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		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15800</id>
		<title>BASE.DAT</title>
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		<updated>2008-07-11T19:24:48Z</updated>

		<summary type="html">&lt;p&gt;SeulDragon: /* UFO Structure */&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;35%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse; text-align:center&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;
|colspan=4| &#039;&#039;&#039;Radar Combinations&#039;&#039;&#039;&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). &lt;br /&gt;
&lt;br /&gt;
It should be noted that despite the range of values a two-byte signed field gives you, due to a [[Known_Bugs#Storage_Limit|known issue]], you cannot have more than 9,999 units of a given item in storage at any given base, regardless of what item it is.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the info for bytes &#039;&#039;&#039;5E-11E&#039;&#039;&#039;. The Record Number (Rec#) is used for e.g. [[PRODUCT.DAT]]:&lt;br /&gt;
&lt;br /&gt;
   Hex   Dec  Rec#  Item&lt;br /&gt;
  ----   ---  ----  ----&lt;br /&gt;
  &#039;&#039;&#039;005E&#039;&#039;&#039;    94    -   Engineer&lt;br /&gt;
  &#039;&#039;&#039;005F&#039;&#039;&#039;    95    -   Scientist&lt;br /&gt;
  &#039;&#039;&#039;0060&#039;&#039;&#039;    96    0   Stingray Launcher&lt;br /&gt;
  &#039;&#039;&#039;0062&#039;&#039;&#039;    98    1   Avalanche Launcher&lt;br /&gt;
  &#039;&#039;&#039;0064&#039;&#039;&#039;   100    2   Cannon&lt;br /&gt;
  &#039;&#039;&#039;0066&#039;&#039;&#039;   102    3   Fusion Ball Launcher&lt;br /&gt;
  &#039;&#039;&#039;0068&#039;&#039;&#039;   104    4   Laser Cannon&lt;br /&gt;
  &#039;&#039;&#039;006A&#039;&#039;&#039;   106    5   Plasma Beam&lt;br /&gt;
  &#039;&#039;&#039;006C&#039;&#039;&#039;   108    6   Stingray Missile&lt;br /&gt;
  &#039;&#039;&#039;006E&#039;&#039;&#039;   110    7   Avalanche Missile&lt;br /&gt;
  &#039;&#039;&#039;0070&#039;&#039;&#039;   112    8   Cannon Rounds&lt;br /&gt;
  &#039;&#039;&#039;0072&#039;&#039;&#039;   114    9   Fusion Balls&lt;br /&gt;
  &#039;&#039;&#039;0074&#039;&#039;&#039;   116   10   Tank/Cannon&lt;br /&gt;
  &#039;&#039;&#039;0076&#039;&#039;&#039;   118   11   Tank/Rocket Launcher&lt;br /&gt;
  &#039;&#039;&#039;0078&#039;&#039;&#039;   120   12   Tank/Laser Cannon&lt;br /&gt;
  &#039;&#039;&#039;007A&#039;&#039;&#039;   122   13   Hovertank/Plasma&lt;br /&gt;
  &#039;&#039;&#039;007C&#039;&#039;&#039;   124   14   Hovertank/Launcher&lt;br /&gt;
  &#039;&#039;&#039;007E&#039;&#039;&#039;   126   15   Pistol&lt;br /&gt;
  &#039;&#039;&#039;0080&#039;&#039;&#039;   128   16   Pistol Clip&lt;br /&gt;
  &#039;&#039;&#039;0082&#039;&#039;&#039;   130   17   Rifle&lt;br /&gt;
  &#039;&#039;&#039;0084&#039;&#039;&#039;   132   18   Rifle Clip&lt;br /&gt;
  &#039;&#039;&#039;0086&#039;&#039;&#039;   134   19   Heavy Cannon&lt;br /&gt;
  &#039;&#039;&#039;0088&#039;&#039;&#039;   136   20   HC-AP Ammo&lt;br /&gt;
  &#039;&#039;&#039;008A&#039;&#039;&#039;   138   21   HC-HE Ammo&lt;br /&gt;
  &#039;&#039;&#039;008C&#039;&#039;&#039;   140   22   HC-IN Ammo&lt;br /&gt;
  &#039;&#039;&#039;008E&#039;&#039;&#039;   142   23   Auto Cannon&lt;br /&gt;
  &#039;&#039;&#039;0090&#039;&#039;&#039;   144   24   AC-AP Ammo&lt;br /&gt;
  &#039;&#039;&#039;0092&#039;&#039;&#039;   146   25   AC-HE Ammo&lt;br /&gt;
  &#039;&#039;&#039;0094&#039;&#039;&#039;   148   26   AC-IN Ammo&lt;br /&gt;
  &#039;&#039;&#039;0096&#039;&#039;&#039;   150   27   Rocket Launcher&lt;br /&gt;
  &#039;&#039;&#039;0098&#039;&#039;&#039;   152   28   Small Rocket&lt;br /&gt;
  &#039;&#039;&#039;009A&#039;&#039;&#039;   154   29   Large Rocket&lt;br /&gt;
  &#039;&#039;&#039;009C&#039;&#039;&#039;   156   30   Incendiary Rocket&lt;br /&gt;
  &#039;&#039;&#039;009E&#039;&#039;&#039;   158   31   Laser Pistol&lt;br /&gt;
  &#039;&#039;&#039;00A0&#039;&#039;&#039;   160   32   Laser Rifle&lt;br /&gt;
  &#039;&#039;&#039;00A2&#039;&#039;&#039;   162   33   Heavy Laser&lt;br /&gt;
  &#039;&#039;&#039;00A4&#039;&#039;&#039;   164   34   Grenade&lt;br /&gt;
  &#039;&#039;&#039;00A6&#039;&#039;&#039;   166   35   Smoke Grenade&lt;br /&gt;
  &#039;&#039;&#039;00A8&#039;&#039;&#039;   168   36   Proximity Grenade&lt;br /&gt;
  &#039;&#039;&#039;00AA&#039;&#039;&#039;   170   37   High Explosive&lt;br /&gt;
  &#039;&#039;&#039;00AC&#039;&#039;&#039;   172   38   Motion Scanner&lt;br /&gt;
  &#039;&#039;&#039;00AE&#039;&#039;&#039;   174   39   Medi-Kit&lt;br /&gt;
  &#039;&#039;&#039;00B0&#039;&#039;&#039;   176   40   Psi-Amp&lt;br /&gt;
  &#039;&#039;&#039;00B2&#039;&#039;&#039;   178   41   Stun Rod&lt;br /&gt;
  &#039;&#039;&#039;00B4&#039;&#039;&#039;   180   42   Electro Flare&lt;br /&gt;
    &#039;&#039;(6 unknown records)&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;00C2&#039;&#039;&#039;   194   49   Heavy Plasma&lt;br /&gt;
  &#039;&#039;&#039;00C4&#039;&#039;&#039;   196   50   Heavy Plasma Clip&lt;br /&gt;
  &#039;&#039;&#039;00C6&#039;&#039;&#039;   198   51   Plasma Rifle&lt;br /&gt;
  &#039;&#039;&#039;00C8&#039;&#039;&#039;   200   52   Plasma Rifle Clip&lt;br /&gt;
  &#039;&#039;&#039;00CA&#039;&#039;&#039;   202   53   Plasma Pistol&lt;br /&gt;
  &#039;&#039;&#039;00CC&#039;&#039;&#039;   204   54   Plasma Pistol Clip&lt;br /&gt;
  &#039;&#039;&#039;00CE&#039;&#039;&#039;   206   55   Blaster Launcher&lt;br /&gt;
  &#039;&#039;&#039;00D0&#039;&#039;&#039;   208   56   Blaster Bomb&lt;br /&gt;
  &#039;&#039;&#039;00D2&#039;&#039;&#039;   210   57   Small Launcher&lt;br /&gt;
  &#039;&#039;&#039;00D4&#039;&#039;&#039;   212   58   Stun Bomb&lt;br /&gt;
  &#039;&#039;&#039;00D6&#039;&#039;&#039;   214   59   Alien Grenade&lt;br /&gt;
  &#039;&#039;&#039;00D8&#039;&#039;&#039;   216   60   Elerium-115&lt;br /&gt;
  &#039;&#039;&#039;00DA&#039;&#039;&#039;   218   61   Mind Probe&lt;br /&gt;
    &#039;&#039;(3 unknown records)&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;00E2&#039;&#039;&#039;   226   65   Sectoid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E4&#039;&#039;&#039;   228   66   Snakeman Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E6&#039;&#039;&#039;   230   67   Ethereal Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E8&#039;&#039;&#039;   232   68   Muton Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EA&#039;&#039;&#039;   234   69   Floater Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EC&#039;&#039;&#039;   236   70   Celatid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EE&#039;&#039;&#039;   238   71   Silacoid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F0&#039;&#039;&#039;   240   72   Chryssalid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F2&#039;&#039;&#039;   242   73   Reaper Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F4&#039;&#039;&#039;   244   74   Sectopod Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F6&#039;&#039;&#039;   246   75   Cyberdisc Corpse&lt;br /&gt;
    &#039;&#039;(4 unknown records)&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;0100&#039;&#039;&#039;   256   80   UFO Power Source&lt;br /&gt;
  &#039;&#039;&#039;0102&#039;&#039;&#039;   258   81   UFO Navigation&lt;br /&gt;
  &#039;&#039;&#039;0104&#039;&#039;&#039;   260   82   UFO Construction&lt;br /&gt;
  &#039;&#039;&#039;0106&#039;&#039;&#039;   262   83   Alien Food&lt;br /&gt;
  &#039;&#039;&#039;0108&#039;&#039;&#039;   264   84   Alien Reproduction&lt;br /&gt;
  &#039;&#039;&#039;010A&#039;&#039;&#039;   266   85   Alien Entertainment&lt;br /&gt;
  &#039;&#039;&#039;010C&#039;&#039;&#039;   268   86   Alien Surgery&lt;br /&gt;
  &#039;&#039;&#039;010E&#039;&#039;&#039;   270   87   Examination Room&lt;br /&gt;
  &#039;&#039;&#039;0110&#039;&#039;&#039;   272   88   Alien Alloys&lt;br /&gt;
  &#039;&#039;&#039;0112&#039;&#039;&#039;   274   89   Alien Habitat&lt;br /&gt;
  &#039;&#039;&#039;0114&#039;&#039;&#039;   276   90   Personal Armour&lt;br /&gt;
  &#039;&#039;&#039;0116&#039;&#039;&#039;   278   91   Power Suit&lt;br /&gt;
  &#039;&#039;&#039;0118&#039;&#039;&#039;   280   92   Flying Suit&lt;br /&gt;
  &#039;&#039;&#039;011A&#039;&#039;&#039;   282   93   HWP Cannon Shell&lt;br /&gt;
  &#039;&#039;&#039;011C&#039;&#039;&#039;   284   94   HWP Rockets&lt;br /&gt;
  &#039;&#039;&#039;011E&#039;&#039;&#039;   286   95   HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0120-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0120:&#039;&#039;&#039; Mark the base as active.  Bases which are dismantled or which have not been built have a value of 1.  Active bases have a value of 0.  If a base is dismantled, the only change to the record is this value.  A new base will overwrite the first slot with a value of 1.  It is possible to restore a dismantled base (Access lift removed) by setting this value to 0.  The game will &#039;restore&#039; the base to the configuration just before the access lift was removed, including inventory.  --[[User:SeulDragon|SeulDragon]] 12:24, 11 July 2008 (PDT)&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>SeulDragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15743</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15743"/>
		<updated>2008-07-03T21:52:05Z</updated>

		<summary type="html">&lt;p&gt;SeulDragon: /* UFO Structure */&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;35%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse; text-align:center&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;
|colspan=4| &#039;&#039;&#039;Radar Combinations&#039;&#039;&#039;&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). &lt;br /&gt;
&lt;br /&gt;
It should be noted that despite the range of values a two-byte signed field gives you, due to a [[Known_Bugs#Storage_Limit|known issue]], you cannot have more than 9,999 units of a given item in storage at any given base, regardless of what item it is.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the info for bytes &#039;&#039;&#039;5E-11E&#039;&#039;&#039;. The Record Number (Rec#) is used for e.g. [[PRODUCT.DAT]]:&lt;br /&gt;
&lt;br /&gt;
   Hex   Dec  Rec#  Item&lt;br /&gt;
  ----   ---  ----  ----&lt;br /&gt;
  &#039;&#039;&#039;005E&#039;&#039;&#039;    94    -   Engineer&lt;br /&gt;
  &#039;&#039;&#039;005F&#039;&#039;&#039;    95    -   Scientist&lt;br /&gt;
  &#039;&#039;&#039;0060&#039;&#039;&#039;    96    0   Stingray Launcher&lt;br /&gt;
  &#039;&#039;&#039;0062&#039;&#039;&#039;    98    1   Avalanche Launcher&lt;br /&gt;
  &#039;&#039;&#039;0064&#039;&#039;&#039;   100    2   Cannon&lt;br /&gt;
  &#039;&#039;&#039;0066&#039;&#039;&#039;   102    3   Fusion Ball Launcher&lt;br /&gt;
  &#039;&#039;&#039;0068&#039;&#039;&#039;   104    4   Laser Cannon&lt;br /&gt;
  &#039;&#039;&#039;006A&#039;&#039;&#039;   106    5   Plasma Beam&lt;br /&gt;
  &#039;&#039;&#039;006C&#039;&#039;&#039;   108    6   Stingray Missile&lt;br /&gt;
  &#039;&#039;&#039;006E&#039;&#039;&#039;   110    7   Avalanche Missile&lt;br /&gt;
  &#039;&#039;&#039;0070&#039;&#039;&#039;   112    8   Cannon Rounds&lt;br /&gt;
  &#039;&#039;&#039;0072&#039;&#039;&#039;   114    9   Fusion Balls&lt;br /&gt;
  &#039;&#039;&#039;0074&#039;&#039;&#039;   116   10   Tank/Cannon&lt;br /&gt;
  &#039;&#039;&#039;0076&#039;&#039;&#039;   118   11   Tank/Rocket Launcher&lt;br /&gt;
  &#039;&#039;&#039;0078&#039;&#039;&#039;   120   12   Tank/Laser Cannon&lt;br /&gt;
  &#039;&#039;&#039;007A&#039;&#039;&#039;   122   13   Hovertank/Plasma&lt;br /&gt;
  &#039;&#039;&#039;007C&#039;&#039;&#039;   124   14   Hovertank/Launcher&lt;br /&gt;
  &#039;&#039;&#039;007E&#039;&#039;&#039;   126   15   Pistol&lt;br /&gt;
  &#039;&#039;&#039;0080&#039;&#039;&#039;   128   16   Pistol Clip&lt;br /&gt;
  &#039;&#039;&#039;0082&#039;&#039;&#039;   130   17   Rifle&lt;br /&gt;
  &#039;&#039;&#039;0084&#039;&#039;&#039;   132   18   Rifle Clip&lt;br /&gt;
  &#039;&#039;&#039;0086&#039;&#039;&#039;   134   19   Heavy Cannon&lt;br /&gt;
  &#039;&#039;&#039;0088&#039;&#039;&#039;   136   20   HC-AP Ammo&lt;br /&gt;
  &#039;&#039;&#039;008A&#039;&#039;&#039;   138   21   HC-HE Ammo&lt;br /&gt;
  &#039;&#039;&#039;008C&#039;&#039;&#039;   140   22   HC-IN Ammo&lt;br /&gt;
  &#039;&#039;&#039;008E&#039;&#039;&#039;   142   23   Auto Cannon&lt;br /&gt;
  &#039;&#039;&#039;0090&#039;&#039;&#039;   144   24   AC-AP Ammo&lt;br /&gt;
  &#039;&#039;&#039;0092&#039;&#039;&#039;   146   25   AC-HE Ammo&lt;br /&gt;
  &#039;&#039;&#039;0094&#039;&#039;&#039;   148   26   AC-IN Ammo&lt;br /&gt;
  &#039;&#039;&#039;0096&#039;&#039;&#039;   150   27   Rocket Launcher&lt;br /&gt;
  &#039;&#039;&#039;0098&#039;&#039;&#039;   152   28   Small Rocket&lt;br /&gt;
  &#039;&#039;&#039;009A&#039;&#039;&#039;   154   29   Large Rocket&lt;br /&gt;
  &#039;&#039;&#039;009C&#039;&#039;&#039;   156   30   Incendiary Rocket&lt;br /&gt;
  &#039;&#039;&#039;009E&#039;&#039;&#039;   158   31   Laser Pistol&lt;br /&gt;
  &#039;&#039;&#039;00A0&#039;&#039;&#039;   160   32   Laser Rifle&lt;br /&gt;
  &#039;&#039;&#039;00A2&#039;&#039;&#039;   162   33   Heavy Laser&lt;br /&gt;
  &#039;&#039;&#039;00A4&#039;&#039;&#039;   164   34   Grenade&lt;br /&gt;
  &#039;&#039;&#039;00A6&#039;&#039;&#039;   166   35   Smoke Grenade&lt;br /&gt;
  &#039;&#039;&#039;00A8&#039;&#039;&#039;   168   36   Proximity Grenade&lt;br /&gt;
  &#039;&#039;&#039;00AA&#039;&#039;&#039;   170   37   High Explosive&lt;br /&gt;
  &#039;&#039;&#039;00AC&#039;&#039;&#039;   172   38   Motion Scanner&lt;br /&gt;
  &#039;&#039;&#039;00AE&#039;&#039;&#039;   174   39   Medi-Kit&lt;br /&gt;
  &#039;&#039;&#039;00B0&#039;&#039;&#039;   176   40   Psi-Amp&lt;br /&gt;
  &#039;&#039;&#039;00B2&#039;&#039;&#039;   178   41   Stun Rod&lt;br /&gt;
  &#039;&#039;&#039;00B4&#039;&#039;&#039;   180   42   Electro Flare&lt;br /&gt;
    &#039;&#039;(6 unknown records)&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;00C2&#039;&#039;&#039;   194   49   Heavy Plasma&lt;br /&gt;
  &#039;&#039;&#039;00C4&#039;&#039;&#039;   196   50   Heavy Plasma Clip&lt;br /&gt;
  &#039;&#039;&#039;00C6&#039;&#039;&#039;   198   51   Plasma Rifle&lt;br /&gt;
  &#039;&#039;&#039;00C8&#039;&#039;&#039;   200   52   Plasma Rifle Clip&lt;br /&gt;
  &#039;&#039;&#039;00CA&#039;&#039;&#039;   202   53   Plasma Pistol&lt;br /&gt;
  &#039;&#039;&#039;00CC&#039;&#039;&#039;   204   54   Plasma Pistol Clip&lt;br /&gt;
  &#039;&#039;&#039;00CE&#039;&#039;&#039;   206   55   Blaster Launcher&lt;br /&gt;
  &#039;&#039;&#039;00D0&#039;&#039;&#039;   208   56   Blaster Bomb&lt;br /&gt;
  &#039;&#039;&#039;00D2&#039;&#039;&#039;   210   57   Small Launcher&lt;br /&gt;
  &#039;&#039;&#039;00D4&#039;&#039;&#039;   212   58   Stun Bomb&lt;br /&gt;
  &#039;&#039;&#039;00D6&#039;&#039;&#039;   214   59   Alien Grenade&lt;br /&gt;
  &#039;&#039;&#039;00D8&#039;&#039;&#039;   216   60   Elerium-115&lt;br /&gt;
  &#039;&#039;&#039;00DA&#039;&#039;&#039;   218   61   Mind Probe&lt;br /&gt;
    &#039;&#039;(3 unknown records)&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;00E2&#039;&#039;&#039;   226   65   Sectoid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E4&#039;&#039;&#039;   228   66   Snakeman Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E6&#039;&#039;&#039;   230   67   Ethereal Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E8&#039;&#039;&#039;   232   68   Muton Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EA&#039;&#039;&#039;   234   69   Floater Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EC&#039;&#039;&#039;   236   70   Celatid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EE&#039;&#039;&#039;   238   71   Silacoid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F0&#039;&#039;&#039;   240   72   Chryssalid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F2&#039;&#039;&#039;   242   73   Reaper Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F4&#039;&#039;&#039;   244   74   Sectopod Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F6&#039;&#039;&#039;   246   75   Cyberdisc Corpse&lt;br /&gt;
    &#039;&#039;(4 unknown records)&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;0100&#039;&#039;&#039;   256   80   UFO Power Source&lt;br /&gt;
  &#039;&#039;&#039;0102&#039;&#039;&#039;   258   81   UFO Navigation&lt;br /&gt;
  &#039;&#039;&#039;0104&#039;&#039;&#039;   260   82   UFO Construction&lt;br /&gt;
  &#039;&#039;&#039;0106&#039;&#039;&#039;   262   83   Alien Food&lt;br /&gt;
  &#039;&#039;&#039;0108&#039;&#039;&#039;   264   84   Alien Reproduction&lt;br /&gt;
  &#039;&#039;&#039;010A&#039;&#039;&#039;   266   85   Alien Entertainment&lt;br /&gt;
  &#039;&#039;&#039;010C&#039;&#039;&#039;   268   86   Alien Surgery&lt;br /&gt;
  &#039;&#039;&#039;010E&#039;&#039;&#039;   270   87   Examination Room&lt;br /&gt;
  &#039;&#039;&#039;0110&#039;&#039;&#039;   272   88   Alien Alloys&lt;br /&gt;
  &#039;&#039;&#039;0112&#039;&#039;&#039;   274   89   Alien Habitat&lt;br /&gt;
  &#039;&#039;&#039;0114&#039;&#039;&#039;   276   90   Personal Armour&lt;br /&gt;
  &#039;&#039;&#039;0116&#039;&#039;&#039;   278   91   Power Suit&lt;br /&gt;
  &#039;&#039;&#039;0118&#039;&#039;&#039;   280   92   Flying Suit&lt;br /&gt;
  &#039;&#039;&#039;011A&#039;&#039;&#039;   282   93   HWP Cannon Shell&lt;br /&gt;
  &#039;&#039;&#039;011C&#039;&#039;&#039;   284   94   HWP Rockets&lt;br /&gt;
  &#039;&#039;&#039;011E&#039;&#039;&#039;   286   95   HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0120-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0120:&#039;&#039;&#039; Mark the base as selectable by the user in the Base View screens.  A value of 00 is selectable, any other value is not.  01 is the default for base slots which have not been built.  Testing for status/value when a base is destroyed or dismantled not yet completed.&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>SeulDragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15742</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15742"/>
		<updated>2008-07-03T21:51:34Z</updated>

		<summary type="html">&lt;p&gt;SeulDragon: /* UFO Structure */&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;35%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse; text-align:center&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;
|colspan=4| &#039;&#039;&#039;Radar Combinations&#039;&#039;&#039;&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). &lt;br /&gt;
&lt;br /&gt;
It should be noted that despite the range of values a two-byte signed field gives you, due to a [[Known_Bugs#Storage_Limit|known issue]], you cannot have more than 9,999 units of a given item in storage at any given base, regardless of what item it is.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the info for bytes &#039;&#039;&#039;5E-11E&#039;&#039;&#039;. The Record Number (Rec#) is used for e.g. [[PRODUCT.DAT]]:&lt;br /&gt;
&lt;br /&gt;
   Hex   Dec  Rec#  Item&lt;br /&gt;
  ----   ---  ----  ----&lt;br /&gt;
  &#039;&#039;&#039;005E&#039;&#039;&#039;    94    -   Engineer&lt;br /&gt;
  &#039;&#039;&#039;005F&#039;&#039;&#039;    95    -   Scientist&lt;br /&gt;
  &#039;&#039;&#039;0060&#039;&#039;&#039;    96    0   Stingray Launcher&lt;br /&gt;
  &#039;&#039;&#039;0062&#039;&#039;&#039;    98    1   Avalanche Launcher&lt;br /&gt;
  &#039;&#039;&#039;0064&#039;&#039;&#039;   100    2   Cannon&lt;br /&gt;
  &#039;&#039;&#039;0066&#039;&#039;&#039;   102    3   Fusion Ball Launcher&lt;br /&gt;
  &#039;&#039;&#039;0068&#039;&#039;&#039;   104    4   Laser Cannon&lt;br /&gt;
  &#039;&#039;&#039;006A&#039;&#039;&#039;   106    5   Plasma Beam&lt;br /&gt;
  &#039;&#039;&#039;006C&#039;&#039;&#039;   108    6   Stingray Missile&lt;br /&gt;
  &#039;&#039;&#039;006E&#039;&#039;&#039;   110    7   Avalanche Missile&lt;br /&gt;
  &#039;&#039;&#039;0070&#039;&#039;&#039;   112    8   Cannon Rounds&lt;br /&gt;
  &#039;&#039;&#039;0072&#039;&#039;&#039;   114    9   Fusion Balls&lt;br /&gt;
  &#039;&#039;&#039;0074&#039;&#039;&#039;   116   10   Tank/Cannon&lt;br /&gt;
  &#039;&#039;&#039;0076&#039;&#039;&#039;   118   11   Tank/Rocket Launcher&lt;br /&gt;
  &#039;&#039;&#039;0078&#039;&#039;&#039;   120   12   Tank/Laser Cannon&lt;br /&gt;
  &#039;&#039;&#039;007A&#039;&#039;&#039;   122   13   Hovertank/Plasma&lt;br /&gt;
  &#039;&#039;&#039;007C&#039;&#039;&#039;   124   14   Hovertank/Launcher&lt;br /&gt;
  &#039;&#039;&#039;007E&#039;&#039;&#039;   126   15   Pistol&lt;br /&gt;
  &#039;&#039;&#039;0080&#039;&#039;&#039;   128   16   Pistol Clip&lt;br /&gt;
  &#039;&#039;&#039;0082&#039;&#039;&#039;   130   17   Rifle&lt;br /&gt;
  &#039;&#039;&#039;0084&#039;&#039;&#039;   132   18   Rifle Clip&lt;br /&gt;
  &#039;&#039;&#039;0086&#039;&#039;&#039;   134   19   Heavy Cannon&lt;br /&gt;
  &#039;&#039;&#039;0088&#039;&#039;&#039;   136   20   HC-AP Ammo&lt;br /&gt;
  &#039;&#039;&#039;008A&#039;&#039;&#039;   138   21   HC-HE Ammo&lt;br /&gt;
  &#039;&#039;&#039;008C&#039;&#039;&#039;   140   22   HC-IN Ammo&lt;br /&gt;
  &#039;&#039;&#039;008E&#039;&#039;&#039;   142   23   Auto Cannon&lt;br /&gt;
  &#039;&#039;&#039;0090&#039;&#039;&#039;   144   24   AC-AP Ammo&lt;br /&gt;
  &#039;&#039;&#039;0092&#039;&#039;&#039;   146   25   AC-HE Ammo&lt;br /&gt;
  &#039;&#039;&#039;0094&#039;&#039;&#039;   148   26   AC-IN Ammo&lt;br /&gt;
  &#039;&#039;&#039;0096&#039;&#039;&#039;   150   27   Rocket Launcher&lt;br /&gt;
  &#039;&#039;&#039;0098&#039;&#039;&#039;   152   28   Small Rocket&lt;br /&gt;
  &#039;&#039;&#039;009A&#039;&#039;&#039;   154   29   Large Rocket&lt;br /&gt;
  &#039;&#039;&#039;009C&#039;&#039;&#039;   156   30   Incendiary Rocket&lt;br /&gt;
  &#039;&#039;&#039;009E&#039;&#039;&#039;   158   31   Laser Pistol&lt;br /&gt;
  &#039;&#039;&#039;00A0&#039;&#039;&#039;   160   32   Laser Rifle&lt;br /&gt;
  &#039;&#039;&#039;00A2&#039;&#039;&#039;   162   33   Heavy Laser&lt;br /&gt;
  &#039;&#039;&#039;00A4&#039;&#039;&#039;   164   34   Grenade&lt;br /&gt;
  &#039;&#039;&#039;00A6&#039;&#039;&#039;   166   35   Smoke Grenade&lt;br /&gt;
  &#039;&#039;&#039;00A8&#039;&#039;&#039;   168   36   Proximity Grenade&lt;br /&gt;
  &#039;&#039;&#039;00AA&#039;&#039;&#039;   170   37   High Explosive&lt;br /&gt;
  &#039;&#039;&#039;00AC&#039;&#039;&#039;   172   38   Motion Scanner&lt;br /&gt;
  &#039;&#039;&#039;00AE&#039;&#039;&#039;   174   39   Medi-Kit&lt;br /&gt;
  &#039;&#039;&#039;00B0&#039;&#039;&#039;   176   40   Psi-Amp&lt;br /&gt;
  &#039;&#039;&#039;00B2&#039;&#039;&#039;   178   41   Stun Rod&lt;br /&gt;
  &#039;&#039;&#039;00B4&#039;&#039;&#039;   180   42   Electro Flare&lt;br /&gt;
    &#039;&#039;(6 unknown records)&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;00C2&#039;&#039;&#039;   194   49   Heavy Plasma&lt;br /&gt;
  &#039;&#039;&#039;00C4&#039;&#039;&#039;   196   50   Heavy Plasma Clip&lt;br /&gt;
  &#039;&#039;&#039;00C6&#039;&#039;&#039;   198   51   Plasma Rifle&lt;br /&gt;
  &#039;&#039;&#039;00C8&#039;&#039;&#039;   200   52   Plasma Rifle Clip&lt;br /&gt;
  &#039;&#039;&#039;00CA&#039;&#039;&#039;   202   53   Plasma Pistol&lt;br /&gt;
  &#039;&#039;&#039;00CC&#039;&#039;&#039;   204   54   Plasma Pistol Clip&lt;br /&gt;
  &#039;&#039;&#039;00CE&#039;&#039;&#039;   206   55   Blaster Launcher&lt;br /&gt;
  &#039;&#039;&#039;00D0&#039;&#039;&#039;   208   56   Blaster Bomb&lt;br /&gt;
  &#039;&#039;&#039;00D2&#039;&#039;&#039;   210   57   Small Launcher&lt;br /&gt;
  &#039;&#039;&#039;00D4&#039;&#039;&#039;   212   58   Stun Bomb&lt;br /&gt;
  &#039;&#039;&#039;00D6&#039;&#039;&#039;   214   59   Alien Grenade&lt;br /&gt;
  &#039;&#039;&#039;00D8&#039;&#039;&#039;   216   60   Elerium-115&lt;br /&gt;
  &#039;&#039;&#039;00DA&#039;&#039;&#039;   218   61   Mind Probe&lt;br /&gt;
    &#039;&#039;(3 unknown records)&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;00E2&#039;&#039;&#039;   226   65   Sectoid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E4&#039;&#039;&#039;   228   66   Snakeman Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E6&#039;&#039;&#039;   230   67   Ethereal Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E8&#039;&#039;&#039;   232   68   Muton Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EA&#039;&#039;&#039;   234   69   Floater Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EC&#039;&#039;&#039;   236   70   Celatid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EE&#039;&#039;&#039;   238   71   Silacoid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F0&#039;&#039;&#039;   240   72   Chryssalid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F2&#039;&#039;&#039;   242   73   Reaper Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F4&#039;&#039;&#039;   244   74   Sectopod Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F6&#039;&#039;&#039;   246   75   Cyberdisc Corpse&lt;br /&gt;
    &#039;&#039;(4 unknown records)&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;0100&#039;&#039;&#039;   256   80   UFO Power Source&lt;br /&gt;
  &#039;&#039;&#039;0102&#039;&#039;&#039;   258   81   UFO Navigation&lt;br /&gt;
  &#039;&#039;&#039;0104&#039;&#039;&#039;   260   82   UFO Construction&lt;br /&gt;
  &#039;&#039;&#039;0106&#039;&#039;&#039;   262   83   Alien Food&lt;br /&gt;
  &#039;&#039;&#039;0108&#039;&#039;&#039;   264   84   Alien Reproduction&lt;br /&gt;
  &#039;&#039;&#039;010A&#039;&#039;&#039;   266   85   Alien Entertainment&lt;br /&gt;
  &#039;&#039;&#039;010C&#039;&#039;&#039;   268   86   Alien Surgery&lt;br /&gt;
  &#039;&#039;&#039;010E&#039;&#039;&#039;   270   87   Examination Room&lt;br /&gt;
  &#039;&#039;&#039;0110&#039;&#039;&#039;   272   88   Alien Alloys&lt;br /&gt;
  &#039;&#039;&#039;0112&#039;&#039;&#039;   274   89   Alien Habitat&lt;br /&gt;
  &#039;&#039;&#039;0114&#039;&#039;&#039;   276   90   Personal Armour&lt;br /&gt;
  &#039;&#039;&#039;0116&#039;&#039;&#039;   278   91   Power Suit&lt;br /&gt;
  &#039;&#039;&#039;0118&#039;&#039;&#039;   280   92   Flying Suit&lt;br /&gt;
  &#039;&#039;&#039;011A&#039;&#039;&#039;   282   93   HWP Cannon Shell&lt;br /&gt;
  &#039;&#039;&#039;011C&#039;&#039;&#039;   284   94   HWP Rockets&lt;br /&gt;
  &#039;&#039;&#039;011E&#039;&#039;&#039;   286   95   HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0120-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0120&#039;&#039;&#039; Mark the base as selectable by the user in the Base View screens.  A value of 00 is selectable, any other value is not.  01 is the default for base slots which have not been built.  Testing for status/value when a base is destroyed or dismantled not yet completed.&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>SeulDragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15741</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=15741"/>
		<updated>2008-07-03T21:50:37Z</updated>

		<summary type="html">&lt;p&gt;SeulDragon: /* UFO Structure */&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;35%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse; text-align:center&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;
|colspan=4| &#039;&#039;&#039;Radar Combinations&#039;&#039;&#039;&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). &lt;br /&gt;
&lt;br /&gt;
It should be noted that despite the range of values a two-byte signed field gives you, due to a [[Known_Bugs#Storage_Limit|known issue]], you cannot have more than 9,999 units of a given item in storage at any given base, regardless of what item it is.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the info for bytes &#039;&#039;&#039;5E-11E&#039;&#039;&#039;. The Record Number (Rec#) is used for e.g. [[PRODUCT.DAT]]:&lt;br /&gt;
&lt;br /&gt;
   Hex   Dec  Rec#  Item&lt;br /&gt;
  ----   ---  ----  ----&lt;br /&gt;
  &#039;&#039;&#039;005E&#039;&#039;&#039;    94    -   Engineer&lt;br /&gt;
  &#039;&#039;&#039;005F&#039;&#039;&#039;    95    -   Scientist&lt;br /&gt;
  &#039;&#039;&#039;0060&#039;&#039;&#039;    96    0   Stingray Launcher&lt;br /&gt;
  &#039;&#039;&#039;0062&#039;&#039;&#039;    98    1   Avalanche Launcher&lt;br /&gt;
  &#039;&#039;&#039;0064&#039;&#039;&#039;   100    2   Cannon&lt;br /&gt;
  &#039;&#039;&#039;0066&#039;&#039;&#039;   102    3   Fusion Ball Launcher&lt;br /&gt;
  &#039;&#039;&#039;0068&#039;&#039;&#039;   104    4   Laser Cannon&lt;br /&gt;
  &#039;&#039;&#039;006A&#039;&#039;&#039;   106    5   Plasma Beam&lt;br /&gt;
  &#039;&#039;&#039;006C&#039;&#039;&#039;   108    6   Stingray Missile&lt;br /&gt;
  &#039;&#039;&#039;006E&#039;&#039;&#039;   110    7   Avalanche Missile&lt;br /&gt;
  &#039;&#039;&#039;0070&#039;&#039;&#039;   112    8   Cannon Rounds&lt;br /&gt;
  &#039;&#039;&#039;0072&#039;&#039;&#039;   114    9   Fusion Balls&lt;br /&gt;
  &#039;&#039;&#039;0074&#039;&#039;&#039;   116   10   Tank/Cannon&lt;br /&gt;
  &#039;&#039;&#039;0076&#039;&#039;&#039;   118   11   Tank/Rocket Launcher&lt;br /&gt;
  &#039;&#039;&#039;0078&#039;&#039;&#039;   120   12   Tank/Laser Cannon&lt;br /&gt;
  &#039;&#039;&#039;007A&#039;&#039;&#039;   122   13   Hovertank/Plasma&lt;br /&gt;
  &#039;&#039;&#039;007C&#039;&#039;&#039;   124   14   Hovertank/Launcher&lt;br /&gt;
  &#039;&#039;&#039;007E&#039;&#039;&#039;   126   15   Pistol&lt;br /&gt;
  &#039;&#039;&#039;0080&#039;&#039;&#039;   128   16   Pistol Clip&lt;br /&gt;
  &#039;&#039;&#039;0082&#039;&#039;&#039;   130   17   Rifle&lt;br /&gt;
  &#039;&#039;&#039;0084&#039;&#039;&#039;   132   18   Rifle Clip&lt;br /&gt;
  &#039;&#039;&#039;0086&#039;&#039;&#039;   134   19   Heavy Cannon&lt;br /&gt;
  &#039;&#039;&#039;0088&#039;&#039;&#039;   136   20   HC-AP Ammo&lt;br /&gt;
  &#039;&#039;&#039;008A&#039;&#039;&#039;   138   21   HC-HE Ammo&lt;br /&gt;
  &#039;&#039;&#039;008C&#039;&#039;&#039;   140   22   HC-IN Ammo&lt;br /&gt;
  &#039;&#039;&#039;008E&#039;&#039;&#039;   142   23   Auto Cannon&lt;br /&gt;
  &#039;&#039;&#039;0090&#039;&#039;&#039;   144   24   AC-AP Ammo&lt;br /&gt;
  &#039;&#039;&#039;0092&#039;&#039;&#039;   146   25   AC-HE Ammo&lt;br /&gt;
  &#039;&#039;&#039;0094&#039;&#039;&#039;   148   26   AC-IN Ammo&lt;br /&gt;
  &#039;&#039;&#039;0096&#039;&#039;&#039;   150   27   Rocket Launcher&lt;br /&gt;
  &#039;&#039;&#039;0098&#039;&#039;&#039;   152   28   Small Rocket&lt;br /&gt;
  &#039;&#039;&#039;009A&#039;&#039;&#039;   154   29   Large Rocket&lt;br /&gt;
  &#039;&#039;&#039;009C&#039;&#039;&#039;   156   30   Incendiary Rocket&lt;br /&gt;
  &#039;&#039;&#039;009E&#039;&#039;&#039;   158   31   Laser Pistol&lt;br /&gt;
  &#039;&#039;&#039;00A0&#039;&#039;&#039;   160   32   Laser Rifle&lt;br /&gt;
  &#039;&#039;&#039;00A2&#039;&#039;&#039;   162   33   Heavy Laser&lt;br /&gt;
  &#039;&#039;&#039;00A4&#039;&#039;&#039;   164   34   Grenade&lt;br /&gt;
  &#039;&#039;&#039;00A6&#039;&#039;&#039;   166   35   Smoke Grenade&lt;br /&gt;
  &#039;&#039;&#039;00A8&#039;&#039;&#039;   168   36   Proximity Grenade&lt;br /&gt;
  &#039;&#039;&#039;00AA&#039;&#039;&#039;   170   37   High Explosive&lt;br /&gt;
  &#039;&#039;&#039;00AC&#039;&#039;&#039;   172   38   Motion Scanner&lt;br /&gt;
  &#039;&#039;&#039;00AE&#039;&#039;&#039;   174   39   Medi-Kit&lt;br /&gt;
  &#039;&#039;&#039;00B0&#039;&#039;&#039;   176   40   Psi-Amp&lt;br /&gt;
  &#039;&#039;&#039;00B2&#039;&#039;&#039;   178   41   Stun Rod&lt;br /&gt;
  &#039;&#039;&#039;00B4&#039;&#039;&#039;   180   42   Electro Flare&lt;br /&gt;
    &#039;&#039;(6 unknown records)&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;00C2&#039;&#039;&#039;   194   49   Heavy Plasma&lt;br /&gt;
  &#039;&#039;&#039;00C4&#039;&#039;&#039;   196   50   Heavy Plasma Clip&lt;br /&gt;
  &#039;&#039;&#039;00C6&#039;&#039;&#039;   198   51   Plasma Rifle&lt;br /&gt;
  &#039;&#039;&#039;00C8&#039;&#039;&#039;   200   52   Plasma Rifle Clip&lt;br /&gt;
  &#039;&#039;&#039;00CA&#039;&#039;&#039;   202   53   Plasma Pistol&lt;br /&gt;
  &#039;&#039;&#039;00CC&#039;&#039;&#039;   204   54   Plasma Pistol Clip&lt;br /&gt;
  &#039;&#039;&#039;00CE&#039;&#039;&#039;   206   55   Blaster Launcher&lt;br /&gt;
  &#039;&#039;&#039;00D0&#039;&#039;&#039;   208   56   Blaster Bomb&lt;br /&gt;
  &#039;&#039;&#039;00D2&#039;&#039;&#039;   210   57   Small Launcher&lt;br /&gt;
  &#039;&#039;&#039;00D4&#039;&#039;&#039;   212   58   Stun Bomb&lt;br /&gt;
  &#039;&#039;&#039;00D6&#039;&#039;&#039;   214   59   Alien Grenade&lt;br /&gt;
  &#039;&#039;&#039;00D8&#039;&#039;&#039;   216   60   Elerium-115&lt;br /&gt;
  &#039;&#039;&#039;00DA&#039;&#039;&#039;   218   61   Mind Probe&lt;br /&gt;
    &#039;&#039;(3 unknown records)&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;00E2&#039;&#039;&#039;   226   65   Sectoid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E4&#039;&#039;&#039;   228   66   Snakeman Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E6&#039;&#039;&#039;   230   67   Ethereal Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E8&#039;&#039;&#039;   232   68   Muton Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EA&#039;&#039;&#039;   234   69   Floater Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EC&#039;&#039;&#039;   236   70   Celatid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EE&#039;&#039;&#039;   238   71   Silacoid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F0&#039;&#039;&#039;   240   72   Chryssalid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F2&#039;&#039;&#039;   242   73   Reaper Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F4&#039;&#039;&#039;   244   74   Sectopod Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F6&#039;&#039;&#039;   246   75   Cyberdisc Corpse&lt;br /&gt;
    &#039;&#039;(4 unknown records)&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;0100&#039;&#039;&#039;   256   80   UFO Power Source&lt;br /&gt;
  &#039;&#039;&#039;0102&#039;&#039;&#039;   258   81   UFO Navigation&lt;br /&gt;
  &#039;&#039;&#039;0104&#039;&#039;&#039;   260   82   UFO Construction&lt;br /&gt;
  &#039;&#039;&#039;0106&#039;&#039;&#039;   262   83   Alien Food&lt;br /&gt;
  &#039;&#039;&#039;0108&#039;&#039;&#039;   264   84   Alien Reproduction&lt;br /&gt;
  &#039;&#039;&#039;010A&#039;&#039;&#039;   266   85   Alien Entertainment&lt;br /&gt;
  &#039;&#039;&#039;010C&#039;&#039;&#039;   268   86   Alien Surgery&lt;br /&gt;
  &#039;&#039;&#039;010E&#039;&#039;&#039;   270   87   Examination Room&lt;br /&gt;
  &#039;&#039;&#039;0110&#039;&#039;&#039;   272   88   Alien Alloys&lt;br /&gt;
  &#039;&#039;&#039;0112&#039;&#039;&#039;   274   89   Alien Habitat&lt;br /&gt;
  &#039;&#039;&#039;0114&#039;&#039;&#039;   276   90   Personal Armour&lt;br /&gt;
  &#039;&#039;&#039;0116&#039;&#039;&#039;   278   91   Power Suit&lt;br /&gt;
  &#039;&#039;&#039;0118&#039;&#039;&#039;   280   92   Flying Suit&lt;br /&gt;
  &#039;&#039;&#039;011A&#039;&#039;&#039;   282   93   HWP Cannon Shell&lt;br /&gt;
  &#039;&#039;&#039;011C&#039;&#039;&#039;   284   94   HWP Rockets&lt;br /&gt;
  &#039;&#039;&#039;011E&#039;&#039;&#039;   286   95   HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0120-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
0120&amp;amp;mdash;Mark the base as selectable by the user in the Base View screens.  A value of 00 is selectable, any other value is not.  01 is the default for base slots which have not been built.  Testing for status/value when a base is destroyed or dismantled not yet completed.&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>SeulDragon</name></author>
	</entry>
</feed>