien Retaliation&lt;br /&gt;
 7 = Alien Supply&lt;br /&gt;
 8 = Pistol&lt;br /&gt;
 etc&lt;br /&gt;
* &#039;&#039;&#039;30-31 (2 Bytes)&#039;&#039;&#039; - Zone where mission is being carried out. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = North America&lt;br /&gt;
 1 = Arctic&lt;br /&gt;
 2 = Antarctica&lt;br /&gt;
 3 = South America&lt;br /&gt;
 4 = Europe&lt;br /&gt;
 5 = North Africa&lt;br /&gt;
 6 = Southern Africa&lt;br /&gt;
 7 = Central Asia&lt;br /&gt;
 8 = South East Asia&lt;br /&gt;
 9 = Siberia&lt;br /&gt;
 10 = Australasia&lt;br /&gt;
 11 = Pacific&lt;br /&gt;
 12 = North Atlantic&lt;br /&gt;
 13 = South Atlantic *&lt;br /&gt;
 14 = Indian Ocean *&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Unused zones.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;32-33 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;34-35 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;36-37 (2 Bytes)&#039;&#039;&#039; - Alien Race found on craft. Is index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Sectoid&lt;br /&gt;
 1 = Snakeman&lt;br /&gt;
 2 = Ethereal&lt;br /&gt;
 3 = Muton&lt;br /&gt;
 4 = Floater&lt;br /&gt;
 5 = Celatid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 6 = Silacoid&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
 7 = Chryssalid&lt;br /&gt;
 8 = Reaper&lt;br /&gt;
 9 = Sectopod&lt;br /&gt;
 10 = Cyberdisc&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Editing Celatids as a main race works and sometimes a Silacoid shows up as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Values 6 or greater produce unpredictable results. Usually the mission crashes (probably due to rank problems) but when it doesn&#039;t there are strange issues.&lt;br /&gt;
* &#039;&#039;&#039;38-39 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;40-41 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;42-43 (2 Bytes)&#039;&#039;&#039; - Craft status. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
&lt;br /&gt;
The rest of the known values detail the items on board of the craft. 49-98 refer to offsets 0-49 in [[OBDATA.DAT]].&lt;br /&gt;
* &#039;&#039;&#039;44 (1 Byte)&#039;&#039;&#039; - Tank/Cannon&lt;br /&gt;
* &#039;&#039;&#039;45 (1 Byte)&#039;&#039;&#039; - Tank/Rocket Launcher&lt;br /&gt;
* &#039;&#039;&#039;46 (1 Byte)&#039;&#039;&#039; - Tank/Laser Cannon&lt;br /&gt;
* &#039;&#039;&#039;47 (1 Byte)&#039;&#039;&#039; - Hover Tank/Plasma&lt;br /&gt;
* &#039;&#039;&#039;48 (1 Byte)&#039;&#039;&#039; - Hover Tank/Launcher&lt;br /&gt;
* &#039;&#039;&#039;49 (1 Byte)&#039;&#039;&#039; - PISTOL&lt;br /&gt;
* &#039;&#039;&#039;50 (1 Byte)&#039;&#039;&#039; - PISTOL CLIP&lt;br /&gt;
* &#039;&#039;&#039;51 (1 Byte)&#039;&#039;&#039; - RIFLE&lt;br /&gt;
* &#039;&#039;&#039;52 (1 Byte)&#039;&#039;&#039; - RIFLE CLIP&lt;br /&gt;
* &#039;&#039;&#039;53 (1 Byte)&#039;&#039;&#039; - HEAVY CANNON&lt;br /&gt;
* &#039;&#039;&#039;54 (1 Byte)&#039;&#039;&#039; - CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;55 (1 Byte)&#039;&#039;&#039; - CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;56 (1 Byte)&#039;&#039;&#039; - CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;57 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON&lt;br /&gt;
* &#039;&#039;&#039;58 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;59 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;60 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;61 (1 Byte)&#039;&#039;&#039; - ROCKET LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;62 (1 Byte)&#039;&#039;&#039; - SMALL ROCKET&lt;br /&gt;
* &#039;&#039;&#039;63 (1 Byte)&#039;&#039;&#039; - LARGE ROCKET&lt;br /&gt;
* &#039;&#039;&#039;64 (1 Byte)&#039;&#039;&#039; - INCENDIARY ROCKET&lt;br /&gt;
* &#039;&#039;&#039;65 (1 Byte)&#039;&#039;&#039; - LASER PISTOL&lt;br /&gt;
* &#039;&#039;&#039;66 (1 Byte)&#039;&#039;&#039; - LASER GUN&lt;br /&gt;
* &#039;&#039;&#039;67 (1 Byte)&#039;&#039;&#039; - HEAVY LASER&lt;br /&gt;
* &#039;&#039;&#039;68 (1 Byte)&#039;&#039;&#039; - GRENADE&lt;br /&gt;
* &#039;&#039;&#039;69 (1 Byte)&#039;&#039;&#039; - SMOKE GRENADE&lt;br /&gt;
* &#039;&#039;&#039;70 (1 Byte)&#039;&#039;&#039; - PROXIMITY GRENADE&lt;br /&gt;
* &#039;&#039;&#039;71 (1 Byte)&#039;&#039;&#039; - HIGH EXPLOSIVE&lt;br /&gt;
* &#039;&#039;&#039;72 (1 Byte)&#039;&#039;&#039; - MOTION SCANNER&lt;br /&gt;
* &#039;&#039;&#039;73 (1 Byte)&#039;&#039;&#039; - MEDI-KIT&lt;br /&gt;
* &#039;&#039;&#039;74 (1 Byte)&#039;&#039;&#039; - PSI-AMP&lt;br /&gt;
* &#039;&#039;&#039;75 (1 Byte)&#039;&#039;&#039; - STUN ROD&lt;br /&gt;
* &#039;&#039;&#039;76 (1 Byte)&#039;&#039;&#039; - Flare&lt;br /&gt;
* &#039;&#039;&#039;77 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;78 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;79 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;80 (1 Byte)&#039;&#039;&#039; - CORPSE&lt;br /&gt;
* &#039;&#039;&#039;81 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; ARMOUR&lt;br /&gt;
* &#039;&#039;&#039;82 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; POWER SUIT&lt;br /&gt;
* &#039;&#039;&#039;83 (1 Byte)&#039;&#039;&#039; - Heavy Plasma&lt;br /&gt;
* &#039;&#039;&#039;84 (1 Byte)&#039;&#039;&#039; - Heavy Plasma Clip&lt;br /&gt;
* &#039;&#039;&#039;85 (1 Byte)&#039;&#039;&#039; - Plasma Rifle&lt;br /&gt;
* &#039;&#039;&#039;86 (1 Byte)&#039;&#039;&#039; - Plasma Rifle Clip&lt;br /&gt;
* &#039;&#039;&#039;87 (1 Byte)&#039;&#039;&#039; - Plasma Pistol&lt;br /&gt;
* &#039;&#039;&#039;88 (1 Byte)&#039;&#039;&#039; - Plasma Pistol Clip&lt;br /&gt;
* &#039;&#039;&#039;89 (1 Byte)&#039;&#039;&#039; - BLASTER LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;90 (1 Byte)&#039;&#039;&#039; - BLASTER BOMB&lt;br /&gt;
* &#039;&#039;&#039;91 (1 Byte)&#039;&#039;&#039; - SMALL LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;92 (1 Byte)&#039;&#039;&#039; - STUN MISSILE&lt;br /&gt;
* &#039;&#039;&#039;93 (1 Byte)&#039;&#039;&#039; - ALIEN GRENADE&lt;br /&gt;
* &#039;&#039;&#039;94 (1 Byte)&#039;&#039;&#039; - ELERIUM-115&lt;br /&gt;
* &#039;&#039;&#039;95 (1 Byte)&#039;&#039;&#039; - MIND PROBE&lt;br /&gt;
* &#039;&#039;&#039;96 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;97 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;98 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* Offsets 99-103 are unknown&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
There are 50 records each having 110 bytes long for a file size of 5,500 bytes.  Unless otherwise noted, all values and offsets are in Hex; 2-byte values are signed little-endian integers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
{| {{stdtable}}&lt;br /&gt;
! Human !! Alien&lt;br /&gt;
|-         &lt;br /&gt;
| 0 - Triton || 5 - Survey Ship&lt;br /&gt;
|-         &lt;br /&gt;
| 1 - Hammerhead || 6 - Escort&lt;br /&gt;
|-         &lt;br /&gt;
| 2 - Leviathan || 7 - Cruiser&lt;br /&gt;
|-         &lt;br /&gt;
| 3 - Barracuda || 8 - Heavy Cruiser&lt;br /&gt;
|-         &lt;br /&gt;
| 4 - Manta || 9 - Hunter&lt;br /&gt;
|-         &lt;br /&gt;
| || A - Battleship&lt;br /&gt;
|-         &lt;br /&gt;
| || B - Dreadnought&lt;br /&gt;
|-         &lt;br /&gt;
| || C - Fleet Supply Cruiser&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | FF - Entry Not Used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Manta does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
  0 - Ajax Launcher&lt;br /&gt;
  1 - D.U.P. Head Launcher&lt;br /&gt;
  2 - Craft Gas Cannon&lt;br /&gt;
  3 - P.W.T. Cannon&lt;br /&gt;
  4 - Gauss Cannon&lt;br /&gt;
  5 - Sonic Wave&lt;br /&gt;
 FF - No Weapon&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3&#039;&#039;&#039; - Left Ammo Quantity* &lt;br /&gt;
* &#039;&#039;&#039;4&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - USOs normally get this value, have no idea what it represents.&lt;br /&gt;
* &#039;&#039;&#039;5&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-3C&#039;&#039;&#039; - Items on sub.&lt;br /&gt;
  6 - Coelacanth/G. Cannon&lt;br /&gt;
  7 - Coelacanth/Aqua Jet&lt;br /&gt;
  8 - Coelacanth/Gauss&lt;br /&gt;
  9 - Displacer /Sonic&lt;br /&gt;
  A - Displacer /P.W.T.&lt;br /&gt;
  B - Dart Gun&lt;br /&gt;
  C -  Dart Clip&lt;br /&gt;
  D - Jet Harpoon&lt;br /&gt;
  E -  Harpoon Clip&lt;br /&gt;
  F - Gas Cannon&lt;br /&gt;
 10 -  GC-AP Bolts&lt;br /&gt;
 11 -  GC-HE Bolts&lt;br /&gt;
 12 -  GC-Phosphorous Bolts&lt;br /&gt;
 13 - Hydro-Jet Cannon&lt;br /&gt;
 14 -  HJ-AP Ammo&lt;br /&gt;
 15 -  HJ-HE Ammo&lt;br /&gt;
 16 -  HJ-P Ammo&lt;br /&gt;
 17 - Torpedo Launcher&lt;br /&gt;
 18 -  Small Torpedo&lt;br /&gt;
 19 -  Large Torpedo&lt;br /&gt;
 1A -  Phosphor Torpedo&lt;br /&gt;
 1B - Gauss Pistol&lt;br /&gt;
 1C - Gauss Rifle&lt;br /&gt;
 1D - Heavy Gauss&lt;br /&gt;
 1E - Magna-Blast Grenade&lt;br /&gt;
 1F - Dye Grenade&lt;br /&gt;
 20 - Particle Disturbance Grenade&lt;br /&gt;
 21 - Magna-Pack Explosive&lt;br /&gt;
 22 - Particle Disturbance Sensor&lt;br /&gt;
 23 - Medi-Kit&lt;br /&gt;
 24 - M.C. Disruptor&lt;br /&gt;
 25 - Thermal Tazer&lt;br /&gt;
 26 - Chemical Flare&lt;br /&gt;
 27 - Vibro Blade&lt;br /&gt;
 28 - Thermic Lance&lt;br /&gt;
 29 - Heavy Thermic Lance&lt;br /&gt;
 2A - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 2B - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 2C - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 2D - Sonic Cannon&lt;br /&gt;
 2E -  Cannon Power Clip&lt;br /&gt;
 2F - Sonic-Blasta Rifle&lt;br /&gt;
 30 -  Blasta Power Clip&lt;br /&gt;
 31 - Sonic Pistol&lt;br /&gt;
 32 -  Pistol Power Clip&lt;br /&gt;
 33 - Disruptor Pulse Launcher&lt;br /&gt;
 34 -  Disruptor Ammo&lt;br /&gt;
 35 - Thermal Shok Launcher&lt;br /&gt;
 36 -  Thermal Shok Bomb&lt;br /&gt;
 37 - Sonic Pulser&lt;br /&gt;
 38 - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 39 - M.C. Reader&lt;br /&gt;
 3A -  Gauss Pistol Clip&lt;br /&gt;
 3B -  Gauss Rifle Clip&lt;br /&gt;
 3C -  Heavy Gauss Clip&lt;br /&gt;
* &#039;&#039;&#039;3D&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;3E-3F&#039;&#039;&#039; - Right Ammo*&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;40-41&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;42-43&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the craft&#039;s damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;44-45&#039;&#039;&#039; - Depth of craft.&lt;br /&gt;
 0 - Touched Down *&lt;br /&gt;
 1 - Shallow&lt;br /&gt;
 2 - Normal&lt;br /&gt;
 3 - Deep&lt;br /&gt;
 4 - Very Deep&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is moving and you change it to this value the depth will correct itself automatically. Speed must also be edited to 0 for the change in depth to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;46-47&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;48-49&#039;&#039;&#039; - Unknown - activity type?&lt;br /&gt;
* &#039;&#039;&#039;4A-4B&#039;&#039;&#039; - Unknown - goes to 0 when tracking a target but not attacking.&lt;br /&gt;
* &#039;&#039;&#039;4C-4D&#039;&#039;&#039; - Destination coordinates, horizontal.&lt;br /&gt;
* &#039;&#039;&#039;4E-4F&#039;&#039;&#039; - Destination coordinates, vertical.&lt;br /&gt;
* &#039;&#039;&#039;50-51&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;52-53&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;54-55&#039;&#039;&#039; - Mission type craft is on.&lt;br /&gt;
 0 - Alien Probe Mission&lt;br /&gt;
 1 - Alien Interdiction&lt;br /&gt;
 2 - Alien Resource Raid&lt;br /&gt;
 3 - Alien Infiltration&lt;br /&gt;
 4 - Alien Colony Expansion&lt;br /&gt;
 5 - Alien Surface Attacks&lt;br /&gt;
 6 - Floating Base Attack&lt;br /&gt;
 7 - Colony Supply Missions&lt;br /&gt;
* &#039;&#039;&#039;56-57&#039;&#039;&#039; - Zone where mission is being carried out.&lt;br /&gt;
 0 - North Atlantic&lt;br /&gt;
 1 - South Atlantic&lt;br /&gt;
 2 - North Pacific&lt;br /&gt;
 3 - South Pacific&lt;br /&gt;
 4 - Mediterranean&lt;br /&gt;
 5 - South China Sea&lt;br /&gt;
 6 - Indian Ocean&lt;br /&gt;
 7 - Sea of Japan&lt;br /&gt;
 8 - North Sea&lt;br /&gt;
 9 - Caribbean&lt;br /&gt;
 A - Antarctic&lt;br /&gt;
 B - Arctic&lt;br /&gt;
 C - Eurasia&lt;br /&gt;
 D - North America&lt;br /&gt;
 E - Africa&lt;br /&gt;
* &#039;&#039;&#039;5C-5D&#039;&#039;&#039; - Primary Alien Race found on craft.&lt;br /&gt;
 0  - Aquatoid&lt;br /&gt;
 1  - Gill Man&lt;br /&gt;
 2  - Lobster Man&lt;br /&gt;
 3  - Tasoth&lt;br /&gt;
 4+ - Mixed&lt;br /&gt;
* &#039;&#039;&#039;62-63&#039;&#039;&#039; - Craft status.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;64&#039;&#039;&#039; - Bit Flags.&lt;br /&gt;
 40 - Show full Transmission Resolver data&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;68-69&#039;&#039;&#039; - Touchdown depth (see entry at 44-45 for possible values).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(The following are mostly taken from the UFO version and new values have been inserted as appropriate, but the presence and location within CRAFT.DAT has not yet been determined in TFTD.)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[LOC.DAT]] - For information on the position the craft are at&lt;br /&gt;
* [[GEODATA.DAT]] - Contains information about the craft(s) used in combat&lt;br /&gt;
* [http://www.stonepool.com/xcom/hacking/craft.html Hatfarm&#039;s website] where most, if not all of this information was gathered from&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15021</id>
		<title>CRAFT.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15021"/>
		<updated>2008-04-06T23:29:46Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* TFTD Structure */ Updated item list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file contains information specific to the crafts in the game. Both XCom and Alien crafts (including hidden ones) are in this file, though the values for the alien craft are still shrouded in mystery.&lt;br /&gt;
&lt;br /&gt;
==UFO Structure==&lt;br /&gt;
There are 50 records each having 104 bytes long for a maximum file size of 5,200 bytes. All offsets and values are in decimal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0 (1 Byte)&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
     *HUMAN*          *ALIEN*         &lt;br /&gt;
 0 - Skyranger     5 - Small Scout      255 - Entry Not Used&lt;br /&gt;
 1 - Lightning     6 - Medium Scout&lt;br /&gt;
 2 - Avenger       7 - Large Scout&lt;br /&gt;
 3 - Interceptor   8 - Harvester&lt;br /&gt;
 4 - Firestorm     9 - Abductor&lt;br /&gt;
                  10 - Terror Ship&lt;br /&gt;
                  11 - Battleship&lt;br /&gt;
                  12 - Supply Ship&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Lightning does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
 0 - Stingray&lt;br /&gt;
 1 - Avalanche&lt;br /&gt;
 2 - Cannon&lt;br /&gt;
 3 - Fusion Ball&lt;br /&gt;
 4 - Laser Cannon&lt;br /&gt;
 5 - Plasma Cannon&lt;br /&gt;
 255 - No Weapon&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 (1 Byte)&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3 (2 Bytes)&#039;&#039;&#039; - Left Ammo* &lt;br /&gt;
* &#039;&#039;&#039;4 (1 Byte)&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - UFO&#039;s normally get this value, have no idea what it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 (1 Byte)&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-7 (2 Bytes)&#039;&#039;&#039; - Right Ammo*&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Offsets 8 - 9 are unknown (probably 2 Bytes).&lt;br /&gt;
* &#039;&#039;&#039;10-11 (2 Bytes)&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the crafts damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;12-13 (2 Bytes)&#039;&#039;&#039; - Altitude of craft. Is a index within [[ENGLISH.DAT]] for string.&lt;br /&gt;
 0 = GROUND *&lt;br /&gt;
 1 = VERY LOW&lt;br /&gt;
 2 = LOW&lt;br /&gt;
 3 = HIGH&lt;br /&gt;
 4 = VERY HIGH&lt;br /&gt;
 5 = Detected&lt;br /&gt;
 6 = SIZE&lt;br /&gt;
 etc&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is airborne and you change it to this value the altitude will remain the same. Speed must be edited to 0 for the change to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;14-15 (2 Bytes)&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;16-17 (2 Bytes)&#039;&#039;&#039; - Unknown, but when an intercept screen is minimized, this changes to a value of 6.&lt;br /&gt;
* &#039;&#039;&#039;18-19 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;20-21 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;22-23 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;24-25 (2 Bytes)&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;26 (1 Byte?)&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;27 (1 Byte?)&#039;&#039;&#039; - Probably the high bit for the LOC.DAT index&lt;br /&gt;
* &#039;&#039;&#039;28-29 (2 Bytes)&#039;&#039;&#039; - Mission type craft is on. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Alien Research&lt;br /&gt;
 1 = Alien Harvest&lt;br /&gt;
 2 = Alien Abduction&lt;br /&gt;
 3 = Alien Infiltration&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Alien Terror&lt;br /&gt;
 6 = Alien Retaliation&lt;br /&gt;
 7 = Alien Supply&lt;br /&gt;
 8 = Pistol&lt;br /&gt;
 etc&lt;br /&gt;
* &#039;&#039;&#039;30-31 (2 Bytes)&#039;&#039;&#039; - Zone where mission is being carried out. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = North America&lt;br /&gt;
 1 = Arctic&lt;br /&gt;
 2 = Antarctica&lt;br /&gt;
 3 = South America&lt;br /&gt;
 4 = Europe&lt;br /&gt;
 5 = North Africa&lt;br /&gt;
 6 = Southern Africa&lt;br /&gt;
 7 = Central Asia&lt;br /&gt;
 8 = South East Asia&lt;br /&gt;
 9 = Siberia&lt;br /&gt;
 10 = Australasia&lt;br /&gt;
 11 = Pacific&lt;br /&gt;
 12 = North Atlantic&lt;br /&gt;
 13 = South Atlantic *&lt;br /&gt;
 14 = Indian Ocean *&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Unused zones.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;32-33 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;34-35 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;36-37 (2 Bytes)&#039;&#039;&#039; - Alien Race found on craft. Is index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Sectoid&lt;br /&gt;
 1 = Snakeman&lt;br /&gt;
 2 = Ethereal&lt;br /&gt;
 3 = Muton&lt;br /&gt;
 4 = Floater&lt;br /&gt;
 5 = Celatid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 6 = Silacoid&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
 7 = Chryssalid&lt;br /&gt;
 8 = Reaper&lt;br /&gt;
 9 = Sectopod&lt;br /&gt;
 10 = Cyberdisc&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Editing Celatids as a main race works and sometimes a Silacoid shows up as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Values 6 or greater produce unpredictable results. Usually the mission crashes (probably due to rank problems) but when it doesn&#039;t there are strange issues.&lt;br /&gt;
* &#039;&#039;&#039;38-39 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;40-41 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;42-43 (2 Bytes)&#039;&#039;&#039; - Craft status. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
&lt;br /&gt;
The rest of the known values detail the items on board of the craft. 49-98 refer to offsets 0-49 in [[OBDATA.DAT]].&lt;br /&gt;
* &#039;&#039;&#039;44 (1 Byte)&#039;&#039;&#039; - Tank/Cannon&lt;br /&gt;
* &#039;&#039;&#039;45 (1 Byte)&#039;&#039;&#039; - Tank/Rocket Launcher&lt;br /&gt;
* &#039;&#039;&#039;46 (1 Byte)&#039;&#039;&#039; - Tank/Laser Cannon&lt;br /&gt;
* &#039;&#039;&#039;47 (1 Byte)&#039;&#039;&#039; - Hover Tank/Plasma&lt;br /&gt;
* &#039;&#039;&#039;48 (1 Byte)&#039;&#039;&#039; - Hover Tank/Launcher&lt;br /&gt;
* &#039;&#039;&#039;49 (1 Byte)&#039;&#039;&#039; - PISTOL&lt;br /&gt;
* &#039;&#039;&#039;50 (1 Byte)&#039;&#039;&#039; - PISTOL CLIP&lt;br /&gt;
* &#039;&#039;&#039;51 (1 Byte)&#039;&#039;&#039; - RIFLE&lt;br /&gt;
* &#039;&#039;&#039;52 (1 Byte)&#039;&#039;&#039; - RIFLE CLIP&lt;br /&gt;
* &#039;&#039;&#039;53 (1 Byte)&#039;&#039;&#039; - HEAVY CANNON&lt;br /&gt;
* &#039;&#039;&#039;54 (1 Byte)&#039;&#039;&#039; - CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;55 (1 Byte)&#039;&#039;&#039; - CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;56 (1 Byte)&#039;&#039;&#039; - CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;57 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON&lt;br /&gt;
* &#039;&#039;&#039;58 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;59 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;60 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;61 (1 Byte)&#039;&#039;&#039; - ROCKET LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;62 (1 Byte)&#039;&#039;&#039; - SMALL ROCKET&lt;br /&gt;
* &#039;&#039;&#039;63 (1 Byte)&#039;&#039;&#039; - LARGE ROCKET&lt;br /&gt;
* &#039;&#039;&#039;64 (1 Byte)&#039;&#039;&#039; - INCENDIARY ROCKET&lt;br /&gt;
* &#039;&#039;&#039;65 (1 Byte)&#039;&#039;&#039; - LASER PISTOL&lt;br /&gt;
* &#039;&#039;&#039;66 (1 Byte)&#039;&#039;&#039; - LASER GUN&lt;br /&gt;
* &#039;&#039;&#039;67 (1 Byte)&#039;&#039;&#039; - HEAVY LASER&lt;br /&gt;
* &#039;&#039;&#039;68 (1 Byte)&#039;&#039;&#039; - GRENADE&lt;br /&gt;
* &#039;&#039;&#039;69 (1 Byte)&#039;&#039;&#039; - SMOKE GRENADE&lt;br /&gt;
* &#039;&#039;&#039;70 (1 Byte)&#039;&#039;&#039; - PROXIMITY GRENADE&lt;br /&gt;
* &#039;&#039;&#039;71 (1 Byte)&#039;&#039;&#039; - HIGH EXPLOSIVE&lt;br /&gt;
* &#039;&#039;&#039;72 (1 Byte)&#039;&#039;&#039; - MOTION SCANNER&lt;br /&gt;
* &#039;&#039;&#039;73 (1 Byte)&#039;&#039;&#039; - MEDI-KIT&lt;br /&gt;
* &#039;&#039;&#039;74 (1 Byte)&#039;&#039;&#039; - PSI-AMP&lt;br /&gt;
* &#039;&#039;&#039;75 (1 Byte)&#039;&#039;&#039; - STUN ROD&lt;br /&gt;
* &#039;&#039;&#039;76 (1 Byte)&#039;&#039;&#039; - Flare&lt;br /&gt;
* &#039;&#039;&#039;77 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;78 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;79 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;80 (1 Byte)&#039;&#039;&#039; - CORPSE&lt;br /&gt;
* &#039;&#039;&#039;81 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; ARMOUR&lt;br /&gt;
* &#039;&#039;&#039;82 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; POWER SUIT&lt;br /&gt;
* &#039;&#039;&#039;83 (1 Byte)&#039;&#039;&#039; - Heavy Plasma&lt;br /&gt;
* &#039;&#039;&#039;84 (1 Byte)&#039;&#039;&#039; - Heavy Plasma Clip&lt;br /&gt;
* &#039;&#039;&#039;85 (1 Byte)&#039;&#039;&#039; - Plasma Rifle&lt;br /&gt;
* &#039;&#039;&#039;86 (1 Byte)&#039;&#039;&#039; - Plasma Rifle Clip&lt;br /&gt;
* &#039;&#039;&#039;87 (1 Byte)&#039;&#039;&#039; - Plasma Pistol&lt;br /&gt;
* &#039;&#039;&#039;88 (1 Byte)&#039;&#039;&#039; - Plasma Pistol Clip&lt;br /&gt;
* &#039;&#039;&#039;89 (1 Byte)&#039;&#039;&#039; - BLASTER LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;90 (1 Byte)&#039;&#039;&#039; - BLASTER BOMB&lt;br /&gt;
* &#039;&#039;&#039;91 (1 Byte)&#039;&#039;&#039; - SMALL LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;92 (1 Byte)&#039;&#039;&#039; - STUN MISSILE&lt;br /&gt;
* &#039;&#039;&#039;93 (1 Byte)&#039;&#039;&#039; - ALIEN GRENADE&lt;br /&gt;
* &#039;&#039;&#039;94 (1 Byte)&#039;&#039;&#039; - ELERIUM-115&lt;br /&gt;
* &#039;&#039;&#039;95 (1 Byte)&#039;&#039;&#039; - MIND PROBE&lt;br /&gt;
* &#039;&#039;&#039;96 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;97 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;98 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* Offsets 99-103 are unknown&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
There are 50 records each having 110 bytes long for a file size of 5,500 bytes.  Unless otherwise noted, all values and offsets are in Hex; 2-byte values are signed little-endian integers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
{| {{stdtable}}&lt;br /&gt;
! Human !! Alien&lt;br /&gt;
|-         &lt;br /&gt;
| 0 - Triton || 5 - Survey Ship&lt;br /&gt;
|-         &lt;br /&gt;
| 1 - Hammerhead || 6 - Escort&lt;br /&gt;
|-         &lt;br /&gt;
| 2 - Leviathan || 7 - Cruiser&lt;br /&gt;
|-         &lt;br /&gt;
| 3 - Barracuda || 8 - Heavy Cruiser&lt;br /&gt;
|-         &lt;br /&gt;
| 4 - Manta || 9 - Hunter&lt;br /&gt;
|-         &lt;br /&gt;
| || A - Battleship&lt;br /&gt;
|-         &lt;br /&gt;
| || B - Dreadnought&lt;br /&gt;
|-         &lt;br /&gt;
| || C - Fleet Supply Cruiser&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | FF - Entry Not Used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Manta does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
  0 - Ajax Launcher&lt;br /&gt;
  1 - D.U.P. Head Launcher&lt;br /&gt;
  2 - Craft Gas Cannon&lt;br /&gt;
  3 - P.W.T. Cannon&lt;br /&gt;
  4 - Gauss Cannon&lt;br /&gt;
  5 - Sonic Wave&lt;br /&gt;
 FF - No Weapon&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3&#039;&#039;&#039; - Left Ammo Quantity* &lt;br /&gt;
* &#039;&#039;&#039;4&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - USOs normally get this value, have no idea what it represents.&lt;br /&gt;
* &#039;&#039;&#039;5&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-3C&#039;&#039;&#039; - Items on sub.&lt;br /&gt;
  6 - Coelacanth/G. Cannon&lt;br /&gt;
  7 - Coelacanth/Aqua Jet&lt;br /&gt;
  8 - Coelacanth/Gauss&lt;br /&gt;
  9 - Displacer /Sonic&lt;br /&gt;
  A - Displacer /P.W.T.&lt;br /&gt;
  B - Dart Gun&lt;br /&gt;
  C -  Dart Clip&lt;br /&gt;
  D - Jet Harpoon&lt;br /&gt;
  E -  Harpoon Clip&lt;br /&gt;
  F - Gas Cannon&lt;br /&gt;
 10 -  GC-AP Bolts&lt;br /&gt;
 11 -  GC-HE Bolts&lt;br /&gt;
 12 -  GC-Phosphorous Bolts&lt;br /&gt;
 13 - Hydro-Jet Cannon&lt;br /&gt;
 14 -  HJ-AP Ammo&lt;br /&gt;
 15 -  HJ-HE Ammo&lt;br /&gt;
 16 -  HJ-P Ammo&lt;br /&gt;
 17 - Torpedo Launcher&lt;br /&gt;
 18 -  Small Torpedo&lt;br /&gt;
 19 -  Large Torpedo&lt;br /&gt;
 1A -  Phosphor Torpedo&lt;br /&gt;
 1B - Gauss Pistol&lt;br /&gt;
 1C - Gauss Rifle&lt;br /&gt;
 1D - Heavy Gauss&lt;br /&gt;
 1E -  Gauss Pistol Clip&lt;br /&gt;
 1F -  Gauss Rifle Clip&lt;br /&gt;
 20 -  Heavy Gauss Clip&lt;br /&gt;
 21 - Magna-Blast Grenade&lt;br /&gt;
 22 - Dye Grenade&lt;br /&gt;
 23 - Particle Disturbance Grenade&lt;br /&gt;
 24 - Magna-Pack Explosive&lt;br /&gt;
 25 - Particle Disturbance Sensor&lt;br /&gt;
 26 - Medi-Kit&lt;br /&gt;
 27 - M.C. Disruptor&lt;br /&gt;
 28 - Thermal Tazer&lt;br /&gt;
 29 - Chemical Flare&lt;br /&gt;
 2A - Vibro Blade&lt;br /&gt;
 2B - Thermic Lance&lt;br /&gt;
 2C - Heavy Thermic Lance&lt;br /&gt;
 2D - Sonic Cannon&lt;br /&gt;
 2E -  Cannon Power Clip&lt;br /&gt;
 2F - Sonic-Blasta Rifle&lt;br /&gt;
 30 -  Blasta Power Clip&lt;br /&gt;
 31 - Sonic Pistol&lt;br /&gt;
 32 -  Pistol Power Clip&lt;br /&gt;
 33 - Disruptor Pulse Launcher&lt;br /&gt;
 34 -  Disruptor Ammo&lt;br /&gt;
 35 - Thermal Shok Launcher&lt;br /&gt;
 36 -  Thermal Shok Bomb&lt;br /&gt;
 37 - Sonic Pulser&lt;br /&gt;
 38 - &#039;&#039;(Unused)&#039;&#039;&lt;br /&gt;
 39 - M.C. Reader&lt;br /&gt;
 3A -  Gauss Pistol Clip&lt;br /&gt;
 3B -  Gauss Rifle Clip&lt;br /&gt;
 3C -  Heavy Gauss Clip&lt;br /&gt;
* &#039;&#039;&#039;3D&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;3E-3F&#039;&#039;&#039; - Right Ammo*&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;40-41&#039;&#039;&#039; - Unknown.&lt;br /&gt;
* &#039;&#039;&#039;42-43&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the craft&#039;s damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;44-45&#039;&#039;&#039; - Depth of craft.&lt;br /&gt;
 0 - Touched Down *&lt;br /&gt;
 1 - Shallow&lt;br /&gt;
 2 - Normal&lt;br /&gt;
 3 - Deep&lt;br /&gt;
 4 - Very Deep&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is moving and you change it to this value the depth will correct itself automatically. Speed must also be edited to 0 for the change in depth to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;46-47&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;48-49&#039;&#039;&#039; - Unknown - activity type?&lt;br /&gt;
* &#039;&#039;&#039;4A-4B&#039;&#039;&#039; - Unknown - goes to 0 when tracking a target but not attacking.&lt;br /&gt;
* &#039;&#039;&#039;4C-4D&#039;&#039;&#039; - Destination coordinates, horizontal.&lt;br /&gt;
* &#039;&#039;&#039;4E-4F&#039;&#039;&#039; - Destination coordinates, vertical.&lt;br /&gt;
* &#039;&#039;&#039;50-51&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;52-53&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;54-55&#039;&#039;&#039; - Mission type craft is on.&lt;br /&gt;
 0 - Alien Probe Mission&lt;br /&gt;
 1 - Alien Interdiction&lt;br /&gt;
 2 - Alien Resource Raid&lt;br /&gt;
 3 - Alien Infiltration&lt;br /&gt;
 4 - Alien Colony Expansion&lt;br /&gt;
 5 - Alien Surface Attacks&lt;br /&gt;
 6 - Floating Base Attack&lt;br /&gt;
 7 - Colony Supply Missions&lt;br /&gt;
* &#039;&#039;&#039;56-57&#039;&#039;&#039; - Zone where mission is being carried out.&lt;br /&gt;
 0 - North Atlantic&lt;br /&gt;
 1 - South Atlantic&lt;br /&gt;
 2 - North Pacific&lt;br /&gt;
 3 - South Pacific&lt;br /&gt;
 4 - Mediterranean&lt;br /&gt;
 5 - South China Sea&lt;br /&gt;
 6 - Indian Ocean&lt;br /&gt;
 7 - Sea of Japan&lt;br /&gt;
 8 - North Sea&lt;br /&gt;
 9 - Caribbean&lt;br /&gt;
 A - Antarctic&lt;br /&gt;
 B - Arctic&lt;br /&gt;
 C - Eurasia&lt;br /&gt;
 D - North America&lt;br /&gt;
 E - Africa&lt;br /&gt;
* &#039;&#039;&#039;5C-5D&#039;&#039;&#039; - Primary Alien Race found on craft.&lt;br /&gt;
 0  - Aquatoid&lt;br /&gt;
 1  - Gill Man&lt;br /&gt;
 2  - Lobster Man&lt;br /&gt;
 3  - Tasoth&lt;br /&gt;
 4+ - Mixed&lt;br /&gt;
* &#039;&#039;&#039;62-63&#039;&#039;&#039; - Craft status.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;64&#039;&#039;&#039; - Bit Flags.&lt;br /&gt;
 40 - Show full Transmission Resolver data&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;68-69&#039;&#039;&#039; - Touchdown depth (see entry at 44-45 for possible values).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(The following are mostly taken from the UFO version and new values have been inserted as appropriate, but the presence and location within CRAFT.DAT has not yet been determined in TFTD.)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[LOC.DAT]] - For information on the position the craft are at&lt;br /&gt;
* [[GEODATA.DAT]] - Contains information about the craft(s) used in combat&lt;br /&gt;
* [http://www.stonepool.com/xcom/hacking/craft.html Hatfarm&#039;s website] where most, if not all of this information was gathered from&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15020</id>
		<title>CRAFT.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15020"/>
		<updated>2008-04-06T23:04:21Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* TFTD Structure */ More info added based on RE&amp;#039;d code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file contains information specific to the crafts in the game. Both XCom and Alien crafts (including hidden ones) are in this file, though the values for the alien craft are still shrouded in mystery.&lt;br /&gt;
&lt;br /&gt;
==UFO Structure==&lt;br /&gt;
There are 50 records each having 104 bytes long for a maximum file size of 5,200 bytes. All offsets and values are in decimal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0 (1 Byte)&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
     *HUMAN*          *ALIEN*         &lt;br /&gt;
 0 - Skyranger     5 - Small Scout      255 - Entry Not Used&lt;br /&gt;
 1 - Lightning     6 - Medium Scout&lt;br /&gt;
 2 - Avenger       7 - Large Scout&lt;br /&gt;
 3 - Interceptor   8 - Harvester&lt;br /&gt;
 4 - Firestorm     9 - Abductor&lt;br /&gt;
                  10 - Terror Ship&lt;br /&gt;
                  11 - Battleship&lt;br /&gt;
                  12 - Supply Ship&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Lightning does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
 0 - Stingray&lt;br /&gt;
 1 - Avalanche&lt;br /&gt;
 2 - Cannon&lt;br /&gt;
 3 - Fusion Ball&lt;br /&gt;
 4 - Laser Cannon&lt;br /&gt;
 5 - Plasma Cannon&lt;br /&gt;
 255 - No Weapon&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 (1 Byte)&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3 (2 Bytes)&#039;&#039;&#039; - Left Ammo* &lt;br /&gt;
* &#039;&#039;&#039;4 (1 Byte)&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - UFO&#039;s normally get this value, have no idea what it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 (1 Byte)&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-7 (2 Bytes)&#039;&#039;&#039; - Right Ammo*&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Offsets 8 - 9 are unknown (probably 2 Bytes).&lt;br /&gt;
* &#039;&#039;&#039;10-11 (2 Bytes)&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the crafts damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;12-13 (2 Bytes)&#039;&#039;&#039; - Altitude of craft. Is a index within [[ENGLISH.DAT]] for string.&lt;br /&gt;
 0 = GROUND *&lt;br /&gt;
 1 = VERY LOW&lt;br /&gt;
 2 = LOW&lt;br /&gt;
 3 = HIGH&lt;br /&gt;
 4 = VERY HIGH&lt;br /&gt;
 5 = Detected&lt;br /&gt;
 6 = SIZE&lt;br /&gt;
 etc&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is airborne and you change it to this value the altitude will remain the same. Speed must be edited to 0 for the change to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;14-15 (2 Bytes)&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;16-17 (2 Bytes)&#039;&#039;&#039; - Unknown, but when an intercept screen is minimized, this changes to a value of 6.&lt;br /&gt;
* &#039;&#039;&#039;18-19 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;20-21 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;22-23 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;24-25 (2 Bytes)&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;26 (1 Byte?)&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;27 (1 Byte?)&#039;&#039;&#039; - Probably the high bit for the LOC.DAT index&lt;br /&gt;
* &#039;&#039;&#039;28-29 (2 Bytes)&#039;&#039;&#039; - Mission type craft is on. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Alien Research&lt;br /&gt;
 1 = Alien Harvest&lt;br /&gt;
 2 = Alien Abduction&lt;br /&gt;
 3 = Alien Infiltration&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Alien Terror&lt;br /&gt;
 6 = Alien Retaliation&lt;br /&gt;
 7 = Alien Supply&lt;br /&gt;
 8 = Pistol&lt;br /&gt;
 etc&lt;br /&gt;
* &#039;&#039;&#039;30-31 (2 Bytes)&#039;&#039;&#039; - Zone where mission is being carried out. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = North America&lt;br /&gt;
 1 = Arctic&lt;br /&gt;
 2 = Antarctica&lt;br /&gt;
 3 = South America&lt;br /&gt;
 4 = Europe&lt;br /&gt;
 5 = North Africa&lt;br /&gt;
 6 = Southern Africa&lt;br /&gt;
 7 = Central Asia&lt;br /&gt;
 8 = South East Asia&lt;br /&gt;
 9 = Siberia&lt;br /&gt;
 10 = Australasia&lt;br /&gt;
 11 = Pacific&lt;br /&gt;
 12 = North Atlantic&lt;br /&gt;
 13 = South Atlantic *&lt;br /&gt;
 14 = Indian Ocean *&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Unused zones.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;32-33 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;34-35 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;36-37 (2 Bytes)&#039;&#039;&#039; - Alien Race found on craft. Is index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Sectoid&lt;br /&gt;
 1 = Snakeman&lt;br /&gt;
 2 = Ethereal&lt;br /&gt;
 3 = Muton&lt;br /&gt;
 4 = Floater&lt;br /&gt;
 5 = Celatid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 6 = Silacoid&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
 7 = Chryssalid&lt;br /&gt;
 8 = Reaper&lt;br /&gt;
 9 = Sectopod&lt;br /&gt;
 10 = Cyberdisc&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Editing Celatids as a main race works and sometimes a Silacoid shows up as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Values 6 or greater produce unpredictable results. Usually the mission crashes (probably due to rank problems) but when it doesn&#039;t there are strange issues.&lt;br /&gt;
* &#039;&#039;&#039;38-39 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;40-41 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;42-43 (2 Bytes)&#039;&#039;&#039; - Craft status. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
&lt;br /&gt;
The rest of the known values detail the items on board of the craft. 49-98 refer to offsets 0-49 in [[OBDATA.DAT]].&lt;br /&gt;
* &#039;&#039;&#039;44 (1 Byte)&#039;&#039;&#039; - Tank/Cannon&lt;br /&gt;
* &#039;&#039;&#039;45 (1 Byte)&#039;&#039;&#039; - Tank/Rocket Launcher&lt;br /&gt;
* &#039;&#039;&#039;46 (1 Byte)&#039;&#039;&#039; - Tank/Laser Cannon&lt;br /&gt;
* &#039;&#039;&#039;47 (1 Byte)&#039;&#039;&#039; - Hover Tank/Plasma&lt;br /&gt;
* &#039;&#039;&#039;48 (1 Byte)&#039;&#039;&#039; - Hover Tank/Launcher&lt;br /&gt;
* &#039;&#039;&#039;49 (1 Byte)&#039;&#039;&#039; - PISTOL&lt;br /&gt;
* &#039;&#039;&#039;50 (1 Byte)&#039;&#039;&#039; - PISTOL CLIP&lt;br /&gt;
* &#039;&#039;&#039;51 (1 Byte)&#039;&#039;&#039; - RIFLE&lt;br /&gt;
* &#039;&#039;&#039;52 (1 Byte)&#039;&#039;&#039; - RIFLE CLIP&lt;br /&gt;
* &#039;&#039;&#039;53 (1 Byte)&#039;&#039;&#039; - HEAVY CANNON&lt;br /&gt;
* &#039;&#039;&#039;54 (1 Byte)&#039;&#039;&#039; - CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;55 (1 Byte)&#039;&#039;&#039; - CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;56 (1 Byte)&#039;&#039;&#039; - CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;57 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON&lt;br /&gt;
* &#039;&#039;&#039;58 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;59 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;60 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;61 (1 Byte)&#039;&#039;&#039; - ROCKET LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;62 (1 Byte)&#039;&#039;&#039; - SMALL ROCKET&lt;br /&gt;
* &#039;&#039;&#039;63 (1 Byte)&#039;&#039;&#039; - LARGE ROCKET&lt;br /&gt;
* &#039;&#039;&#039;64 (1 Byte)&#039;&#039;&#039; - INCENDIARY ROCKET&lt;br /&gt;
* &#039;&#039;&#039;65 (1 Byte)&#039;&#039;&#039; - LASER PISTOL&lt;br /&gt;
* &#039;&#039;&#039;66 (1 Byte)&#039;&#039;&#039; - LASER GUN&lt;br /&gt;
* &#039;&#039;&#039;67 (1 Byte)&#039;&#039;&#039; - HEAVY LASER&lt;br /&gt;
* &#039;&#039;&#039;68 (1 Byte)&#039;&#039;&#039; - GRENADE&lt;br /&gt;
* &#039;&#039;&#039;69 (1 Byte)&#039;&#039;&#039; - SMOKE GRENADE&lt;br /&gt;
* &#039;&#039;&#039;70 (1 Byte)&#039;&#039;&#039; - PROXIMITY GRENADE&lt;br /&gt;
* &#039;&#039;&#039;71 (1 Byte)&#039;&#039;&#039; - HIGH EXPLOSIVE&lt;br /&gt;
* &#039;&#039;&#039;72 (1 Byte)&#039;&#039;&#039; - MOTION SCANNER&lt;br /&gt;
* &#039;&#039;&#039;73 (1 Byte)&#039;&#039;&#039; - MEDI-KIT&lt;br /&gt;
* &#039;&#039;&#039;74 (1 Byte)&#039;&#039;&#039; - PSI-AMP&lt;br /&gt;
* &#039;&#039;&#039;75 (1 Byte)&#039;&#039;&#039; - STUN ROD&lt;br /&gt;
* &#039;&#039;&#039;76 (1 Byte)&#039;&#039;&#039; - Flare&lt;br /&gt;
* &#039;&#039;&#039;77 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;78 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;79 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;80 (1 Byte)&#039;&#039;&#039; - CORPSE&lt;br /&gt;
* &#039;&#039;&#039;81 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; ARMOUR&lt;br /&gt;
* &#039;&#039;&#039;82 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; POWER SUIT&lt;br /&gt;
* &#039;&#039;&#039;83 (1 Byte)&#039;&#039;&#039; - Heavy Plasma&lt;br /&gt;
* &#039;&#039;&#039;84 (1 Byte)&#039;&#039;&#039; - Heavy Plasma Clip&lt;br /&gt;
* &#039;&#039;&#039;85 (1 Byte)&#039;&#039;&#039; - Plasma Rifle&lt;br /&gt;
* &#039;&#039;&#039;86 (1 Byte)&#039;&#039;&#039; - Plasma Rifle Clip&lt;br /&gt;
* &#039;&#039;&#039;87 (1 Byte)&#039;&#039;&#039; - Plasma Pistol&lt;br /&gt;
* &#039;&#039;&#039;88 (1 Byte)&#039;&#039;&#039; - Plasma Pistol Clip&lt;br /&gt;
* &#039;&#039;&#039;89 (1 Byte)&#039;&#039;&#039; - BLASTER LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;90 (1 Byte)&#039;&#039;&#039; - BLASTER BOMB&lt;br /&gt;
* &#039;&#039;&#039;91 (1 Byte)&#039;&#039;&#039; - SMALL LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;92 (1 Byte)&#039;&#039;&#039; - STUN MISSILE&lt;br /&gt;
* &#039;&#039;&#039;93 (1 Byte)&#039;&#039;&#039; - ALIEN GRENADE&lt;br /&gt;
* &#039;&#039;&#039;94 (1 Byte)&#039;&#039;&#039; - ELERIUM-115&lt;br /&gt;
* &#039;&#039;&#039;95 (1 Byte)&#039;&#039;&#039; - MIND PROBE&lt;br /&gt;
* &#039;&#039;&#039;96 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;97 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;98 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* Offsets 99-103 are unknown&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
&#039;&#039;(Preliminary Save - currently being edited.)&#039;&#039;&lt;br /&gt;
There are 50 records each having 110 bytes long for a file size of 5,500 bytes.  Unless otherwise noted, all values and offsets are in Hex; 2-byte values are signed little-endian integers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
{| {{stdtable}}&lt;br /&gt;
! Human !! Alien&lt;br /&gt;
|-         &lt;br /&gt;
| 0 - Triton || 5 - Survey Ship&lt;br /&gt;
|-         &lt;br /&gt;
| 1 - Hammerhead || 6 - Escort&lt;br /&gt;
|-         &lt;br /&gt;
| 2 - Leviathan || 7 - Cruiser&lt;br /&gt;
|-         &lt;br /&gt;
| 3 - Barracuda || 8 - Heavy Cruiser&lt;br /&gt;
|-         &lt;br /&gt;
| 4 - Manta || 9 - Hunter&lt;br /&gt;
|-         &lt;br /&gt;
| || A - Battleship&lt;br /&gt;
|-         &lt;br /&gt;
| || B - Dreadnought&lt;br /&gt;
|-         &lt;br /&gt;
| || C - Fleet Supply Cruiser&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | FF - Entry Not Used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Manta does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
  0 - Ajax Launcher&lt;br /&gt;
  1 - D.U.P. Head Launcher&lt;br /&gt;
  2 - Craft Gas Cannon&lt;br /&gt;
  3 - P.W.T. Cannon&lt;br /&gt;
  4 - Gauss Cannon&lt;br /&gt;
  5 - Sonic Wave&lt;br /&gt;
 FF - No Weapon&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3&#039;&#039;&#039; - Left Ammo Quantity* &lt;br /&gt;
* &#039;&#039;&#039;4&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - USOs normally get this value, have no idea what it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039; - Right Ammo*&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;8-41&#039;&#039;&#039; - Seems to be items on sub - needs to be verified and updated for TFTD.&lt;br /&gt;
* &#039;&#039;&#039;42-43&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the craft&#039;s damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;44-45&#039;&#039;&#039; - Depth of craft.&lt;br /&gt;
 0 - Touched Down *&lt;br /&gt;
 1 - Shallow&lt;br /&gt;
 2 - Normal&lt;br /&gt;
 3 - Deep&lt;br /&gt;
 4 - Very Deep&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is moving and you change it to this value the depth will correct itself automatically. Speed must also be edited to 0 for the change in depth to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;46-47&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;48-49&#039;&#039;&#039; - Unknown - activity type?&lt;br /&gt;
* &#039;&#039;&#039;4A-4B&#039;&#039;&#039; - Unknown - goes to 0 when tracking a target but not attacking.&lt;br /&gt;
* &#039;&#039;&#039;4C-4D&#039;&#039;&#039; - Destination coordinates, horizontal.&lt;br /&gt;
* &#039;&#039;&#039;4E-4F&#039;&#039;&#039; - Destination coordinates, vertical.&lt;br /&gt;
* &#039;&#039;&#039;50-51&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;52-53&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;54-55&#039;&#039;&#039; - Mission type craft is on.&lt;br /&gt;
 0 - Alien Probe Mission&lt;br /&gt;
 1 - Alien Interdiction&lt;br /&gt;
 2 - Alien Resource Raid&lt;br /&gt;
 3 - Alien Infiltration&lt;br /&gt;
 4 - Alien Colony Expansion&lt;br /&gt;
 5 - Alien Surface Attacks&lt;br /&gt;
 6 - Floating Base Attack&lt;br /&gt;
 7 - Colony Supply Missions&lt;br /&gt;
* &#039;&#039;&#039;56-57&#039;&#039;&#039; - Zone where mission is being carried out.&lt;br /&gt;
 0 - North Atlantic&lt;br /&gt;
 1 - South Atlantic&lt;br /&gt;
 2 - North Pacific&lt;br /&gt;
 3 - South Pacific&lt;br /&gt;
 4 - Mediterranean&lt;br /&gt;
 5 - South China Sea&lt;br /&gt;
 6 - Indian Ocean&lt;br /&gt;
 7 - Sea of Japan&lt;br /&gt;
 8 - North Sea&lt;br /&gt;
 9 - Caribbean&lt;br /&gt;
 A - Antarctic&lt;br /&gt;
 B - Arctic&lt;br /&gt;
 C - Eurasia&lt;br /&gt;
 D - North America&lt;br /&gt;
 E - Africa&lt;br /&gt;
* &#039;&#039;&#039;5C-5D&#039;&#039;&#039; - Primary Alien Race found on craft.&lt;br /&gt;
 0  - Aquatoid&lt;br /&gt;
 1  - Gill Man&lt;br /&gt;
 2  - Lobster Man&lt;br /&gt;
 3  - Tasoth&lt;br /&gt;
 4+ - Mixed&lt;br /&gt;
* &#039;&#039;&#039;62-63&#039;&#039;&#039; - Craft status.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;64&#039;&#039;&#039; - Bit Flags.&lt;br /&gt;
 40 - Show full Transmission Resolver data&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;68-69&#039;&#039;&#039; - Touchdown depth (see entry at 44-45 for possible values).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(The following are mostly taken from the UFO version and new values have been inserted as appropriate, but the presence and location within CRAFT.DAT has not yet been determined in TFTD.)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[LOC.DAT]] - For information on the position the craft are at&lt;br /&gt;
* [[GEODATA.DAT]] - Contains information about the craft(s) used in combat&lt;br /&gt;
* [http://www.stonepool.com/xcom/hacking/craft.html Hatfarm&#039;s website] where most, if not all of this information was gathered from&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15018</id>
		<title>CRAFT.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15018"/>
		<updated>2008-04-06T20:17:16Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* TFTD Structure */ Needs more work, will come back to this later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file contains information specific to the crafts in the game. Both XCom and Alien crafts (including hidden ones) are in this file, though the values for the alien craft are still shrouded in mystery.&lt;br /&gt;
&lt;br /&gt;
==UFO Structure==&lt;br /&gt;
There are 50 records each having 104 bytes long for a maximum file size of 5,200 bytes. All offsets and values are in decimal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0 (1 Byte)&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
     *HUMAN*          *ALIEN*         &lt;br /&gt;
 0 - Skyranger     5 - Small Scout      255 - Entry Not Used&lt;br /&gt;
 1 - Lightning     6 - Medium Scout&lt;br /&gt;
 2 - Avenger       7 - Large Scout&lt;br /&gt;
 3 - Interceptor   8 - Harvester&lt;br /&gt;
 4 - Firestorm     9 - Abductor&lt;br /&gt;
                  10 - Terror Ship&lt;br /&gt;
                  11 - Battleship&lt;br /&gt;
                  12 - Supply Ship&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Lightning does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
 0 - Stingray&lt;br /&gt;
 1 - Avalanche&lt;br /&gt;
 2 - Cannon&lt;br /&gt;
 3 - Fusion Ball&lt;br /&gt;
 4 - Laser Cannon&lt;br /&gt;
 5 - Plasma Cannon&lt;br /&gt;
 255 - No Weapon&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 (1 Byte)&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3 (2 Bytes)&#039;&#039;&#039; - Left Ammo* &lt;br /&gt;
* &#039;&#039;&#039;4 (1 Byte)&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - UFO&#039;s normally get this value, have no idea what it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 (1 Byte)&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-7 (2 Bytes)&#039;&#039;&#039; - Right Ammo*&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Offsets 8 - 9 are unknown (probably 2 Bytes).&lt;br /&gt;
* &#039;&#039;&#039;10-11 (2 Bytes)&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the crafts damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;12-13 (2 Bytes)&#039;&#039;&#039; - Altitude of craft. Is a index within [[ENGLISH.DAT]] for string.&lt;br /&gt;
 0 = GROUND *&lt;br /&gt;
 1 = VERY LOW&lt;br /&gt;
 2 = LOW&lt;br /&gt;
 3 = HIGH&lt;br /&gt;
 4 = VERY HIGH&lt;br /&gt;
 5 = Detected&lt;br /&gt;
 6 = SIZE&lt;br /&gt;
 etc&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is airborne and you change it to this value the altitude will remain the same. Speed must be edited to 0 for the change to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;14-15 (2 Bytes)&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;16-17 (2 Bytes)&#039;&#039;&#039; - Unknown, but when an intercept screen is minimized, this changes to a value of 6.&lt;br /&gt;
* &#039;&#039;&#039;18-19 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;20-21 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;22-23 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;24-25 (2 Bytes)&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;26 (1 Byte?)&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;27 (1 Byte?)&#039;&#039;&#039; - Probably the high bit for the LOC.DAT index&lt;br /&gt;
* &#039;&#039;&#039;28-29 (2 Bytes)&#039;&#039;&#039; - Mission type craft is on. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Alien Research&lt;br /&gt;
 1 = Alien Harvest&lt;br /&gt;
 2 = Alien Abduction&lt;br /&gt;
 3 = Alien Infiltration&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Alien Terror&lt;br /&gt;
 6 = Alien Retaliation&lt;br /&gt;
 7 = Alien Supply&lt;br /&gt;
 8 = Pistol&lt;br /&gt;
 etc&lt;br /&gt;
* &#039;&#039;&#039;30-31 (2 Bytes)&#039;&#039;&#039; - Zone where mission is being carried out. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = North America&lt;br /&gt;
 1 = Arctic&lt;br /&gt;
 2 = Antarctica&lt;br /&gt;
 3 = South America&lt;br /&gt;
 4 = Europe&lt;br /&gt;
 5 = North Africa&lt;br /&gt;
 6 = Southern Africa&lt;br /&gt;
 7 = Central Asia&lt;br /&gt;
 8 = South East Asia&lt;br /&gt;
 9 = Siberia&lt;br /&gt;
 10 = Australasia&lt;br /&gt;
 11 = Pacific&lt;br /&gt;
 12 = North Atlantic&lt;br /&gt;
 13 = South Atlantic *&lt;br /&gt;
 14 = Indian Ocean *&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Unused zones.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;32-33 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;34-35 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;36-37 (2 Bytes)&#039;&#039;&#039; - Alien Race found on craft. Is index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Sectoid&lt;br /&gt;
 1 = Snakeman&lt;br /&gt;
 2 = Ethereal&lt;br /&gt;
 3 = Muton&lt;br /&gt;
 4 = Floater&lt;br /&gt;
 5 = Celatid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 6 = Silacoid&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
 7 = Chryssalid&lt;br /&gt;
 8 = Reaper&lt;br /&gt;
 9 = Sectopod&lt;br /&gt;
 10 = Cyberdisc&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Editing Celatids as a main race works and sometimes a Silacoid shows up as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Values 6 or greater produce unpredictable results. Usually the mission crashes (probably due to rank problems) but when it doesn&#039;t there are strange issues.&lt;br /&gt;
* &#039;&#039;&#039;38-39 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;40-41 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;42-43 (2 Bytes)&#039;&#039;&#039; - Craft status. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
&lt;br /&gt;
The rest of the known values detail the items on board of the craft. 49-98 refer to offsets 0-49 in [[OBDATA.DAT]].&lt;br /&gt;
* &#039;&#039;&#039;44 (1 Byte)&#039;&#039;&#039; - Tank/Cannon&lt;br /&gt;
* &#039;&#039;&#039;45 (1 Byte)&#039;&#039;&#039; - Tank/Rocket Launcher&lt;br /&gt;
* &#039;&#039;&#039;46 (1 Byte)&#039;&#039;&#039; - Tank/Laser Cannon&lt;br /&gt;
* &#039;&#039;&#039;47 (1 Byte)&#039;&#039;&#039; - Hover Tank/Plasma&lt;br /&gt;
* &#039;&#039;&#039;48 (1 Byte)&#039;&#039;&#039; - Hover Tank/Launcher&lt;br /&gt;
* &#039;&#039;&#039;49 (1 Byte)&#039;&#039;&#039; - PISTOL&lt;br /&gt;
* &#039;&#039;&#039;50 (1 Byte)&#039;&#039;&#039; - PISTOL CLIP&lt;br /&gt;
* &#039;&#039;&#039;51 (1 Byte)&#039;&#039;&#039; - RIFLE&lt;br /&gt;
* &#039;&#039;&#039;52 (1 Byte)&#039;&#039;&#039; - RIFLE CLIP&lt;br /&gt;
* &#039;&#039;&#039;53 (1 Byte)&#039;&#039;&#039; - HEAVY CANNON&lt;br /&gt;
* &#039;&#039;&#039;54 (1 Byte)&#039;&#039;&#039; - CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;55 (1 Byte)&#039;&#039;&#039; - CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;56 (1 Byte)&#039;&#039;&#039; - CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;57 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON&lt;br /&gt;
* &#039;&#039;&#039;58 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;59 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;60 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;61 (1 Byte)&#039;&#039;&#039; - ROCKET LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;62 (1 Byte)&#039;&#039;&#039; - SMALL ROCKET&lt;br /&gt;
* &#039;&#039;&#039;63 (1 Byte)&#039;&#039;&#039; - LARGE ROCKET&lt;br /&gt;
* &#039;&#039;&#039;64 (1 Byte)&#039;&#039;&#039; - INCENDIARY ROCKET&lt;br /&gt;
* &#039;&#039;&#039;65 (1 Byte)&#039;&#039;&#039; - LASER PISTOL&lt;br /&gt;
* &#039;&#039;&#039;66 (1 Byte)&#039;&#039;&#039; - LASER GUN&lt;br /&gt;
* &#039;&#039;&#039;67 (1 Byte)&#039;&#039;&#039; - HEAVY LASER&lt;br /&gt;
* &#039;&#039;&#039;68 (1 Byte)&#039;&#039;&#039; - GRENADE&lt;br /&gt;
* &#039;&#039;&#039;69 (1 Byte)&#039;&#039;&#039; - SMOKE GRENADE&lt;br /&gt;
* &#039;&#039;&#039;70 (1 Byte)&#039;&#039;&#039; - PROXIMITY GRENADE&lt;br /&gt;
* &#039;&#039;&#039;71 (1 Byte)&#039;&#039;&#039; - HIGH EXPLOSIVE&lt;br /&gt;
* &#039;&#039;&#039;72 (1 Byte)&#039;&#039;&#039; - MOTION SCANNER&lt;br /&gt;
* &#039;&#039;&#039;73 (1 Byte)&#039;&#039;&#039; - MEDI-KIT&lt;br /&gt;
* &#039;&#039;&#039;74 (1 Byte)&#039;&#039;&#039; - PSI-AMP&lt;br /&gt;
* &#039;&#039;&#039;75 (1 Byte)&#039;&#039;&#039; - STUN ROD&lt;br /&gt;
* &#039;&#039;&#039;76 (1 Byte)&#039;&#039;&#039; - Flare&lt;br /&gt;
* &#039;&#039;&#039;77 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;78 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;79 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;80 (1 Byte)&#039;&#039;&#039; - CORPSE&lt;br /&gt;
* &#039;&#039;&#039;81 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; ARMOUR&lt;br /&gt;
* &#039;&#039;&#039;82 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; POWER SUIT&lt;br /&gt;
* &#039;&#039;&#039;83 (1 Byte)&#039;&#039;&#039; - Heavy Plasma&lt;br /&gt;
* &#039;&#039;&#039;84 (1 Byte)&#039;&#039;&#039; - Heavy Plasma Clip&lt;br /&gt;
* &#039;&#039;&#039;85 (1 Byte)&#039;&#039;&#039; - Plasma Rifle&lt;br /&gt;
* &#039;&#039;&#039;86 (1 Byte)&#039;&#039;&#039; - Plasma Rifle Clip&lt;br /&gt;
* &#039;&#039;&#039;87 (1 Byte)&#039;&#039;&#039; - Plasma Pistol&lt;br /&gt;
* &#039;&#039;&#039;88 (1 Byte)&#039;&#039;&#039; - Plasma Pistol Clip&lt;br /&gt;
* &#039;&#039;&#039;89 (1 Byte)&#039;&#039;&#039; - BLASTER LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;90 (1 Byte)&#039;&#039;&#039; - BLASTER BOMB&lt;br /&gt;
* &#039;&#039;&#039;91 (1 Byte)&#039;&#039;&#039; - SMALL LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;92 (1 Byte)&#039;&#039;&#039; - STUN MISSILE&lt;br /&gt;
* &#039;&#039;&#039;93 (1 Byte)&#039;&#039;&#039; - ALIEN GRENADE&lt;br /&gt;
* &#039;&#039;&#039;94 (1 Byte)&#039;&#039;&#039; - ELERIUM-115&lt;br /&gt;
* &#039;&#039;&#039;95 (1 Byte)&#039;&#039;&#039; - MIND PROBE&lt;br /&gt;
* &#039;&#039;&#039;96 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;97 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;98 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* Offsets 99-103 are unknown&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
&#039;&#039;(Preliminary Save - currently being edited.)&#039;&#039;&lt;br /&gt;
There are 50 records each having 110 bytes long for a file size of 5,500 bytes.  Unless otherwise noted, all values and offsets are in Hex; 2-byte values are signed little-endian integers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
{| {{stdtable}}&lt;br /&gt;
! Human !! Alien&lt;br /&gt;
|-         &lt;br /&gt;
| 0 - Triton || 5 - Survey Ship&lt;br /&gt;
|-         &lt;br /&gt;
| 1 - Hammerhead || 6 - Escort&lt;br /&gt;
|-         &lt;br /&gt;
| 2 - Leviathan || 7 - Cruiser&lt;br /&gt;
|-         &lt;br /&gt;
| 3 - Barracuda || 8 - Heavy Cruiser&lt;br /&gt;
|-         &lt;br /&gt;
| 4 - Manta || 9 - Hunter&lt;br /&gt;
|-         &lt;br /&gt;
| || A - Battleship&lt;br /&gt;
|-         &lt;br /&gt;
| || B - Dreadnought&lt;br /&gt;
|-         &lt;br /&gt;
| || C - Fleet Supply Cruiser&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | FF - Entry Not Used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Manta does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
  0 - Ajax Launcher&lt;br /&gt;
  1 - D.U.P. Head Launcher&lt;br /&gt;
  2 - Craft Gas Cannon&lt;br /&gt;
  3 - P.W.T. Cannon&lt;br /&gt;
  4 - Gauss Cannon&lt;br /&gt;
  5 - Sonic Wave&lt;br /&gt;
 FF - No Weapon&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3&#039;&#039;&#039; - Left Ammo Quantity* &lt;br /&gt;
* &#039;&#039;&#039;4&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - USOs normally get this value, have no idea what it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039; - Right Ammo*&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;8-41&#039;&#039;&#039; - Seems to be items on sub - needs to be verified and updated for TFTD.&lt;br /&gt;
* &#039;&#039;&#039;42-43&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the craft&#039;s damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;44-45&#039;&#039;&#039; - Depth of craft.&lt;br /&gt;
 0 - Touched Down *&lt;br /&gt;
 1 - Shallow&lt;br /&gt;
 2 - Normal&lt;br /&gt;
 3 - Deep&lt;br /&gt;
 4 - Very Deep&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is moving and you change it to this value the depth will correct itself automatically. Speed must also be edited to 0 for the change in depth to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;46-47&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;48-49&#039;&#039;&#039; - Unknown - activity type?&lt;br /&gt;
* &#039;&#039;&#039;4A-4B&#039;&#039;&#039; - Unknown - goes to 0 when tracking a target but not attacking.&lt;br /&gt;
* &#039;&#039;&#039;50-51&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;52-53&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;62-63&#039;&#039;&#039; - Craft status.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;68-69&#039;&#039;&#039; - Unknown - Related to USOs only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(The following are mostly taken from the UFO version and new values have been inserted as appropriate, but the presence and location within CRAFT.DAT has not yet been determined in TFTD.)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unknown Location&#039;&#039;&#039; - Mission type craft is on. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 - Alien Probe Mission&lt;br /&gt;
 1 - Alien Interdiction&lt;br /&gt;
 2 - Alien Resource Raid&lt;br /&gt;
 3 - Alien Infiltration&lt;br /&gt;
 4 - Alien Colony Expansion&lt;br /&gt;
 5 - Alien Surface Attacks&lt;br /&gt;
 6 - Floating Base Attack&lt;br /&gt;
 7 - Colony Supply Missions&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unknown Location&#039;&#039;&#039; - Sea where mission is being carried out.&lt;br /&gt;
 0 - North Atlantic&lt;br /&gt;
 1 - South Atlantic&lt;br /&gt;
 2 - North Pacific&lt;br /&gt;
 3 - South Pacific&lt;br /&gt;
 4 - Mediterranean&lt;br /&gt;
 5 - South China Sea&lt;br /&gt;
 6 - Indian Ocean&lt;br /&gt;
 7 - Sea of Japan&lt;br /&gt;
 8 - North Sea&lt;br /&gt;
 9 - Caribbean&lt;br /&gt;
 A - Antarctic&lt;br /&gt;
 B - Arctic&lt;br /&gt;
 C - Eurasia&lt;br /&gt;
 D - North America&lt;br /&gt;
 E - Africa&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unknown Location&#039;&#039;&#039; - Zone where mission is being carried out.&lt;br /&gt;
 0 - USA&lt;br /&gt;
 1 - Alaska&lt;br /&gt;
 2 - Euro-Syndicate&lt;br /&gt;
 3 - Arabian Bloc&lt;br /&gt;
 4 - Egyptian Cartel&lt;br /&gt;
 5 - Africa Corp&lt;br /&gt;
 6 - Brazilian Union&lt;br /&gt;
 7 - New Mexico&lt;br /&gt;
 8 - Asian Coalition&lt;br /&gt;
 9 - Scandinavia&lt;br /&gt;
 A - Neo-Japan&lt;br /&gt;
 B - Free China&lt;br /&gt;
 C - Australasia&lt;br /&gt;
 D - Fed Korea&lt;br /&gt;
 E - Eurasia&lt;br /&gt;
 F - Icelandic Union&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unknown Location&#039;&#039;&#039; - Primary Alien Race found on craft. (Possibly 5C-5D)&lt;br /&gt;
 0 - Aquatoid&lt;br /&gt;
 1 - Gill Man&lt;br /&gt;
 2 - Lobster Man&lt;br /&gt;
 3 - Tasoth&lt;br /&gt;
 4 - Calcinite&lt;br /&gt;
 5 - Deep One&lt;br /&gt;
 6 - Bio-Drone&lt;br /&gt;
 7 - Tentaculat&lt;br /&gt;
 8 - Triscene&lt;br /&gt;
 9 - Hallucinoid&lt;br /&gt;
 A - Xarquid&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[LOC.DAT]] - For information on the position the craft are at&lt;br /&gt;
* [[GEODATA.DAT]] - Contains information about the craft(s) used in combat&lt;br /&gt;
* [http://www.stonepool.com/xcom/hacking/craft.html Hatfarm&#039;s website] where most, if not all of this information was gathered from&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15017</id>
		<title>CRAFT.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=CRAFT.DAT&amp;diff=15017"/>
		<updated>2008-04-06T18:42:27Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* Structure */ Preliminary Save&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file contains information specific to the crafts in the game. Both XCom and Alien crafts (including hidden ones) are in this file, though the values for the alien craft are still shrouded in mystery.&lt;br /&gt;
&lt;br /&gt;
==UFO Structure==&lt;br /&gt;
There are 50 records each having 104 bytes long for a maximum file size of 5,200 bytes. All offsets and values are in decimal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0 (1 Byte)&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
     *HUMAN*          *ALIEN*         &lt;br /&gt;
 0 - Skyranger     5 - Small Scout      255 - Entry Not Used&lt;br /&gt;
 1 - Lightning     6 - Medium Scout&lt;br /&gt;
 2 - Avenger       7 - Large Scout&lt;br /&gt;
 3 - Interceptor   8 - Harvester&lt;br /&gt;
 4 - Firestorm     9 - Abductor&lt;br /&gt;
                  10 - Terror Ship&lt;br /&gt;
                  11 - Battleship&lt;br /&gt;
                  12 - Supply Ship&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Lightning does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
 0 - Stingray&lt;br /&gt;
 1 - Avalanche&lt;br /&gt;
 2 - Cannon&lt;br /&gt;
 3 - Fusion Ball&lt;br /&gt;
 4 - Laser Cannon&lt;br /&gt;
 5 - Plasma Cannon&lt;br /&gt;
 255 - No Weapon&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 (1 Byte)&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3 (2 Bytes)&#039;&#039;&#039; - Left Ammo* &lt;br /&gt;
* &#039;&#039;&#039;4 (1 Byte)&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - UFO&#039;s normally get this value, have no idea what it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 (1 Byte)&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-7 (2 Bytes)&#039;&#039;&#039; - Right Ammo*&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Offsets 8 - 9 are unknown (probably 2 Bytes).&lt;br /&gt;
* &#039;&#039;&#039;10-11 (2 Bytes)&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the crafts damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;12-13 (2 Bytes)&#039;&#039;&#039; - Altitude of craft. Is a index within [[ENGLISH.DAT]] for string.&lt;br /&gt;
 0 = GROUND *&lt;br /&gt;
 1 = VERY LOW&lt;br /&gt;
 2 = LOW&lt;br /&gt;
 3 = HIGH&lt;br /&gt;
 4 = VERY HIGH&lt;br /&gt;
 5 = Detected&lt;br /&gt;
 6 = SIZE&lt;br /&gt;
 etc&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is airborne and you change it to this value the altitude will remain the same. Speed must be edited to 0 for the change to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;14-15 (2 Bytes)&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;16-17 (2 Bytes)&#039;&#039;&#039; - Unknown, but when an intercept screen is minimized, this changes to a value of 6.&lt;br /&gt;
* &#039;&#039;&#039;18-19 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;20-21 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;22-23 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;24-25 (2 Bytes)&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;26 (1 Byte?)&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;27 (1 Byte?)&#039;&#039;&#039; - Probably the high bit for the LOC.DAT index&lt;br /&gt;
* &#039;&#039;&#039;28-29 (2 Bytes)&#039;&#039;&#039; - Mission type craft is on. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Alien Research&lt;br /&gt;
 1 = Alien Harvest&lt;br /&gt;
 2 = Alien Abduction&lt;br /&gt;
 3 = Alien Infiltration&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Alien Terror&lt;br /&gt;
 6 = Alien Retaliation&lt;br /&gt;
 7 = Alien Supply&lt;br /&gt;
 8 = Pistol&lt;br /&gt;
 etc&lt;br /&gt;
* &#039;&#039;&#039;30-31 (2 Bytes)&#039;&#039;&#039; - Zone where mission is being carried out. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = North America&lt;br /&gt;
 1 = Arctic&lt;br /&gt;
 2 = Antarctica&lt;br /&gt;
 3 = South America&lt;br /&gt;
 4 = Europe&lt;br /&gt;
 5 = North Africa&lt;br /&gt;
 6 = Southern Africa&lt;br /&gt;
 7 = Central Asia&lt;br /&gt;
 8 = South East Asia&lt;br /&gt;
 9 = Siberia&lt;br /&gt;
 10 = Australasia&lt;br /&gt;
 11 = Pacific&lt;br /&gt;
 12 = North Atlantic&lt;br /&gt;
 13 = South Atlantic *&lt;br /&gt;
 14 = Indian Ocean *&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Unused zones.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;32-33 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;34-35 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;36-37 (2 Bytes)&#039;&#039;&#039; - Alien Race found on craft. Is index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Sectoid&lt;br /&gt;
 1 = Snakeman&lt;br /&gt;
 2 = Ethereal&lt;br /&gt;
 3 = Muton&lt;br /&gt;
 4 = Floater&lt;br /&gt;
 5 = Celatid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 6 = Silacoid&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
 7 = Chryssalid&lt;br /&gt;
 8 = Reaper&lt;br /&gt;
 9 = Sectopod&lt;br /&gt;
 10 = Cyberdisc&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Editing Celatids as a main race works and sometimes a Silacoid shows up as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Values 6 or greater produce unpredictable results. Usually the mission crashes (probably due to rank problems) but when it doesn&#039;t there are strange issues.&lt;br /&gt;
* &#039;&#039;&#039;38-39 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;40-41 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;42-43 (2 Bytes)&#039;&#039;&#039; - Craft status. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
&lt;br /&gt;
The rest of the known values detail the items on board of the craft. 49-98 refer to offsets 0-49 in [[OBDATA.DAT]].&lt;br /&gt;
* &#039;&#039;&#039;44 (1 Byte)&#039;&#039;&#039; - Tank/Cannon&lt;br /&gt;
* &#039;&#039;&#039;45 (1 Byte)&#039;&#039;&#039; - Tank/Rocket Launcher&lt;br /&gt;
* &#039;&#039;&#039;46 (1 Byte)&#039;&#039;&#039; - Tank/Laser Cannon&lt;br /&gt;
* &#039;&#039;&#039;47 (1 Byte)&#039;&#039;&#039; - Hover Tank/Plasma&lt;br /&gt;
* &#039;&#039;&#039;48 (1 Byte)&#039;&#039;&#039; - Hover Tank/Launcher&lt;br /&gt;
* &#039;&#039;&#039;49 (1 Byte)&#039;&#039;&#039; - PISTOL&lt;br /&gt;
* &#039;&#039;&#039;50 (1 Byte)&#039;&#039;&#039; - PISTOL CLIP&lt;br /&gt;
* &#039;&#039;&#039;51 (1 Byte)&#039;&#039;&#039; - RIFLE&lt;br /&gt;
* &#039;&#039;&#039;52 (1 Byte)&#039;&#039;&#039; - RIFLE CLIP&lt;br /&gt;
* &#039;&#039;&#039;53 (1 Byte)&#039;&#039;&#039; - HEAVY CANNON&lt;br /&gt;
* &#039;&#039;&#039;54 (1 Byte)&#039;&#039;&#039; - CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;55 (1 Byte)&#039;&#039;&#039; - CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;56 (1 Byte)&#039;&#039;&#039; - CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;57 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON&lt;br /&gt;
* &#039;&#039;&#039;58 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;59 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;60 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;61 (1 Byte)&#039;&#039;&#039; - ROCKET LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;62 (1 Byte)&#039;&#039;&#039; - SMALL ROCKET&lt;br /&gt;
* &#039;&#039;&#039;63 (1 Byte)&#039;&#039;&#039; - LARGE ROCKET&lt;br /&gt;
* &#039;&#039;&#039;64 (1 Byte)&#039;&#039;&#039; - INCENDIARY ROCKET&lt;br /&gt;
* &#039;&#039;&#039;65 (1 Byte)&#039;&#039;&#039; - LASER PISTOL&lt;br /&gt;
* &#039;&#039;&#039;66 (1 Byte)&#039;&#039;&#039; - LASER GUN&lt;br /&gt;
* &#039;&#039;&#039;67 (1 Byte)&#039;&#039;&#039; - HEAVY LASER&lt;br /&gt;
* &#039;&#039;&#039;68 (1 Byte)&#039;&#039;&#039; - GRENADE&lt;br /&gt;
* &#039;&#039;&#039;69 (1 Byte)&#039;&#039;&#039; - SMOKE GRENADE&lt;br /&gt;
* &#039;&#039;&#039;70 (1 Byte)&#039;&#039;&#039; - PROXIMITY GRENADE&lt;br /&gt;
* &#039;&#039;&#039;71 (1 Byte)&#039;&#039;&#039; - HIGH EXPLOSIVE&lt;br /&gt;
* &#039;&#039;&#039;72 (1 Byte)&#039;&#039;&#039; - MOTION SCANNER&lt;br /&gt;
* &#039;&#039;&#039;73 (1 Byte)&#039;&#039;&#039; - MEDI-KIT&lt;br /&gt;
* &#039;&#039;&#039;74 (1 Byte)&#039;&#039;&#039; - PSI-AMP&lt;br /&gt;
* &#039;&#039;&#039;75 (1 Byte)&#039;&#039;&#039; - STUN ROD&lt;br /&gt;
* &#039;&#039;&#039;76 (1 Byte)&#039;&#039;&#039; - Flare&lt;br /&gt;
* &#039;&#039;&#039;77 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;78 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;79 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;80 (1 Byte)&#039;&#039;&#039; - CORPSE&lt;br /&gt;
* &#039;&#039;&#039;81 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; ARMOUR&lt;br /&gt;
* &#039;&#039;&#039;82 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; POWER SUIT&lt;br /&gt;
* &#039;&#039;&#039;83 (1 Byte)&#039;&#039;&#039; - Heavy Plasma&lt;br /&gt;
* &#039;&#039;&#039;84 (1 Byte)&#039;&#039;&#039; - Heavy Plasma Clip&lt;br /&gt;
* &#039;&#039;&#039;85 (1 Byte)&#039;&#039;&#039; - Plasma Rifle&lt;br /&gt;
* &#039;&#039;&#039;86 (1 Byte)&#039;&#039;&#039; - Plasma Rifle Clip&lt;br /&gt;
* &#039;&#039;&#039;87 (1 Byte)&#039;&#039;&#039; - Plasma Pistol&lt;br /&gt;
* &#039;&#039;&#039;88 (1 Byte)&#039;&#039;&#039; - Plasma Pistol Clip&lt;br /&gt;
* &#039;&#039;&#039;89 (1 Byte)&#039;&#039;&#039; - BLASTER LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;90 (1 Byte)&#039;&#039;&#039; - BLASTER BOMB&lt;br /&gt;
* &#039;&#039;&#039;91 (1 Byte)&#039;&#039;&#039; - SMALL LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;92 (1 Byte)&#039;&#039;&#039; - STUN MISSILE&lt;br /&gt;
* &#039;&#039;&#039;93 (1 Byte)&#039;&#039;&#039; - ALIEN GRENADE&lt;br /&gt;
* &#039;&#039;&#039;94 (1 Byte)&#039;&#039;&#039; - ELERIUM-115&lt;br /&gt;
* &#039;&#039;&#039;95 (1 Byte)&#039;&#039;&#039; - MIND PROBE&lt;br /&gt;
* &#039;&#039;&#039;96 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;97 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;98 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* Offsets 99-103 are unknown&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
&#039;&#039;(Preliminary Save - currently being edited.)&#039;&#039;&lt;br /&gt;
There are 50 records each having 110 bytes long for a file size of 5,500 bytes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;0 (1 Byte)&#039;&#039;&#039; - Craft Type, Possible Values are the same as [[GEODATA.DAT]]:&lt;br /&gt;
{| {{stdtable}}&lt;br /&gt;
! Human !! Alien&lt;br /&gt;
|-         &lt;br /&gt;
| 0 - Skyranger || 5 - Small Scout&lt;br /&gt;
|-         &lt;br /&gt;
| 1 - Lightning || 6 - Medium Scout&lt;br /&gt;
|-         &lt;br /&gt;
| 2 - Avenger || 7 - Large Scout&lt;br /&gt;
|-         &lt;br /&gt;
| 3 - Interceptor || 8 - Harvester&lt;br /&gt;
|-         &lt;br /&gt;
| 4 - Firestorm || 9 - Abductor&lt;br /&gt;
|-         &lt;br /&gt;
| || A - Terror Ship&lt;br /&gt;
|-         &lt;br /&gt;
| || B - Battleship&lt;br /&gt;
|-         &lt;br /&gt;
| || C - Supply Ship&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | FF - Entry Not Used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Lightning does not have a center weapon type, only a left). Their possible values are listed here:&lt;br /&gt;
  0 - Stingray&lt;br /&gt;
  1 - Avalanche&lt;br /&gt;
  2 - Cannon&lt;br /&gt;
  3 - Fusion Ball&lt;br /&gt;
  4 - Laser Cannon&lt;br /&gt;
  5 - Plasma Cannon&lt;br /&gt;
 FF - No Weapon&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 (1 Byte)&#039;&#039;&#039; - Left Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;2-3 (2 Bytes)&#039;&#039;&#039; - Left Ammo* &lt;br /&gt;
* &#039;&#039;&#039;4 (1 Byte)&#039;&#039;&#039; - Indicates what a craft is doing.&lt;br /&gt;
 0 - At base&lt;br /&gt;
 1 - Airborne&lt;br /&gt;
 2 - UFO&#039;s normally get this value, have no idea what it represents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 (1 Byte)&#039;&#039;&#039; - Right Weapon Type&lt;br /&gt;
* &#039;&#039;&#039;6-7 (2 Bytes)&#039;&#039;&#039; - Right Ammo*&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Ammo values normally do not exceed 100, but since the variable is stored as 2 bytes you can crank the total up to 32,767).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Offsets 8 - 9 are unknown (probably 2 Bytes).&lt;br /&gt;
* &#039;&#039;&#039;10-11 (2 Bytes)&#039;&#039;&#039; - Damage, that is the amount it currently has taken. This value divided by the crafts damage capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;12-13 (2 Bytes)&#039;&#039;&#039; - Altitude of craft. Is a index within [[ENGLISH.DAT]] for string.&lt;br /&gt;
 0 = GROUND *&lt;br /&gt;
 1 = VERY LOW&lt;br /&gt;
 2 = LOW&lt;br /&gt;
 3 = HIGH&lt;br /&gt;
 4 = VERY HIGH&lt;br /&gt;
 5 = Detected&lt;br /&gt;
 6 = SIZE&lt;br /&gt;
 etc&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: If craft is airborne and you change it to this value the altitude will remain the same. Speed must be edited to 0 for the change to hold.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;14-15 (2 Bytes)&#039;&#039;&#039; - Speed of craft. &lt;br /&gt;
* &#039;&#039;&#039;16-17 (2 Bytes)&#039;&#039;&#039; - Unknown, but when an intercept screen is minimized, this changes to a value of 6.&lt;br /&gt;
* &#039;&#039;&#039;18-19 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;20-21 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;22-23 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;24-25 (2 Bytes)&#039;&#039;&#039; - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.&lt;br /&gt;
* &#039;&#039;&#039;26 (1 Byte?)&#039;&#039;&#039; - Base Reference as an index to [[LOC.DAT]]&lt;br /&gt;
* &#039;&#039;&#039;27 (1 Byte?)&#039;&#039;&#039; - Probably the high bit for the LOC.DAT index&lt;br /&gt;
* &#039;&#039;&#039;28-29 (2 Bytes)&#039;&#039;&#039; - Mission type craft is on. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Alien Research&lt;br /&gt;
 1 = Alien Harvest&lt;br /&gt;
 2 = Alien Abduction&lt;br /&gt;
 3 = Alien Infiltration&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Alien Terror&lt;br /&gt;
 6 = Alien Retaliation&lt;br /&gt;
 7 = Alien Supply&lt;br /&gt;
 8 = Pistol&lt;br /&gt;
 etc&lt;br /&gt;
* &#039;&#039;&#039;30-31 (2 Bytes)&#039;&#039;&#039; - Zone where mission is being carried out. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = North America&lt;br /&gt;
 1 = Arctic&lt;br /&gt;
 2 = Antarctica&lt;br /&gt;
 3 = South America&lt;br /&gt;
 4 = Europe&lt;br /&gt;
 5 = North Africa&lt;br /&gt;
 6 = Southern Africa&lt;br /&gt;
 7 = Central Asia&lt;br /&gt;
 8 = South East Asia&lt;br /&gt;
 9 = Siberia&lt;br /&gt;
 10 = Australasia&lt;br /&gt;
 11 = Pacific&lt;br /&gt;
 12 = North Atlantic&lt;br /&gt;
 13 = South Atlantic *&lt;br /&gt;
 14 = Indian Ocean *&lt;br /&gt;
&amp;lt;small&amp;gt;(&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: Unused zones.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;32-33 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;34-35 (2 Bytes)&#039;&#039;&#039; - Unknown - Related to UFO&#039;s only.&lt;br /&gt;
* &#039;&#039;&#039;36-37 (2 Bytes)&#039;&#039;&#039; - Alien Race found on craft. Is index within ENGLISH.DAT for string.&lt;br /&gt;
 0 = Sectoid&lt;br /&gt;
 1 = Snakeman&lt;br /&gt;
 2 = Ethereal&lt;br /&gt;
 3 = Muton&lt;br /&gt;
 4 = Floater&lt;br /&gt;
 5 = Celatid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 6 = Silacoid&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
 7 = Chryssalid&lt;br /&gt;
 8 = Reaper&lt;br /&gt;
 9 = Sectopod&lt;br /&gt;
 10 = Cyberdisc&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Editing Celatids as a main race works and sometimes a Silacoid shows up as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Values 6 or greater produce unpredictable results. Usually the mission crashes (probably due to rank problems) but when it doesn&#039;t there are strange issues.&lt;br /&gt;
* &#039;&#039;&#039;38-39 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;40-41 (2 Bytes)&#039;&#039;&#039; - Unknown&lt;br /&gt;
* &#039;&#039;&#039;42-43 (2 Bytes)&#039;&#039;&#039; - Craft status. Is an index within ENGLISH.DAT for string.&lt;br /&gt;
 0 - Ready&lt;br /&gt;
 1 - Out&lt;br /&gt;
 2 - Repairs&lt;br /&gt;
 3 - Refueling&lt;br /&gt;
 4 - Re-arming&lt;br /&gt;
&lt;br /&gt;
The rest of the known values detail the items on board of the craft. 49-98 refer to offsets 0-49 in [[OBDATA.DAT]].&lt;br /&gt;
* &#039;&#039;&#039;44 (1 Byte)&#039;&#039;&#039; - Tank/Cannon&lt;br /&gt;
* &#039;&#039;&#039;45 (1 Byte)&#039;&#039;&#039; - Tank/Rocket Launcher&lt;br /&gt;
* &#039;&#039;&#039;46 (1 Byte)&#039;&#039;&#039; - Tank/Laser Cannon&lt;br /&gt;
* &#039;&#039;&#039;47 (1 Byte)&#039;&#039;&#039; - Hover Tank/Plasma&lt;br /&gt;
* &#039;&#039;&#039;48 (1 Byte)&#039;&#039;&#039; - Hover Tank/Launcher&lt;br /&gt;
* &#039;&#039;&#039;49 (1 Byte)&#039;&#039;&#039; - PISTOL&lt;br /&gt;
* &#039;&#039;&#039;50 (1 Byte)&#039;&#039;&#039; - PISTOL CLIP&lt;br /&gt;
* &#039;&#039;&#039;51 (1 Byte)&#039;&#039;&#039; - RIFLE&lt;br /&gt;
* &#039;&#039;&#039;52 (1 Byte)&#039;&#039;&#039; - RIFLE CLIP&lt;br /&gt;
* &#039;&#039;&#039;53 (1 Byte)&#039;&#039;&#039; - HEAVY CANNON&lt;br /&gt;
* &#039;&#039;&#039;54 (1 Byte)&#039;&#039;&#039; - CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;55 (1 Byte)&#039;&#039;&#039; - CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;56 (1 Byte)&#039;&#039;&#039; - CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;57 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON&lt;br /&gt;
* &#039;&#039;&#039;58 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON AP-AMMO&lt;br /&gt;
* &#039;&#039;&#039;59 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON HE-AMMO&lt;br /&gt;
* &#039;&#039;&#039;60 (1 Byte)&#039;&#039;&#039; - AUTO-CANNON I-AMMO&lt;br /&gt;
* &#039;&#039;&#039;61 (1 Byte)&#039;&#039;&#039; - ROCKET LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;62 (1 Byte)&#039;&#039;&#039; - SMALL ROCKET&lt;br /&gt;
* &#039;&#039;&#039;63 (1 Byte)&#039;&#039;&#039; - LARGE ROCKET&lt;br /&gt;
* &#039;&#039;&#039;64 (1 Byte)&#039;&#039;&#039; - INCENDIARY ROCKET&lt;br /&gt;
* &#039;&#039;&#039;65 (1 Byte)&#039;&#039;&#039; - LASER PISTOL&lt;br /&gt;
* &#039;&#039;&#039;66 (1 Byte)&#039;&#039;&#039; - LASER GUN&lt;br /&gt;
* &#039;&#039;&#039;67 (1 Byte)&#039;&#039;&#039; - HEAVY LASER&lt;br /&gt;
* &#039;&#039;&#039;68 (1 Byte)&#039;&#039;&#039; - GRENADE&lt;br /&gt;
* &#039;&#039;&#039;69 (1 Byte)&#039;&#039;&#039; - SMOKE GRENADE&lt;br /&gt;
* &#039;&#039;&#039;70 (1 Byte)&#039;&#039;&#039; - PROXIMITY GRENADE&lt;br /&gt;
* &#039;&#039;&#039;71 (1 Byte)&#039;&#039;&#039; - HIGH EXPLOSIVE&lt;br /&gt;
* &#039;&#039;&#039;72 (1 Byte)&#039;&#039;&#039; - MOTION SCANNER&lt;br /&gt;
* &#039;&#039;&#039;73 (1 Byte)&#039;&#039;&#039; - MEDI-KIT&lt;br /&gt;
* &#039;&#039;&#039;74 (1 Byte)&#039;&#039;&#039; - PSI-AMP&lt;br /&gt;
* &#039;&#039;&#039;75 (1 Byte)&#039;&#039;&#039; - STUN ROD&lt;br /&gt;
* &#039;&#039;&#039;76 (1 Byte)&#039;&#039;&#039; - Flare&lt;br /&gt;
* &#039;&#039;&#039;77 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;78 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;79 (1 Byte)&#039;&#039;&#039; - empty&lt;br /&gt;
* &#039;&#039;&#039;80 (1 Byte)&#039;&#039;&#039; - CORPSE&lt;br /&gt;
* &#039;&#039;&#039;81 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; ARMOUR&lt;br /&gt;
* &#039;&#039;&#039;82 (1 Byte)&#039;&#039;&#039; - CORPSE &amp;amp; POWER SUIT&lt;br /&gt;
* &#039;&#039;&#039;83 (1 Byte)&#039;&#039;&#039; - Heavy Plasma&lt;br /&gt;
* &#039;&#039;&#039;84 (1 Byte)&#039;&#039;&#039; - Heavy Plasma Clip&lt;br /&gt;
* &#039;&#039;&#039;85 (1 Byte)&#039;&#039;&#039; - Plasma Rifle&lt;br /&gt;
* &#039;&#039;&#039;86 (1 Byte)&#039;&#039;&#039; - Plasma Rifle Clip&lt;br /&gt;
* &#039;&#039;&#039;87 (1 Byte)&#039;&#039;&#039; - Plasma Pistol&lt;br /&gt;
* &#039;&#039;&#039;88 (1 Byte)&#039;&#039;&#039; - Plasma Pistol Clip&lt;br /&gt;
* &#039;&#039;&#039;89 (1 Byte)&#039;&#039;&#039; - BLASTER LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;90 (1 Byte)&#039;&#039;&#039; - BLASTER BOMB&lt;br /&gt;
* &#039;&#039;&#039;91 (1 Byte)&#039;&#039;&#039; - SMALL LAUNCHER&lt;br /&gt;
* &#039;&#039;&#039;92 (1 Byte)&#039;&#039;&#039; - STUN MISSILE&lt;br /&gt;
* &#039;&#039;&#039;93 (1 Byte)&#039;&#039;&#039; - ALIEN GRENADE&lt;br /&gt;
* &#039;&#039;&#039;94 (1 Byte)&#039;&#039;&#039; - ELERIUM-115&lt;br /&gt;
* &#039;&#039;&#039;95 (1 Byte)&#039;&#039;&#039; - MIND PROBE&lt;br /&gt;
* &#039;&#039;&#039;96 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;97 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* &#039;&#039;&#039;98 (1 Byte)&#039;&#039;&#039; - &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
* Offsets 99-103 are unknown&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[LOC.DAT]] - For information on the position the craft are at&lt;br /&gt;
* [[GEODATA.DAT]] - Contains information about the craft(s) used in combat&lt;br /&gt;
* [http://www.stonepool.com/xcom/hacking/craft.html Hatfarm&#039;s website] where most, if not all of this information was gathered from&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Files&amp;diff=15014</id>
		<title>Game Files</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Files&amp;diff=15014"/>
		<updated>2008-04-06T18:11:34Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* Geoscape Files */ added SITE.DAT link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not-for-profit, just-for-fun reverse engineering.&lt;br /&gt;
&lt;br /&gt;
* General note re: [[HackerTools|Hex editing game files]]&lt;br /&gt;
:&amp;lt;small&amp;gt;Contains a quick introduction to using a most unlikely program to edit your game files, and suggestions on other editors out there.&amp;lt;/small&amp;gt;&lt;br /&gt;
* A primer for the [[Command Prompt]] (aka the command console). &lt;br /&gt;
:&amp;lt;small&amp;gt;Information on how to manage directories, files, plus other neat tricks that can be done through the command console that should not be forgotten in today&#039;s era of point and click madness.&amp;lt;/small&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss] and [http://www.daishiva.com/phpBB2/generic.php?page=progLinks.shtml DaiShiva] (see [http://www.daishiva.com/programs/XCFormat.html file formats]) also have notes on a number of XCOM&#039;s file formats not yet detailed on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Program Files ==&lt;br /&gt;
&lt;br /&gt;
These are program files and static data files that are not part of the saved game files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GEODATA]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Text for localization. Includes [[OBDATA.DAT]] object data file.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GEOGRAPH]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Graphics for [[UFOpaedia]] and research screen backgrounds.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[MAPS]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pre-generated Battlescape terrain blocks (.MAP). These are filled in with terrain tiles. A few dozen blocks make up a battlescape.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Saved_Game_Files#Missdat_Files|MISSDAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holds the data from the previous mission. (Can be [[ExploitsA#Score_Points_For_Free|exploited]]).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ROUTES]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien route maps (.RMP) for moving around the pre-generated Battlescape terrain blocks.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SOUND]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1990-era sound drivers, or MIDI files for Windows version.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[TERRAIN]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape graphic tiles for buildings, ships, and terrain (.MCD, .PCK, and .TAB).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO2EXE\[[TACTICAL.EXE]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The &amp;quot;Battlescape&amp;quot; program in DOS-release of UFO.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFOEXE\[[GEOSCAPE.EXE]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFOEXE\BLACK.EXE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The black screen UFO.BAT puts up when swapping between the above two programs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UFOGRAPH]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Misc graphics (.PCK) for soldier equipment screens, smoke, motion detector blobs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UFOINTRO]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holds the introduction movie (.FLI) and the endgame pictures (.LBM).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UNITS]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape graphics for soldiers, aliens, and the pixelated guns they hold. (.PCK and .TAB).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Geoscape Files == &lt;br /&gt;
These are savegame files used by the [[Geoscape]] portion of the game. This can be considered a &#039;standard&#039; save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ACTS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains information which acts with which priority in respective zones aliens are going to try.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[AKNOW.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ALIEN.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains Alien activity in Countries and areas, for graphs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ASTORE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Has the info on aliens in [[Alien Containment]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BASE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Has all of the [[X-COM Bases|base]] layout and contents information, radar scanning abilities and other base information.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BPROD.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;List of [[equipment]] being [[manufacturing|produced]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[CRAFT.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Has all the [[craft]] info, [[Craft Weapons|weapons]], fuel, damage and items onboard. Also stores UFO information, although information is handled differently from friendly aircraft.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[DIPLOM.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Diplomacy info, and current and historical [[Country Funding]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[DUM.BIN]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dummy file for keeping directory structure. Not used.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[FACIL.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Info on [[Base Facilities]] you can build.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[IGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Date and time.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[INTER.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LEASE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LIGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money! Also financial graph information.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LOC.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Location of bases on the planet as well as other things like ships, waypoints and missions. Basically anything that is an icon on the Geoscape world view.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[MISSIONS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains counters and race info on the ongoing alien acts.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PRODUCT.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Info on things you can produce.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PROJECT.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;These are things you are [[research]]ing.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PURCHASE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Info on stuff you can buy.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[RESEARCH.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Completed research.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SAVEINFO.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Name of the saved game.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SITE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;List of recent Terror Sites.  (May be TFTD-only.)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SOLDIER.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Data about the [[soldiers]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[TRANSFER.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Personnel and equipment being transferred.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UIGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holds the next numbers for [[UFOs]], Terror Sites, [[Interceptor]]s, etc. Also contains monthly scores for research.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[UFOpaedia]] info.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[XBASES.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Alien Missions#Alien Base|Alien Base]] information.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[XCOM.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains X-Com activity in Countries and areas, for graphs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ZONAL.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Information on which zones and with what priority aliens are going to attack.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(28 files. Note that if you find a geoscape save with additional files, this simply means a battlescape save was made in that slot at some prior point. UFO does not remove unused save files).&lt;br /&gt;
&lt;br /&gt;
== Battlescape Files ==&lt;br /&gt;
These are savegame files created and used by the tactical portion of the game. They are only created if the game is saved while in the battlescape. [[Battlescape]] saves also contain all the files used in a standard save. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Describes ambient light on map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GEODATA.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Details the map type and overall map structure.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[MAP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stores tile information for the whole map. Basically all static structures, such as trees, walls, floors and furniture.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[MISDATA.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains information on craft in use and which alien artefacts are available for use in combat.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[OBPOS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stores all the objects that your soldiers can pick up (guns, corpses, etc).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ROUTES.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stores nodes for soldier and alien spawn points, also acts as waypoints for AI pathfinding.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SEEMAP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fog of war overlay.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SMOKBIT.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Smoke particles and fire patches on the map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SMOKREF.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Smoke particles and fire patches on the map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SOURCEMP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Light source overlays for mobile light sources (i.e. your soldiers).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[TERMP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Light source overlays for ambient (or fixed) lighting.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UNITPOS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Controls ownership, visibility, whether the unit is under temporary mind control, etc. Works hand in hand with [[UNITREF.DAT]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UNITREF.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains the primary stats for all units in combat. X-Com owned soldiers in this file are &#039;&#039;virtual&#039;&#039; copies of the soldiers in soldier.dat. Works very closely with unitpos.dat.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[WGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape map global information such as map dimensions and the number of turns that have elapsed.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(14 unique files, plus all 28 standard save files, totaling 42).&lt;br /&gt;
&lt;br /&gt;
== Missdat Files ==&lt;br /&gt;
These temporary files are used at run time, when a battlescape game is in progress. The missdat folder also contains all the files needed to create a standard Geoscape save for the game in progress.&lt;br /&gt;
&lt;br /&gt;
When the tactical game engine starts, it first checks [[SAVEINFO.DAT]] to see if this is a new battle, or if you&#039;re loading a battlescape save game. In the case of the former, it generates a new map, based off these files:&lt;br /&gt;
*[[GEODATA.DAT]]&lt;br /&gt;
*[[MISSION.DAT]]&lt;br /&gt;
*[[OBPOSREF.DAT]]&lt;br /&gt;
*[[UNIPOS.DAT]]&lt;br /&gt;
*[[UNIREF.DAT]]&lt;br /&gt;
&lt;br /&gt;
If you load a game, the tactical engine loads from the save slot directly, as according to [[DIRECT.DAT]] (which details the path to the slot in concern).&lt;br /&gt;
&lt;br /&gt;
When combat ends, these files are created:&lt;br /&gt;
*[[CODE.DAT]]&lt;br /&gt;
*[[MISSION2.DAT]]&lt;br /&gt;
*[[OBPOS2.DAT]]&lt;br /&gt;
*[[OPTION.DAT]]&lt;br /&gt;
*[[UNIREF2.DAT]]&lt;br /&gt;
*[[UNITPOS.DAT_(MISSDAT)|UNITPOS.DAT]]&lt;br /&gt;
&lt;br /&gt;
(12 unique files, plus 27 standard save files (does not use dum.bin), totaling 39).&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=Did You Know?=&lt;br /&gt;
* If your game crashes and you are returned to previous mission, the game is actually referring to the battlescape information in the MISSDAT directory. Also, if a tactical mission is abnormally aborted, the results are obtained from the MISSDAT folder as well. Because the game was not able to update the files that hold the results of the last mission, your current game will be updated with information from the &#039;&#039;previous&#039;&#039; mission that was able to end normally. Abnormal program termination simply means that the tactical game engine crashed or was forced to crash by the user. This [[ExploitsA#Score_Points_For_Free|can be abused]].&lt;br /&gt;
&lt;br /&gt;
* Other exploits with gamefiles can be found [[ExploitsF|here]].&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Game editors]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15013</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15013"/>
		<updated>2008-04-06T18:06:39Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: Moved &amp;quot;ripped from&amp;quot; into UFO section and identified section; added TOC to make TFTD section move obvious; replaced ASCII tables with Wiki tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==UFO Structure==&lt;br /&gt;
&#039;&#039;Ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s] great pages&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 292 Bytes long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Presumably the Null character if the Base Name uses all 15 characters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Base&#039;s short range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Base&#039;s long range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Base&#039;s hyperwave detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11, 13, 15:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Logical values for the detection capabilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;10 short, 0 long:&#039;&#039; This base has small radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;20 short, 20 long:&#039;&#039; This base has large radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30 short, 20 long:&#039;&#039; This base has small and large radar(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;100 hyperwave:&#039;&#039; This base has a hyperwave decoder(s).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| width = &amp;quot;60%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ Table 1: Radar Ability Combinations&lt;br /&gt;
|- style = &amp;quot;font-size:larger; font-weight: bold; border-bottom: 1px black solid; background: gray; color:white;&amp;quot; &lt;br /&gt;
| Radar Module / Scan Type || Short || Long || Hyperwave&lt;br /&gt;
|- style = &amp;quot;&amp;quot;&lt;br /&gt;
| Small Radar || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar || 20 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Hyperwave || 0 || 0 || 100&lt;br /&gt;
|- colspan = &amp;quot;4&amp;quot; style = &amp;quot;border-top: 1px dotted; font-wight: bold;&amp;quot;&lt;br /&gt;
| Radar Combinations&lt;br /&gt;
|- style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Sm || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sm + Lg || 30 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Hyp || 10 || 0 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Lg + Lg || 20 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Lg + Hyp || 20 || 20 || 100&lt;br /&gt;
|- &lt;br /&gt;
| Hyp + Hyp || 0 || 0 || 100 &lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Lg + Hyp || 30 || 20 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16-39:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
{| {{stdtable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 17 || 18 || 19 || 1A || 1B&lt;br /&gt;
|-&lt;br /&gt;
| 1C || 1D || 1E || 1F || 20 || 21&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 23 || 24 || 25 || 26 || 27&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 29 || 2A || 2B || 2C || 2D&lt;br /&gt;
|-&lt;br /&gt;
| 2E || 2F || 30 || 31 || 32 || 33&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 35 || 36 || 37 || 38 || 39&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Access Lift&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Small Radar System&lt;br /&gt;
 05 - Large Radar System&lt;br /&gt;
 06 - Missile Defense&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Laser Defense&lt;br /&gt;
 0A - Plasma Defense&lt;br /&gt;
 0B - Fusion Ball Defense&lt;br /&gt;
 0C - Grav Shield&lt;br /&gt;
 0D - Mind Shield&lt;br /&gt;
 0E - Psionic Laboratory&lt;br /&gt;
 0F - Hyper-wave Decoder&lt;br /&gt;
 10 - Hangar (Top Left)&lt;br /&gt;
 11 - Hangar (Top Right)&lt;br /&gt;
 12 - Hangar (Bottom Left)&lt;br /&gt;
 13 - Hangar (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3A-5D:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
&lt;br /&gt;
{| {{stdtable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 3A || 3B || 3C || 3D || 3E || 3F&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 41 || 42 || 43 || 44 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 46 || 47 || 48 || 49 || 4A || 4B&lt;br /&gt;
|-&lt;br /&gt;
| 4C || 4D || 4E || 4F || 50 || 51&lt;br /&gt;
|-&lt;br /&gt;
| 52 || 53 || 54 || 55 || 56 || 57&lt;br /&gt;
|-&lt;br /&gt;
| 58 || 59 || 5A || 5B || 5C || 5D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
The following are the rest of the offsets I know. There are holes in the numbering but I have no idea what they are. With the exception of &#039;&#039;&#039;scientists and technicians&#039;&#039;&#039;, which are &#039;&#039;&#039;one byte each&#039;&#039;&#039;, all values are 2-byte signed little-endian values (-32,768 to +32,767).  Example: 05 00 should be read as 0005; FE FF should be read as FFFE (-2). Here&#039;s the info:&lt;br /&gt;
&lt;br /&gt;
 005E  Engineer&lt;br /&gt;
 005F  Scientist&lt;br /&gt;
 0060  Stingray Launcher&lt;br /&gt;
 0062  Avalanche Launcher&lt;br /&gt;
 0064  Cannon&lt;br /&gt;
 0066  Fusion Ball Launcher&lt;br /&gt;
 0068  Laser Cannon&lt;br /&gt;
 006A  Plasma Beam&lt;br /&gt;
 006C  Stingray Missile&lt;br /&gt;
 006E  Avalanche Missile&lt;br /&gt;
 0070  Cannon Rounds&lt;br /&gt;
 0072  Fusion Balls&lt;br /&gt;
 0074  Tank/Cannon&lt;br /&gt;
 0076  Tank/Rocket Launcher&lt;br /&gt;
 0078  Tank/Laser Cannon&lt;br /&gt;
 007A  Hovertank/Plasma&lt;br /&gt;
 007C  Hovertank/Launcher&lt;br /&gt;
 007E  Pistol&lt;br /&gt;
 0080  Pistol Clip&lt;br /&gt;
 0082  Rifle&lt;br /&gt;
 0084  Rifle Clip&lt;br /&gt;
 0086  Heavy Cannon&lt;br /&gt;
 0088  HC-AP Ammo&lt;br /&gt;
 008A  HC-HE Ammo&lt;br /&gt;
 008C  HC-IN Ammo&lt;br /&gt;
 008E  Auto Cannon&lt;br /&gt;
 0090  AC-AP Ammo&lt;br /&gt;
 0092  AC-HE Ammo&lt;br /&gt;
 0094  AC-IN Ammo&lt;br /&gt;
 0096  Rocket Launcher&lt;br /&gt;
 0098  Small Rocket&lt;br /&gt;
 009A  Large Rocket&lt;br /&gt;
 009C  Incendiary Rocket&lt;br /&gt;
 009E  Laser Pistol&lt;br /&gt;
 00A0  Laser Rifle&lt;br /&gt;
 00A2  Heavy Laser&lt;br /&gt;
 00A4  Grenade&lt;br /&gt;
 00A6  Smoke Grenade&lt;br /&gt;
 00A8  Proximity Grenade&lt;br /&gt;
 00AA  High Explosive&lt;br /&gt;
 00AC  Motion Scanner&lt;br /&gt;
 00AE  Medi-Kit&lt;br /&gt;
 00B0  Psi-Amp&lt;br /&gt;
 00B2  Stun Rod&lt;br /&gt;
 00B4  Electro Flare&lt;br /&gt;
 00C2  Heavy Plasma&lt;br /&gt;
 00C4  Heavy Plasma Clip&lt;br /&gt;
 00C6  Plasma Rifle&lt;br /&gt;
 00C8  Plasma Rifle Clip&lt;br /&gt;
 00CA  Plasma Pistol&lt;br /&gt;
 00CC  Plasma Pistol Clip&lt;br /&gt;
 00CE  Blaster Launcher&lt;br /&gt;
 00D0  Blaster Bomb&lt;br /&gt;
 00D2  Small Launcher&lt;br /&gt;
 00D4  Stun Bomb&lt;br /&gt;
 00D6  Alien Grenade&lt;br /&gt;
 00D8  Elerium-115&lt;br /&gt;
 00DA  Mind Probe&lt;br /&gt;
 00E2  Sectoid Corpse&lt;br /&gt;
 00E4  Snakeman Corpse&lt;br /&gt;
 00E6  Ethereal Corpse&lt;br /&gt;
 00E8  Muton Corpse&lt;br /&gt;
 00EA  Floater Corpse&lt;br /&gt;
 00EC  Celatid Corpse&lt;br /&gt;
 00EE  Silacoid Corpse&lt;br /&gt;
 00F0  Chryssalid Corpse&lt;br /&gt;
 00F2  Reaper Corpse&lt;br /&gt;
 00F4  Sectopod Corpse&lt;br /&gt;
 00F6  Cyberdisc Corpse&lt;br /&gt;
 0100  UFO Power Source&lt;br /&gt;
 0102  UFO Navigation&lt;br /&gt;
 0104  UFO Construction&lt;br /&gt;
 0106  Alien Food&lt;br /&gt;
 0108  Alien Reproduction&lt;br /&gt;
 010A  Alien Entertainment&lt;br /&gt;
 010C  Alien Surgery&lt;br /&gt;
 010E  Examination Room&lt;br /&gt;
 0110  Alien Alloys&lt;br /&gt;
 0112  Alien Habitat&lt;br /&gt;
 0114  Personal Armour&lt;br /&gt;
 0116  Power Suit&lt;br /&gt;
 0118  Flying Suit&lt;br /&gt;
 011A  HWP Cannon Shell&lt;br /&gt;
 011C  HWP Rockets&lt;br /&gt;
 011E  HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;011F-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 296 Bytes long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-D3:&#039;&#039;&#039; Quantity of each item available at that base (signed 2-byte little-endian integers; see explanation in UFO section for details).&lt;br /&gt;
 10  Ajax Launchers&lt;br /&gt;
 12  D.U.P. Head Launcher&lt;br /&gt;
 14  Craft Gas Cannon&lt;br /&gt;
 16  P.W.T. Cannon&lt;br /&gt;
 18  Gauss Cannon&lt;br /&gt;
 1A  Sonic Oscillator&lt;br /&gt;
 1C  Ajax Torpedoes&lt;br /&gt;
 1E  D.U.P. Head Torpedoes&lt;br /&gt;
 20  Gas Rounds(x50)&lt;br /&gt;
 22  P.W.T Ammo&lt;br /&gt;
 24  Coelacanth/G. Cannon&lt;br /&gt;
 26  Coelacanth/Aqua Jet&lt;br /&gt;
 28  Coelacanth/Gauss&lt;br /&gt;
 2A  Displacer /Sonic&lt;br /&gt;
 2C  Displacer /P. W. T.&lt;br /&gt;
 2E  Dart Gun&lt;br /&gt;
 30  Dart Clip&lt;br /&gt;
 32  Jet Harpoon&lt;br /&gt;
 34  Harpoon Clip&lt;br /&gt;
 36  Gas Cannon&lt;br /&gt;
 38  GC-AP Bolts&lt;br /&gt;
 3A  GC-HE Bolts&lt;br /&gt;
 3C  GC-Phosphorous Bolts&lt;br /&gt;
 3E  Hydro-Jet Cannon&lt;br /&gt;
 40  HJ-AP Ammo&lt;br /&gt;
 42  HJ-HE Ammo&lt;br /&gt;
 44  HJ-P Ammo&lt;br /&gt;
 46  Torpedo Launcher&lt;br /&gt;
 48  Small Torpedo&lt;br /&gt;
 4A  Large Torpedo&lt;br /&gt;
 4C  Phosphor Torpedo&lt;br /&gt;
 4E  Gauss Pistol&lt;br /&gt;
 50  Gauss Rifle&lt;br /&gt;
 52  Heavy Gauss&lt;br /&gt;
 54  Magna-Blast Grenade&lt;br /&gt;
 56  Dye Grenade&lt;br /&gt;
 58  Particle Disturbance Grenade&lt;br /&gt;
 5A  Magna-Pack Explosive&lt;br /&gt;
 5C  Particle Disturbance Sensor&lt;br /&gt;
 5E  Medi-Kit&lt;br /&gt;
 60  M.C. Disruptor&lt;br /&gt;
 62  Thermal Tazer&lt;br /&gt;
 64  Chemical-flare&lt;br /&gt;
 66  Vibro Blade&lt;br /&gt;
 68  Thermic Lance&lt;br /&gt;
 6A  Heavy Thermic Lance&lt;br /&gt;
 6C  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 6E  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 70  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 72  Sonic Cannon&lt;br /&gt;
 74  Cannon Power Clip&lt;br /&gt;
 76  Sonic-Blasta Rifle&lt;br /&gt;
 78  Blasta Power Clip&lt;br /&gt;
 7A  Sonic Pistol&lt;br /&gt;
 7C  Pistol Power Clip&lt;br /&gt;
 7E  Disruptor Pulse Launcher&lt;br /&gt;
 80  Disruptor Ammo&lt;br /&gt;
 82  Thermal Shok Launcher&lt;br /&gt;
 84  Thermal Shok Bomb&lt;br /&gt;
 86  Sonic Pulser&lt;br /&gt;
 88  Zrbite&lt;br /&gt;
 8A  M.C. Reader&lt;br /&gt;
 8C  Gauss Pistol Clip&lt;br /&gt;
 8E  Gauss Rifle Clip&lt;br /&gt;
 90  Heavy Gauss Clip&lt;br /&gt;
 92  Aquatoid Corpse&lt;br /&gt;
 94  Gill Man Corpse&lt;br /&gt;
 96  Lobster Man Corpse&lt;br /&gt;
 98  Tasoth Corpse&lt;br /&gt;
 9A  Calcinite Corpse&lt;br /&gt;
 9C  Deep One Corpse&lt;br /&gt;
 9E  Bio-Drone Corpse&lt;br /&gt;
 A0  Tentaculat Corpse&lt;br /&gt;
 A2  Triscene Corpse&lt;br /&gt;
 A4  Hallucinoid Corpse&lt;br /&gt;
 A6  Xarquid Corpse&lt;br /&gt;
 A8  &#039;&#039;(invalid - prints &#039; Technician&#039; if used)&#039;&#039;&lt;br /&gt;
 AA  &#039;&#039;(invalid - prints &#039; Squad Leader&#039; if used)&#039;&#039;&lt;br /&gt;
 AC  &#039;&#039;(invalid - prints &#039; Soldier&#039; if used)&#039;&#039;&lt;br /&gt;
 AE  &#039;&#039;(invalid - prints &#039; Terrorist&#039; if used)&#039;&#039;&lt;br /&gt;
 B0  Ion-Beam Accelerators&lt;br /&gt;
 B2  Magnetic Navigation&lt;br /&gt;
 B4  Alien Sub Construction&lt;br /&gt;
 B6  Alien Cryogenics&lt;br /&gt;
 B8  Alien Cloning&lt;br /&gt;
 BA  Alien Learning Arrays&lt;br /&gt;
 BC  Alien Implanter&lt;br /&gt;
 BE  Examination Room&lt;br /&gt;
 C0  Aqua Plastics&lt;br /&gt;
 C2  Alien Re-animation Zone&lt;br /&gt;
 C4  Plastic Aqua Armour&lt;br /&gt;
 C6  Ion Armour&lt;br /&gt;
 C8  Mag. Ion Armour&lt;br /&gt;
 CA  Solid Harpoon Bolts&lt;br /&gt;
 CC  Aqua Jet Missiles&lt;br /&gt;
 CE  P.W. Torpedo&lt;br /&gt;
 D0  Gauss Cannon Ammo&lt;br /&gt;
 D2  &#039;&#039;(invalid - prints &#039;Gauss Cannon Ammo&#039; if used)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D4-D9:&#039;&#039;&#039; Unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA-FD:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
{| {{stdtable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| DA || DB || DC || DD || DE || DF&lt;br /&gt;
|-&lt;br /&gt;
| E0 || E1 || E2 || E3 || E4 || E5&lt;br /&gt;
|-&lt;br /&gt;
| E6 || E7 || E8 || E9 || EA || EB&lt;br /&gt;
|-&lt;br /&gt;
| EC || ED || EE || EF || F0 || F1&lt;br /&gt;
|-&lt;br /&gt;
| F2 || F3 || F4 || F5 || F6 || F7&lt;br /&gt;
|-&lt;br /&gt;
| F8 || F9 || FA || FB || FC || FD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Air Lock&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Standard Sonar&lt;br /&gt;
 05 - Wide Array Sonar&lt;br /&gt;
 06 - Torpedo Defences&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Gauss Defences&lt;br /&gt;
 0A - Sonic Defences&lt;br /&gt;
 0B - P.W.T. Defences&lt;br /&gt;
 0C - Bomb Shield&lt;br /&gt;
 0D - M.C. Defences&lt;br /&gt;
 0E - M.C.-Lab&lt;br /&gt;
 0F - Transmission Resolver&lt;br /&gt;
 10 - Sub Pen (Top Left)&lt;br /&gt;
 11 - Sub Pen (Top Right)&lt;br /&gt;
 12 - Sub Pen (Bottom Left)&lt;br /&gt;
 13 - Sub Pen (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FE-121:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
{| {{stdtable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  FE ||  FF || 100 || 101 || 102 || 103&lt;br /&gt;
|-&lt;br /&gt;
| 104 || 105 || 106 || 107 || 108 || 109&lt;br /&gt;
|-&lt;br /&gt;
| 10A || 10B || 10C || 10D || 10E || 10F&lt;br /&gt;
|-&lt;br /&gt;
| 110 || 111 || 112 || 113 || 114 || 115&lt;br /&gt;
|-&lt;br /&gt;
| 116 || 117 || 118 || 119 || 11A || 11B&lt;br /&gt;
|-&lt;br /&gt;
| 11C || 11D || 11E || 11F || 120 || 121&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0122:&#039;&#039;&#039; Number of technicians (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0123:&#039;&#039;&#039; Number of scientists (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0124-0127:&#039;&#039;&#039;  Unknown.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ASTORE.DAT]] - Information on captured aliens at bases&lt;br /&gt;
* [[BPROD.DAT]] - Information on what bases are producing&lt;br /&gt;
* [[CRAFT.DAT]] - Information on crafts (both X-Com and Alien)&lt;br /&gt;
* [[FACIL.DAT]] - Information on the facilities you can build in bases&lt;br /&gt;
* [[LOC.DAT]] - Location Data for bases and crafts&lt;br /&gt;
* [[PROJECT.DAT]] - Information on current research&lt;br /&gt;
* [[SOLDIER.DAT]] - Information on soldiers at bases&lt;br /&gt;
* [[TRANSFER.DAT]] - Information on item/personnel being transferred to/from bases&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15002</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15002"/>
		<updated>2008-04-06T00:20:08Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* TFTD Structure */ full item list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s] great pages&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 292 Bytes long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Presumably the Null character if the Base Name uses all 15 characters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Base&#039;s short range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Base&#039;s long range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Base&#039;s hyperwave detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11, 13, 15:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Logical values for the detection capabilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;10 short, 0 long:&#039;&#039; This base has small radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;20 short, 20 long:&#039;&#039; This base has large radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30 short, 20 long:&#039;&#039; This base has small and large radar(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;100 hyperwave:&#039;&#039; This base has a hyperwave decoder(s).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| width = &amp;quot;60%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ Table 1: Radar Ability Combinations&lt;br /&gt;
|- style = &amp;quot;font-size:larger; font-weight: bold; border-bottom: 1px black solid; background: gray; color:white;&amp;quot; &lt;br /&gt;
| Radar Module / Scan Type || Short || Long || Hyperwave&lt;br /&gt;
|- style = &amp;quot;&amp;quot;&lt;br /&gt;
| Small Radar || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar || 20 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Hyperwave || 0 || 0 || 100&lt;br /&gt;
|- colspan = &amp;quot;4&amp;quot; style = &amp;quot;border-top: 1px dotted; font-wight: bold;&amp;quot;&lt;br /&gt;
| Radar Combinations&lt;br /&gt;
|- style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Sm || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sm + Lg || 30 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Hyp || 10 || 0 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Lg + Lg || 20 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Lg + Hyp || 20 || 20 || 100&lt;br /&gt;
|- &lt;br /&gt;
| Hyp + Hyp || 0 || 0 || 100 &lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Lg + Hyp || 30 || 20 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16-39:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 16 | 17 | 18 | 19 | 1A | 1B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 1C | 1D | 1E | 1F | 20 | 21 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 22 | 23 | 24 | 25 | 26 | 27 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 28 | 29 | 2A | 2B | 2C | 2D |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 2E | 2F | 30 | 31 | 32 | 33 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 34 | 35 | 36 | 37 | 38 | 39 |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Access Lift&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Small Radar System&lt;br /&gt;
 05 - Large Radar System&lt;br /&gt;
 06 - Missile Defense&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Laser Defense&lt;br /&gt;
 0A - Plasma Defense&lt;br /&gt;
 0B - Fusion Ball Defense&lt;br /&gt;
 0C - Grav Shield&lt;br /&gt;
 0D - Mind Shield&lt;br /&gt;
 0E - Psionic Laboratory&lt;br /&gt;
 0F - Hyper-wave Decoder&lt;br /&gt;
 10 - Hangar (Top Left)&lt;br /&gt;
 11 - Hangar (Top Right)&lt;br /&gt;
 12 - Hangar (Bottom Left)&lt;br /&gt;
 13 - Hangar (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3A-5D:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 3A | 3B | 3C | 3D | 3E | 3F |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 40 | 41 | 42 | 43 | 44 | 45 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 46 | 47 | 48 | 49 | 4A | 4B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 4C | 4D | 4E | 4F | 50 | 51 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 52 | 53 | 54 | 55 | 56 | 57 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 58 | 59 | 5A | 5B | 5C | 5D |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
The following are the rest of the offsets I know. There are holes in the numbering but I have no idea what they are. With the exception of &#039;&#039;&#039;scientists and technicians&#039;&#039;&#039;, which are &#039;&#039;&#039;one byte each&#039;&#039;&#039;, all values are 2-byte signed little-endian values (-32,768 to +32,767).  Example: 05 00 should be read as 0005; FE FF should be read as FFFE (-2). Here&#039;s the info:&lt;br /&gt;
&lt;br /&gt;
 005E  Engineer&lt;br /&gt;
 005F  Scientist&lt;br /&gt;
 0060  Stingray Launcher&lt;br /&gt;
 0062  Avalanche Launcher&lt;br /&gt;
 0064  Cannon&lt;br /&gt;
 0066  Fusion Ball Launcher&lt;br /&gt;
 0068  Laser Cannon&lt;br /&gt;
 006A  Plasma Beam&lt;br /&gt;
 006C  Stingray Missile&lt;br /&gt;
 006E  Avalanche Missile&lt;br /&gt;
 0070  Cannon Rounds&lt;br /&gt;
 0072  Fusion Balls&lt;br /&gt;
 0074  Tank/Cannon&lt;br /&gt;
 0076  Tank/Rocket Launcher&lt;br /&gt;
 0078  Tank/Laser Cannon&lt;br /&gt;
 007A  Hovertank/Plasma&lt;br /&gt;
 007C  Hovertank/Launcher&lt;br /&gt;
 007E  Pistol&lt;br /&gt;
 0080  Pistol Clip&lt;br /&gt;
 0082  Rifle&lt;br /&gt;
 0084  Rifle Clip&lt;br /&gt;
 0086  Heavy Cannon&lt;br /&gt;
 0088  HC-AP Ammo&lt;br /&gt;
 008A  HC-HE Ammo&lt;br /&gt;
 008C  HC-IN Ammo&lt;br /&gt;
 008E  Auto Cannon&lt;br /&gt;
 0090  AC-AP Ammo&lt;br /&gt;
 0092  AC-HE Ammo&lt;br /&gt;
 0094  AC-IN Ammo&lt;br /&gt;
 0096  Rocket Launcher&lt;br /&gt;
 0098  Small Rocket&lt;br /&gt;
 009A  Large Rocket&lt;br /&gt;
 009C  Incendiary Rocket&lt;br /&gt;
 009E  Laser Pistol&lt;br /&gt;
 00A0  Laser Rifle&lt;br /&gt;
 00A2  Heavy Laser&lt;br /&gt;
 00A4  Grenade&lt;br /&gt;
 00A6  Smoke Grenade&lt;br /&gt;
 00A8  Proximity Grenade&lt;br /&gt;
 00AA  High Explosive&lt;br /&gt;
 00AC  Motion Scanner&lt;br /&gt;
 00AE  Medi-Kit&lt;br /&gt;
 00B0  Psi-Amp&lt;br /&gt;
 00B2  Stun Rod&lt;br /&gt;
 00B4  Electro Flare&lt;br /&gt;
 00C2  Heavy Plasma&lt;br /&gt;
 00C4  Heavy Plasma Clip&lt;br /&gt;
 00C6  Plasma Rifle&lt;br /&gt;
 00C8  Plasma Rifle Clip&lt;br /&gt;
 00CA  Plasma Pistol&lt;br /&gt;
 00CC  Plasma Pistol Clip&lt;br /&gt;
 00CE  Blaster Launcher&lt;br /&gt;
 00D0  Blaster Bomb&lt;br /&gt;
 00D2  Small Launcher&lt;br /&gt;
 00D4  Stun Bomb&lt;br /&gt;
 00D6  Alien Grenade&lt;br /&gt;
 00D8  Elerium-115&lt;br /&gt;
 00DA  Mind Probe&lt;br /&gt;
 00E2  Sectoid Corpse&lt;br /&gt;
 00E4  Snakeman Corpse&lt;br /&gt;
 00E6  Ethereal Corpse&lt;br /&gt;
 00E8  Muton Corpse&lt;br /&gt;
 00EA  Floater Corpse&lt;br /&gt;
 00EC  Celatid Corpse&lt;br /&gt;
 00EE  Silacoid Corpse&lt;br /&gt;
 00F0  Chryssalid Corpse&lt;br /&gt;
 00F2  Reaper Corpse&lt;br /&gt;
 00F4  Sectopod Corpse&lt;br /&gt;
 00F6  Cyberdisc Corpse&lt;br /&gt;
 0100  UFO Power Source&lt;br /&gt;
 0102  UFO Navigation&lt;br /&gt;
 0104  UFO Construction&lt;br /&gt;
 0106  Alien Food&lt;br /&gt;
 0108  Alien Reproduction&lt;br /&gt;
 010A  Alien Entertainment&lt;br /&gt;
 010C  Alien Surgery&lt;br /&gt;
 010E  Examination Room&lt;br /&gt;
 0110  Alien Alloys&lt;br /&gt;
 0112  Alien Habitat&lt;br /&gt;
 0114  Personal Armour&lt;br /&gt;
 0116  Power Suit&lt;br /&gt;
 0118  Flying Suit&lt;br /&gt;
 011A  HWP Cannon Shell&lt;br /&gt;
 011C  HWP Rockets&lt;br /&gt;
 011E  HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;011F-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 296 Bytes long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-D3:&#039;&#039;&#039; Quantity of each item available at that base (signed 2-byte little-endian integers; see explanation in UFO section for details).&lt;br /&gt;
 10  Ajax Launchers&lt;br /&gt;
 12  D.U.P. Head Launcher&lt;br /&gt;
 14  Craft Gas Cannon&lt;br /&gt;
 16  P.W.T. Cannon&lt;br /&gt;
 18  Gauss Cannon&lt;br /&gt;
 1A  Sonic Oscillator&lt;br /&gt;
 1C  Ajax Torpedoes&lt;br /&gt;
 1E  D.U.P. Head Torpedoes&lt;br /&gt;
 20  Gas Rounds(x50)&lt;br /&gt;
 22  P.W.T Ammo&lt;br /&gt;
 24  Coelacanth/G. Cannon&lt;br /&gt;
 26  Coelacanth/Aqua Jet&lt;br /&gt;
 28  Coelacanth/Gauss&lt;br /&gt;
 2A  Displacer /Sonic&lt;br /&gt;
 2C  Displacer /P. W. T.&lt;br /&gt;
 2E  Dart Gun&lt;br /&gt;
 30  Dart Clip&lt;br /&gt;
 32  Jet Harpoon&lt;br /&gt;
 34  Harpoon Clip&lt;br /&gt;
 36  Gas Cannon&lt;br /&gt;
 38  GC-AP Bolts&lt;br /&gt;
 3A  GC-HE Bolts&lt;br /&gt;
 3C  GC-Phosphorous Bolts&lt;br /&gt;
 3E  Hydro-Jet Cannon&lt;br /&gt;
 40  HJ-AP Ammo&lt;br /&gt;
 42  HJ-HE Ammo&lt;br /&gt;
 44  HJ-P Ammo&lt;br /&gt;
 46  Torpedo Launcher&lt;br /&gt;
 48  Small Torpedo&lt;br /&gt;
 4A  Large Torpedo&lt;br /&gt;
 4C  Phosphor Torpedo&lt;br /&gt;
 4E  Gauss Pistol&lt;br /&gt;
 50  Gauss Rifle&lt;br /&gt;
 52  Heavy Gauss&lt;br /&gt;
 54  Magna-Blast Grenade&lt;br /&gt;
 56  Dye Grenade&lt;br /&gt;
 58  Particle Disturbance Grenade&lt;br /&gt;
 5A  Magna-Pack Explosive&lt;br /&gt;
 5C  Particle Disturbance Sensor&lt;br /&gt;
 5E  Medi-Kit&lt;br /&gt;
 60  M.C. Disruptor&lt;br /&gt;
 62  Thermal Tazer&lt;br /&gt;
 64  Chemical-flare&lt;br /&gt;
 66  Vibro Blade&lt;br /&gt;
 68  Thermic Lance&lt;br /&gt;
 6A  Heavy Thermic Lance&lt;br /&gt;
 6C  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 6E  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 70  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 72  Sonic Cannon&lt;br /&gt;
 74  Cannon Power Clip&lt;br /&gt;
 76  Sonic-Blasta Rifle&lt;br /&gt;
 78  Blasta Power Clip&lt;br /&gt;
 7A  Sonic Pistol&lt;br /&gt;
 7C  Pistol Power Clip&lt;br /&gt;
 7E  Disruptor Pulse Launcher&lt;br /&gt;
 80  Disruptor Ammo&lt;br /&gt;
 82  Thermal Shok Launcher&lt;br /&gt;
 84  Thermal Shok Bomb&lt;br /&gt;
 86  Sonic Pulser&lt;br /&gt;
 88  Zrbite&lt;br /&gt;
 8A  M.C. Reader&lt;br /&gt;
 8C  Gauss Pistol Clip&lt;br /&gt;
 8E  Gauss Rifle Clip&lt;br /&gt;
 90  Heavy Gauss Clip&lt;br /&gt;
 92  Aquatoid Corpse&lt;br /&gt;
 94  Gill Man Corpse&lt;br /&gt;
 96  Lobster Man Corpse&lt;br /&gt;
 98  Tasoth Corpse&lt;br /&gt;
 9A  Calcinite Corpse&lt;br /&gt;
 9C  Deep One Corpse&lt;br /&gt;
 9E  Bio-Drone Corpse&lt;br /&gt;
 A0  Tentaculat Corpse&lt;br /&gt;
 A2  Triscene Corpse&lt;br /&gt;
 A4  Hallucinoid Corpse&lt;br /&gt;
 A6  Xarquid Corpse&lt;br /&gt;
 A8  &#039;&#039;(invalid - prints &#039; Technician&#039; if used)&#039;&#039;&lt;br /&gt;
 AA  &#039;&#039;(invalid - prints &#039; Squad Leader&#039; if used)&#039;&#039;&lt;br /&gt;
 AC  &#039;&#039;(invalid - prints &#039; Soldier&#039; if used)&#039;&#039;&lt;br /&gt;
 AE  &#039;&#039;(invalid - prints &#039; Terrorist&#039; if used)&#039;&#039;&lt;br /&gt;
 B0  Ion-Beam Accelerators&lt;br /&gt;
 B2  Magnetic Navigation&lt;br /&gt;
 B4  Alien Sub Construction&lt;br /&gt;
 B6  Alien Cryogenics&lt;br /&gt;
 B8  Alien Cloning&lt;br /&gt;
 BA  Alien Learning Arrays&lt;br /&gt;
 BC  Alien Implanter&lt;br /&gt;
 BE  Examination Room&lt;br /&gt;
 C0  Aqua Plastics&lt;br /&gt;
 C2  Alien Re-animation Zone&lt;br /&gt;
 C4  Plastic Aqua Armour&lt;br /&gt;
 C6  Ion Armour&lt;br /&gt;
 C8  Mag. Ion Armour&lt;br /&gt;
 CA  Solid Harpoon Bolts&lt;br /&gt;
 CC  Aqua Jet Missiles&lt;br /&gt;
 CE  P.W. Torpedo&lt;br /&gt;
 D0  Gauss Cannon Ammo&lt;br /&gt;
 D2  &#039;&#039;(invalid - prints &#039;Gauss Cannon Ammo&#039; if used)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D4-D9:&#039;&#039;&#039; Unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA-FD:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | DA | DB | DC | DD | DE | DF |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | E0 | E1 | E2 | E3 | E4 | E5 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | E6 | E7 | E8 | E9 | EA | EB |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | EC | ED | EE | EF | F0 | F1 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | F2 | F3 | F4 | F5 | F6 | F7 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | F8 | F9 | FA | FB | FC | FD |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Air Lock&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Standard Sonar&lt;br /&gt;
 05 - Wide Array Sonar&lt;br /&gt;
 06 - Torpedo Defences&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Gauss Defences&lt;br /&gt;
 0A - Sonic Defences&lt;br /&gt;
 0B - P.W.T. Defences&lt;br /&gt;
 0C - Bomb Shield&lt;br /&gt;
 0D - M.C. Defences&lt;br /&gt;
 0E - M.C.-Lab&lt;br /&gt;
 0F - Transmission Resolver&lt;br /&gt;
 10 - Sub Pen (Top Left)&lt;br /&gt;
 11 - Sub Pen (Top Right)&lt;br /&gt;
 12 - Sub Pen (Bottom Left)&lt;br /&gt;
 13 - Sub Pen (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FE-121:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------------\&lt;br /&gt;
 |  FE |  FF | 100 | 101 | 102 | 103 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 104 | 105 | 106 | 107 | 108 | 109 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 10A | 10B | 10C | 10D | 10E | 10F |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 110 | 111 | 112 | 113 | 114 | 115 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 116 | 117 | 118 | 119 | 11A | 11B |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 11C | 11D | 11E | 11F | 120 | 121 |&lt;br /&gt;
 \-----------------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0122:&#039;&#039;&#039; Number of technicians (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0123:&#039;&#039;&#039; Number of scientists (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0124-0127:&#039;&#039;&#039;  Unknown.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ASTORE.DAT]] - Information on captured aliens at bases&lt;br /&gt;
* [[BPROD.DAT]] - Information on what bases are producing&lt;br /&gt;
* [[CRAFT.DAT]] - Information on crafts (both X-Com and Alien)&lt;br /&gt;
* [[FACIL.DAT]] - Information on the facilities you can build in bases&lt;br /&gt;
* [[LOC.DAT]] - Location Data for bases and crafts&lt;br /&gt;
* [[PROJECT.DAT]] - Information on current research&lt;br /&gt;
* [[SOLDIER.DAT]] - Information on soldiers at bases&lt;br /&gt;
* [[TRANSFER.DAT]] - Information on item/personnel being transferred to/from bases&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15001</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15001"/>
		<updated>2008-04-05T23:59:55Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* TFTD Structure */ work in progress - intermediate save in case of error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s] great pages&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 292 Bytes long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Presumably the Null character if the Base Name uses all 15 characters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Base&#039;s short range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Base&#039;s long range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Base&#039;s hyperwave detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11, 13, 15:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Logical values for the detection capabilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;10 short, 0 long:&#039;&#039; This base has small radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;20 short, 20 long:&#039;&#039; This base has large radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30 short, 20 long:&#039;&#039; This base has small and large radar(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;100 hyperwave:&#039;&#039; This base has a hyperwave decoder(s).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| width = &amp;quot;60%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ Table 1: Radar Ability Combinations&lt;br /&gt;
|- style = &amp;quot;font-size:larger; font-weight: bold; border-bottom: 1px black solid; background: gray; color:white;&amp;quot; &lt;br /&gt;
| Radar Module / Scan Type || Short || Long || Hyperwave&lt;br /&gt;
|- style = &amp;quot;&amp;quot;&lt;br /&gt;
| Small Radar || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar || 20 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Hyperwave || 0 || 0 || 100&lt;br /&gt;
|- colspan = &amp;quot;4&amp;quot; style = &amp;quot;border-top: 1px dotted; font-wight: bold;&amp;quot;&lt;br /&gt;
| Radar Combinations&lt;br /&gt;
|- style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Sm || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sm + Lg || 30 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Hyp || 10 || 0 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Lg + Lg || 20 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Lg + Hyp || 20 || 20 || 100&lt;br /&gt;
|- &lt;br /&gt;
| Hyp + Hyp || 0 || 0 || 100 &lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Lg + Hyp || 30 || 20 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16-39:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 16 | 17 | 18 | 19 | 1A | 1B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 1C | 1D | 1E | 1F | 20 | 21 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 22 | 23 | 24 | 25 | 26 | 27 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 28 | 29 | 2A | 2B | 2C | 2D |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 2E | 2F | 30 | 31 | 32 | 33 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 34 | 35 | 36 | 37 | 38 | 39 |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Access Lift&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Small Radar System&lt;br /&gt;
 05 - Large Radar System&lt;br /&gt;
 06 - Missile Defense&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Laser Defense&lt;br /&gt;
 0A - Plasma Defense&lt;br /&gt;
 0B - Fusion Ball Defense&lt;br /&gt;
 0C - Grav Shield&lt;br /&gt;
 0D - Mind Shield&lt;br /&gt;
 0E - Psionic Laboratory&lt;br /&gt;
 0F - Hyper-wave Decoder&lt;br /&gt;
 10 - Hangar (Top Left)&lt;br /&gt;
 11 - Hangar (Top Right)&lt;br /&gt;
 12 - Hangar (Bottom Left)&lt;br /&gt;
 13 - Hangar (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3A-5D:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 3A | 3B | 3C | 3D | 3E | 3F |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 40 | 41 | 42 | 43 | 44 | 45 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 46 | 47 | 48 | 49 | 4A | 4B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 4C | 4D | 4E | 4F | 50 | 51 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 52 | 53 | 54 | 55 | 56 | 57 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 58 | 59 | 5A | 5B | 5C | 5D |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
The following are the rest of the offsets I know. There are holes in the numbering but I have no idea what they are. With the exception of &#039;&#039;&#039;scientists and technicians&#039;&#039;&#039;, which are &#039;&#039;&#039;one byte each&#039;&#039;&#039;, all values are 2-byte signed little-endian values (-32,768 to +32,767).  Example: 05 00 should be read as 0005; FE FF should be read as FFFE (-2). Here&#039;s the info:&lt;br /&gt;
&lt;br /&gt;
 005E  Engineer&lt;br /&gt;
 005F  Scientist&lt;br /&gt;
 0060  Stingray Launcher&lt;br /&gt;
 0062  Avalanche Launcher&lt;br /&gt;
 0064  Cannon&lt;br /&gt;
 0066  Fusion Ball Launcher&lt;br /&gt;
 0068  Laser Cannon&lt;br /&gt;
 006A  Plasma Beam&lt;br /&gt;
 006C  Stingray Missile&lt;br /&gt;
 006E  Avalanche Missile&lt;br /&gt;
 0070  Cannon Rounds&lt;br /&gt;
 0072  Fusion Balls&lt;br /&gt;
 0074  Tank/Cannon&lt;br /&gt;
 0076  Tank/Rocket Launcher&lt;br /&gt;
 0078  Tank/Laser Cannon&lt;br /&gt;
 007A  Hovertank/Plasma&lt;br /&gt;
 007C  Hovertank/Launcher&lt;br /&gt;
 007E  Pistol&lt;br /&gt;
 0080  Pistol Clip&lt;br /&gt;
 0082  Rifle&lt;br /&gt;
 0084  Rifle Clip&lt;br /&gt;
 0086  Heavy Cannon&lt;br /&gt;
 0088  HC-AP Ammo&lt;br /&gt;
 008A  HC-HE Ammo&lt;br /&gt;
 008C  HC-IN Ammo&lt;br /&gt;
 008E  Auto Cannon&lt;br /&gt;
 0090  AC-AP Ammo&lt;br /&gt;
 0092  AC-HE Ammo&lt;br /&gt;
 0094  AC-IN Ammo&lt;br /&gt;
 0096  Rocket Launcher&lt;br /&gt;
 0098  Small Rocket&lt;br /&gt;
 009A  Large Rocket&lt;br /&gt;
 009C  Incendiary Rocket&lt;br /&gt;
 009E  Laser Pistol&lt;br /&gt;
 00A0  Laser Rifle&lt;br /&gt;
 00A2  Heavy Laser&lt;br /&gt;
 00A4  Grenade&lt;br /&gt;
 00A6  Smoke Grenade&lt;br /&gt;
 00A8  Proximity Grenade&lt;br /&gt;
 00AA  High Explosive&lt;br /&gt;
 00AC  Motion Scanner&lt;br /&gt;
 00AE  Medi-Kit&lt;br /&gt;
 00B0  Psi-Amp&lt;br /&gt;
 00B2  Stun Rod&lt;br /&gt;
 00B4  Electro Flare&lt;br /&gt;
 00C2  Heavy Plasma&lt;br /&gt;
 00C4  Heavy Plasma Clip&lt;br /&gt;
 00C6  Plasma Rifle&lt;br /&gt;
 00C8  Plasma Rifle Clip&lt;br /&gt;
 00CA  Plasma Pistol&lt;br /&gt;
 00CC  Plasma Pistol Clip&lt;br /&gt;
 00CE  Blaster Launcher&lt;br /&gt;
 00D0  Blaster Bomb&lt;br /&gt;
 00D2  Small Launcher&lt;br /&gt;
 00D4  Stun Bomb&lt;br /&gt;
 00D6  Alien Grenade&lt;br /&gt;
 00D8  Elerium-115&lt;br /&gt;
 00DA  Mind Probe&lt;br /&gt;
 00E2  Sectoid Corpse&lt;br /&gt;
 00E4  Snakeman Corpse&lt;br /&gt;
 00E6  Ethereal Corpse&lt;br /&gt;
 00E8  Muton Corpse&lt;br /&gt;
 00EA  Floater Corpse&lt;br /&gt;
 00EC  Celatid Corpse&lt;br /&gt;
 00EE  Silacoid Corpse&lt;br /&gt;
 00F0  Chryssalid Corpse&lt;br /&gt;
 00F2  Reaper Corpse&lt;br /&gt;
 00F4  Sectopod Corpse&lt;br /&gt;
 00F6  Cyberdisc Corpse&lt;br /&gt;
 0100  UFO Power Source&lt;br /&gt;
 0102  UFO Navigation&lt;br /&gt;
 0104  UFO Construction&lt;br /&gt;
 0106  Alien Food&lt;br /&gt;
 0108  Alien Reproduction&lt;br /&gt;
 010A  Alien Entertainment&lt;br /&gt;
 010C  Alien Surgery&lt;br /&gt;
 010E  Examination Room&lt;br /&gt;
 0110  Alien Alloys&lt;br /&gt;
 0112  Alien Habitat&lt;br /&gt;
 0114  Personal Armour&lt;br /&gt;
 0116  Power Suit&lt;br /&gt;
 0118  Flying Suit&lt;br /&gt;
 011A  HWP Cannon Shell&lt;br /&gt;
 011C  HWP Rockets&lt;br /&gt;
 011E  HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;011F-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 296 Bytes long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-D9:&#039;&#039;&#039; Quantity of each item available at that base (signed 2-byte little-endian integers; see explanation in UFO section for details).&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(IN PROGRESS)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 10  Ajax Launchers&lt;br /&gt;
 12  D.U.P. Head Launcher&lt;br /&gt;
 14  Craft Gas Cannon&lt;br /&gt;
 16  P.W.T. Cannon&lt;br /&gt;
 18  Gauss Cannon&lt;br /&gt;
 1A  Sonic Oscillator&lt;br /&gt;
 1C  Ajax Torpedoes&lt;br /&gt;
 1E  D.U.P. Head Torpedoes&lt;br /&gt;
 20  Gas Rounds(x50)&lt;br /&gt;
 22  &lt;br /&gt;
 24  &lt;br /&gt;
 26  &lt;br /&gt;
 28  &lt;br /&gt;
 2A  &lt;br /&gt;
 2C  &lt;br /&gt;
 2E  &lt;br /&gt;
 30  &lt;br /&gt;
 32  &lt;br /&gt;
 34  &lt;br /&gt;
 36  &lt;br /&gt;
 38  &lt;br /&gt;
 3A  &lt;br /&gt;
 3C  &lt;br /&gt;
 3E  &lt;br /&gt;
 40  &lt;br /&gt;
 42  &lt;br /&gt;
 44  &lt;br /&gt;
 46  &lt;br /&gt;
 48  &lt;br /&gt;
 4A  &lt;br /&gt;
 4C  &lt;br /&gt;
 4E  &lt;br /&gt;
 50  &lt;br /&gt;
 52  &lt;br /&gt;
 54  &lt;br /&gt;
 56  &lt;br /&gt;
 58  &lt;br /&gt;
 5A  &lt;br /&gt;
 5C  &lt;br /&gt;
 5E  &lt;br /&gt;
 60  &lt;br /&gt;
 62  &lt;br /&gt;
 64  &lt;br /&gt;
 66  &lt;br /&gt;
 68  &lt;br /&gt;
 6A  &lt;br /&gt;
 6C  &lt;br /&gt;
 6E  &lt;br /&gt;
 70  &lt;br /&gt;
 72  &lt;br /&gt;
 74  &lt;br /&gt;
 76  &lt;br /&gt;
 78  &lt;br /&gt;
 7A  &lt;br /&gt;
 7C  &lt;br /&gt;
 7E  &lt;br /&gt;
 80  &lt;br /&gt;
 82  &lt;br /&gt;
 84  &lt;br /&gt;
 86  &lt;br /&gt;
 88  &lt;br /&gt;
 8A  &lt;br /&gt;
 8C  &lt;br /&gt;
 8E  &lt;br /&gt;
 90  &lt;br /&gt;
 92  &lt;br /&gt;
 94  &lt;br /&gt;
 96  &lt;br /&gt;
 98  &lt;br /&gt;
 9A  &lt;br /&gt;
 9C  &lt;br /&gt;
 9E  &lt;br /&gt;
 A0  &lt;br /&gt;
 A2  &lt;br /&gt;
 A4  &lt;br /&gt;
 A6  &lt;br /&gt;
 A8  &lt;br /&gt;
 AA  &lt;br /&gt;
 AC  &lt;br /&gt;
 AE  &lt;br /&gt;
 B0  &lt;br /&gt;
 B2  &lt;br /&gt;
 B4  &lt;br /&gt;
 B6  &lt;br /&gt;
 B8  &lt;br /&gt;
 BA  &lt;br /&gt;
 BC  &lt;br /&gt;
 BE  &lt;br /&gt;
 C0  &lt;br /&gt;
 C2  &lt;br /&gt;
 C4  &lt;br /&gt;
 C6  &lt;br /&gt;
 C8  &lt;br /&gt;
 CA  &lt;br /&gt;
 CC  &lt;br /&gt;
 CE  &lt;br /&gt;
 D0  &lt;br /&gt;
 D2  &lt;br /&gt;
 D4  &lt;br /&gt;
 D6  &lt;br /&gt;
 D8  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA-FD:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | DA | DB | DC | DD | DE | DF |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | E0 | E1 | E2 | E3 | E4 | E5 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | E6 | E7 | E8 | E9 | EA | EB |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | EC | ED | EE | EF | F0 | F1 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | F2 | F3 | F4 | F5 | F6 | F7 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | F8 | F9 | FA | FB | FC | FD |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Air Lock&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Standard Sonar&lt;br /&gt;
 05 - Wide Array Sonar&lt;br /&gt;
 06 - Torpedo Defences&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Gauss Defences&lt;br /&gt;
 0A - Sonic Defences&lt;br /&gt;
 0B - P.W.T. Defences&lt;br /&gt;
 0C - Bomb Shield&lt;br /&gt;
 0D - M.C. Defences&lt;br /&gt;
 0E - M.C.-Lab&lt;br /&gt;
 0F - Transmission Resolver&lt;br /&gt;
 10 - Sub Pen (Top Left)&lt;br /&gt;
 11 - Sub Pen (Top Right)&lt;br /&gt;
 12 - Sub Pen (Bottom Left)&lt;br /&gt;
 13 - Sub Pen (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FE-121:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------------\&lt;br /&gt;
 |  FE |  FF | 100 | 101 | 102 | 103 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 104 | 105 | 106 | 107 | 108 | 109 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 10A | 10B | 10C | 10D | 10E | 10F |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 110 | 111 | 112 | 113 | 114 | 115 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 116 | 117 | 118 | 119 | 11A | 11B |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 11C | 11D | 11E | 11F | 120 | 121 |&lt;br /&gt;
 \-----------------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0122:&#039;&#039;&#039; Number of technicians (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0123:&#039;&#039;&#039; Number of scientists (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0124-0127:&#039;&#039;&#039;  Unknown.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ASTORE.DAT]] - Information on captured aliens at bases&lt;br /&gt;
* [[BPROD.DAT]] - Information on what bases are producing&lt;br /&gt;
* [[CRAFT.DAT]] - Information on crafts (both X-Com and Alien)&lt;br /&gt;
* [[FACIL.DAT]] - Information on the facilities you can build in bases&lt;br /&gt;
* [[LOC.DAT]] - Location Data for bases and crafts&lt;br /&gt;
* [[PROJECT.DAT]] - Information on current research&lt;br /&gt;
* [[SOLDIER.DAT]] - Information on soldiers at bases&lt;br /&gt;
* [[TRANSFER.DAT]] - Information on item/personnel being transferred to/from bases&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15000</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15000"/>
		<updated>2008-04-05T23:46:18Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* Structure */ re-edit wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s] great pages&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 292 Bytes long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Presumably the Null character if the Base Name uses all 15 characters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Base&#039;s short range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Base&#039;s long range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Base&#039;s hyperwave detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11, 13, 15:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Logical values for the detection capabilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;10 short, 0 long:&#039;&#039; This base has small radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;20 short, 20 long:&#039;&#039; This base has large radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30 short, 20 long:&#039;&#039; This base has small and large radar(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;100 hyperwave:&#039;&#039; This base has a hyperwave decoder(s).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| width = &amp;quot;60%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ Table 1: Radar Ability Combinations&lt;br /&gt;
|- style = &amp;quot;font-size:larger; font-weight: bold; border-bottom: 1px black solid; background: gray; color:white;&amp;quot; &lt;br /&gt;
| Radar Module / Scan Type || Short || Long || Hyperwave&lt;br /&gt;
|- style = &amp;quot;&amp;quot;&lt;br /&gt;
| Small Radar || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar || 20 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Hyperwave || 0 || 0 || 100&lt;br /&gt;
|- colspan = &amp;quot;4&amp;quot; style = &amp;quot;border-top: 1px dotted; font-wight: bold;&amp;quot;&lt;br /&gt;
| Radar Combinations&lt;br /&gt;
|- style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Sm || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sm + Lg || 30 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Hyp || 10 || 0 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Lg + Lg || 20 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Lg + Hyp || 20 || 20 || 100&lt;br /&gt;
|- &lt;br /&gt;
| Hyp + Hyp || 0 || 0 || 100 &lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Lg + Hyp || 30 || 20 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16-39:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 16 | 17 | 18 | 19 | 1A | 1B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 1C | 1D | 1E | 1F | 20 | 21 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 22 | 23 | 24 | 25 | 26 | 27 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 28 | 29 | 2A | 2B | 2C | 2D |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 2E | 2F | 30 | 31 | 32 | 33 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 34 | 35 | 36 | 37 | 38 | 39 |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Access Lift&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Small Radar System&lt;br /&gt;
 05 - Large Radar System&lt;br /&gt;
 06 - Missile Defense&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Laser Defense&lt;br /&gt;
 0A - Plasma Defense&lt;br /&gt;
 0B - Fusion Ball Defense&lt;br /&gt;
 0C - Grav Shield&lt;br /&gt;
 0D - Mind Shield&lt;br /&gt;
 0E - Psionic Laboratory&lt;br /&gt;
 0F - Hyper-wave Decoder&lt;br /&gt;
 10 - Hangar (Top Left)&lt;br /&gt;
 11 - Hangar (Top Right)&lt;br /&gt;
 12 - Hangar (Bottom Left)&lt;br /&gt;
 13 - Hangar (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3A-5D:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 3A | 3B | 3C | 3D | 3E | 3F |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 40 | 41 | 42 | 43 | 44 | 45 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 46 | 47 | 48 | 49 | 4A | 4B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 4C | 4D | 4E | 4F | 50 | 51 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 52 | 53 | 54 | 55 | 56 | 57 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 58 | 59 | 5A | 5B | 5C | 5D |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
The following are the rest of the offsets I know. There are holes in the numbering but I have no idea what they are. With the exception of &#039;&#039;&#039;scientists and technicians&#039;&#039;&#039;, which are &#039;&#039;&#039;one byte each&#039;&#039;&#039;, all values are 2-byte signed little-endian values (-32,768 to +32,767).  Example: 05 00 should be read as 0005; FE FF should be read as FFFE (-2). Here&#039;s the info:&lt;br /&gt;
&lt;br /&gt;
 005E  Engineer&lt;br /&gt;
 005F  Scientist&lt;br /&gt;
 0060  Stingray Launcher&lt;br /&gt;
 0062  Avalanche Launcher&lt;br /&gt;
 0064  Cannon&lt;br /&gt;
 0066  Fusion Ball Launcher&lt;br /&gt;
 0068  Laser Cannon&lt;br /&gt;
 006A  Plasma Beam&lt;br /&gt;
 006C  Stingray Missile&lt;br /&gt;
 006E  Avalanche Missile&lt;br /&gt;
 0070  Cannon Rounds&lt;br /&gt;
 0072  Fusion Balls&lt;br /&gt;
 0074  Tank/Cannon&lt;br /&gt;
 0076  Tank/Rocket Launcher&lt;br /&gt;
 0078  Tank/Laser Cannon&lt;br /&gt;
 007A  Hovertank/Plasma&lt;br /&gt;
 007C  Hovertank/Launcher&lt;br /&gt;
 007E  Pistol&lt;br /&gt;
 0080  Pistol Clip&lt;br /&gt;
 0082  Rifle&lt;br /&gt;
 0084  Rifle Clip&lt;br /&gt;
 0086  Heavy Cannon&lt;br /&gt;
 0088  HC-AP Ammo&lt;br /&gt;
 008A  HC-HE Ammo&lt;br /&gt;
 008C  HC-IN Ammo&lt;br /&gt;
 008E  Auto Cannon&lt;br /&gt;
 0090  AC-AP Ammo&lt;br /&gt;
 0092  AC-HE Ammo&lt;br /&gt;
 0094  AC-IN Ammo&lt;br /&gt;
 0096  Rocket Launcher&lt;br /&gt;
 0098  Small Rocket&lt;br /&gt;
 009A  Large Rocket&lt;br /&gt;
 009C  Incendiary Rocket&lt;br /&gt;
 009E  Laser Pistol&lt;br /&gt;
 00A0  Laser Rifle&lt;br /&gt;
 00A2  Heavy Laser&lt;br /&gt;
 00A4  Grenade&lt;br /&gt;
 00A6  Smoke Grenade&lt;br /&gt;
 00A8  Proximity Grenade&lt;br /&gt;
 00AA  High Explosive&lt;br /&gt;
 00AC  Motion Scanner&lt;br /&gt;
 00AE  Medi-Kit&lt;br /&gt;
 00B0  Psi-Amp&lt;br /&gt;
 00B2  Stun Rod&lt;br /&gt;
 00B4  Electro Flare&lt;br /&gt;
 00C2  Heavy Plasma&lt;br /&gt;
 00C4  Heavy Plasma Clip&lt;br /&gt;
 00C6  Plasma Rifle&lt;br /&gt;
 00C8  Plasma Rifle Clip&lt;br /&gt;
 00CA  Plasma Pistol&lt;br /&gt;
 00CC  Plasma Pistol Clip&lt;br /&gt;
 00CE  Blaster Launcher&lt;br /&gt;
 00D0  Blaster Bomb&lt;br /&gt;
 00D2  Small Launcher&lt;br /&gt;
 00D4  Stun Bomb&lt;br /&gt;
 00D6  Alien Grenade&lt;br /&gt;
 00D8  Elerium-115&lt;br /&gt;
 00DA  Mind Probe&lt;br /&gt;
 00E2  Sectoid Corpse&lt;br /&gt;
 00E4  Snakeman Corpse&lt;br /&gt;
 00E6  Ethereal Corpse&lt;br /&gt;
 00E8  Muton Corpse&lt;br /&gt;
 00EA  Floater Corpse&lt;br /&gt;
 00EC  Celatid Corpse&lt;br /&gt;
 00EE  Silacoid Corpse&lt;br /&gt;
 00F0  Chryssalid Corpse&lt;br /&gt;
 00F2  Reaper Corpse&lt;br /&gt;
 00F4  Sectopod Corpse&lt;br /&gt;
 00F6  Cyberdisc Corpse&lt;br /&gt;
 0100  UFO Power Source&lt;br /&gt;
 0102  UFO Navigation&lt;br /&gt;
 0104  UFO Construction&lt;br /&gt;
 0106  Alien Food&lt;br /&gt;
 0108  Alien Reproduction&lt;br /&gt;
 010A  Alien Entertainment&lt;br /&gt;
 010C  Alien Surgery&lt;br /&gt;
 010E  Examination Room&lt;br /&gt;
 0110  Alien Alloys&lt;br /&gt;
 0112  Alien Habitat&lt;br /&gt;
 0114  Personal Armour&lt;br /&gt;
 0116  Power Suit&lt;br /&gt;
 0118  Flying Suit&lt;br /&gt;
 011A  HWP Cannon Shell&lt;br /&gt;
 011C  HWP Rockets&lt;br /&gt;
 011E  HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;011F-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 296 Bytes long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-DB:&#039;&#039;&#039; Quantity of each item available at that base.  (Signed 2-byte integers.)&lt;br /&gt;
&lt;br /&gt;
 0010  Ajax Launchers&lt;br /&gt;
 (rest needs to be determined and filled out)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA-FD:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | DA | DB | DC | DD | DE | DF |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | E0 | E1 | E2 | E3 | E4 | E5 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | E6 | E7 | E8 | E9 | EA | EB |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | EC | ED | EE | EF | F0 | F1 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | F2 | F3 | F4 | F5 | F6 | F7 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | F8 | F9 | FA | FB | FC | FD |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Air Lock&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Standard Sonar&lt;br /&gt;
 05 - Wide Array Sonar&lt;br /&gt;
 06 - Torpedo Defences&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Gauss Defences&lt;br /&gt;
 0A - Sonic Defences&lt;br /&gt;
 0B - P.W.T. Defences&lt;br /&gt;
 0C - Bomb Shield&lt;br /&gt;
 0D - M.C. Defences&lt;br /&gt;
 0E - M.C.-Lab&lt;br /&gt;
 0F - Transmission Resolver&lt;br /&gt;
 10 - Sub Pen (Top Left)&lt;br /&gt;
 11 - Sub Pen (Top Right)&lt;br /&gt;
 12 - Sub Pen (Bottom Left)&lt;br /&gt;
 13 - Sub Pen (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FE-121:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------------\&lt;br /&gt;
 |  FE |  FF | 100 | 101 | 102 | 103 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 104 | 105 | 106 | 107 | 108 | 109 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 10A | 10B | 10C | 10D | 10E | 10F |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 110 | 111 | 112 | 113 | 114 | 115 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 116 | 117 | 118 | 119 | 11A | 11B |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 11C | 11D | 11E | 11F | 120 | 121 |&lt;br /&gt;
 \-----------------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0122:&#039;&#039;&#039; Number of technicians (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0123:&#039;&#039;&#039; Number of scientists (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0124-0127:&#039;&#039;&#039;  Unknown.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ASTORE.DAT]] - Information on captured aliens at bases&lt;br /&gt;
* [[BPROD.DAT]] - Information on what bases are producing&lt;br /&gt;
* [[CRAFT.DAT]] - Information on crafts (both X-Com and Alien)&lt;br /&gt;
* [[FACIL.DAT]] - Information on the facilities you can build in bases&lt;br /&gt;
* [[LOC.DAT]] - Location Data for bases and crafts&lt;br /&gt;
* [[PROJECT.DAT]] - Information on current research&lt;br /&gt;
* [[SOLDIER.DAT]] - Information on soldiers at bases&lt;br /&gt;
* [[TRANSFER.DAT]] - Information on item/personnel being transferred to/from bases&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=14999</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=14999"/>
		<updated>2008-04-05T23:38:52Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* TFTD Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s] great pages&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 292 Bytes long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Presumably the Null character if the Base Name uses all 15 characters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Base&#039;s short range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Base&#039;s long range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Base&#039;s hyperwave detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11, 13, 15:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Logical values for the detection capabilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;10 short, 0 long:&#039;&#039; This base has small radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;20 short, 20 long:&#039;&#039; This base has large radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30 short, 20 long:&#039;&#039; This base has small and large radar(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;100 hyperwave:&#039;&#039; This base has a hyperwave decoder(s).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| width = &amp;quot;60%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ Table 1: Radar Ability Combinations&lt;br /&gt;
|- style = &amp;quot;font-size:larger; font-weight: bold; border-bottom: 1px black solid; background: gray; color:white;&amp;quot; &lt;br /&gt;
| Radar Module / Scan Type || Short || Long || Hyperwave&lt;br /&gt;
|- style = &amp;quot;&amp;quot;&lt;br /&gt;
| Small Radar || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar || 20 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Hyperwave || 0 || 0 || 100&lt;br /&gt;
|- colspan = &amp;quot;4&amp;quot; style = &amp;quot;border-top: 1px dotted; font-wight: bold;&amp;quot;&lt;br /&gt;
| Radar Combinations&lt;br /&gt;
|- style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Sm || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sm + Lg || 30 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Hyp || 10 || 0 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Lg + Lg || 20 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Lg + Hyp || 20 || 20 || 100&lt;br /&gt;
|- &lt;br /&gt;
| Hyp + Hyp || 0 || 0 || 100 &lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Lg + Hyp || 30 || 20 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16-39:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 16 | 17 | 18 | 19 | 1A | 1B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 1C | 1D | 1E | 1F | 20 | 21 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 22 | 23 | 24 | 25 | 26 | 27 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 28 | 29 | 2A | 2B | 2C | 2D |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 2E | 2F | 30 | 31 | 32 | 33 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 34 | 35 | 36 | 37 | 38 | 39 |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Access Lift&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Small Radar System&lt;br /&gt;
 05 - Large Radar System&lt;br /&gt;
 06 - Missile Defense&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Laser Defense&lt;br /&gt;
 0A - Plasma Defense&lt;br /&gt;
 0B - Fusion Ball Defense&lt;br /&gt;
 0C - Grav Shield&lt;br /&gt;
 0D - Mind Shield&lt;br /&gt;
 0E - Psionic Laboratory&lt;br /&gt;
 0F - Hyper-wave Decoder&lt;br /&gt;
 10 - Hangar (Top Left)&lt;br /&gt;
 11 - Hangar (Top Right)&lt;br /&gt;
 12 - Hangar (Bottom Left)&lt;br /&gt;
 13 - Hangar (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3A-5D:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 3A | 3B | 3C | 3D | 3E | 3F |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 40 | 41 | 42 | 43 | 44 | 45 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 46 | 47 | 48 | 49 | 4A | 4B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 4C | 4D | 4E | 4F | 50 | 51 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 52 | 53 | 54 | 55 | 56 | 57 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 58 | 59 | 5A | 5B | 5C | 5D |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
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 two- and four-byte values are signed (i.e., when you go over 32,767 on 2-byte values, the number goes negative). And if it&#039;s two bytes then the first byte is the low byte and the second byte is the high byte. Example: 05 00 should be read as 00 05. &#039;&#039;&#039;The first two (Engineers and Scientists) are one byte; all the rest are two bytes.&#039;&#039;&#039; Here&#039;s the info:&lt;br /&gt;
&lt;br /&gt;
 005E  Engineer&lt;br /&gt;
 005F  Scientist&lt;br /&gt;
 0060  Stingray Launcher&lt;br /&gt;
 0062  Avalanche Launcher&lt;br /&gt;
 0064  Cannon&lt;br /&gt;
 0066  Fusion Ball Launcher&lt;br /&gt;
 0068  Laser Cannon&lt;br /&gt;
 006A  Plasma Beam&lt;br /&gt;
 006C  Stingray Missile&lt;br /&gt;
 006E  Avalanche Missile&lt;br /&gt;
 0070  Cannon Rounds&lt;br /&gt;
 0072  Fusion Balls&lt;br /&gt;
 0074  Tank/Cannon&lt;br /&gt;
 0076  Tank/Rocket Launcher&lt;br /&gt;
 0078  Tank/Laser Cannon&lt;br /&gt;
 007A  Hovertank/Plasma&lt;br /&gt;
 007C  Hovertank/Launcher&lt;br /&gt;
 007E  Pistol&lt;br /&gt;
 0080  Pistol Clip&lt;br /&gt;
 0082  Rifle&lt;br /&gt;
 0084  Rifle Clip&lt;br /&gt;
 0086  Heavy Cannon&lt;br /&gt;
 0088  HC-AP Ammo&lt;br /&gt;
 008A  HC-HE Ammo&lt;br /&gt;
 008C  HC-IN Ammo&lt;br /&gt;
 008E  Auto Cannon&lt;br /&gt;
 0090  AC-AP Ammo&lt;br /&gt;
 0092  AC-HE Ammo&lt;br /&gt;
 0094  AC-IN Ammo&lt;br /&gt;
 0096  Rocket Launcher&lt;br /&gt;
 0098  Small Rocket&lt;br /&gt;
 009A  Large Rocket&lt;br /&gt;
 009C  Incendiary Rocket&lt;br /&gt;
 009E  Laser Pistol&lt;br /&gt;
 00A0  Laser Rifle&lt;br /&gt;
 00A2  Heavy Laser&lt;br /&gt;
 00A4  Grenade&lt;br /&gt;
 00A6  Smoke Grenade&lt;br /&gt;
 00A8  Proximity Grenade&lt;br /&gt;
 00AA  High Explosive&lt;br /&gt;
 00AC  Motion Scanner&lt;br /&gt;
 00AE  Medi-Kit&lt;br /&gt;
 00B0  Psi-Amp&lt;br /&gt;
 00B2  Stun Rod&lt;br /&gt;
 00B4  Electro Flare&lt;br /&gt;
 00C2  Heavy Plasma&lt;br /&gt;
 00C4  Heavy Plasma Clip&lt;br /&gt;
 00C6  Plasma Rifle&lt;br /&gt;
 00C8  Plasma Rifle Clip&lt;br /&gt;
 00CA  Plasma Pistol&lt;br /&gt;
 00CC  Plasma Pistol Clip&lt;br /&gt;
 00CE  Blaster Launcher&lt;br /&gt;
 00D0  Blaster Bomb&lt;br /&gt;
 00D2  Small Launcher&lt;br /&gt;
 00D4  Stun Bomb&lt;br /&gt;
 00D6  Alien Grenade&lt;br /&gt;
 00D8  Elerium-115&lt;br /&gt;
 00DA  Mind Probe&lt;br /&gt;
 00E2  Sectoid Corpse&lt;br /&gt;
 00E4  Snakeman Corpse&lt;br /&gt;
 00E6  Ethereal Corpse&lt;br /&gt;
 00E8  Muton Corpse&lt;br /&gt;
 00EA  Floater Corpse&lt;br /&gt;
 00EC  Celatid Corpse&lt;br /&gt;
 00EE  Silacoid Corpse&lt;br /&gt;
 00F0  Chryssalid Corpse&lt;br /&gt;
 00F2  Reaper Corpse&lt;br /&gt;
 00F4  Sectopod Corpse&lt;br /&gt;
 00F6  Cyberdisc Corpse&lt;br /&gt;
 0100  UFO Power Source&lt;br /&gt;
 0102  UFO Navigation&lt;br /&gt;
 0104  UFO Construction&lt;br /&gt;
 0106  Alien Food&lt;br /&gt;
 0108  Alien Reproduction&lt;br /&gt;
 010A  Alien Entertainment&lt;br /&gt;
 010C  Alien Surgery&lt;br /&gt;
 010E  Examination Room&lt;br /&gt;
 0110  Alien Alloys&lt;br /&gt;
 0112  Alien Habitat&lt;br /&gt;
 0114  Personal Armour&lt;br /&gt;
 0116  Power Suit&lt;br /&gt;
 0118  Flying Suit&lt;br /&gt;
 011A  HWP Cannon Shell&lt;br /&gt;
 011C  HWP Rockets&lt;br /&gt;
 011E  HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;011F-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 296 Bytes long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-DB:&#039;&#039;&#039; Quantity of each item available at that base.  (Signed 2-byte integers.)&lt;br /&gt;
&lt;br /&gt;
 0010  Ajax Launchers&lt;br /&gt;
 (rest needs to be determined and filled out)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA-FD:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | DA | DB | DC | DD | DE | DF |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | E0 | E1 | E2 | E3 | E4 | E5 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | E6 | E7 | E8 | E9 | EA | EB |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | EC | ED | EE | EF | F0 | F1 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | F2 | F3 | F4 | F5 | F6 | F7 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | F8 | F9 | FA | FB | FC | FD |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Air Lock&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Standard Sonar&lt;br /&gt;
 05 - Wide Array Sonar&lt;br /&gt;
 06 - Torpedo Defences&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Gauss Defences&lt;br /&gt;
 0A - Sonic Defences&lt;br /&gt;
 0B - P.W.T. Defences&lt;br /&gt;
 0C - Bomb Shield&lt;br /&gt;
 0D - M.C. Defences&lt;br /&gt;
 0E - M.C.-Lab&lt;br /&gt;
 0F - Transmission Resolver&lt;br /&gt;
 10 - Sub Pen (Top Left)&lt;br /&gt;
 11 - Sub Pen (Top Right)&lt;br /&gt;
 12 - Sub Pen (Bottom Left)&lt;br /&gt;
 13 - Sub Pen (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FE-121:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------------\&lt;br /&gt;
 |  FE |  FF | 100 | 101 | 102 | 103 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 104 | 105 | 106 | 107 | 108 | 109 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 10A | 10B | 10C | 10D | 10E | 10F |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 110 | 111 | 112 | 113 | 114 | 115 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 116 | 117 | 118 | 119 | 11A | 11B |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 11C | 11D | 11E | 11F | 120 | 121 |&lt;br /&gt;
 \-----------------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0122:&#039;&#039;&#039; Number of technicians (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0123:&#039;&#039;&#039; Number of scientists (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0124-0127:&#039;&#039;&#039;  Unknown.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ASTORE.DAT]] - Information on captured aliens at bases&lt;br /&gt;
* [[BPROD.DAT]] - Information on what bases are producing&lt;br /&gt;
* [[CRAFT.DAT]] - Information on crafts (both X-Com and Alien)&lt;br /&gt;
* [[FACIL.DAT]] - Information on the facilities you can build in bases&lt;br /&gt;
* [[LOC.DAT]] - Location Data for bases and crafts&lt;br /&gt;
* [[PROJECT.DAT]] - Information on current research&lt;br /&gt;
* [[SOLDIER.DAT]] - Information on soldiers at bases&lt;br /&gt;
* [[TRANSFER.DAT]] - Information on item/personnel being transferred to/from bases&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=14998</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=14998"/>
		<updated>2008-04-05T23:36:49Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* Structure */ minor changes to UFO info and added TFTD preliminary data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s] great pages&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 292 Bytes long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Presumably the Null character if the Base Name uses all 15 characters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Base&#039;s short range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Base&#039;s long range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Base&#039;s hyperwave detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11, 13, 15:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Logical values for the detection capabilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;10 short, 0 long:&#039;&#039; This base has small radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;20 short, 20 long:&#039;&#039; This base has large radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30 short, 20 long:&#039;&#039; This base has small and large radar(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;100 hyperwave:&#039;&#039; This base has a hyperwave decoder(s).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| width = &amp;quot;60%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|+ Table 1: Radar Ability Combinations&lt;br /&gt;
|- style = &amp;quot;font-size:larger; font-weight: bold; border-bottom: 1px black solid; background: gray; color:white;&amp;quot; &lt;br /&gt;
| Radar Module / Scan Type || Short || Long || Hyperwave&lt;br /&gt;
|- style = &amp;quot;&amp;quot;&lt;br /&gt;
| Small Radar || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar || 20 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Hyperwave || 0 || 0 || 100&lt;br /&gt;
|- colspan = &amp;quot;4&amp;quot; style = &amp;quot;border-top: 1px dotted; font-wight: bold;&amp;quot;&lt;br /&gt;
| Radar Combinations&lt;br /&gt;
|- style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Sm || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sm + Lg || 30 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Hyp || 10 || 0 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Lg + Lg || 20 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Lg + Hyp || 20 || 20 || 100&lt;br /&gt;
|- &lt;br /&gt;
| Hyp + Hyp || 0 || 0 || 100 &lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Lg + Hyp || 30 || 20 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16-39:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 16 | 17 | 18 | 19 | 1A | 1B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 1C | 1D | 1E | 1F | 20 | 21 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 22 | 23 | 24 | 25 | 26 | 27 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 28 | 29 | 2A | 2B | 2C | 2D |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 2E | 2F | 30 | 31 | 32 | 33 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 34 | 35 | 36 | 37 | 38 | 39 |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Access Lift&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Small Radar System&lt;br /&gt;
 05 - Large Radar System&lt;br /&gt;
 06 - Missile Defense&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Laser Defense&lt;br /&gt;
 0A - Plasma Defense&lt;br /&gt;
 0B - Fusion Ball Defense&lt;br /&gt;
 0C - Grav Shield&lt;br /&gt;
 0D - Mind Shield&lt;br /&gt;
 0E - Psionic Laboratory&lt;br /&gt;
 0F - Hyper-wave Decoder&lt;br /&gt;
 10 - Hangar (Top Left)&lt;br /&gt;
 11 - Hangar (Top Right)&lt;br /&gt;
 12 - Hangar (Bottom Left)&lt;br /&gt;
 13 - Hangar (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3A-5D:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 3A | 3B | 3C | 3D | 3E | 3F |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 40 | 41 | 42 | 43 | 44 | 45 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 46 | 47 | 48 | 49 | 4A | 4B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 4C | 4D | 4E | 4F | 50 | 51 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 52 | 53 | 54 | 55 | 56 | 57 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 58 | 59 | 5A | 5B | 5C | 5D |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
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 two- and four-byte values are signed (i.e., when you go over 32,767 on 2-byte values, the number goes negative). And if it&#039;s two bytes then the first byte is the low byte and the second byte is the high byte. Example: 05 00 should be read as 00 05. &#039;&#039;&#039;The first two (Engineers and Scientists) are one byte; all the rest are two bytes.&#039;&#039;&#039; Here&#039;s the info:&lt;br /&gt;
&lt;br /&gt;
 005E  Engineer&lt;br /&gt;
 005F  Scientist&lt;br /&gt;
 0060  Stingray Launcher&lt;br /&gt;
 0062  Avalanche Launcher&lt;br /&gt;
 0064  Cannon&lt;br /&gt;
 0066  Fusion Ball Launcher&lt;br /&gt;
 0068  Laser Cannon&lt;br /&gt;
 006A  Plasma Beam&lt;br /&gt;
 006C  Stingray Missile&lt;br /&gt;
 006E  Avalanche Missile&lt;br /&gt;
 0070  Cannon Rounds&lt;br /&gt;
 0072  Fusion Balls&lt;br /&gt;
 0074  Tank/Cannon&lt;br /&gt;
 0076  Tank/Rocket Launcher&lt;br /&gt;
 0078  Tank/Laser Cannon&lt;br /&gt;
 007A  Hovertank/Plasma&lt;br /&gt;
 007C  Hovertank/Launcher&lt;br /&gt;
 007E  Pistol&lt;br /&gt;
 0080  Pistol Clip&lt;br /&gt;
 0082  Rifle&lt;br /&gt;
 0084  Rifle Clip&lt;br /&gt;
 0086  Heavy Cannon&lt;br /&gt;
 0088  HC-AP Ammo&lt;br /&gt;
 008A  HC-HE Ammo&lt;br /&gt;
 008C  HC-IN Ammo&lt;br /&gt;
 008E  Auto Cannon&lt;br /&gt;
 0090  AC-AP Ammo&lt;br /&gt;
 0092  AC-HE Ammo&lt;br /&gt;
 0094  AC-IN Ammo&lt;br /&gt;
 0096  Rocket Launcher&lt;br /&gt;
 0098  Small Rocket&lt;br /&gt;
 009A  Large Rocket&lt;br /&gt;
 009C  Incendiary Rocket&lt;br /&gt;
 009E  Laser Pistol&lt;br /&gt;
 00A0  Laser Rifle&lt;br /&gt;
 00A2  Heavy Laser&lt;br /&gt;
 00A4  Grenade&lt;br /&gt;
 00A6  Smoke Grenade&lt;br /&gt;
 00A8  Proximity Grenade&lt;br /&gt;
 00AA  High Explosive&lt;br /&gt;
 00AC  Motion Scanner&lt;br /&gt;
 00AE  Medi-Kit&lt;br /&gt;
 00B0  Psi-Amp&lt;br /&gt;
 00B2  Stun Rod&lt;br /&gt;
 00B4  Electro Flare&lt;br /&gt;
 00C2  Heavy Plasma&lt;br /&gt;
 00C4  Heavy Plasma Clip&lt;br /&gt;
 00C6  Plasma Rifle&lt;br /&gt;
 00C8  Plasma Rifle Clip&lt;br /&gt;
 00CA  Plasma Pistol&lt;br /&gt;
 00CC  Plasma Pistol Clip&lt;br /&gt;
 00CE  Blaster Launcher&lt;br /&gt;
 00D0  Blaster Bomb&lt;br /&gt;
 00D2  Small Launcher&lt;br /&gt;
 00D4  Stun Bomb&lt;br /&gt;
 00D6  Alien Grenade&lt;br /&gt;
 00D8  Elerium-115&lt;br /&gt;
 00DA  Mind Probe&lt;br /&gt;
 00E2  Sectoid Corpse&lt;br /&gt;
 00E4  Snakeman Corpse&lt;br /&gt;
 00E6  Ethereal Corpse&lt;br /&gt;
 00E8  Muton Corpse&lt;br /&gt;
 00EA  Floater Corpse&lt;br /&gt;
 00EC  Celatid Corpse&lt;br /&gt;
 00EE  Silacoid Corpse&lt;br /&gt;
 00F0  Chryssalid Corpse&lt;br /&gt;
 00F2  Reaper Corpse&lt;br /&gt;
 00F4  Sectopod Corpse&lt;br /&gt;
 00F6  Cyberdisc Corpse&lt;br /&gt;
 0100  UFO Power Source&lt;br /&gt;
 0102  UFO Navigation&lt;br /&gt;
 0104  UFO Construction&lt;br /&gt;
 0106  Alien Food&lt;br /&gt;
 0108  Alien Reproduction&lt;br /&gt;
 010A  Alien Entertainment&lt;br /&gt;
 010C  Alien Surgery&lt;br /&gt;
 010E  Examination Room&lt;br /&gt;
 0110  Alien Alloys&lt;br /&gt;
 0112  Alien Habitat&lt;br /&gt;
 0114  Personal Armour&lt;br /&gt;
 0116  Power Suit&lt;br /&gt;
 0118  Flying Suit&lt;br /&gt;
 011A  HWP Cannon Shell&lt;br /&gt;
 011C  HWP Rockets&lt;br /&gt;
 011E  HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;011F-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
==TFTD Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 296 Bytes long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-DB:&#039;&#039;&#039; Quantity of each item available at that base.  (Signed 2-byte integers.)&lt;br /&gt;
&lt;br /&gt;
 0010  Ajax Launchers&lt;br /&gt;
(rest needs to be determined and filled out)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA-FD:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | DA | DB | DC | DD | DE | DF |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | E0 | E1 | E2 | E3 | E4 | E5 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | E6 | E7 | E8 | E9 | EA | EB |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | EC | ED | EE | EF | F0 | F1 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | F2 | F3 | F4 | F5 | F6 | F7 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | F8 | F9 | FA | FB | FC | FD |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Air Lock&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Standard Sonar&lt;br /&gt;
 05 - Wide Array Sonar&lt;br /&gt;
 06 - Torpedo Defences&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Gauss Defences&lt;br /&gt;
 0A - Sonic Defences&lt;br /&gt;
 0B - P.W.T. Defences&lt;br /&gt;
 0C - Bomb Shield&lt;br /&gt;
 0D - M.C. Defences&lt;br /&gt;
 0E - M.C.-Lab&lt;br /&gt;
 0F - Transmission Resolver&lt;br /&gt;
 10 - Sub Pen (Top Left)&lt;br /&gt;
 11 - Sub Pen (Top Right)&lt;br /&gt;
 12 - Sub Pen (Bottom Left)&lt;br /&gt;
 13 - Sub Pen (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FE-121:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------------\&lt;br /&gt;
 |  FE |  FF | 100 | 101 | 102 | 103 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 104 | 105 | 106 | 107 | 108 | 109 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 10A | 10B | 10C | 10D | 10E | 10F |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 110 | 111 | 112 | 113 | 114 | 115 |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 116 | 117 | 118 | 119 | 11A | 11B |&lt;br /&gt;
 |-----------------------------------|&lt;br /&gt;
 | 11C | 11D | 11E | 11F | 120 | 121 |&lt;br /&gt;
 \-----------------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0122:&#039;&#039;&#039; Number of technicians (00-FF).&lt;br /&gt;
&#039;&#039;&#039;0123:&#039;&#039;&#039; Number of scientists (00-FF).&lt;br /&gt;
&#039;&#039;&#039;0124-0127:&#039;&#039;&#039;  Unknown.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ASTORE.DAT]] - Information on captured aliens at bases&lt;br /&gt;
* [[BPROD.DAT]] - Information on what bases are producing&lt;br /&gt;
* [[CRAFT.DAT]] - Information on crafts (both X-Com and Alien)&lt;br /&gt;
* [[FACIL.DAT]] - Information on the facilities you can build in bases&lt;br /&gt;
* [[LOC.DAT]] - Location Data for bases and crafts&lt;br /&gt;
* [[PROJECT.DAT]] - Information on current research&lt;br /&gt;
* [[SOLDIER.DAT]] - Information on soldiers at bases&lt;br /&gt;
* [[TRANSFER.DAT]] - Information on item/personnel being transferred to/from bases&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=LOC.DAT&amp;diff=14997</id>
		<title>LOC.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=LOC.DAT&amp;diff=14997"/>
		<updated>2008-04-05T22:41:23Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* Structure */ clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;LOC.DAT has a row width of 20 bytes. There are a total of 50 records (not all of them necessarily used) for a fixed file size of 1,000 bytes. Most of this info is from [[User:NKF|NKF]] (thanks a lot) and some was ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s great pages]&lt;br /&gt;
==Structure==&lt;br /&gt;
&#039;&#039;&#039;00:&#039;&#039;&#039; Object type:&lt;br /&gt;
    00 - Unused entry&lt;br /&gt;
    01 - Alien Ship&lt;br /&gt;
    02 - X-Com Ship&lt;br /&gt;
    03 - X-Com Base&lt;br /&gt;
    04 - Alien Base&lt;br /&gt;
    05 - Crash Site&lt;br /&gt;
    06 - Landed UFO&lt;br /&gt;
    07 - Waypoint&lt;br /&gt;
    08 - Terror Site&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;01:&#039;&#039;&#039; Object table reference - Possible values - 00 to FF - Just a reference. This just shows how many there are of this type on the geoscape.  If the object is either a UFO (Alien Ship for TFTD) or X-COM craft, then this is the index into [[CRAFT.DAT]]. If the object is an X-Com base, then this is the index into [[BASE.DAT]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02-03:&#039;&#039;&#039; Horizontal starting coordinates (low bit then high bit respectively). 0 - 2880&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;04-05:&#039;&#039;&#039; Vertical starting coordinates (low bit then high bit respectively). -720 - 720&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Ships don&#039;t land on the exact place that the alien ship is, that&#039;s why there will be discrepancies between the alien and x-com ship destination info.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;06-07:&#039;&#039;&#039; Horizontal destination coordinates (low bit then high bit respectively). 0 - 2880&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;08-09:&#039;&#039;&#039; Vertical destination coordinates (low bit then high bit respectively). -720 - 720&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The maximum and minimum values for the coordinates is assumed to be the same as [[WORLD.DAT]] (which makes sense). They haven&#039;t actually been tested. (&#039;&#039;I&#039;m too lazy for that --[[User:Pi Masta|Pi Masta]]&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0A-0B:&#039;&#039;&#039; Appears to be the &#039;count suffix&#039; of the item, eg: Skyranger-&#039;&#039;&#039;1&#039;&#039;&#039; or Crash Site-&#039;&#039;&#039;47&#039;&#039;&#039;. It appears to have no meaning for XCOM Bases, but for other types where it is set, the next byte (0B) always seems to be 0, and is probably the high byte but I&#039;ve never gotten over 255 UFO&#039;s or crafts to test this. &#039;&#039;--[[User:Pi Masta|Pi Masta]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0C-0F:&#039;&#039;&#039; NEED HELP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Something to do with visibility, not really sure however.&lt;br /&gt;
 Possible bit field? --[[User:Pi Masta|Pi Masta]] 16:55, 13 March 2007 (PDT)&lt;br /&gt;
 bit&lt;br /&gt;
 2 (value 4) seen this change on alien crafts when I targeted it for the first time&lt;br /&gt;
 1 (value 2) Alien craft always have this flagged, for Xcom craft 0 - At base or patrolling, 1 - Moving (moving bit field?)&lt;br /&gt;
 0 (value 1) not visible/detected field, 0 - visible, 1 - not visible&lt;br /&gt;
&lt;br /&gt;
 For Alien Bases&lt;br /&gt;
 1 (value 1) Base is freshly discovered and will be revealed on next month end.&lt;br /&gt;
 --[[User:Darkfred|Darkfred]] 23:22, 11 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11-13:&#039;&#039;&#039; NEED HELP&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Other files (e.g., [[CRAFT.DAT]]) reference the entry number for the base. For example, if the value is 0A then that base is in entry 10 of this file.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[BASE.DAT]] - Contains information about Xcom bases&lt;br /&gt;
* [[CRAFT.DAT]] - Contains information on the crafts&lt;br /&gt;
* [[GEODATA.DAT]] - Contains information about what crafts and terrain a battle should use&lt;br /&gt;
* [[WORLD.DAT]] - Defines the zones and terrain on the globe&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ASTORE.DAT&amp;diff=14974</id>
		<title>ASTORE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ASTORE.DAT&amp;diff=14974"/>
		<updated>2008-03-31T23:53:50Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* For TFTD */ - typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ASTORE.DAT contains information pertinent to live aliens in confinement.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
ASTORE.DAT has a fixed size of 50 entries of 12 bytes each.  Information below is arranged by the byte&#039;s hex offset, in bold.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;00&amp;lt;/b&amp;gt;: Alien race:&lt;br /&gt;
 01 = Sectoid&lt;br /&gt;
 02 = Snakeman&lt;br /&gt;
 03 = Etherial&lt;br /&gt;
 04 = Muton&lt;br /&gt;
 05 = Floater&lt;br /&gt;
 06 = Cellatid&lt;br /&gt;
 07 = Silacoid&lt;br /&gt;
 08 = Chryssalid&lt;br /&gt;
 09 = Reaper&lt;br /&gt;
 0A = Sectopod&lt;br /&gt;
 0B = Cyberdisk&lt;br /&gt;
&lt;br /&gt;
When an alien is researched, its race is set to 00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;01&amp;lt;/b&amp;gt;: Rank:&lt;br /&gt;
 01 = Commander&lt;br /&gt;
 02 = Leader&lt;br /&gt;
 03 = Engineer&lt;br /&gt;
 04 = Medic&lt;br /&gt;
 05 = Navigator&lt;br /&gt;
 06 = Soldier&lt;br /&gt;
 07 = Terrorist&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;02&amp;lt;/b&amp;gt;: Base at which the alien is imprisoned, using index values from [[LOC.DAT]], your original base is always 00.&lt;br /&gt;
A value of FF indicates that the alien is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;03-0B&amp;lt;/b&amp;gt;:  It is unclear what, if anything, these values do.  &amp;lt;b&amp;gt;0B&amp;lt;/b&amp;gt; gets set to 01 when an alien is in transit&lt;br /&gt;
(this is in addition to setting the Base byte to FF).  Otherwise, these bytes tend to remain 00.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For TFTD ==&lt;br /&gt;
&lt;br /&gt;
Note:  TFTD v2 expanded ASTORE.DAT to 3600 bytes (300 entries of 12 bytes each), with the same format.  Attempting to load a v2 or later saved game into the v1 version of TFTD will cause it to crash unless this file is truncated back to 600 bytes.  Loading a v1 version of this file into a v2 or later version of the game will not cause any problems.&lt;br /&gt;
&lt;br /&gt;
ASTORE.DAT&lt;br /&gt;
1st BYTE Alien type &lt;br /&gt;
 01h Aquatoid&lt;br /&gt;
 02h Gill Man&lt;br /&gt;
 03h Lobster Man&lt;br /&gt;
 04h Tasoth&lt;br /&gt;
 05h Calcinite&lt;br /&gt;
 06h Deep One&lt;br /&gt;
 07h Bio-Drone&lt;br /&gt;
 08h Tentaculat&lt;br /&gt;
 09h Triscene&lt;br /&gt;
 0Ah Hallucinoid&lt;br /&gt;
 0Bh Xarquid&lt;br /&gt;
&lt;br /&gt;
2nd BYTE Alien class&lt;br /&gt;
 01h Commander&lt;br /&gt;
 02h Navigator&lt;br /&gt;
 03h Medic&lt;br /&gt;
 04h Technician&lt;br /&gt;
 05h Squad Leader&lt;br /&gt;
 06h Soldier&lt;br /&gt;
 07h Terrorist&lt;br /&gt;
&lt;br /&gt;
These values define the alive aliens that we have in the base. The two values (one for the type and one for the class) must be entered in the first two bytes of the file. After the project has started or the aliens have been transferred to another base, the first byte will be 0. You can re-enter a new value to have other aliens.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[TRANSFER.DAT]] - Can contain information on Captured aliens in transit&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SITE.DAT&amp;diff=14972</id>
		<title>SITE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SITE.DAT&amp;diff=14972"/>
		<updated>2008-03-31T20:03:51Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* Structure */ - fixed cut &amp;amp; paste error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SITE.DAT is composed of 20 unsigned short integers (words), grouped into several sections.&lt;br /&gt;
==Structure==&lt;br /&gt;
&#039;&#039;&#039;00-09:&#039;&#039;&#039; Seems to be a list of the last 5 (or fewer) Shipping Routes that were attacked; will re-randomize if one of these is selected for a new Shipping Route attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0A-21:&#039;&#039;&#039; Seems to be a list of the last 12 (or fewer) Terror Sites that were attacked; will re-randomize if one of these is selected for a new Terror Site attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039; Number of valid entries in 00 block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039; Number of valid entries in 0A block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039; Current type of attack site:  Shipping Route (&#039;S&#039;) or Terror Site (&#039;T&#039;)&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SITE.DAT&amp;diff=14971</id>
		<title>SITE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SITE.DAT&amp;diff=14971"/>
		<updated>2008-03-31T20:03:16Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: Initial info on SITE.DAT based on preliminary examination of the code.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SITE.DAT is composed of 20 unsigned short integers (words), grouped into several sections.&lt;br /&gt;
==Structure==&lt;br /&gt;
&#039;&#039;&#039;00-09:&#039;&#039;&#039; Seems to be a list of the last 5 (or fewer) Shipping Routes that were attacked; will re-randomize if one of these is selected for a new Shipping Route attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0A-21:&#039;&#039;&#039; Seems to be a list of the last 5 (or fewer) Terror Sites that were attacked; will re-randomize if one of these is selected for a new Terror Site attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039; Number of valid entries in 00 block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039; Number of valid entries in 0A block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039; Current type of attack site:  Shipping Route (&#039;S&#039;) or Terror Site (&#039;T&#039;)&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=LOC.DAT&amp;diff=14970</id>
		<title>LOC.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=LOC.DAT&amp;diff=14970"/>
		<updated>2008-03-31T18:03:39Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* Structure */ - updated 01 entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;LOC.DAT has a row width of 20 bytes. There are a total of 50 records (not all of them necessarily used) for a fixed file size of 1,000 bytes. Most of this info is from [[User:NKF|NKF]] (thanks a lot) and some was ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s great pages]&lt;br /&gt;
==Structure==&lt;br /&gt;
&#039;&#039;&#039;00:&#039;&#039;&#039; Object type:&lt;br /&gt;
    00 - Unused entry&lt;br /&gt;
    01 - Alien Ship&lt;br /&gt;
    02 - X-Com Ship&lt;br /&gt;
    03 - X-Com Base&lt;br /&gt;
    04 - Alien Base&lt;br /&gt;
    05 - Crash Site&lt;br /&gt;
    06 - Landed UFO&lt;br /&gt;
    07 - Waypoint&lt;br /&gt;
    08 - Terror Site&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;01:&#039;&#039;&#039; Object table reference - Possible values - 00 to FF - Just a reference. This just shows how many there are of this type on the geoscape.  If the object is either a UFO (Alien Ship for TFTD) or X-COM craft, then this is the index into [[CRAFT.DAT]]. If the object is a base, then this is the index into [[BASE.DAT]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02-03:&#039;&#039;&#039; Horizontal starting coordinates (low bit then high bit respectively). 0 - 2880&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;04-05:&#039;&#039;&#039; Vertical starting coordinates (low bit then high bit respectively). -720 - 720&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Ships don&#039;t land on the exact place that the alien ship is, that&#039;s why there will be discrepancies between the alien and x-com ship destination info.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;06-07:&#039;&#039;&#039; Horizontal destination coordinates (low bit then high bit respectively). 0 - 2880&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;08-09:&#039;&#039;&#039; Vertical destination coordinates (low bit then high bit respectively). -720 - 720&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The maximum and minimum values for the coordinates is assumed to be the same as [[WORLD.DAT]] (which makes sense). They haven&#039;t actually been tested. (&#039;&#039;I&#039;m too lazy for that --[[User:Pi Masta|Pi Masta]]&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0A-0B:&#039;&#039;&#039; Appears to be the &#039;count suffix&#039; of the item, eg: Skyranger-&#039;&#039;&#039;1&#039;&#039;&#039; or Crash Site-&#039;&#039;&#039;47&#039;&#039;&#039;. It appears to have no meaning for XCOM Bases, but for other types where it is set, the next byte (0B) always seems to be 0, and is probably the high byte but I&#039;ve never gotten over 255 UFO&#039;s or crafts to test this. &#039;&#039;--[[User:Pi Masta|Pi Masta]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0C-0F:&#039;&#039;&#039; NEED HELP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Something to do with visibility, not really sure however.&lt;br /&gt;
 Possible bit field? --[[User:Pi Masta|Pi Masta]] 16:55, 13 March 2007 (PDT)&lt;br /&gt;
 bit&lt;br /&gt;
 2 (value 4) seen this change on alien crafts when I targeted it for the first time&lt;br /&gt;
 1 (value 2) Alien craft always have this flagged, for Xcom craft 0 - At base or patrolling, 1 - Moving (moving bit field?)&lt;br /&gt;
 0 (value 1) not visible/detected field, 0 - visible, 1 - not visible&lt;br /&gt;
&lt;br /&gt;
 For Alien Bases&lt;br /&gt;
 1 (value 1) Base is freshly discovered and will be revealed on next month end.&lt;br /&gt;
 --[[User:Darkfred|Darkfred]] 23:22, 11 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11-13:&#039;&#039;&#039; NEED HELP&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Other files (e.g., [[CRAFT.DAT]]) reference the entry number for the base. For example, if the value is 0A then that base is in entry 10 of this file.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[BASE.DAT]] - Contains information about Xcom bases&lt;br /&gt;
* [[CRAFT.DAT]] - Contains information on the crafts&lt;br /&gt;
* [[GEODATA.DAT]] - Contains information about what crafts and terrain a battle should use&lt;br /&gt;
* [[WORLD.DAT]] - Defines the zones and terrain on the globe&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ASTORE.DAT&amp;diff=14943</id>
		<title>ASTORE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ASTORE.DAT&amp;diff=14943"/>
		<updated>2008-03-29T17:22:53Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* For TFTD */ - fixed bad wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ASTORE.DAT contains information pertinent to live aliens in confinement.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
ASTORE.DAT has a fixed size of 50 entries of 12 bytes each.  Information below is arranged by the byte&#039;s hex offset, in bold.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;00&amp;lt;/b&amp;gt;: Alien race:&lt;br /&gt;
 01 = Sectoid&lt;br /&gt;
 02 = Snakeman&lt;br /&gt;
 03 = Etherial&lt;br /&gt;
 04 = Muton&lt;br /&gt;
 05 = Floater&lt;br /&gt;
 06 = Cellatid&lt;br /&gt;
 07 = Silacoid&lt;br /&gt;
 08 = Chryssalid&lt;br /&gt;
 09 = Reaper&lt;br /&gt;
 0A = Sectopod&lt;br /&gt;
 0B = Cyberdisk&lt;br /&gt;
&lt;br /&gt;
When an alien is researched, its race is set to 00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;01&amp;lt;/b&amp;gt;: Rank:&lt;br /&gt;
 01 = Commander&lt;br /&gt;
 02 = Leader&lt;br /&gt;
 03 = Engineer&lt;br /&gt;
 04 = Medic&lt;br /&gt;
 05 = Navigator&lt;br /&gt;
 06 = Soldier&lt;br /&gt;
 07 = Terrorist&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;02&amp;lt;/b&amp;gt;: Base at which the alien is imprisoned, using index values from [[LOC.DAT]], your original base is always 00.&lt;br /&gt;
A value of FF indicates that the alien is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;03-0B&amp;lt;/b&amp;gt;:  It is unclear what, if anything, these values do.  &amp;lt;b&amp;gt;0B&amp;lt;/b&amp;gt; gets set to 01 when an alien is in transit&lt;br /&gt;
(this is in addition to setting the Base byte to FF).  Otherwise, these bytes tend to remain 00.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For TFTD ==&lt;br /&gt;
&lt;br /&gt;
Note:  TFTD v2 expanded ASTORE.DAT to 3600 bytes (300 entries of 12 bytes each), with the same format.  Attempting to load a v2 or later saved game into the v1 version of TFTD will cause it to crash unless this file is truncated back to 600 bytes.  Loading a v1 version of this file into a v2 or later version of the game will not cause any problems.&lt;br /&gt;
&lt;br /&gt;
ASTORE.DAT&lt;br /&gt;
1st BYTE Alien type &lt;br /&gt;
 01h Aquatoid&lt;br /&gt;
 02h Gill Man&lt;br /&gt;
 03h Lobster Man&lt;br /&gt;
 04h Tasoth&lt;br /&gt;
 05h Calcinite&lt;br /&gt;
 06h Deep One&lt;br /&gt;
 07h Bio-Drone&lt;br /&gt;
 08h Tentaculat&lt;br /&gt;
 09h Triscene&lt;br /&gt;
 0Ah Hallucinoid&lt;br /&gt;
 0Bh Xorquid&lt;br /&gt;
&lt;br /&gt;
2nd BYTE Alien class&lt;br /&gt;
 01h Commander&lt;br /&gt;
 02h Navigator&lt;br /&gt;
 03h Medic&lt;br /&gt;
 04h Technician&lt;br /&gt;
 05h Squad Leader&lt;br /&gt;
 06h Soldier&lt;br /&gt;
 07h Terrorist&lt;br /&gt;
&lt;br /&gt;
These values define the alive aliens that we have in the base. The two values (one for the type and one for the class) must be entered in the first two bytes of the file. After the project has started or the aliens have been transferred to another base, the first byte will be 0. You can re-enter a new value to have other aliens.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[TRANSFER.DAT]] - Can contain information on Captured aliens in transit&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ASTORE.DAT&amp;diff=14942</id>
		<title>ASTORE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ASTORE.DAT&amp;diff=14942"/>
		<updated>2008-03-29T17:21:41Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* For TFTD */ - updated after further research&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ASTORE.DAT contains information pertinent to live aliens in confinement.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
ASTORE.DAT has a fixed size of 50 entries of 12 bytes each.  Information below is arranged by the byte&#039;s hex offset, in bold.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;00&amp;lt;/b&amp;gt;: Alien race:&lt;br /&gt;
 01 = Sectoid&lt;br /&gt;
 02 = Snakeman&lt;br /&gt;
 03 = Etherial&lt;br /&gt;
 04 = Muton&lt;br /&gt;
 05 = Floater&lt;br /&gt;
 06 = Cellatid&lt;br /&gt;
 07 = Silacoid&lt;br /&gt;
 08 = Chryssalid&lt;br /&gt;
 09 = Reaper&lt;br /&gt;
 0A = Sectopod&lt;br /&gt;
 0B = Cyberdisk&lt;br /&gt;
&lt;br /&gt;
When an alien is researched, its race is set to 00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;01&amp;lt;/b&amp;gt;: Rank:&lt;br /&gt;
 01 = Commander&lt;br /&gt;
 02 = Leader&lt;br /&gt;
 03 = Engineer&lt;br /&gt;
 04 = Medic&lt;br /&gt;
 05 = Navigator&lt;br /&gt;
 06 = Soldier&lt;br /&gt;
 07 = Terrorist&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;02&amp;lt;/b&amp;gt;: Base at which the alien is imprisoned, using index values from [[LOC.DAT]], your original base is always 00.&lt;br /&gt;
A value of FF indicates that the alien is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;03-0B&amp;lt;/b&amp;gt;:  It is unclear what, if anything, these values do.  &amp;lt;b&amp;gt;0B&amp;lt;/b&amp;gt; gets set to 01 when an alien is in transit&lt;br /&gt;
(this is in addition to setting the Base byte to FF).  Otherwise, these bytes tend to remain 00.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For TFTD ==&lt;br /&gt;
&lt;br /&gt;
Note:  TFTD v2 expanded ASTORE.DAT to 3600 bytes (300 entries of 12 bytes each), with the same format.  Attempting to load a saved game into the v1 version of TFTD will cause it to crash unless this file is truncated back to 600 bytes.  Loading a v1 version of this file into a v2 or later version of the game will not cause any problems.&lt;br /&gt;
&lt;br /&gt;
ASTORE.DAT&lt;br /&gt;
1st BYTE Alien type &lt;br /&gt;
 01h Aquatoid&lt;br /&gt;
 02h Gill Man&lt;br /&gt;
 03h Lobster Man&lt;br /&gt;
 04h Tasoth&lt;br /&gt;
 05h Calcinite&lt;br /&gt;
 06h Deep One&lt;br /&gt;
 07h Bio-Drone&lt;br /&gt;
 08h Tentaculat&lt;br /&gt;
 09h Triscene&lt;br /&gt;
 0Ah Hallucinoid&lt;br /&gt;
 0Bh Xorquid&lt;br /&gt;
&lt;br /&gt;
2nd BYTE Alien class&lt;br /&gt;
 01h Commander&lt;br /&gt;
 02h Navigator&lt;br /&gt;
 03h Medic&lt;br /&gt;
 04h Technician&lt;br /&gt;
 05h Squad Leader&lt;br /&gt;
 06h Soldier&lt;br /&gt;
 07h Terrorist&lt;br /&gt;
&lt;br /&gt;
These values define the alive aliens that we have in the base. The two values (one for the type and one for the class) must be entered in the first two bytes of the file. After the project has started or the aliens have been transferred to another base, the first byte will be 0. You can re-enter a new value to have other aliens.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[TRANSFER.DAT]] - Can contain information on Captured aliens in transit&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=RESEARCH.DAT&amp;diff=14898</id>
		<title>RESEARCH.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=RESEARCH.DAT&amp;diff=14898"/>
		<updated>2008-03-25T02:51:44Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* Structure */ - typo in file name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
RESEARCH.DAT contains information about all the different research projects available,&lt;br /&gt;
including total time the research requires and the number of points awarded upon completion.&lt;br /&gt;
It consists of 96 records, each 22 bytes long, in the following sequence:&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| {{StdDescTable}} cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! #  !! Title               &lt;br /&gt;
|-&lt;br /&gt;
|1   ||Laser Weapons        &lt;br /&gt;
|-&lt;br /&gt;
|2   ||Motion Scanner       &lt;br /&gt;
|-&lt;br /&gt;
|3   ||Medi-Kit             &lt;br /&gt;
|-&lt;br /&gt;
|4   ||Psi-Amp              &lt;br /&gt;
|-&lt;br /&gt;
|5   ||Heavy Plasma         &lt;br /&gt;
|-&lt;br /&gt;
|6   ||Heavy Plasma Clip    &lt;br /&gt;
|-&lt;br /&gt;
|7   ||Plasma Rifle         &lt;br /&gt;
|-&lt;br /&gt;
|8   ||Plasma Rifle Clip    &lt;br /&gt;
|-&lt;br /&gt;
|9   ||Plasma Pistol        &lt;br /&gt;
|-&lt;br /&gt;
|10  ||Plasma Pistol Clip   &lt;br /&gt;
|-&lt;br /&gt;
|11  ||Blaster Launcher     &lt;br /&gt;
|-&lt;br /&gt;
|12  ||Blaster Bomb         &lt;br /&gt;
|-&lt;br /&gt;
|13  ||Small Launcher       &lt;br /&gt;
|-&lt;br /&gt;
|14  ||Stun Bomb            &lt;br /&gt;
|-&lt;br /&gt;
|15  ||Alien Grenade        &lt;br /&gt;
|-&lt;br /&gt;
|16  ||Elerium-115          &lt;br /&gt;
|-&lt;br /&gt;
|17  ||Mind Probe           &lt;br /&gt;
|-&lt;br /&gt;
|18  ||UFO Power Source     &lt;br /&gt;
|-&lt;br /&gt;
|19  ||UFO Navigation       &lt;br /&gt;
|-&lt;br /&gt;
|20  ||UFO Construction     &lt;br /&gt;
|-&lt;br /&gt;
|21  ||Alien Food           &lt;br /&gt;
|-&lt;br /&gt;
|22  ||Alien Reproduction   &lt;br /&gt;
|-&lt;br /&gt;
|23  ||Alien Entertainment  &lt;br /&gt;
|-&lt;br /&gt;
|24  ||Alien Surgery        &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| {{StdDescTable}} cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! # !! Title                     &lt;br /&gt;
|-&lt;br /&gt;
|25  ||Examination Room           &lt;br /&gt;
|-&lt;br /&gt;
|26  ||Alien Alloys               &lt;br /&gt;
|-&lt;br /&gt;
|27  ||New Fighter                &lt;br /&gt;
|-&lt;br /&gt;
|28  ||New Fighter-Transporter    &lt;br /&gt;
|-&lt;br /&gt;
|29  ||Ultimate Craft             &lt;br /&gt;
|-&lt;br /&gt;
|30  ||Laser Pistol               &lt;br /&gt;
|-&lt;br /&gt;
|31  ||Laser Rifle                &lt;br /&gt;
|-&lt;br /&gt;
|32  ||Heavy Laser                &lt;br /&gt;
|-&lt;br /&gt;
|33  ||Laser Cannon               &lt;br /&gt;
|-&lt;br /&gt;
|34  ||Plasma Cannon              &lt;br /&gt;
|-&lt;br /&gt;
|35  ||Fusion Missile             &lt;br /&gt;
|-&lt;br /&gt;
|36  ||Laser Defense              &lt;br /&gt;
|-&lt;br /&gt;
|37  ||Plasma Defense             &lt;br /&gt;
|-&lt;br /&gt;
|38  ||Fusion Defense             &lt;br /&gt;
|-&lt;br /&gt;
|39  ||Grav Shield                &lt;br /&gt;
|-&lt;br /&gt;
|40  ||Mind Shield                &lt;br /&gt;
|-&lt;br /&gt;
|41  ||Psionic Laboratory         &lt;br /&gt;
|-&lt;br /&gt;
|42  ||Hyper-Wave Decoder         &lt;br /&gt;
|-&lt;br /&gt;
|43  ||(N/A) Tank/Laser Cannon*   &lt;br /&gt;
|-&lt;br /&gt;
|44  ||(N/A) Plasma Hovertank*    &lt;br /&gt;
|-&lt;br /&gt;
|45  ||(N/A) Launcher Hovertank*  &lt;br /&gt;
|-&lt;br /&gt;
|46  ||Sectoid Corpse             &lt;br /&gt;
|-&lt;br /&gt;
|47  ||Snakeman Corpse            &lt;br /&gt;
|-&lt;br /&gt;
|48  ||Ethereal Corpse            &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| {{StdDescTable}} cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! #  !! Title                   &lt;br /&gt;
|-&lt;br /&gt;
|49  ||Muton Corpse             &lt;br /&gt;
|-&lt;br /&gt;
|50  ||Floater Corpse           &lt;br /&gt;
|-&lt;br /&gt;
|51  ||Celatid Corpse           &lt;br /&gt;
|-&lt;br /&gt;
|52  ||Silacoid Corpse          &lt;br /&gt;
|-&lt;br /&gt;
|53  ||Chryssalid Corpse        &lt;br /&gt;
|-&lt;br /&gt;
|54  ||Reaper Corpse            &lt;br /&gt;
|-&lt;br /&gt;
|55  ||Sectopod Corpse          &lt;br /&gt;
|-&lt;br /&gt;
|56  ||Cyberdisc Corpse         &lt;br /&gt;
|-&lt;br /&gt;
|57  ||Alien Origins            &lt;br /&gt;
|-&lt;br /&gt;
|58  ||The Martian Solution     &lt;br /&gt;
|-&lt;br /&gt;
|59  ||Cydonia or Bust          &lt;br /&gt;
|-&lt;br /&gt;
|60  ||Personal Armor           &lt;br /&gt;
|-&lt;br /&gt;
|61  ||Power Suit               &lt;br /&gt;
|-&lt;br /&gt;
|62  ||Flying Suit              &lt;br /&gt;
|-&lt;br /&gt;
|63  ||Live Sectoid Commander   &lt;br /&gt;
|-&lt;br /&gt;
|64  ||Live Sectoid Leader      &lt;br /&gt;
|-&lt;br /&gt;
|65  ||Live Sectoid Engineer    &lt;br /&gt;
|-&lt;br /&gt;
|66  ||Live Sectoid Medic       &lt;br /&gt;
|-&lt;br /&gt;
|67  ||Live Sectoid Navigator   &lt;br /&gt;
|-&lt;br /&gt;
|68  ||Live Sectoid Soldier     &lt;br /&gt;
|-&lt;br /&gt;
|69  ||Live Snakeman Commander  &lt;br /&gt;
|-&lt;br /&gt;
|70  ||Live Snakeman Leader     &lt;br /&gt;
|-&lt;br /&gt;
|71  ||Live Snakeman Engineer   &lt;br /&gt;
|-&lt;br /&gt;
|72  ||Live Snakeman Medic      &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| {{StdDescTable}} cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! #  !! Title                    &lt;br /&gt;
|-&lt;br /&gt;
|73  ||Live Snakeman Navigator   &lt;br /&gt;
|-&lt;br /&gt;
|74  ||Live Snakeman Soldier     &lt;br /&gt;
|-&lt;br /&gt;
|75  ||Live Ethereal Commander   &lt;br /&gt;
|-&lt;br /&gt;
|76  ||Live Ethereal Leader      &lt;br /&gt;
|-&lt;br /&gt;
|77  ||Live Ethereal Engineer    &lt;br /&gt;
|-&lt;br /&gt;
|78  ||Live Ethereal Medic       &lt;br /&gt;
|-&lt;br /&gt;
|79  ||Live Ethereal Navigator   &lt;br /&gt;
|-&lt;br /&gt;
|80  ||Live Ethereal Soldier     &lt;br /&gt;
|-&lt;br /&gt;
|81  ||Live Muton Commander      &lt;br /&gt;
|-&lt;br /&gt;
|82  ||Live Muton Leader         &lt;br /&gt;
|-&lt;br /&gt;
|83  ||Live Muton Engineer       &lt;br /&gt;
|-&lt;br /&gt;
|84  ||Live Muton Medic          &lt;br /&gt;
|-&lt;br /&gt;
|85  ||Live Muton Navigator      &lt;br /&gt;
|-&lt;br /&gt;
|86  ||Live Muton Soldier        &lt;br /&gt;
|-&lt;br /&gt;
|87  ||Live Floater Commander    &lt;br /&gt;
|-&lt;br /&gt;
|88  ||Live Floater Leader       &lt;br /&gt;
|-&lt;br /&gt;
|89  ||Live Floater Engineer     &lt;br /&gt;
|-&lt;br /&gt;
|90  ||Live Floater Medic        &lt;br /&gt;
|-&lt;br /&gt;
|91  ||Live Floater Navigator    &lt;br /&gt;
|-&lt;br /&gt;
|92  ||Live Floater Soldier      &lt;br /&gt;
|-&lt;br /&gt;
|93  ||Live Celatid Terrorist    &lt;br /&gt;
|-&lt;br /&gt;
|94  ||Live Silacoid Terrorist   &lt;br /&gt;
|-&lt;br /&gt;
|95  ||Live Chryssalid Terrorist &lt;br /&gt;
|-&lt;br /&gt;
|96  ||Live Reaper Terrorist     &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: there are no entries for the Sectopod or Cyberdisc terrorists.  Also, the&lt;br /&gt;
three tank entries are not used by the game.  If you hack RESEARCH.DAT to open&lt;br /&gt;
these as research possibilities, the title of the research project will be &amp;quot;NOT USED.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
Each record in RESEARCH.DAT consists of 22 bytes.  In what follows, the hex offset&lt;br /&gt;
is written in bold, followed by a description of the purpose of the byte(s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;00-01&amp;lt;/b&amp;gt;: The first two bytes determine the amount of time it takes to perform&lt;br /&gt;
the research, written low-high (for example 12 34 refers to the hex number 3412).  In Terror From the Deep, this is then randomized ±50% before being stored in PROJECT.DAT.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;02-04&amp;lt;/b&amp;gt;: These three bytes determine the name of the research topic as it&lt;br /&gt;
appears on the Current Research screen in the game.&lt;br /&gt;
The table below shows how different&lt;br /&gt;
types of research are coded:&lt;br /&gt;
&lt;br /&gt;
{| {{stdDescTable}} width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! 02 !! 03 !! 04 !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00 || 00 || 00 || Laser Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 31-3D || 00 || 00 || Alien Artifacts&lt;br /&gt;
|-&lt;br /&gt;
| 41-4B || 00 || 00 || Alien Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| 50-58 || 00 || 00 || UFO Components&lt;br /&gt;
|-&lt;br /&gt;
| 00 || 01-0B || 01-07 || Live Alien&lt;br /&gt;
|-&lt;br /&gt;
| 00 || 00 || 01-1d || X-Com Craft and Armaments, Heavy Weapons Platforms, Base Facilities, Alien Research&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that, for live aliens, bytes &amp;lt;b&amp;gt;03&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;04&amp;lt;/b&amp;gt; determine the alien&#039;s species and rank,&lt;br /&gt;
respectively, with the same convention as in [[ASTORE.DAT]].  Also, for Alien Autopsy&lt;br /&gt;
researches, the second bit of byte &amp;lt;b&amp;gt;02&amp;lt;/b&amp;gt; determines the species.&lt;br /&gt;
&lt;br /&gt;
Also note that, in addition to determining the name of the research project&lt;br /&gt;
for the purposes of the Current Research control screen, these bytes also determine&lt;br /&gt;
what object, if any, needs to be on hand in order for the research to begin.&lt;br /&gt;
Namely, if either or bytes &amp;lt;b&amp;gt;02&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;03&amp;lt;/b&amp;gt; are non-zero, the research requires that&lt;br /&gt;
the named object be in the base&#039;s stores in order for the research to be listed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;05&amp;lt;/b&amp;gt;: non-zero only for some live aliens.  It&#039;s meaning is uncertain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;06&amp;lt;/b&amp;gt;: with the exception of 0B which is unique to Laser Weapons research, indicates the category in the [[UFOpaedia]] into which the topic falls:&lt;br /&gt;
&lt;br /&gt;
 00 = X-Com Craft and Armament&lt;br /&gt;
 01 = Heavy Weapons Platforms&lt;br /&gt;
 02 = Weapons and Equipment&lt;br /&gt;
 03 = Alien Artifacts&lt;br /&gt;
 04 = Base Facilities&lt;br /&gt;
 05 = Alien Life Forms (corpses)&lt;br /&gt;
 06 = Alien Life Forms (live aliens) and Alien Research&lt;br /&gt;
 07 = UFO Components&lt;br /&gt;
 0B = Laser Weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;07&amp;lt;/b&amp;gt;: determines the specific UFOpaedia entry, within each category, that&lt;br /&gt;
the research unlocks.  In the case of live aliens, this byte contains&lt;br /&gt;
their race.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;08&amp;lt;/b&amp;gt;: determines the number of points awarded when the research is completed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;09&amp;lt;/b&amp;gt;: seems to always be 00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;0A&amp;lt;/b&amp;gt;: is a boolean flag indicating, when true, that the research has been&lt;br /&gt;
completed and cannot be repeated.  For research topics that can be repeated (e.g., research&lt;br /&gt;
on living aliens), this byte is always 00.  Manually setting this byte to 01, however,&lt;br /&gt;
does not in any way give the player credit for completing the research - it will not&lt;br /&gt;
be unlocked in the UFOpaedia, nor will production options be made available.  It&lt;br /&gt;
is simply to prevent a topic from appearing in the list of available research topics&lt;br /&gt;
once it has been completed.&lt;br /&gt;
&lt;br /&gt;
Bytes &amp;lt;b&amp;gt;0B-0D&amp;lt;/b&amp;gt; are 00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;0E&amp;lt;/b&amp;gt;: a boolean value indicating whether or not the research topic&lt;br /&gt;
requires one or more prerequisites.  It is true when there is not a prerequisite.&lt;br /&gt;
&lt;br /&gt;
Bytes &amp;lt;b&amp;gt;0F-11&amp;lt;/b&amp;gt; are 00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;12&amp;lt;/b&amp;gt;: a boolean flag indicating that the prerequisites have been&lt;br /&gt;
fulfilled.  It is true when either the prerequisites have been satisfied or there&lt;br /&gt;
are no prerequisites and false when there is a prerequisite which has not been met.&lt;br /&gt;
Changing this value is a way to get around prerequisite research topics.&lt;br /&gt;
&lt;br /&gt;
Bytes &amp;lt;b&amp;gt;13-15&amp;lt;/b&amp;gt; are 00.&lt;br /&gt;
&lt;br /&gt;
== Cheats and Hacks ==&lt;br /&gt;
&lt;br /&gt;
First, what you cannot do with RESARCH.DAT: there is no way to modify this file to instantly&lt;br /&gt;
get credit for completing research, open UFOpaedia entries, or unlock production capabilities.&lt;br /&gt;
&lt;br /&gt;
Things you can do, if you so choose:&lt;br /&gt;
&lt;br /&gt;
*Modify the time required to complete research (bytes &amp;lt;b&amp;gt;00-01&amp;lt;/b&amp;gt;).  Note that this is the initial time, not the time remaining on research you&#039;ve already started.  For that, see [[PROJECT.DAT]].&lt;br /&gt;
&lt;br /&gt;
*Modify the points you obtain by completing the research projects (byte &amp;lt;b&amp;gt;08&amp;lt;/b&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
*Make research projects available without completing their prerequisites (byte &amp;lt;b&amp;gt;12&amp;lt;/b&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
*Eliminate the need to possess an object (either artifact or live alien) before researching it. Warning: this one&#039;s a bit odd: change bytes &amp;lt;b&amp;gt;02-04&amp;lt;/b&amp;gt; to 00 00 11.  This will make &amp;quot;NOT USED&amp;quot; appear in the list of research topics (it is the name of the Laser Cannon Tank - a project not used by the game). Research &amp;quot;NOT USED&amp;quot;, and once it is completed, you will have access to the UFOpaedia entry access to any research that is lower in the research tree, and access to the relevant production capabilities.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[FACIL.DAT]] - Information on facilities you can build&lt;br /&gt;
* [[PROJECT.DAT]] - Information on projects currently being researched at bases&lt;br /&gt;
* [[OBDATA.DAT]] - Statistics on items in the game&lt;br /&gt;
* [[UP.DAT]] - Stores information on the UFOpaedia entries&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=RESEARCH.DAT&amp;diff=14897</id>
		<title>RESEARCH.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=RESEARCH.DAT&amp;diff=14897"/>
		<updated>2008-03-25T02:47:42Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* Structure */ - added randomization info; specifics from reverse-engineering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
RESEARCH.DAT contains information about all the different research projects available,&lt;br /&gt;
including total time the research requires and the number of points awarded upon completion.&lt;br /&gt;
It consists of 96 records, each 22 bytes long, in the following sequence:&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| {{StdDescTable}} cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! #  !! Title               &lt;br /&gt;
|-&lt;br /&gt;
|1   ||Laser Weapons        &lt;br /&gt;
|-&lt;br /&gt;
|2   ||Motion Scanner       &lt;br /&gt;
|-&lt;br /&gt;
|3   ||Medi-Kit             &lt;br /&gt;
|-&lt;br /&gt;
|4   ||Psi-Amp              &lt;br /&gt;
|-&lt;br /&gt;
|5   ||Heavy Plasma         &lt;br /&gt;
|-&lt;br /&gt;
|6   ||Heavy Plasma Clip    &lt;br /&gt;
|-&lt;br /&gt;
|7   ||Plasma Rifle         &lt;br /&gt;
|-&lt;br /&gt;
|8   ||Plasma Rifle Clip    &lt;br /&gt;
|-&lt;br /&gt;
|9   ||Plasma Pistol        &lt;br /&gt;
|-&lt;br /&gt;
|10  ||Plasma Pistol Clip   &lt;br /&gt;
|-&lt;br /&gt;
|11  ||Blaster Launcher     &lt;br /&gt;
|-&lt;br /&gt;
|12  ||Blaster Bomb         &lt;br /&gt;
|-&lt;br /&gt;
|13  ||Small Launcher       &lt;br /&gt;
|-&lt;br /&gt;
|14  ||Stun Bomb            &lt;br /&gt;
|-&lt;br /&gt;
|15  ||Alien Grenade        &lt;br /&gt;
|-&lt;br /&gt;
|16  ||Elerium-115          &lt;br /&gt;
|-&lt;br /&gt;
|17  ||Mind Probe           &lt;br /&gt;
|-&lt;br /&gt;
|18  ||UFO Power Source     &lt;br /&gt;
|-&lt;br /&gt;
|19  ||UFO Navigation       &lt;br /&gt;
|-&lt;br /&gt;
|20  ||UFO Construction     &lt;br /&gt;
|-&lt;br /&gt;
|21  ||Alien Food           &lt;br /&gt;
|-&lt;br /&gt;
|22  ||Alien Reproduction   &lt;br /&gt;
|-&lt;br /&gt;
|23  ||Alien Entertainment  &lt;br /&gt;
|-&lt;br /&gt;
|24  ||Alien Surgery        &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| {{StdDescTable}} cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! # !! Title                     &lt;br /&gt;
|-&lt;br /&gt;
|25  ||Examination Room           &lt;br /&gt;
|-&lt;br /&gt;
|26  ||Alien Alloys               &lt;br /&gt;
|-&lt;br /&gt;
|27  ||New Fighter                &lt;br /&gt;
|-&lt;br /&gt;
|28  ||New Fighter-Transporter    &lt;br /&gt;
|-&lt;br /&gt;
|29  ||Ultimate Craft             &lt;br /&gt;
|-&lt;br /&gt;
|30  ||Laser Pistol               &lt;br /&gt;
|-&lt;br /&gt;
|31  ||Laser Rifle                &lt;br /&gt;
|-&lt;br /&gt;
|32  ||Heavy Laser                &lt;br /&gt;
|-&lt;br /&gt;
|33  ||Laser Cannon               &lt;br /&gt;
|-&lt;br /&gt;
|34  ||Plasma Cannon              &lt;br /&gt;
|-&lt;br /&gt;
|35  ||Fusion Missile             &lt;br /&gt;
|-&lt;br /&gt;
|36  ||Laser Defense              &lt;br /&gt;
|-&lt;br /&gt;
|37  ||Plasma Defense             &lt;br /&gt;
|-&lt;br /&gt;
|38  ||Fusion Defense             &lt;br /&gt;
|-&lt;br /&gt;
|39  ||Grav Shield                &lt;br /&gt;
|-&lt;br /&gt;
|40  ||Mind Shield                &lt;br /&gt;
|-&lt;br /&gt;
|41  ||Psionic Laboratory         &lt;br /&gt;
|-&lt;br /&gt;
|42  ||Hyper-Wave Decoder         &lt;br /&gt;
|-&lt;br /&gt;
|43  ||(N/A) Tank/Laser Cannon*   &lt;br /&gt;
|-&lt;br /&gt;
|44  ||(N/A) Plasma Hovertank*    &lt;br /&gt;
|-&lt;br /&gt;
|45  ||(N/A) Launcher Hovertank*  &lt;br /&gt;
|-&lt;br /&gt;
|46  ||Sectoid Corpse             &lt;br /&gt;
|-&lt;br /&gt;
|47  ||Snakeman Corpse            &lt;br /&gt;
|-&lt;br /&gt;
|48  ||Ethereal Corpse            &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| {{StdDescTable}} cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! #  !! Title                   &lt;br /&gt;
|-&lt;br /&gt;
|49  ||Muton Corpse             &lt;br /&gt;
|-&lt;br /&gt;
|50  ||Floater Corpse           &lt;br /&gt;
|-&lt;br /&gt;
|51  ||Celatid Corpse           &lt;br /&gt;
|-&lt;br /&gt;
|52  ||Silacoid Corpse          &lt;br /&gt;
|-&lt;br /&gt;
|53  ||Chryssalid Corpse        &lt;br /&gt;
|-&lt;br /&gt;
|54  ||Reaper Corpse            &lt;br /&gt;
|-&lt;br /&gt;
|55  ||Sectopod Corpse          &lt;br /&gt;
|-&lt;br /&gt;
|56  ||Cyberdisc Corpse         &lt;br /&gt;
|-&lt;br /&gt;
|57  ||Alien Origins            &lt;br /&gt;
|-&lt;br /&gt;
|58  ||The Martian Solution     &lt;br /&gt;
|-&lt;br /&gt;
|59  ||Cydonia or Bust          &lt;br /&gt;
|-&lt;br /&gt;
|60  ||Personal Armor           &lt;br /&gt;
|-&lt;br /&gt;
|61  ||Power Suit               &lt;br /&gt;
|-&lt;br /&gt;
|62  ||Flying Suit              &lt;br /&gt;
|-&lt;br /&gt;
|63  ||Live Sectoid Commander   &lt;br /&gt;
|-&lt;br /&gt;
|64  ||Live Sectoid Leader      &lt;br /&gt;
|-&lt;br /&gt;
|65  ||Live Sectoid Engineer    &lt;br /&gt;
|-&lt;br /&gt;
|66  ||Live Sectoid Medic       &lt;br /&gt;
|-&lt;br /&gt;
|67  ||Live Sectoid Navigator   &lt;br /&gt;
|-&lt;br /&gt;
|68  ||Live Sectoid Soldier     &lt;br /&gt;
|-&lt;br /&gt;
|69  ||Live Snakeman Commander  &lt;br /&gt;
|-&lt;br /&gt;
|70  ||Live Snakeman Leader     &lt;br /&gt;
|-&lt;br /&gt;
|71  ||Live Snakeman Engineer   &lt;br /&gt;
|-&lt;br /&gt;
|72  ||Live Snakeman Medic      &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| {{StdDescTable}} cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! #  !! Title                    &lt;br /&gt;
|-&lt;br /&gt;
|73  ||Live Snakeman Navigator   &lt;br /&gt;
|-&lt;br /&gt;
|74  ||Live Snakeman Soldier     &lt;br /&gt;
|-&lt;br /&gt;
|75  ||Live Ethereal Commander   &lt;br /&gt;
|-&lt;br /&gt;
|76  ||Live Ethereal Leader      &lt;br /&gt;
|-&lt;br /&gt;
|77  ||Live Ethereal Engineer    &lt;br /&gt;
|-&lt;br /&gt;
|78  ||Live Ethereal Medic       &lt;br /&gt;
|-&lt;br /&gt;
|79  ||Live Ethereal Navigator   &lt;br /&gt;
|-&lt;br /&gt;
|80  ||Live Ethereal Soldier     &lt;br /&gt;
|-&lt;br /&gt;
|81  ||Live Muton Commander      &lt;br /&gt;
|-&lt;br /&gt;
|82  ||Live Muton Leader         &lt;br /&gt;
|-&lt;br /&gt;
|83  ||Live Muton Engineer       &lt;br /&gt;
|-&lt;br /&gt;
|84  ||Live Muton Medic          &lt;br /&gt;
|-&lt;br /&gt;
|85  ||Live Muton Navigator      &lt;br /&gt;
|-&lt;br /&gt;
|86  ||Live Muton Soldier        &lt;br /&gt;
|-&lt;br /&gt;
|87  ||Live Floater Commander    &lt;br /&gt;
|-&lt;br /&gt;
|88  ||Live Floater Leader       &lt;br /&gt;
|-&lt;br /&gt;
|89  ||Live Floater Engineer     &lt;br /&gt;
|-&lt;br /&gt;
|90  ||Live Floater Medic        &lt;br /&gt;
|-&lt;br /&gt;
|91  ||Live Floater Navigator    &lt;br /&gt;
|-&lt;br /&gt;
|92  ||Live Floater Soldier      &lt;br /&gt;
|-&lt;br /&gt;
|93  ||Live Celatid Terrorist    &lt;br /&gt;
|-&lt;br /&gt;
|94  ||Live Silacoid Terrorist   &lt;br /&gt;
|-&lt;br /&gt;
|95  ||Live Chryssalid Terrorist &lt;br /&gt;
|-&lt;br /&gt;
|96  ||Live Reaper Terrorist     &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: there are no entries for the Sectopod or Cyberdisc terrorists.  Also, the&lt;br /&gt;
three tank entries are not used by the game.  If you hack RESEARCH.DAT to open&lt;br /&gt;
these as research possibilities, the title of the research project will be &amp;quot;NOT USED.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
Each record in RESEARCH.DAT consists of 22 bytes.  In what follows, the hex offset&lt;br /&gt;
is written in bold, followed by a description of the purpose of the byte(s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;00-01&amp;lt;/b&amp;gt;: The first two bytes determine the amount of time it takes to perform&lt;br /&gt;
the research, written low-high (for example 12 34 refers to the hex number 3412).  In Terror From the Deep, this is then randomized ±50% before being stored in PROJECTS.DAT.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;02-04&amp;lt;/b&amp;gt;: These three bytes determine the name of the research topic as it&lt;br /&gt;
appears on the Current Research screen in the game.&lt;br /&gt;
The table below shows how different&lt;br /&gt;
types of research are coded:&lt;br /&gt;
&lt;br /&gt;
{| {{stdDescTable}} width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! 02 !! 03 !! 04 !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00 || 00 || 00 || Laser Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 31-3D || 00 || 00 || Alien Artifacts&lt;br /&gt;
|-&lt;br /&gt;
| 41-4B || 00 || 00 || Alien Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| 50-58 || 00 || 00 || UFO Components&lt;br /&gt;
|-&lt;br /&gt;
| 00 || 01-0B || 01-07 || Live Alien&lt;br /&gt;
|-&lt;br /&gt;
| 00 || 00 || 01-1d || X-Com Craft and Armaments, Heavy Weapons Platforms, Base Facilities, Alien Research&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that, for live aliens, bytes &amp;lt;b&amp;gt;03&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;04&amp;lt;/b&amp;gt; determine the alien&#039;s species and rank,&lt;br /&gt;
respectively, with the same convention as in [[ASTORE.DAT]].  Also, for Alien Autopsy&lt;br /&gt;
researches, the second bit of byte &amp;lt;b&amp;gt;02&amp;lt;/b&amp;gt; determines the species.&lt;br /&gt;
&lt;br /&gt;
Also note that, in addition to determining the name of the research project&lt;br /&gt;
for the purposes of the Current Research control screen, these bytes also determine&lt;br /&gt;
what object, if any, needs to be on hand in order for the research to begin.&lt;br /&gt;
Namely, if either or bytes &amp;lt;b&amp;gt;02&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;03&amp;lt;/b&amp;gt; are non-zero, the research requires that&lt;br /&gt;
the named object be in the base&#039;s stores in order for the research to be listed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;05&amp;lt;/b&amp;gt;: non-zero only for some live aliens.  It&#039;s meaning is uncertain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;06&amp;lt;/b&amp;gt;: with the exception of 0B which is unique to Laser Weapons research, indicates the category in the [[UFOpaedia]] into which the topic falls:&lt;br /&gt;
&lt;br /&gt;
 00 = X-Com Craft and Armament&lt;br /&gt;
 01 = Heavy Weapons Platforms&lt;br /&gt;
 02 = Weapons and Equipment&lt;br /&gt;
 03 = Alien Artifacts&lt;br /&gt;
 04 = Base Facilities&lt;br /&gt;
 05 = Alien Life Forms (corpses)&lt;br /&gt;
 06 = Alien Life Forms (live aliens) and Alien Research&lt;br /&gt;
 07 = UFO Components&lt;br /&gt;
 0B = Laser Weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;07&amp;lt;/b&amp;gt;: determines the specific UFOpaedia entry, within each category, that&lt;br /&gt;
the research unlocks.  In the case of live aliens, this byte contains&lt;br /&gt;
their race.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;08&amp;lt;/b&amp;gt;: determines the number of points awarded when the research is completed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;09&amp;lt;/b&amp;gt;: seems to always be 00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;0A&amp;lt;/b&amp;gt;: is a boolean flag indicating, when true, that the research has been&lt;br /&gt;
completed and cannot be repeated.  For research topics that can be repeated (e.g., research&lt;br /&gt;
on living aliens), this byte is always 00.  Manually setting this byte to 01, however,&lt;br /&gt;
does not in any way give the player credit for completing the research - it will not&lt;br /&gt;
be unlocked in the UFOpaedia, nor will production options be made available.  It&lt;br /&gt;
is simply to prevent a topic from appearing in the list of available research topics&lt;br /&gt;
once it has been completed.&lt;br /&gt;
&lt;br /&gt;
Bytes &amp;lt;b&amp;gt;0B-0D&amp;lt;/b&amp;gt; are 00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;0E&amp;lt;/b&amp;gt;: a boolean value indicating whether or not the research topic&lt;br /&gt;
requires one or more prerequisites.  It is true when there is not a prerequisite.&lt;br /&gt;
&lt;br /&gt;
Bytes &amp;lt;b&amp;gt;0F-11&amp;lt;/b&amp;gt; are 00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;12&amp;lt;/b&amp;gt;: a boolean flag indicating that the prerequisites have been&lt;br /&gt;
fulfilled.  It is true when either the prerequisites have been satisfied or there&lt;br /&gt;
are no prerequisites and false when there is a prerequisite which has not been met.&lt;br /&gt;
Changing this value is a way to get around prerequisite research topics.&lt;br /&gt;
&lt;br /&gt;
Bytes &amp;lt;b&amp;gt;13-15&amp;lt;/b&amp;gt; are 00.&lt;br /&gt;
&lt;br /&gt;
== Cheats and Hacks ==&lt;br /&gt;
&lt;br /&gt;
First, what you cannot do with RESARCH.DAT: there is no way to modify this file to instantly&lt;br /&gt;
get credit for completing research, open UFOpaedia entries, or unlock production capabilities.&lt;br /&gt;
&lt;br /&gt;
Things you can do, if you so choose:&lt;br /&gt;
&lt;br /&gt;
*Modify the time required to complete research (bytes &amp;lt;b&amp;gt;00-01&amp;lt;/b&amp;gt;).  Note that this is the initial time, not the time remaining on research you&#039;ve already started.  For that, see [[PROJECT.DAT]].&lt;br /&gt;
&lt;br /&gt;
*Modify the points you obtain by completing the research projects (byte &amp;lt;b&amp;gt;08&amp;lt;/b&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
*Make research projects available without completing their prerequisites (byte &amp;lt;b&amp;gt;12&amp;lt;/b&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
*Eliminate the need to possess an object (either artifact or live alien) before researching it. Warning: this one&#039;s a bit odd: change bytes &amp;lt;b&amp;gt;02-04&amp;lt;/b&amp;gt; to 00 00 11.  This will make &amp;quot;NOT USED&amp;quot; appear in the list of research topics (it is the name of the Laser Cannon Tank - a project not used by the game). Research &amp;quot;NOT USED&amp;quot;, and once it is completed, you will have access to the UFOpaedia entry access to any research that is lower in the research tree, and access to the relevant production capabilities.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[FACIL.DAT]] - Information on facilities you can build&lt;br /&gt;
* [[PROJECT.DAT]] - Information on projects currently being researched at bases&lt;br /&gt;
* [[OBDATA.DAT]] - Statistics on items in the game&lt;br /&gt;
* [[UP.DAT]] - Stores information on the UFOpaedia entries&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ASTORE.DAT&amp;diff=14892</id>
		<title>ASTORE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ASTORE.DAT&amp;diff=14892"/>
		<updated>2008-03-24T22:37:01Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: /* For TFTD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ASTORE.DAT contains information pertinent to live aliens in confinement.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
ASTORE.DAT has a fixed size of 50 entries of 12 bytes each.  Information below is arranged by the byte&#039;s hex offset, in bold.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;00&amp;lt;/b&amp;gt;: Alien race:&lt;br /&gt;
 01 = Sectoid&lt;br /&gt;
 02 = Snakeman&lt;br /&gt;
 03 = Etherial&lt;br /&gt;
 04 = Muton&lt;br /&gt;
 05 = Floater&lt;br /&gt;
 06 = Cellatid&lt;br /&gt;
 07 = Silacoid&lt;br /&gt;
 08 = Chryssalid&lt;br /&gt;
 09 = Reaper&lt;br /&gt;
 0A = Sectopod&lt;br /&gt;
 0B = Cyberdisk&lt;br /&gt;
&lt;br /&gt;
When an alien is researched, its race is set to 00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;01&amp;lt;/b&amp;gt;: Rank:&lt;br /&gt;
 01 = Commander&lt;br /&gt;
 02 = Leader&lt;br /&gt;
 03 = Engineer&lt;br /&gt;
 04 = Medic&lt;br /&gt;
 05 = Navigator&lt;br /&gt;
 06 = Soldier&lt;br /&gt;
 07 = Terrorist&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;02&amp;lt;/b&amp;gt;: Base at which the alien is imprisoned, using index values from [[LOC.DAT]], your original base is always 00.&lt;br /&gt;
A value of FF indicates that the alien is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;03-0B&amp;lt;/b&amp;gt;:  It is unclear what, if anything, these values do.  &amp;lt;b&amp;gt;0B&amp;lt;/b&amp;gt; gets set to 01 when an alien is in transit&lt;br /&gt;
(this is in addition to setting the Base byte to FF).  Otherwise, these bytes tend to remain 00.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For TFTD ==&lt;br /&gt;
&lt;br /&gt;
Note:  Windows versions of the game (Collector&#039;s Edition/Steam) have expanded ASTORE.DAT to 3600 bytes (300 entries of 12 bytes each), with the same format.  Attempting to load a Windows saved game into a DOS version of TFTD will cause it to crash unless this file is truncated back to 600 bytes.  Loading a DOS version of this file into a Windows saved game will not cause any problems.&lt;br /&gt;
&lt;br /&gt;
ASTORE.DAT&lt;br /&gt;
1st BYTE Alien type &lt;br /&gt;
 01h Aquatoid&lt;br /&gt;
 02h Gill Man&lt;br /&gt;
 03h Lobster Man&lt;br /&gt;
 04h Tasoth&lt;br /&gt;
 05h Calcinite&lt;br /&gt;
 06h Deep One&lt;br /&gt;
 07h Bio-Drone&lt;br /&gt;
 08h Tentaculat&lt;br /&gt;
 09h Triscene&lt;br /&gt;
 0Ah Hallucinoid&lt;br /&gt;
 0Bh Xorquid&lt;br /&gt;
&lt;br /&gt;
2nd BYTE Alien class&lt;br /&gt;
 01h Commander&lt;br /&gt;
 02h Navigator&lt;br /&gt;
 03h Medic&lt;br /&gt;
 04h Technician&lt;br /&gt;
 05h Squad Leader&lt;br /&gt;
 06h Soldier&lt;br /&gt;
 07h Terrorist&lt;br /&gt;
&lt;br /&gt;
These values define the alive aliens that we have in the base. The two values (one for the type and one for the class) must be entered in the first two bytes of the file. After the project has started or the aliens have been transferred to another base, the first byte will be 0. You can re-enter a new value to have other aliens.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[TRANSFER.DAT]] - Can contain information on Captured aliens in transit&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:ASTORE.DAT&amp;diff=14889</id>
		<title>Talk:ASTORE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:ASTORE.DAT&amp;diff=14889"/>
		<updated>2008-03-24T21:56:28Z</updated>

		<summary type="html">&lt;p&gt;RobinHood70: New section: Windows version different&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just two observations I had while running a test on this file. &lt;br /&gt;
&lt;br /&gt;
* While aliens are in transit, the game will stop you from removing the living quarters at the destination (assuming you&#039;re in a situation where you want to get rid of all your living quarters) even though all X-Com staff have vacated the base. &lt;br /&gt;
* A base that is dismantled (while aliens are still in transit) all the way down to the ground will not cause the aliens stored in astore.dat to be deleted. If the base is later rebuilt, the aliens will still be present. &lt;br /&gt;
**This was with deconstruction of the base. Must test again with base destruction. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Windows version different ==&lt;br /&gt;
&lt;br /&gt;
In the Windows version of the game, the structure of AStore.dat seems to be different.  The file is a fixed size of 3600 bytes, and at a quick inspection, the format does not appear to match what&#039;s posted on the main page.  I&#039;ll post more once I know it. --[[User:RobinHood70|RobinHood70]] 14:56, 24 March 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>RobinHood70</name></author>
	</entry>
</feed>