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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Skin36</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Skin36"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Skin36"/>
	<updated>2026-05-01T08:08:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unit_Stats_(Apocalypse)&amp;diff=89413</id>
		<title>Unit Stats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unit_Stats_(Apocalypse)&amp;diff=89413"/>
		<updated>2019-06-27T08:18:45Z</updated>

		<summary type="html">&lt;p&gt;Skin36: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of stats for Alien and Human opponents you may face in Apocalypse. The data is from the game files (viewed using the Apoc&#039;d tool), so bear in mind that some stats will be adjusted according to the difficulty level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
	&amp;lt;th align=&amp;quot;left&amp;quot; rowspan=&amp;quot;2&amp;quot; width=&amp;quot;140&amp;quot;&amp;gt;Enemy type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Speed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Health&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Stamina&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Reactions&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Strength&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Bravery&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Psi Energy&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Psi Attack&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Psi Defence&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Accuracy&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Armor&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;VPS&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Multiworm Egg]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Brainsucker]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Multiworm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;340&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Hyperworm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;82&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;44&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Chrysalis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Anthropod]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Skeletoid]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Spitter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Popper]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Megaspawn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;260&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;220&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28-37&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Psimorph]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;420&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;170&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Queenspawn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Micronoid Aggregate]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Megapol Officer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15-35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45-65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Gangster&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15-45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Cultist&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12-18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Security Guard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Civilian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25-45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* VPS refers to the amount added to your score when you kill an Alien or Human opponent of that type. Civilians don&#039;t count, even though they&#039;re supposedly worth 10.&lt;br /&gt;
* Aliens with Bravery 0 never panic.&lt;br /&gt;
* The Anthropod seems to have an Accuracy rating of 0, but it can still use weapons - the stat becomes slightly higher after difficulty level adjustment.&lt;br /&gt;
* Unlike in the first two games, your opponents have no ranks.&lt;br /&gt;
* The stats of Human opponents are randomized, just like your own agents.&lt;br /&gt;
* Armor values vary according to body part.&lt;br /&gt;
* In-game speed is not the same as in the game files (TO DO: figure out how this works).&lt;br /&gt;
* In-game Accuracy is 100 minus the number stored in the game files. This has already been adjusted in the table above.&lt;br /&gt;
* In-game Stamina is only half that given in the game files. This has also been adjusted in the table.&lt;br /&gt;
* The game data contains several unused units, such as Police Chief, Gang Boss, Politician, Cult Leader, Corporate Hood etc.&lt;br /&gt;
* All units in the game are divided into three classes of armor. The first is agents, they have class 0, they do not have their own armor.Further, the guards and some alien have class 1. They have armor.And the last one, class 3, is the corporation boss and some alien.They also have armor built in, but they have an extra  protection (from rear).Moreover, for the third type of armor is considered as a common shell.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Alien_Life_Forms_(Apocalypse)|Alien Life Forms]]&lt;br /&gt;
* [[Agents_Stats_(Apocalypse)|Agent&#039;s Stats]] (contains descriptions of all stats)&lt;br /&gt;
* [[Population_(Apocalypse)|Population]] (info on human adversaries)&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unit_Stats_(Apocalypse)&amp;diff=89412</id>
		<title>Unit Stats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unit_Stats_(Apocalypse)&amp;diff=89412"/>
		<updated>2019-06-27T07:15:06Z</updated>

		<summary type="html">&lt;p&gt;Skin36: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of stats for Alien and Human opponents you may face in Apocalypse. The data is from the game files (viewed using the Apoc&#039;d tool), so bear in mind that some stats will be adjusted according to the difficulty level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
	&amp;lt;th align=&amp;quot;left&amp;quot; rowspan=&amp;quot;2&amp;quot; width=&amp;quot;140&amp;quot;&amp;gt;Enemy type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Speed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Health&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Stamina&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Reactions&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Strength&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Bravery&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Psi Energy&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Psi Attack&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Psi Defence&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Accuracy&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Armor&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;VPS&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Multiworm Egg]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Brainsucker]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Multiworm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;340&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Hyperworm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;82&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;44&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Chrysalis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Anthropod]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Skeletoid]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Spitter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Popper]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Megaspawn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;260&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;220&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28-37&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Psimorph]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;420&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;170&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Queenspawn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Micronoid Aggregate]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Megapol Officer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15-35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45-65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Gangster&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15-45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Cultist&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12-18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Security Guard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Civilian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25-45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* VPS refers to the amount added to your score when you kill an Alien or Human opponent of that type. Civilians don&#039;t count, even though they&#039;re supposedly worth 10.&lt;br /&gt;
* Aliens with Bravery 0 never panic.&lt;br /&gt;
* The Anthropod seems to have an Accuracy rating of 0, but it can still use weapons - the stat becomes slightly higher after difficulty level adjustment.&lt;br /&gt;
* Unlike in the first two games, your opponents have no ranks.&lt;br /&gt;
* The stats of Human opponents are randomized, just like your own agents.&lt;br /&gt;
* Armor values vary according to body part.&lt;br /&gt;
* In-game speed is not the same as in the game files (TO DO: figure out how this works).&lt;br /&gt;
* In-game Accuracy is 100 minus the number stored in the game files. This has already been adjusted in the table above.&lt;br /&gt;
* In-game Stamina is only half that given in the game files. This has also been adjusted in the table.&lt;br /&gt;
* The game data contains several unused units, such as Police Chief, Gang Boss, Politician, Cult Leader, Corporate Hood etc.&lt;br /&gt;
* All units in the game are divided into three classes of armor. The first is agents, they have class 0, they do not have their own armor.Further, the guards and some alien have class 1. They have armor.And the last one, class 3, is the corporation boss and some alien.They also have armor built in, but they have an extra  protection (from rear).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Alien_Life_Forms_(Apocalypse)|Alien Life Forms]]&lt;br /&gt;
* [[Agents_Stats_(Apocalypse)|Agent&#039;s Stats]] (contains descriptions of all stats)&lt;br /&gt;
* [[Population_(Apocalypse)|Population]] (info on human adversaries)&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unit_Stats_(Apocalypse)&amp;diff=89411</id>
		<title>Unit Stats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unit_Stats_(Apocalypse)&amp;diff=89411"/>
		<updated>2019-06-27T06:48:43Z</updated>

		<summary type="html">&lt;p&gt;Skin36: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of stats for Alien and Human opponents you may face in Apocalypse. The data is from the game files (viewed using the Apoc&#039;d tool), so bear in mind that some stats will be adjusted according to the difficulty level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
	&amp;lt;th align=&amp;quot;left&amp;quot; rowspan=&amp;quot;2&amp;quot; width=&amp;quot;140&amp;quot;&amp;gt;Enemy type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Speed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Health&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Stamina&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Reactions&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Strength&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Bravery&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Psi Energy&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Psi Attack&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Psi Defence&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Accuracy&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;Armor&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;30&amp;quot;&amp;gt;VPS&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Multiworm Egg]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Brainsucker]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Multiworm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;340&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Hyperworm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;82&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;44&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Chrysalis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Anthropod]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Skeletoid]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Spitter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Popper]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Megaspawn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;260&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;220&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28-37&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Psimorph]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;420&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;170&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Queenspawn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Micronoid Aggregate]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Megapol Officer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15-35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45-65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Gangster&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15-45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Cultist&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12-18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Security Guard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Civilian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25-45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* VPS refers to the amount added to your score when you kill an Alien or Human opponent of that type. Civilians don&#039;t count, even though they&#039;re supposedly worth 10.&lt;br /&gt;
* Aliens with Bravery 0 never panic.&lt;br /&gt;
* The Anthropod seems to have an Accuracy rating of 0, but it can still use weapons - the stat becomes slightly higher after difficulty level adjustment.&lt;br /&gt;
* Unlike in the first two games, your opponents have no ranks.&lt;br /&gt;
* The stats of Human opponents are randomized, just like your own agents.&lt;br /&gt;
* Armor values vary according to body part.&lt;br /&gt;
* In-game speed is not the same as in the game files (TO DO: figure out how this works).&lt;br /&gt;
* In-game Accuracy is 100 minus the number stored in the game files. This has already been adjusted in the table above.&lt;br /&gt;
* In-game Stamina is only half that given in the game files. This has also been adjusted in the table.&lt;br /&gt;
* The game data contains several unused units, such as Police Chief, Gang Boss, Politician, Cult Leader, Corporate Hood etc.&lt;br /&gt;
* All units in the game are divided into three classes of armor. The first is agents, they have class 0, they do not have their own armor.Further, the guards and some alien have class 1. They have armor.And the last one, class 3, is the corporation boss and some alien.They also have armor built in, but they have an extra  protection (possibly from below).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Alien_Life_Forms_(Apocalypse)|Alien Life Forms]]&lt;br /&gt;
* [[Agents_Stats_(Apocalypse)|Agent&#039;s Stats]] (contains descriptions of all stats)&lt;br /&gt;
* [[Population_(Apocalypse)|Population]] (info on human adversaries)&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Music_player&amp;diff=89398</id>
		<title>Music player</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Music_player&amp;diff=89398"/>
		<updated>2019-06-22T07:00:25Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Music structure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;/MUSIC/GROUP_1/AMBIENCE.RAW&#039;,                                         &lt;br /&gt;
*&#039;/MUSIC/GROUP_1/BIGDARK.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_1/BODYBAG.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_1/CREEPY.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_1/DANGER.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_1/EERIE.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_1/HOLLOW.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_1/MOODY.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_1/SEWER.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_1/SILENCE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/DARKWIND.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/EVILNEAR.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/HUNTING.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/NOTALONE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/SCARY.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_2/TROUBLE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/HYPE_UP.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/ORGANIC.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/SLOWMO.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/UNSETTLE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/ACTION.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/CHASE.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_3/DRAMA1.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/HORROR1.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/ACTION1.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/ACTION2.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/DRAMA2.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/HORROR2.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_4/FEAR.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_4/LOWTONE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_4/MINDMAZE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_4/STRANGE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_4/TEXTURE.RAW&#039; &lt;br /&gt;
&lt;br /&gt;
== offset(in second) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;to convert to bytes, subtract 25 and multiply by 2048&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*{25, 4133, 9613, 17569, 22785, 28307, 35241, 41088,45248, 50838},&lt;br /&gt;
*{52641, 57890, 63818, 69421, 75242, 81042, 86280, 91438,96097, 101211},&lt;br /&gt;
*{106732, 113047, 114339, 115841, 117133, 118422, 119716, 121050},&lt;br /&gt;
*{122342, 128616, 134675, 140561, 145950},&lt;br /&gt;
&lt;br /&gt;
== lenghts in bytes ==&lt;br /&gt;
&lt;br /&gt;
*{8413184, 11223040, 16293888, 10682368, 11309056, 14200832, 11974656, 8519680,11448320, 3692544},&lt;br /&gt;
*{10749952, 12140544, 11474944, 11921408, 11878400, 10727424, 10563584, 9541632,10473472, 11307008},&lt;br /&gt;
*{12933120, 2646016, 3076096, 2646016, 2639872, 2650112, 2732032, 2646016},&lt;br /&gt;
*{12849152, 12408832, 12054528, 11036672, 12834816},&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Algorithm for selecting a track.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. In alien dimention plays music from the fourth group.&lt;br /&gt;
2. For other groups, music is determined by the number of alien ships.&lt;br /&gt;
    0 ships - music from 1 group.&lt;br /&gt;
    1-5 ships music from 2 group.&lt;br /&gt;
3.If the checkbox &amp;quot;Action music&amp;quot; is set, when the number of enemy ships is more than five, music from the third group is played.&lt;br /&gt;
4. In tactical game а group is counted according to the number of enemy units:&lt;br /&gt;
   0 unit - music from 2 group.&lt;br /&gt;
   1-5 units - music from 3 group(If the checkbox &amp;quot;Action music&amp;quot; is set).&lt;br /&gt;
   &lt;br /&gt;
   Only visible, non-stuned, live enemy units are counted.&lt;br /&gt;
   &lt;br /&gt;
The music track in the group selected randomly.&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Music_player&amp;diff=89265</id>
		<title>Music player</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Music_player&amp;diff=89265"/>
		<updated>2019-06-18T09:05:53Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Music structure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;/MUSIC/GROUP_1/AMBIENCE.RAW&#039;,                                         &lt;br /&gt;
*&#039;/MUSIC/GROUP_1/BIGDARK.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_1/BODYBAG.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_1/CREEPY.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_1/DANGER.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_1/EERIE.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_1/HOLLOW.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_1/MOODY.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_1/SEWER.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_1/SILENCE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/DARKWIND.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/EVILNEAR.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/HUNTING.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/NOTALONE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/SCARY.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_2/TROUBLE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/HYPE_UP.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/ORGANIC.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/SLOWMO.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_2/UNSETTLE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/ACTION.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/CHASE.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_3/DRAMA1.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/HORROR1.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/ACTION1.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/ACTION2.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/DRAMA2.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_3/HORROR2.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_4/FEAR.RAW&#039;,&lt;br /&gt;
*&#039;/MUSIC/GROUP_4/LOWTONE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_4/MINDMAZE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_4/STRANGE.RAW&#039;, &lt;br /&gt;
*&#039;/MUSIC/GROUP_4/TEXTURE.RAW&#039; &lt;br /&gt;
&lt;br /&gt;
== offset(in bytes) ==&lt;br /&gt;
&lt;br /&gt;
*{25, 4133, 9613, 17569, 22785, 28307, 35241, 41088,45248, 50838},&lt;br /&gt;
*{52641, 57890, 63818, 69421, 75242, 81042, 86280, 91438,96097, 101211},&lt;br /&gt;
*{106732, 113047, 114339, 115841, 117133, 118422, 119716, 121050},&lt;br /&gt;
*{122342, 128616, 134675, 140561, 145950},&lt;br /&gt;
&lt;br /&gt;
== lenghts in bytes ==&lt;br /&gt;
&lt;br /&gt;
*{8413184, 11223040, 16293888, 10682368, 11309056, 14200832, 11974656, 8519680,11448320, 3692544},&lt;br /&gt;
*{10749952, 12140544, 11474944, 11921408, 11878400, 10727424, 10563584, 9541632,10473472, 11307008},&lt;br /&gt;
*{12933120, 2646016, 3076096, 2646016, 2639872, 2650112, 2732032, 2646016},&lt;br /&gt;
*{12849152, 12408832, 12054528, 11036672, 12834816},&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Algorithm for selecting a track.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. In alien dimention plays music from the fourth group.&lt;br /&gt;
2. For other groups, music is determined by the number of alien ships.&lt;br /&gt;
    0 ships - music from 1 group.&lt;br /&gt;
    1-5 ships music from 2 group.&lt;br /&gt;
3.If the checkbox &amp;quot;Action music&amp;quot; is set, when the number of enemy ships is more than five, music from the third group is played.&lt;br /&gt;
4. In tactical game а group is counted according to the number of enemy units:&lt;br /&gt;
   0 unit - music from 2 group.&lt;br /&gt;
   1-5 units - music from 3 group(If the checkbox &amp;quot;Action music&amp;quot; is set).&lt;br /&gt;
   &lt;br /&gt;
   Only visible, non-stuned, live enemy units are counted.&lt;br /&gt;
   &lt;br /&gt;
The music track in the group selected randomly.&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Music_player&amp;diff=89264</id>
		<title>Music player</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Music_player&amp;diff=89264"/>
		<updated>2019-06-18T08:39:44Z</updated>

		<summary type="html">&lt;p&gt;Skin36: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;Music structure&amp;#039;&amp;#039;&amp;#039;  &amp;#039;/MUSIC/GROUP_1/AMBIENCE.RAW&amp;#039;,                                          &amp;#039;/MUSIC/GROUP_1/BIGDARK.RAW&amp;#039;, &amp;#039;/MUSIC/GROUP_1/BODYBAG.RAW&amp;#039;, &amp;#039;/MUSIC/GROUP_1/CRE...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Music structure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;/MUSIC/GROUP_1/AMBIENCE.RAW&#039;,                                         &lt;br /&gt;
&#039;/MUSIC/GROUP_1/BIGDARK.RAW&#039;,&lt;br /&gt;
&#039;/MUSIC/GROUP_1/BODYBAG.RAW&#039;,&lt;br /&gt;
&#039;/MUSIC/GROUP_1/CREEPY.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_1/DANGER.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_1/EERIE.RAW&#039;,&lt;br /&gt;
&#039;/MUSIC/GROUP_1/HOLLOW.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_1/MOODY.RAW&#039;,&lt;br /&gt;
&#039;/MUSIC/GROUP_1/SEWER.RAW&#039;,&lt;br /&gt;
&#039;/MUSIC/GROUP_1/SILENCE.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_2/DARKWIND.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_2/EVILNEAR.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_2/HUNTING.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_2/NOTALONE.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_2/SCARY.RAW&#039;,&lt;br /&gt;
&#039;/MUSIC/GROUP_2/TROUBLE.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_2/HYPE_UP.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_2/ORGANIC.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_2/SLOWMO.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_2/UNSETTLE.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_3/ACTION.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_3/CHASE.RAW&#039;,&lt;br /&gt;
&#039;/MUSIC/GROUP_3/DRAMA1.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_3/HORROR1.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_3/ACTION1.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_3/ACTION2.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_3/DRAMA2.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_3/HORROR2.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_4/FEAR.RAW&#039;,&lt;br /&gt;
&#039;/MUSIC/GROUP_4/LOWTONE.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_4/MINDMAZE.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_4/STRANGE.RAW&#039;, &lt;br /&gt;
&#039;/MUSIC/GROUP_4/TEXTURE.RAW&#039; &lt;br /&gt;
&lt;br /&gt;
int offset[4][16] ={&lt;br /&gt;
{25, 4133, 9613, 17569, 22785, 28307, 35241, 41088,45248, 50838, 0, 0, 0, 0, 0, 0,},&lt;br /&gt;
{52641, 57890, 63818, 69421, 75242, 81042, 86280, 91438,96097, 101211, 0, 0, 0, 0, 0, 0,},&lt;br /&gt;
{106732, 113047, 114339, 115841, 117133, 118422, 119716, 121050,0, 0, 0, 0, 0, 0, 0, 0,},&lt;br /&gt;
{122342, 128616, 134675, 140561, 145950, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,},&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
int lenghts[4][16] ={&lt;br /&gt;
{8413184, 11223040, 16293888, 10682368, 11309056, 14200832, 11974656, 8519680,11448320, 3692544, 0, 0, 0, 0, 0, 0,},&lt;br /&gt;
{10749952, 12140544, 11474944, 11921408, 11878400, 10727424, 10563584, 9541632,10473472, 11307008, 0, 0, 0, 0, 0, 0,},&lt;br /&gt;
{12933120, 2646016, 3076096, 2646016, 2639872, 2650112, 2732032, 2646016,0, 0, 0, 0, 0, 0, 0, 0,},&lt;br /&gt;
{12849152, 12408832, 12054528, 11036672, 12834816, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,},&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Algorithm for selecting a track.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. In alien dimention plays music from the fourth group.&lt;br /&gt;
2. For other groups, music is determined by the number of alien ships.&lt;br /&gt;
    0 ships - music from 1 group.&lt;br /&gt;
    1-5 ships music from 2 group.&lt;br /&gt;
3.If the checkbox &amp;quot;Action music&amp;quot; is set, when the number of enemy ships is more than five, music from the third group is played.&lt;br /&gt;
4. In tactical game а group is counted according to the number of enemy units:&lt;br /&gt;
   0 unit - music from 2 group.&lt;br /&gt;
   1-5 units - music from 3 group(If the checkbox &amp;quot;Action music&amp;quot; is set).&lt;br /&gt;
   &lt;br /&gt;
   Only visible, non-stuned, live enemy units are counted.&lt;br /&gt;
   &lt;br /&gt;
The music track in the group selected randomly.&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=89263</id>
		<title>Template:Apoc Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=89263"/>
		<updated>2019-06-18T08:34:47Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;1&amp;quot;|  {{Apoc Icon}} &#039;&#039;&#039;X-COM: Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdApoc Heading}}&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Apocalypse)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Apocalypse)|Background]] &lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Happenings in Mega-Primus&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Cityscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape (Apocalypse)|Cityscape]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mega-Primus]] &lt;br /&gt;
: [[City Maps (Apocalypse)|City Maps]]&lt;br /&gt;
: [[Organizations]]&lt;br /&gt;
: [[Population_(Apocalypse)| Population]]&lt;br /&gt;
: [[Relations (Apocalypse)|Relations]] &lt;br /&gt;
: [[Trade (Apocalypse)|Trade]] &lt;br /&gt;
: [[Buildings (Apocalypse)|Buildings and Areas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]]&lt;br /&gt;
: [[UFO Incursions (Apocalypse)|UFO Incursions]]&lt;br /&gt;
: [[Alien Ship Combat (Apocalypse)|Alien Ship Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Close Quarter Skirmishes&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Battlescape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Battlescape Overview (Apocalypse)|Battlescape]]&lt;br /&gt;
: [[Mission Types (Apocalypse)|Mission Types]]&lt;br /&gt;
: [[Real-Time Combat (Apocalypse)| Real-Time Combat]]&lt;br /&gt;
: [[Turn-Based Combat (Apocalypse)| Turn-Based Combat]]&lt;br /&gt;
: [[Real-Time vs Turn-Based (Apocalypse)|Real-Time vs Turn-Based Analysis]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactics (Apocalypse)|Tactics]]&lt;br /&gt;
: [[Starting a Mission (Apocalypse)|Starting a Mission]]&lt;br /&gt;
: [[Controls (Apocalypse)|Agent Automatic Reaction Controls]]&lt;br /&gt;
: [[Engaging the Enemy (Apocalypse)|Engaging the Enemy]]&lt;br /&gt;
: [[Strategies for Troops (Apocalypse)|Strategies for Troops]]&lt;br /&gt;
: [[Base Defense (Apocalypse)|Base Defense]]&lt;br /&gt;
: [[Capturing Live Aliens (Apocalypse)|Capturing Live Aliens]]&lt;br /&gt;
: [[Psionics (Apocalypse)|Psionics]]&lt;br /&gt;
: [[Take Cover!]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;All Those Useful Items&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bases (Apocalypse)|Bases]] &lt;br /&gt;
: [[Base Locations (Apocalypse)|Locations]]&lt;br /&gt;
: [[Base Layouts (Apocalypse)|Layouts]]&lt;br /&gt;
: [[Facilities (Apocalypse)|Facilities]]&lt;br /&gt;
: [[Research (Apocalypse)|Research]] &lt;br /&gt;
:: [[Biochemistry]]&lt;br /&gt;
:: [[Quantum Physics (Apocalypse)|Quantum Physics]]&lt;br /&gt;
: [[Engineering (Apocalypse)|Engineering]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Agents (Apocalypse)|Agents]]&lt;br /&gt;
: [[Agents Stats (Apocalypse)|Agents Stats]]&lt;br /&gt;
:: [[Agents Medals (Apocalypse)|Agents Medals]]&lt;br /&gt;
: [[Agents Equipment (Apocalypse)|Agents Equipment]]&lt;br /&gt;
: [[Agents Armor (Apocalypse)|Agents Armor]]&lt;br /&gt;
: [[Suggestions for Equipping Troops (Apocalypse)|Suggestions for Equipping Troops]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vehicles (Apocalypse)|Vehicles]]&lt;br /&gt;
: [[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]&lt;br /&gt;
: [[Vehicle Engines (Apocalypse)|Vehicle Engines]]&lt;br /&gt;
: [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;The Interdimensional Aliens&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
: [[Alien Overview (Apocalypse)| Alien Overview]]&lt;br /&gt;
: [[Alien Artifacts (Apocalypse)|Alien Artifacts]]  &lt;br /&gt;
:: [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]]&lt;br /&gt;
: [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
: [[Alien Dimension (Apocalypse)| Alien Dimension]]&lt;br /&gt;
:: [[Dimension UFO Combat (Apocalypse)|UFO Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Miscellaneous Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment Analysis (Apocalypse)|Weapon/Equipment Analysis]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Making the Game Harder (Apocalypse)|Making the Game Harder]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sightings in other fandoms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Unused Game Features (Apocalypse)|Unused Game Features]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Music player]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Difficulty Levels (Apocalypse)|Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data tables|Data Tables]]&lt;br /&gt;
: [[Alien Stats (Apocalypse)|Alien Stats]]&lt;br /&gt;
: [[Damage Modifiers (Apocalypse) | Damage Modifiers]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Game Files|Game Files]]&lt;br /&gt;
: [[Audio Formats (Apocalypse)|Audio File Formats]]&lt;br /&gt;
: [[Image Formats (Apocalypse)|Image File Formats]]&lt;br /&gt;
: [[Cityscape Files (Apocalypse)|Cityscape Files]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Learning AI|Learning AI]]&lt;br /&gt;
: [[EXPERIEN.DAT (Apocalypse)|EXPERIEN.DAT]]&lt;br /&gt;
: [[BRAIN.DAT (Apocalypse)|BRAIN.DAT]]&lt;br /&gt;
: [[WEAPEXP.DAT (Apocalypse)|WEAPEXP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Input Device Reference (Apocalypse) | Input Device Reference]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Mods, Utilities, Compilations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods (Apocalypse) | Mods]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Guides&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[User Guides (Apocalypse) | User Guides ]]&lt;br /&gt;
: [[NKF&#039;s X-COM Apocalypse: Starter&#039;s Guide | NKF&#039;s Starter Guide]]&lt;br /&gt;
: [[AllOutWar&#039;s X-Com Apocalypse Guide | AllOutWar&#039;s Guide]]&lt;br /&gt;
: [[Defending Mega Primus from Evil Space Aliens, a Beginner&#039;s Guide|Captain Foo&#039;s Beginner Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89195</id>
		<title>WEAPEXP.DAT (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89195"/>
		<updated>2019-05-08T16:56:34Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The size of this file does not change during the game.&lt;br /&gt;
&lt;br /&gt;
This file records the damage statistic of various weapons against all types of armor.&lt;br /&gt;
Also, it contains the type of unit for which the statistics is kept.&lt;br /&gt;
&lt;br /&gt;
It consists of two identical parts 34320/2 = 17160.&lt;br /&gt;
&lt;br /&gt;
The first half-the direction of agents against alien, the second alien is against agents.&lt;br /&gt;
&lt;br /&gt;
The structure of each part has the form&lt;br /&gt;
26 * protection type + 390 * shells + unit type&lt;br /&gt;
type of protection-26 types.&lt;br /&gt;
type of shells-44 species.&lt;br /&gt;
type of aliens/agent-15 types.&lt;br /&gt;
&lt;br /&gt;
protection:&lt;br /&gt;
1-15 X-Com agent protection.&lt;br /&gt;
15-20 alien type 1 protection.&lt;br /&gt;
21-26 alien type 2 protection (Has extra armor).&lt;br /&gt;
&lt;br /&gt;
With a slip, the value decreases, when it hits, it grows.&lt;br /&gt;
&lt;br /&gt;
(9 * weapon_value + 4 * (60 * damage / fire_delay)) / 10.&lt;br /&gt;
&lt;br /&gt;
weapon_value - value from file for this weapon and armor (default is usually 50).&lt;br /&gt;
Damage - the difference in the value of health before the shot and after.&lt;br /&gt;
fire_delay - value for current weapon.&lt;br /&gt;
&lt;br /&gt;
for example:&lt;br /&gt;
&lt;br /&gt;
xcom shoots Micronoid_aggregate with  M4000 Machine Gun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 shoots slip:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;50&lt;br /&gt;
&lt;br /&gt;
(9 * 50 + 4 * (60 * 0 / 12)) / 10=45&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 shoots-hit:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
health damage 10&lt;br /&gt;
&lt;br /&gt;
(9 * 45 + 4 * (60 * 10 / 12)) / 10=60&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:WEAPEXP0.TXT]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89194</id>
		<title>WEAPEXP.DAT (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89194"/>
		<updated>2019-05-08T16:54:00Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The size of this file does not change during the game.&lt;br /&gt;
&lt;br /&gt;
This file records the damage statistic of various weapons against all types of armor.&lt;br /&gt;
Also, it contains the type of unit for which the statistics is kept.&lt;br /&gt;
&lt;br /&gt;
It consists of two identical parts 34320/2 = 17160.&lt;br /&gt;
&lt;br /&gt;
The first half-the direction of agents against alien, the second alien is against agents.&lt;br /&gt;
&lt;br /&gt;
The structure of each part has the form&lt;br /&gt;
26 * protection type + 390 * shells + unit type&lt;br /&gt;
type of protection-26 types.&lt;br /&gt;
type of shells-44 species.&lt;br /&gt;
type of aliens/agent-15 types.&lt;br /&gt;
&lt;br /&gt;
protection:&lt;br /&gt;
1-15 X-Com agent protection.&lt;br /&gt;
15-20 alien type 1 protection.&lt;br /&gt;
21-26 alien type 2 protection (Has extra armor).&lt;br /&gt;
&lt;br /&gt;
With a slip, the value decreases, when it hits, it grows.&lt;br /&gt;
&lt;br /&gt;
(9 * weapon_value + 4 * (60 * damage / fire_delay)) / 10.&lt;br /&gt;
&lt;br /&gt;
weapon_value - value from file for this weapon and armor (default is usually 50).&lt;br /&gt;
Damage - the difference in the value of health before the shot and after.&lt;br /&gt;
fire_delay - value for current weapon.&lt;br /&gt;
&lt;br /&gt;
for example:&lt;br /&gt;
&lt;br /&gt;
xcom shoots Micronoid_aggregate with  M4000 Machine Gun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 shoots slip:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;50&lt;br /&gt;
&lt;br /&gt;
(9 * 50 + 4 * (60 * 0 / 12)) / 10=45&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 shoots slip:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
health damage 10&lt;br /&gt;
&lt;br /&gt;
(9 * 45 + 4 * (60 * 10 / 12)) / 10=60&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:WEAPEXP0.TXT]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89193</id>
		<title>WEAPEXP.DAT (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89193"/>
		<updated>2019-05-08T11:18:58Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The size of this file does not change during the game.&lt;br /&gt;
&lt;br /&gt;
This file records the damage statistic of various weapons against all types of armor.&lt;br /&gt;
Also, it contains the type of unit for which the statistics is kept.&lt;br /&gt;
&lt;br /&gt;
It consists of two identical parts 34320/2 = 17160.&lt;br /&gt;
&lt;br /&gt;
The first half-the direction of agents against alien, the second alien is against agents.&lt;br /&gt;
&lt;br /&gt;
The structure of each part has the form&lt;br /&gt;
26 * protection type + 390 * shells + unit type&lt;br /&gt;
type of protection-26 types&lt;br /&gt;
type of shells-44 species&lt;br /&gt;
type of aliens/agent-15 types&lt;br /&gt;
&lt;br /&gt;
protection:&lt;br /&gt;
1-15 X-Com agent protection&lt;br /&gt;
15-20 alien type 1 protection&lt;br /&gt;
21-26 alien type 2 protection (Has extra armor)&lt;br /&gt;
&lt;br /&gt;
With a slip, the value decreases, when it hits, it grows.&lt;br /&gt;
&lt;br /&gt;
(9 * weapon_value + 4 * (60 * damage / fire_delay)) / 10.&lt;br /&gt;
&lt;br /&gt;
weapon_value - value from file for this weapon and armor (default is usually 50).&lt;br /&gt;
damage - the difference in the value of health before the shot and after&lt;br /&gt;
fire_delay - value for current weapon&lt;br /&gt;
&lt;br /&gt;
for example:&lt;br /&gt;
&lt;br /&gt;
xcom shoots Micronoid_aggregate with  M4000 Machine Gun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 shoots slip:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;50&lt;br /&gt;
&lt;br /&gt;
(9 * 50 + 4 * (60 * 0 / 12)) / 10=45&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 shoots slip:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
health damage 10&lt;br /&gt;
&lt;br /&gt;
(9 * 45 + 4 * (60 * 10 / 12)) / 10=60&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:WEAPEXP0.TXT]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:WEAPEXP0.TXT&amp;diff=89192</id>
		<title>File:WEAPEXP0.TXT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:WEAPEXP0.TXT&amp;diff=89192"/>
		<updated>2019-05-08T11:17:33Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89191</id>
		<title>WEAPEXP.DAT (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89191"/>
		<updated>2019-05-08T11:14:13Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The size of this file does not change during the game.&lt;br /&gt;
&lt;br /&gt;
This file records the damage statistic of various weapons against all types of armor.&lt;br /&gt;
Also, it contains the type of unit for which the statistics is kept.&lt;br /&gt;
&lt;br /&gt;
It consists of two identical parts 34320/2 = 17160.&lt;br /&gt;
&lt;br /&gt;
The first half-the direction of agents against alien, the second alien is against agents.&lt;br /&gt;
&lt;br /&gt;
The structure of each part has the form&lt;br /&gt;
26 * protection type + 390 * shells + unit type&lt;br /&gt;
type of protection-26 types&lt;br /&gt;
type of shells-44 species&lt;br /&gt;
type of aliens/agent-15 types&lt;br /&gt;
&lt;br /&gt;
protection:&lt;br /&gt;
1-15 X-Com agent protection&lt;br /&gt;
15-20 alien type 1 protection&lt;br /&gt;
21-26 alien type 2 protection (Has extra armor)&lt;br /&gt;
&lt;br /&gt;
With a slip, the value decreases, when it hits, it grows.&lt;br /&gt;
&lt;br /&gt;
(9 * weapon_value + 4 * (60 * damage / fire_delay)) / 10.&lt;br /&gt;
&lt;br /&gt;
weapon_value - value from file for this weapon and armor (default is usually 50).&lt;br /&gt;
damage - the difference in the value of health before the shot and after&lt;br /&gt;
fire_delay - value for current weapon&lt;br /&gt;
&lt;br /&gt;
for example:&lt;br /&gt;
&lt;br /&gt;
xcom shoots Micronoid_aggregate with  M4000 Machine Gun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 shoots slip:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;50&lt;br /&gt;
&lt;br /&gt;
(9 * 50 + 4 * (60 * 0 / 12)) / 10=45&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 shoots slip:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
health damage 10&lt;br /&gt;
&lt;br /&gt;
(9 * 45 + 4 * (60 * 10 / 12)) / 10=60&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Пример.jpg]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89190</id>
		<title>WEAPEXP.DAT (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89190"/>
		<updated>2019-05-08T11:12:42Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The size of this file does not change during the game.&lt;br /&gt;
&lt;br /&gt;
This file records the damage statistic of various weapons against all types of armor.&lt;br /&gt;
Also, it contains the type of unit for which the statistics is kept.&lt;br /&gt;
&lt;br /&gt;
It consists of two identical parts 34320/2 = 17160.&lt;br /&gt;
&lt;br /&gt;
The first half-the direction of agents against alien, the second alien is against agents.&lt;br /&gt;
&lt;br /&gt;
The structure of each part has the form&lt;br /&gt;
26 * protection type + 390 * shells + unit type&lt;br /&gt;
type of protection-26 types&lt;br /&gt;
type of shells-44 species&lt;br /&gt;
type of aliens/agent-15 types&lt;br /&gt;
&lt;br /&gt;
protection:&lt;br /&gt;
1-15 X-Com agent protection&lt;br /&gt;
15-20 alien type 1 protection&lt;br /&gt;
21-26 alien type 2 protection (Has extra armor)&lt;br /&gt;
&lt;br /&gt;
With a slip, the value decreases, when it hits, it grows.&lt;br /&gt;
&lt;br /&gt;
(9 * weapon_value + 4 * (60 * damage / fire_delay)) / 10.&lt;br /&gt;
&lt;br /&gt;
weapon_value - value from file for this weapon and armor (default is usually 50).&lt;br /&gt;
damage - the difference in the value of health before the shot and after&lt;br /&gt;
fire_delay - value for current weapon&lt;br /&gt;
&lt;br /&gt;
for example:&lt;br /&gt;
&lt;br /&gt;
xcom shoots Micronoid_aggregate with  M4000 Machine Gun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 shoots slip:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;50&lt;br /&gt;
&lt;br /&gt;
(9 * 50 + 4 * (60 * 0 / 12)) / 10=45&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 shoots slip:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
health damage 10&lt;br /&gt;
&lt;br /&gt;
(9 * 45 + 4 * (60 * 10 / 12)) / 10=60&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;60&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89189</id>
		<title>WEAPEXP.DAT (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89189"/>
		<updated>2019-05-08T11:12:03Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The size of this file does not change during the game.&lt;br /&gt;
&lt;br /&gt;
This file records the damage statistic of various weapons against all types of armor.&lt;br /&gt;
Also, it contains the type of unit for which the statistics is kept.&lt;br /&gt;
&lt;br /&gt;
It consists of two identical parts 34320/2 = 17160.&lt;br /&gt;
&lt;br /&gt;
The first half-the direction of agents against alien, the second alien is against agents.&lt;br /&gt;
&lt;br /&gt;
The structure of each part has the form&lt;br /&gt;
26 * protection type + 390 * shells + unit type&lt;br /&gt;
type of protection-26 types&lt;br /&gt;
type of shells-44 species&lt;br /&gt;
type of aliens/agent-15 types&lt;br /&gt;
&lt;br /&gt;
protection:&lt;br /&gt;
1-15 X-Com agent protection&lt;br /&gt;
15-20 alien type 1 protection&lt;br /&gt;
21-26 alien type 2 protection (Has extra armor)&lt;br /&gt;
&lt;br /&gt;
With a slip, the value decreases, when it hits, it grows.&lt;br /&gt;
&lt;br /&gt;
(9 * weapon_value + 4 * (60 * damage / fire_delay)) / 10.&lt;br /&gt;
&lt;br /&gt;
weapon_value - value from file for this weapon and armor (default is usually 50).&lt;br /&gt;
damage - the difference in the value of health before the shot and after&lt;br /&gt;
fire_delay - value for current weapon&lt;br /&gt;
&lt;br /&gt;
for example:&lt;br /&gt;
xcom shoots Micronoid_aggregate with  M4000 Machine Gun&lt;br /&gt;
&#039;&#039;1 shoots slip:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;50&lt;br /&gt;
&lt;br /&gt;
(9 * 50 + 4 * (60 * 0 / 12)) / 10=45&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 shoots slip:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
health damage 10&lt;br /&gt;
&lt;br /&gt;
(9 * 45 + 4 * (60 * 10 / 12)) / 10=60&lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;60&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89188</id>
		<title>WEAPEXP.DAT (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89188"/>
		<updated>2019-05-08T11:11:10Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The size of this file does not change during the game.&lt;br /&gt;
&lt;br /&gt;
This file records the damage statistic of various weapons against all types of armor.&lt;br /&gt;
Also, it contains the type of unit for which the statistics is kept.&lt;br /&gt;
&lt;br /&gt;
It consists of two identical parts 34320/2 = 17160.&lt;br /&gt;
&lt;br /&gt;
The first half-the direction of agents against alien, the second alien is against agents.&lt;br /&gt;
&lt;br /&gt;
The structure of each part has the form&lt;br /&gt;
26 * protection type + 390 * shells + unit type&lt;br /&gt;
type of protection-26 types&lt;br /&gt;
type of shells-44 species&lt;br /&gt;
type of aliens/agent-15 types&lt;br /&gt;
&lt;br /&gt;
protection:&lt;br /&gt;
1-15 X-Com agent protection&lt;br /&gt;
15-20 alien type 1 protection&lt;br /&gt;
21-26 alien type 2 protection (Has extra armor)&lt;br /&gt;
&lt;br /&gt;
With a slip, the value decreases, when it hits, it grows.&lt;br /&gt;
&lt;br /&gt;
(9 * weapon_value + 4 * (60 * damage / fire_delay)) / 10.&lt;br /&gt;
&lt;br /&gt;
weapon_value - value from file for this weapon and armor (default is usually 50).&lt;br /&gt;
damage - the difference in the value of health before the shot and after&lt;br /&gt;
fire_delay - value for current weapon&lt;br /&gt;
&lt;br /&gt;
for example:&lt;br /&gt;
xcom shoots Micronoid_aggregate with  M4000 Machine Gun&lt;br /&gt;
&#039;&#039;1 shoots slip:&#039;&#039;&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;50&lt;br /&gt;
(9 * 50 + 4 * (60 * 0 / 12)) / 10=45&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;45&lt;br /&gt;
&#039;&#039;2 shoots slip:&#039;&#039;&lt;br /&gt;
health damage 10&lt;br /&gt;
(9 * 45 + 4 * (60 * 10 / 12)) / 10=60&lt;br /&gt;
Marsec M4000 Machine Gun-&amp;gt;Megapol Leg Armor-&amp;gt;Micronoid_aggregate-&amp;gt;60&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89187</id>
		<title>WEAPEXP.DAT (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=89187"/>
		<updated>2019-05-08T11:00:17Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The size of this file does not change during the game.&lt;br /&gt;
&lt;br /&gt;
This file records the damage of various weapons against all types of armor.&lt;br /&gt;
Also, it contains the type of unit for which the statistics is kept.&lt;br /&gt;
&lt;br /&gt;
It consists of two identical parts 34320/2 = 17160.&lt;br /&gt;
&lt;br /&gt;
The first half-the direction of agents against alien, the second alien is against agents.&lt;br /&gt;
&lt;br /&gt;
The structure of each part has the form&lt;br /&gt;
26 * protection type + 390 * shells + unit type&lt;br /&gt;
type of protection-26 types&lt;br /&gt;
type of shells-44 species&lt;br /&gt;
type of aliens/agent-15 types&lt;br /&gt;
&lt;br /&gt;
protection:&lt;br /&gt;
1-15 X-Com agent protection&lt;br /&gt;
15-20 alien type 1 protection&lt;br /&gt;
21-26 alien type 2 protection (Has extra armor)&lt;br /&gt;
&lt;br /&gt;
With a slip, the value decreases, when it hits, it grows.&lt;br /&gt;
&lt;br /&gt;
(9 * weapon_value + 4 * (60 * damage / fire_delay)) / 10.&lt;br /&gt;
&lt;br /&gt;
weapon_value - value from file for this weapon and armor (default is usually 50).&lt;br /&gt;
damage - the difference in the value of health before the shot and after&lt;br /&gt;
fire_delay - value for current weapon&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=88028</id>
		<title>WEAPEXP.DAT (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=88028"/>
		<updated>2018-10-11T13:30:22Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The size of this file does not change during the game.&lt;br /&gt;
&lt;br /&gt;
This file records the damage of various weapons against all types of armor.&lt;br /&gt;
Also, it contains the type of unit for which the statistics is kept.&lt;br /&gt;
&lt;br /&gt;
It consists of two identical parts 34320/2 = 17160&lt;br /&gt;
the first half-the direction of agents against alien, the second alien is against agents&lt;br /&gt;
&lt;br /&gt;
The structure of each part has the form&lt;br /&gt;
26 * protection type + 390 * shells + unit type&lt;br /&gt;
type of protection-26 types&lt;br /&gt;
type of shells-44 species&lt;br /&gt;
type of aliens/agent-15 types&lt;br /&gt;
&lt;br /&gt;
protection:&lt;br /&gt;
1-15 X-Com agent protection&lt;br /&gt;
15-20 alien type 1 protection&lt;br /&gt;
21-26 alien type 2 protection (Has extra armor)&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=88027</id>
		<title>WEAPEXP.DAT (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=88027"/>
		<updated>2018-10-11T13:29:56Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The size of this file does not change during the game.&lt;br /&gt;
&lt;br /&gt;
В этом файле записываются урон различного оружия  против всех видов брони.&lt;br /&gt;
Также, он содержит тип юнита, по которому ведется статистика.&lt;br /&gt;
&lt;br /&gt;
It consists of two identical parts 34320/2 = 17160&lt;br /&gt;
the first half-the direction of agents against alien, the second alien is against agents&lt;br /&gt;
&lt;br /&gt;
The structure of each part has the form&lt;br /&gt;
26 * protection type + 390 * shells + unit type&lt;br /&gt;
type of protection-26 types&lt;br /&gt;
type of shells-44 species&lt;br /&gt;
type of aliens/agent-15 types&lt;br /&gt;
&lt;br /&gt;
protection:&lt;br /&gt;
1-15 X-Com agent protection&lt;br /&gt;
15-20 alien type 1 protection&lt;br /&gt;
21-26 alien type 2 protection (Has extra armor)&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=88026</id>
		<title>WEAPEXP.DAT (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=WEAPEXP.DAT_(Apocalypse)&amp;diff=88026"/>
		<updated>2018-10-11T13:20:20Z</updated>

		<summary type="html">&lt;p&gt;Skin36: Created page with &amp;quot;WEAPEXP.DAT The size of this file does not change during the game.  It consists of two identical parts 34320/2 = 17160 the first half-the direction of agents against alien, th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WEAPEXP.DAT&lt;br /&gt;
The size of this file does not change during the game.&lt;br /&gt;
&lt;br /&gt;
It consists of two identical parts 34320/2 = 17160&lt;br /&gt;
the first half-the direction of agents against alien, the second alien is against agents&lt;br /&gt;
&lt;br /&gt;
The structure of each part has the form&lt;br /&gt;
26 * protection type + 390 * shells + unit type&lt;br /&gt;
type of protection-26 types&lt;br /&gt;
type of shells-44 species&lt;br /&gt;
type of aliens/agent-15 types&lt;br /&gt;
&lt;br /&gt;
protection:&lt;br /&gt;
1-15 X-Com agent protection&lt;br /&gt;
15-20 alien type 1 protection&lt;br /&gt;
21-26 alien type 2 protection (Has extra armor)&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=88025</id>
		<title>Template:Apoc Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=88025"/>
		<updated>2018-10-11T12:59:53Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;1&amp;quot;|  {{Apoc Icon}} &#039;&#039;&#039;X-COM: Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdApoc Heading}}&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Apocalypse)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Apocalypse)|Background]] &lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Happenings in Mega-Primus&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Cityscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape (Apocalypse)|Cityscape]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mega-Primus]] &lt;br /&gt;
: [[City Maps (Apocalypse)|City Maps]]&lt;br /&gt;
: [[Organizations]]&lt;br /&gt;
: [[Population_(Apocalypse)| Population]]&lt;br /&gt;
: [[Relations (Apocalypse)|Relations]] &lt;br /&gt;
: [[Trade (Apocalypse)|Trade]] &lt;br /&gt;
: [[Buildings (Apocalypse)|Buildings and Areas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]]&lt;br /&gt;
: [[UFO Incursions (Apocalypse)|UFO Incursions]]&lt;br /&gt;
: [[Alien Ship Combat (Apocalypse)|Alien Ship Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Close Quarter Skirmishes&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Battlescape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Battlescape Overview (Apocalypse)|Battlescape]]&lt;br /&gt;
: [[Mission Types (Apocalypse)|Mission Types]]&lt;br /&gt;
: [[Real-Time Combat (Apocalypse)| Real-Time Combat]]&lt;br /&gt;
: [[Turn-Based Combat (Apocalypse)| Turn-Based Combat]]&lt;br /&gt;
: [[Real-Time vs Turn-Based (Apocalypse)|Real-Time vs Turn-Based Analysis]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactics (Apocalypse)|Tactics]]&lt;br /&gt;
: [[Starting a Mission (Apocalypse)|Starting a Mission]]&lt;br /&gt;
: [[Controls (Apocalypse)|Agent Automatic Reaction Controls]]&lt;br /&gt;
: [[Engaging the Enemy (Apocalypse)|Engaging the Enemy]]&lt;br /&gt;
: [[Strategies for Troops (Apocalypse)|Strategies for Troops]]&lt;br /&gt;
: [[Base Defense (Apocalypse)|Base Defense]]&lt;br /&gt;
: [[Capturing Live Aliens (Apocalypse)|Capturing Live Aliens]]&lt;br /&gt;
: [[Psionics (Apocalypse)|Psionics]]&lt;br /&gt;
: [[Take Cover!]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;All Those Useful Items&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bases (Apocalypse)|Bases]] &lt;br /&gt;
: [[Base Locations (Apocalypse)|Locations]]&lt;br /&gt;
: [[Base Layouts (Apocalypse)|Layouts]]&lt;br /&gt;
: [[Facilities (Apocalypse)|Facilities]]&lt;br /&gt;
: [[Research (Apocalypse)|Research]] &lt;br /&gt;
:: [[Biochemistry]]&lt;br /&gt;
:: [[Quantum Physics (Apocalypse)|Quantum Physics]]&lt;br /&gt;
: [[Engineering (Apocalypse)|Engineering]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Agents (Apocalypse)|Agents]]&lt;br /&gt;
: [[Agents Stats (Apocalypse)|Agents Stats]]&lt;br /&gt;
:: [[Agents Medals (Apocalypse)|Agents Medals]]&lt;br /&gt;
: [[Agents Equipment (Apocalypse)|Agents Equipment]]&lt;br /&gt;
: [[Agents Armor (Apocalypse)|Agents Armor]]&lt;br /&gt;
: [[Suggestions for Equipping Troops (Apocalypse)|Suggestions for Equipping Troops]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vehicles (Apocalypse)|Vehicles]]&lt;br /&gt;
: [[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]&lt;br /&gt;
: [[Vehicle Engines (Apocalypse)|Vehicle Engines]]&lt;br /&gt;
: [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;The Interdimensional Aliens&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
: [[Alien Overview (Apocalypse)| Alien Overview]]&lt;br /&gt;
: [[Alien Artifacts (Apocalypse)|Alien Artifacts]]  &lt;br /&gt;
:: [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]]&lt;br /&gt;
: [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
: [[Alien Dimension (Apocalypse)| Alien Dimension]]&lt;br /&gt;
:: [[Dimension UFO Combat (Apocalypse)|UFO Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Miscellaneous Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment Analysis (Apocalypse)|Weapon/Equipment Analysis]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Making the Game Harder (Apocalypse)|Making the Game Harder]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sightings in other fandoms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Unused Game Features (Apocalypse)|Unused Game Features]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Difficulty Levels (Apocalypse)|Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data tables|Data Tables]]&lt;br /&gt;
: [[Alien Stats (Apocalypse)|Alien Stats]]&lt;br /&gt;
: [[Damage Modifiers (Apocalypse) | Damage Modifiers]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Game Files|Game Files]]&lt;br /&gt;
: [[Audio Formats (Apocalypse)|Audio File Formats]]&lt;br /&gt;
: [[Image Formats (Apocalypse)|Image File Formats]]&lt;br /&gt;
: [[Cityscape Files (Apocalypse)|Cityscape Files]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Learning AI|Learning AI]]&lt;br /&gt;
: [[EXPERIEN.DAT (Apocalypse)|EXPERIEN.DAT]]&lt;br /&gt;
: [[BRAIN.DAT (Apocalypse)|BRAIN.DAT]]&lt;br /&gt;
: [[WEAPEXP.DAT (Apocalypse)|WEAPEXP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Input Device Reference (Apocalypse) | Input Device Reference]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Mods, Utilities, Compilations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods (Apocalypse) | Mods]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Guides&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[User Guides (Apocalypse) | User Guides ]]&lt;br /&gt;
: [[NKF&#039;s X-COM Apocalypse: Starter&#039;s Guide | NKF&#039;s Starter Guide]]&lt;br /&gt;
: [[AllOutWar&#039;s X-Com Apocalypse Guide | AllOutWar&#039;s Guide]]&lt;br /&gt;
: [[Defending Mega Primus from Evil Space Aliens, a Beginner&#039;s Guide|Captain Foo&#039;s Beginner Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=88024</id>
		<title>Template:Apoc Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=88024"/>
		<updated>2018-10-11T12:53:02Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;1&amp;quot;|  {{Apoc Icon}} &#039;&#039;&#039;X-COM: Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdApoc Heading}}&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Apocalypse)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Apocalypse)|Background]] &lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Happenings in Mega-Primus&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Cityscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape (Apocalypse)|Cityscape]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mega-Primus]] &lt;br /&gt;
: [[City Maps (Apocalypse)|City Maps]]&lt;br /&gt;
: [[Organizations]]&lt;br /&gt;
: [[Population_(Apocalypse)| Population]]&lt;br /&gt;
: [[Relations (Apocalypse)|Relations]] &lt;br /&gt;
: [[Trade (Apocalypse)|Trade]] &lt;br /&gt;
: [[Buildings (Apocalypse)|Buildings and Areas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]]&lt;br /&gt;
: [[UFO Incursions (Apocalypse)|UFO Incursions]]&lt;br /&gt;
: [[Alien Ship Combat (Apocalypse)|Alien Ship Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Close Quarter Skirmishes&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Battlescape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Battlescape Overview (Apocalypse)|Battlescape]]&lt;br /&gt;
: [[Mission Types (Apocalypse)|Mission Types]]&lt;br /&gt;
: [[Real-Time Combat (Apocalypse)| Real-Time Combat]]&lt;br /&gt;
: [[Turn-Based Combat (Apocalypse)| Turn-Based Combat]]&lt;br /&gt;
: [[Real-Time vs Turn-Based (Apocalypse)|Real-Time vs Turn-Based Analysis]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactics (Apocalypse)|Tactics]]&lt;br /&gt;
: [[Starting a Mission (Apocalypse)|Starting a Mission]]&lt;br /&gt;
: [[Controls (Apocalypse)|Agent Automatic Reaction Controls]]&lt;br /&gt;
: [[Engaging the Enemy (Apocalypse)|Engaging the Enemy]]&lt;br /&gt;
: [[Strategies for Troops (Apocalypse)|Strategies for Troops]]&lt;br /&gt;
: [[Base Defense (Apocalypse)|Base Defense]]&lt;br /&gt;
: [[Capturing Live Aliens (Apocalypse)|Capturing Live Aliens]]&lt;br /&gt;
: [[Psionics (Apocalypse)|Psionics]]&lt;br /&gt;
: [[Take Cover!]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;All Those Useful Items&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bases (Apocalypse)|Bases]] &lt;br /&gt;
: [[Base Locations (Apocalypse)|Locations]]&lt;br /&gt;
: [[Base Layouts (Apocalypse)|Layouts]]&lt;br /&gt;
: [[Facilities (Apocalypse)|Facilities]]&lt;br /&gt;
: [[Research (Apocalypse)|Research]] &lt;br /&gt;
:: [[Biochemistry]]&lt;br /&gt;
:: [[Quantum Physics (Apocalypse)|Quantum Physics]]&lt;br /&gt;
: [[Engineering (Apocalypse)|Engineering]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Agents (Apocalypse)|Agents]]&lt;br /&gt;
: [[Agents Stats (Apocalypse)|Agents Stats]]&lt;br /&gt;
:: [[Agents Medals (Apocalypse)|Agents Medals]]&lt;br /&gt;
: [[Agents Equipment (Apocalypse)|Agents Equipment]]&lt;br /&gt;
: [[Agents Armor (Apocalypse)|Agents Armor]]&lt;br /&gt;
: [[Suggestions for Equipping Troops (Apocalypse)|Suggestions for Equipping Troops]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vehicles (Apocalypse)|Vehicles]]&lt;br /&gt;
: [[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]&lt;br /&gt;
: [[Vehicle Engines (Apocalypse)|Vehicle Engines]]&lt;br /&gt;
: [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;The Interdimensional Aliens&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
: [[Alien Overview (Apocalypse)| Alien Overview]]&lt;br /&gt;
: [[Alien Artifacts (Apocalypse)|Alien Artifacts]]  &lt;br /&gt;
:: [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]]&lt;br /&gt;
: [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
: [[Alien Dimension (Apocalypse)| Alien Dimension]]&lt;br /&gt;
:: [[Dimension UFO Combat (Apocalypse)|UFO Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Miscellaneous Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment Analysis (Apocalypse)|Weapon/Equipment Analysis]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Making the Game Harder (Apocalypse)|Making the Game Harder]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sightings in other fandoms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Unused Game Features (Apocalypse)|Unused Game Features]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Difficulty Levels (Apocalypse)|Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data tables|Data Tables]]&lt;br /&gt;
: [[Alien Stats (Apocalypse)|Alien Stats]]&lt;br /&gt;
: [[Damage Modifiers (Apocalypse) | Damage Modifiers]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Game Files|Game Files]]&lt;br /&gt;
: [[Audio Formats (Apocalypse)|Audio File Formats]]&lt;br /&gt;
: [[Image Formats (Apocalypse)|Image File Formats]]&lt;br /&gt;
: [[Cityscape Files (Apocalypse)|Cityscape Files]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Learning AI (Apocalypse) | Learning AI]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Input Device Reference (Apocalypse) | Input Device Reference]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Mods, Utilities, Compilations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods (Apocalypse) | Mods]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Guides&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[User Guides (Apocalypse) | User Guides ]]&lt;br /&gt;
: [[NKF&#039;s X-COM Apocalypse: Starter&#039;s Guide | NKF&#039;s Starter Guide]]&lt;br /&gt;
: [[AllOutWar&#039;s X-Com Apocalypse Guide | AllOutWar&#039;s Guide]]&lt;br /&gt;
: [[Defending Mega Primus from Evil Space Aliens, a Beginner&#039;s Guide|Captain Foo&#039;s Beginner Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=65915</id>
		<title>Image Formats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=65915"/>
		<updated>2015-06-20T18:50:04Z</updated>

		<summary type="html">&lt;p&gt;Skin36: /* Strategic map tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}Image file formats used by [[Apocalypse|X-COM: Apocalypse]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=PCK=&lt;br /&gt;
An advancement on the version used by [[Image_Formats#PCK|the previous games]], which can now use a variety of different compression methods on different sprites within the same image archive.&lt;br /&gt;
&lt;br /&gt;
Most images are about 48x64 (the bounds of a single tile), but the format leaves itself open to much larger dimensions (for example, the giant [[Megaspawn]]s aren&#039;t split up into multiple &amp;quot;tiles&amp;quot; like the large units in the previous games (such as the [[Cyberdisc]]s) - they nearly double the average sprite dimensions as a result).&lt;br /&gt;
&lt;br /&gt;
As before, the image data indexes into an palette consisting of 256 colours. There is a unique palette stored for every terrain, but they&#039;re mostly similar (after all, your units need to look the same regardless of where you send them).&lt;br /&gt;
&lt;br /&gt;
==TAB==&lt;br /&gt;
Each PCK file is again accompanied by a TAB file. The TAB file contains a 32bit integer (4 bytes, little endian) per image. This value needs to be multipled by 4 to get the file offset in the PCK of the image header.&lt;br /&gt;
&lt;br /&gt;
==Image Header==&lt;br /&gt;
The first twelve bytes of each image in the PCK are a header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression mode. If 0, stop reading, there&#039;s no image to load and even the header won&#039;t be complete.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1-3&lt;br /&gt;
!0x01-0x03&lt;br /&gt;
|Unknown, usually blank (unless the compression mode is 128).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Left-most pixel within the sprite. No data should be rendered further left of this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Right-most pixel within the sprite. No data should be rendered at this point or further.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8-9&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Top-most pixel within the sprite. No data should be rendered higher above this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!10-11&lt;br /&gt;
!0x0A-0x0B&lt;br /&gt;
|Bottom-most pixel within the sprite. No data should be rendered at this point or lower.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Width = Right-Most pixel - Left-ost pixel&lt;br /&gt;
Height = Bottom-Most pixel - Top-Most pixel&lt;br /&gt;
&lt;br /&gt;
The image data then proceeds according to the compression mode used by the sprite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 0==&lt;br /&gt;
No image, don&#039;t render anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 1==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Run-length_encoding RLE compression], but opaque pixels aren&#039;t compressed at all. The concept is fairly similar to that of the old PCK format (though it&#039;s been expanded out a bit). Keep reading &amp;amp; rendering records according to this pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-3&lt;br /&gt;
!0x00-0x03&lt;br /&gt;
|Amount of pixels to skip from co-ordinate (0, 0). If this is 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
You can calculate the Y co-ordinate for your row by taking the integer value of this divided by 640 (rounding down).&lt;br /&gt;
To make the Y co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Top-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Quick access to the X co-ordinate (so you don&#039;t have to calculate the modulus of the pixels to skip).&lt;br /&gt;
To make the X co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Left-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
!0x05&lt;br /&gt;
|The amount of pixels this record contains.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
!0x06&lt;br /&gt;
|Always 0 (Assuming &amp;quot;Left Padding&amp;quot;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!7&lt;br /&gt;
!0x07&lt;br /&gt;
|Right Padding. This is the number of pixels in the row you don&#039;t need to draw.&lt;br /&gt;
Pixels To Draw = (Amount Of Pixels) - (Right Padding)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8 ...&lt;br /&gt;
!0x08 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by index 5 and render then left to right on the display. Palette Index 0 is transparent&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 2==&lt;br /&gt;
Uncommon, not entirely certain it&#039;s used at all...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 3==&lt;br /&gt;
I guess you could describe this as [http://en.wikipedia.org/wiki/LZ77_and_LZ78 LZ77 compression]. Start out by loading the contents of TacData\XCOM.BLK into RAM - this contains all the actual pixel data used by sprites via this mode. Keep reading &amp;amp; rendering records according to the below pattern.&lt;br /&gt;
&lt;br /&gt;
If a given record starts with 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|The amount of sub-records to render on this row.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Usually, this is 128 minus the amount of pixels drawn by the &#039;&#039;first&#039;&#039; sub-record rendered on the &#039;&#039;previous&#039;&#039; row. I&#039;m not strictly sure what this means or why it&#039;s there.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
!0x02&lt;br /&gt;
|&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
!0x03&lt;br /&gt;
|The row this record is to be rendered on.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Sub-records. Read &amp;amp; render however many index 0 specified, on the current row:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Column to start rendering, relative to where the last sub-record finished (or relative to column 0, if this is the first sub-record on the row).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Amount of pixels to render.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-4&lt;br /&gt;
!0x02-0x04&lt;br /&gt;
|A three byte value that indexes into TacData\XCOM.BLK. Starting from this location, read however many bytes index 1 specified and render them left-to-right on the display.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shadow sprites==&lt;br /&gt;
These files contain a transparent &#039;dither&#039; mask to render shadows etc.&lt;br /&gt;
NOTE - These files do not seem to have the same first two bytes so that cannot be used solely to decide which &#039;compression format&#039; each file is encoded with - for example &#039;tacdata/aliens/alien/poppers.pck (popper shadows) is this format with the first two bytes as &#039;0x00 0x6e&#039;. Which files are in this format may be &#039;baked in&#039; to the executable, or it&#039;s a &#039;none of the above&#039; clause.&lt;br /&gt;
&lt;br /&gt;
It starts with an 8 byte header&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression format header (Always seems to be either &#039;0x0&#039; or &#039;0x80&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Unknown - multiple different values seen&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-3&lt;br /&gt;
!0x02-0x03&lt;br /&gt;
|Unknown - always seems to be zero?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Width of the sprite&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x06-0x07&lt;br /&gt;
|Height of the sprite&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following this are a number of 2-byte pairs implementing a RLE-like encoding, encoding pixels as a lookup into a 4 pixel wide lookup table of if each pixel is occluded or not&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Repeat count - the number of repeated 4-pixel units - if 0xFF (255) stop as you&#039;ve reached the end of the image.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Index into a 7-entry lookup table for 4-pixel values&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The stride of these images always seems to be 640 pixels (140 4-pixel units) - IE each row contains 640 total pixel values, but only the width specified in the header are actually drawn.&lt;br /&gt;
&lt;br /&gt;
The lookup table looks like this:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Index&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Pixel value (0 = transparent, 1 = opaque)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
|0 0 0 0 (All transparent)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
|1 0 1 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
|0 1 0 1&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
|1 0 0 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
| 0 1 0 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
|0 0 1 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
|0 0 0 1&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I do not know where the colour for the pixel is selected, maybe always black?&lt;br /&gt;
&lt;br /&gt;
==Strategic map tiles==&lt;br /&gt;
These images are always 8x8 pixel format, they used to draw strategic maps:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1-2&lt;br /&gt;
!0x00-0x02&lt;br /&gt;
|Pixel skip. If this is 0xFF FF, then stop rendering, you&#039;ve hit the end of the sprite.You can calculate the Y coordinate for your row by taking value divided by 640.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3-4&lt;br /&gt;
!0x03-0x04&lt;br /&gt;
|The number of visible pixels in a row (the others are transparent).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!5...&lt;br /&gt;
!0x05 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by 3 and 4 byte of header and render then left to right on the display. Palette Index 0 is transparent.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=PCX=&lt;br /&gt;
There are a number of images in PCX format, these are standard and most graphic packages can read them&lt;br /&gt;
&lt;br /&gt;
=MOUSE.DAT=&lt;br /&gt;
This file contains 9 images with a resolution of 24 x 24 pixels, using 8bpp with a palette index&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=65906</id>
		<title>Image Formats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=65906"/>
		<updated>2015-06-20T07:57:26Z</updated>

		<summary type="html">&lt;p&gt;Skin36: /* Strategic map tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}Image file formats used by [[Apocalypse|X-COM: Apocalypse]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=PCK=&lt;br /&gt;
An advancement on the version used by [[Image_Formats#PCK|the previous games]], which can now use a variety of different compression methods on different sprites within the same image archive.&lt;br /&gt;
&lt;br /&gt;
Most images are about 48x64 (the bounds of a single tile), but the format leaves itself open to much larger dimensions (for example, the giant [[Megaspawn]]s aren&#039;t split up into multiple &amp;quot;tiles&amp;quot; like the large units in the previous games (such as the [[Cyberdisc]]s) - they nearly double the average sprite dimensions as a result).&lt;br /&gt;
&lt;br /&gt;
As before, the image data indexes into an palette consisting of 256 colours. There is a unique palette stored for every terrain, but they&#039;re mostly similar (after all, your units need to look the same regardless of where you send them).&lt;br /&gt;
&lt;br /&gt;
==TAB==&lt;br /&gt;
Each PCK file is again accompanied by a TAB file. The TAB file contains a 32bit integer (4 bytes, little endian) per image. This value needs to be multipled by 4 to get the file offset in the PCK of the image header.&lt;br /&gt;
&lt;br /&gt;
==Image Header==&lt;br /&gt;
The first twelve bytes of each image in the PCK are a header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression mode. If 0, stop reading, there&#039;s no image to load and even the header won&#039;t be complete.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1-3&lt;br /&gt;
!0x01-0x03&lt;br /&gt;
|Unknown, usually blank (unless the compression mode is 128).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Left-most pixel within the sprite. No data should be rendered further left of this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Right-most pixel within the sprite. No data should be rendered at this point or further.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8-9&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Top-most pixel within the sprite. No data should be rendered higher above this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!10-11&lt;br /&gt;
!0x0A-0x0B&lt;br /&gt;
|Bottom-most pixel within the sprite. No data should be rendered at this point or lower.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Width = Right-Most pixel - Left-ost pixel&lt;br /&gt;
Height = Bottom-Most pixel - Top-Most pixel&lt;br /&gt;
&lt;br /&gt;
The image data then proceeds according to the compression mode used by the sprite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 0==&lt;br /&gt;
No image, don&#039;t render anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 1==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Run-length_encoding RLE compression], but opaque pixels aren&#039;t compressed at all. The concept is fairly similar to that of the old PCK format (though it&#039;s been expanded out a bit). Keep reading &amp;amp; rendering records according to this pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-3&lt;br /&gt;
!0x00-0x03&lt;br /&gt;
|Amount of pixels to skip from co-ordinate (0, 0). If this is 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
You can calculate the Y co-ordinate for your row by taking the integer value of this divided by 640 (rounding down).&lt;br /&gt;
To make the Y co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Top-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Quick access to the X co-ordinate (so you don&#039;t have to calculate the modulus of the pixels to skip).&lt;br /&gt;
To make the X co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Left-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
!0x05&lt;br /&gt;
|The amount of pixels this record contains.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
!0x06&lt;br /&gt;
|Always 0 (Assuming &amp;quot;Left Padding&amp;quot;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!7&lt;br /&gt;
!0x07&lt;br /&gt;
|Right Padding. This is the number of pixels in the row you don&#039;t need to draw.&lt;br /&gt;
Pixels To Draw = (Amount Of Pixels) - (Right Padding)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8 ...&lt;br /&gt;
!0x08 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by index 5 and render then left to right on the display. Palette Index 0 is transparent&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 2==&lt;br /&gt;
Uncommon, not entirely certain it&#039;s used at all...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 3==&lt;br /&gt;
I guess you could describe this as [http://en.wikipedia.org/wiki/LZ77_and_LZ78 LZ77 compression]. Start out by loading the contents of TacData\XCOM.BLK into RAM - this contains all the actual pixel data used by sprites via this mode. Keep reading &amp;amp; rendering records according to the below pattern.&lt;br /&gt;
&lt;br /&gt;
If a given record starts with 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|The amount of sub-records to render on this row.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Usually, this is 128 minus the amount of pixels drawn by the &#039;&#039;first&#039;&#039; sub-record rendered on the &#039;&#039;previous&#039;&#039; row. I&#039;m not strictly sure what this means or why it&#039;s there.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
!0x02&lt;br /&gt;
|&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
!0x03&lt;br /&gt;
|The row this record is to be rendered on.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Sub-records. Read &amp;amp; render however many index 0 specified, on the current row:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Column to start rendering, relative to where the last sub-record finished (or relative to column 0, if this is the first sub-record on the row).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Amount of pixels to render.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-4&lt;br /&gt;
!0x02-0x04&lt;br /&gt;
|A three byte value that indexes into TacData\XCOM.BLK. Starting from this location, read however many bytes index 1 specified and render them left-to-right on the display.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shadow sprites==&lt;br /&gt;
These files contain a transparent &#039;dither&#039; mask to render shadows etc.&lt;br /&gt;
NOTE - These files do not seem to have the same first two bytes so that cannot be used solely to decide which &#039;compression format&#039; each file is encoded with - for example &#039;tacdata/aliens/alien/poppers.pck (popper shadows) is this format with the first two bytes as &#039;0x00 0x6e&#039;. Which files are in this format may be &#039;baked in&#039; to the executable, or it&#039;s a &#039;none of the above&#039; clause.&lt;br /&gt;
&lt;br /&gt;
It starts with an 8 byte header&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression format header (Always seems to be either &#039;0x0&#039; or &#039;0x80&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Unknown - multiple different values seen&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-3&lt;br /&gt;
!0x02-0x03&lt;br /&gt;
|Unknown - always seems to be zero?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Width of the sprite&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x06-0x07&lt;br /&gt;
|Height of the sprite&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following this are a number of 2-byte pairs implementing a RLE-like encoding, encoding pixels as a lookup into a 4 pixel wide lookup table of if each pixel is occluded or not&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Repeat count - the number of repeated 4-pixel units - if 0xFF (255) stop as you&#039;ve reached the end of the image.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Index into a 7-entry lookup table for 4-pixel values&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The stride of these images always seems to be 640 pixels (140 4-pixel units) - IE each row contains 640 total pixel values, but only the width specified in the header are actually drawn.&lt;br /&gt;
&lt;br /&gt;
The lookup table looks like this:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Index&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Pixel value (0 = transparent, 1 = opaque)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
|0 0 0 0 (All transparent)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
|1 0 1 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
|0 1 0 1&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
|1 0 0 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
| 0 1 0 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
|0 0 1 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
|0 0 0 1&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I do not know where the colour for the pixel is selected, maybe always black?&lt;br /&gt;
&lt;br /&gt;
==Strategic map tiles==&lt;br /&gt;
These images are always 8x8 pixel format, they used to draw strategic maps:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-2&lt;br /&gt;
!0x00-0x02&lt;br /&gt;
|Pixel skip. If this is 0xFF FF, then stop rendering, you&#039;ve hit the end of the sprite.You can calculate the Y coordinate for your row by taking value divided by 640.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-4&lt;br /&gt;
!0x02-0x04&lt;br /&gt;
|The number of visible pixels in a row (the others are transparent).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!5...&lt;br /&gt;
!0x05 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by 3 and 4 byte of header and render then left to right on the display. Palette Index 0 is transparent.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=PCX=&lt;br /&gt;
There are a number of images in PCX format, these are standard and most graphic packages can read them&lt;br /&gt;
&lt;br /&gt;
=MOUSE.DAT=&lt;br /&gt;
This file contains 9 images with a resolution of 24 x 24 pixels, using 8bpp with a palette index&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=65905</id>
		<title>Image Formats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=65905"/>
		<updated>2015-06-20T07:56:53Z</updated>

		<summary type="html">&lt;p&gt;Skin36: /* Strategic map tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}Image file formats used by [[Apocalypse|X-COM: Apocalypse]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=PCK=&lt;br /&gt;
An advancement on the version used by [[Image_Formats#PCK|the previous games]], which can now use a variety of different compression methods on different sprites within the same image archive.&lt;br /&gt;
&lt;br /&gt;
Most images are about 48x64 (the bounds of a single tile), but the format leaves itself open to much larger dimensions (for example, the giant [[Megaspawn]]s aren&#039;t split up into multiple &amp;quot;tiles&amp;quot; like the large units in the previous games (such as the [[Cyberdisc]]s) - they nearly double the average sprite dimensions as a result).&lt;br /&gt;
&lt;br /&gt;
As before, the image data indexes into an palette consisting of 256 colours. There is a unique palette stored for every terrain, but they&#039;re mostly similar (after all, your units need to look the same regardless of where you send them).&lt;br /&gt;
&lt;br /&gt;
==TAB==&lt;br /&gt;
Each PCK file is again accompanied by a TAB file. The TAB file contains a 32bit integer (4 bytes, little endian) per image. This value needs to be multipled by 4 to get the file offset in the PCK of the image header.&lt;br /&gt;
&lt;br /&gt;
==Image Header==&lt;br /&gt;
The first twelve bytes of each image in the PCK are a header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression mode. If 0, stop reading, there&#039;s no image to load and even the header won&#039;t be complete.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1-3&lt;br /&gt;
!0x01-0x03&lt;br /&gt;
|Unknown, usually blank (unless the compression mode is 128).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Left-most pixel within the sprite. No data should be rendered further left of this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Right-most pixel within the sprite. No data should be rendered at this point or further.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8-9&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Top-most pixel within the sprite. No data should be rendered higher above this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!10-11&lt;br /&gt;
!0x0A-0x0B&lt;br /&gt;
|Bottom-most pixel within the sprite. No data should be rendered at this point or lower.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Width = Right-Most pixel - Left-ost pixel&lt;br /&gt;
Height = Bottom-Most pixel - Top-Most pixel&lt;br /&gt;
&lt;br /&gt;
The image data then proceeds according to the compression mode used by the sprite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 0==&lt;br /&gt;
No image, don&#039;t render anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 1==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Run-length_encoding RLE compression], but opaque pixels aren&#039;t compressed at all. The concept is fairly similar to that of the old PCK format (though it&#039;s been expanded out a bit). Keep reading &amp;amp; rendering records according to this pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-3&lt;br /&gt;
!0x00-0x03&lt;br /&gt;
|Amount of pixels to skip from co-ordinate (0, 0). If this is 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
You can calculate the Y co-ordinate for your row by taking the integer value of this divided by 640 (rounding down).&lt;br /&gt;
To make the Y co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Top-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Quick access to the X co-ordinate (so you don&#039;t have to calculate the modulus of the pixels to skip).&lt;br /&gt;
To make the X co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Left-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
!0x05&lt;br /&gt;
|The amount of pixels this record contains.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
!0x06&lt;br /&gt;
|Always 0 (Assuming &amp;quot;Left Padding&amp;quot;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!7&lt;br /&gt;
!0x07&lt;br /&gt;
|Right Padding. This is the number of pixels in the row you don&#039;t need to draw.&lt;br /&gt;
Pixels To Draw = (Amount Of Pixels) - (Right Padding)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8 ...&lt;br /&gt;
!0x08 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by index 5 and render then left to right on the display. Palette Index 0 is transparent&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 2==&lt;br /&gt;
Uncommon, not entirely certain it&#039;s used at all...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 3==&lt;br /&gt;
I guess you could describe this as [http://en.wikipedia.org/wiki/LZ77_and_LZ78 LZ77 compression]. Start out by loading the contents of TacData\XCOM.BLK into RAM - this contains all the actual pixel data used by sprites via this mode. Keep reading &amp;amp; rendering records according to the below pattern.&lt;br /&gt;
&lt;br /&gt;
If a given record starts with 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|The amount of sub-records to render on this row.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Usually, this is 128 minus the amount of pixels drawn by the &#039;&#039;first&#039;&#039; sub-record rendered on the &#039;&#039;previous&#039;&#039; row. I&#039;m not strictly sure what this means or why it&#039;s there.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
!0x02&lt;br /&gt;
|&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
!0x03&lt;br /&gt;
|The row this record is to be rendered on.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Sub-records. Read &amp;amp; render however many index 0 specified, on the current row:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Column to start rendering, relative to where the last sub-record finished (or relative to column 0, if this is the first sub-record on the row).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Amount of pixels to render.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-4&lt;br /&gt;
!0x02-0x04&lt;br /&gt;
|A three byte value that indexes into TacData\XCOM.BLK. Starting from this location, read however many bytes index 1 specified and render them left-to-right on the display.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shadow sprites==&lt;br /&gt;
These files contain a transparent &#039;dither&#039; mask to render shadows etc.&lt;br /&gt;
NOTE - These files do not seem to have the same first two bytes so that cannot be used solely to decide which &#039;compression format&#039; each file is encoded with - for example &#039;tacdata/aliens/alien/poppers.pck (popper shadows) is this format with the first two bytes as &#039;0x00 0x6e&#039;. Which files are in this format may be &#039;baked in&#039; to the executable, or it&#039;s a &#039;none of the above&#039; clause.&lt;br /&gt;
&lt;br /&gt;
It starts with an 8 byte header&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression format header (Always seems to be either &#039;0x0&#039; or &#039;0x80&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Unknown - multiple different values seen&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-3&lt;br /&gt;
!0x02-0x03&lt;br /&gt;
|Unknown - always seems to be zero?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Width of the sprite&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x06-0x07&lt;br /&gt;
|Height of the sprite&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following this are a number of 2-byte pairs implementing a RLE-like encoding, encoding pixels as a lookup into a 4 pixel wide lookup table of if each pixel is occluded or not&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Repeat count - the number of repeated 4-pixel units - if 0xFF (255) stop as you&#039;ve reached the end of the image.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Index into a 7-entry lookup table for 4-pixel values&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The stride of these images always seems to be 640 pixels (140 4-pixel units) - IE each row contains 640 total pixel values, but only the width specified in the header are actually drawn.&lt;br /&gt;
&lt;br /&gt;
The lookup table looks like this:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Index&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Pixel value (0 = transparent, 1 = opaque)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
|0 0 0 0 (All transparent)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
|1 0 1 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
|0 1 0 1&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
|1 0 0 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
| 0 1 0 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
|0 0 1 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
|0 0 0 1&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I do not know where the colour for the pixel is selected, maybe always black?&lt;br /&gt;
&lt;br /&gt;
==Strategic map tiles==&lt;br /&gt;
These images are always 8x8 pixel format, they used to draw strategic maps:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-2&lt;br /&gt;
!0x00-0x02&lt;br /&gt;
|Pixel scip. If this is 0xFF FF, then stop rendering, you&#039;ve hit the end of the sprite.You can calculate the Y coordinate for your row by taking value divided by 640.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-4&lt;br /&gt;
!0x02-0x04&lt;br /&gt;
|The number of visible pixels in a row (the others are transparent).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!5...&lt;br /&gt;
!0x05 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by 3 and 4 byte of header and render then left to right on the display. Palette Index 0 is transparent.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=PCX=&lt;br /&gt;
There are a number of images in PCX format, these are standard and most graphic packages can read them&lt;br /&gt;
&lt;br /&gt;
=MOUSE.DAT=&lt;br /&gt;
This file contains 9 images with a resolution of 24 x 24 pixels, using 8bpp with a palette index&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=65904</id>
		<title>Image Formats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=65904"/>
		<updated>2015-06-20T07:52:49Z</updated>

		<summary type="html">&lt;p&gt;Skin36: /* Strategic map tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}Image file formats used by [[Apocalypse|X-COM: Apocalypse]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=PCK=&lt;br /&gt;
An advancement on the version used by [[Image_Formats#PCK|the previous games]], which can now use a variety of different compression methods on different sprites within the same image archive.&lt;br /&gt;
&lt;br /&gt;
Most images are about 48x64 (the bounds of a single tile), but the format leaves itself open to much larger dimensions (for example, the giant [[Megaspawn]]s aren&#039;t split up into multiple &amp;quot;tiles&amp;quot; like the large units in the previous games (such as the [[Cyberdisc]]s) - they nearly double the average sprite dimensions as a result).&lt;br /&gt;
&lt;br /&gt;
As before, the image data indexes into an palette consisting of 256 colours. There is a unique palette stored for every terrain, but they&#039;re mostly similar (after all, your units need to look the same regardless of where you send them).&lt;br /&gt;
&lt;br /&gt;
==TAB==&lt;br /&gt;
Each PCK file is again accompanied by a TAB file. The TAB file contains a 32bit integer (4 bytes, little endian) per image. This value needs to be multipled by 4 to get the file offset in the PCK of the image header.&lt;br /&gt;
&lt;br /&gt;
==Image Header==&lt;br /&gt;
The first twelve bytes of each image in the PCK are a header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression mode. If 0, stop reading, there&#039;s no image to load and even the header won&#039;t be complete.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1-3&lt;br /&gt;
!0x01-0x03&lt;br /&gt;
|Unknown, usually blank (unless the compression mode is 128).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Left-most pixel within the sprite. No data should be rendered further left of this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Right-most pixel within the sprite. No data should be rendered at this point or further.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8-9&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Top-most pixel within the sprite. No data should be rendered higher above this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!10-11&lt;br /&gt;
!0x0A-0x0B&lt;br /&gt;
|Bottom-most pixel within the sprite. No data should be rendered at this point or lower.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Width = Right-Most pixel - Left-ost pixel&lt;br /&gt;
Height = Bottom-Most pixel - Top-Most pixel&lt;br /&gt;
&lt;br /&gt;
The image data then proceeds according to the compression mode used by the sprite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 0==&lt;br /&gt;
No image, don&#039;t render anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 1==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Run-length_encoding RLE compression], but opaque pixels aren&#039;t compressed at all. The concept is fairly similar to that of the old PCK format (though it&#039;s been expanded out a bit). Keep reading &amp;amp; rendering records according to this pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-3&lt;br /&gt;
!0x00-0x03&lt;br /&gt;
|Amount of pixels to skip from co-ordinate (0, 0). If this is 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
You can calculate the Y co-ordinate for your row by taking the integer value of this divided by 640 (rounding down).&lt;br /&gt;
To make the Y co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Top-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Quick access to the X co-ordinate (so you don&#039;t have to calculate the modulus of the pixels to skip).&lt;br /&gt;
To make the X co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Left-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
!0x05&lt;br /&gt;
|The amount of pixels this record contains.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
!0x06&lt;br /&gt;
|Always 0 (Assuming &amp;quot;Left Padding&amp;quot;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!7&lt;br /&gt;
!0x07&lt;br /&gt;
|Right Padding. This is the number of pixels in the row you don&#039;t need to draw.&lt;br /&gt;
Pixels To Draw = (Amount Of Pixels) - (Right Padding)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8 ...&lt;br /&gt;
!0x08 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by index 5 and render then left to right on the display. Palette Index 0 is transparent&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 2==&lt;br /&gt;
Uncommon, not entirely certain it&#039;s used at all...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 3==&lt;br /&gt;
I guess you could describe this as [http://en.wikipedia.org/wiki/LZ77_and_LZ78 LZ77 compression]. Start out by loading the contents of TacData\XCOM.BLK into RAM - this contains all the actual pixel data used by sprites via this mode. Keep reading &amp;amp; rendering records according to the below pattern.&lt;br /&gt;
&lt;br /&gt;
If a given record starts with 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|The amount of sub-records to render on this row.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Usually, this is 128 minus the amount of pixels drawn by the &#039;&#039;first&#039;&#039; sub-record rendered on the &#039;&#039;previous&#039;&#039; row. I&#039;m not strictly sure what this means or why it&#039;s there.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
!0x02&lt;br /&gt;
|&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
!0x03&lt;br /&gt;
|The row this record is to be rendered on.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Sub-records. Read &amp;amp; render however many index 0 specified, on the current row:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Column to start rendering, relative to where the last sub-record finished (or relative to column 0, if this is the first sub-record on the row).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Amount of pixels to render.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-4&lt;br /&gt;
!0x02-0x04&lt;br /&gt;
|A three byte value that indexes into TacData\XCOM.BLK. Starting from this location, read however many bytes index 1 specified and render them left-to-right on the display.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shadow sprites==&lt;br /&gt;
These files contain a transparent &#039;dither&#039; mask to render shadows etc.&lt;br /&gt;
NOTE - These files do not seem to have the same first two bytes so that cannot be used solely to decide which &#039;compression format&#039; each file is encoded with - for example &#039;tacdata/aliens/alien/poppers.pck (popper shadows) is this format with the first two bytes as &#039;0x00 0x6e&#039;. Which files are in this format may be &#039;baked in&#039; to the executable, or it&#039;s a &#039;none of the above&#039; clause.&lt;br /&gt;
&lt;br /&gt;
It starts with an 8 byte header&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression format header (Always seems to be either &#039;0x0&#039; or &#039;0x80&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Unknown - multiple different values seen&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-3&lt;br /&gt;
!0x02-0x03&lt;br /&gt;
|Unknown - always seems to be zero?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Width of the sprite&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x06-0x07&lt;br /&gt;
|Height of the sprite&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following this are a number of 2-byte pairs implementing a RLE-like encoding, encoding pixels as a lookup into a 4 pixel wide lookup table of if each pixel is occluded or not&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Repeat count - the number of repeated 4-pixel units - if 0xFF (255) stop as you&#039;ve reached the end of the image.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Index into a 7-entry lookup table for 4-pixel values&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The stride of these images always seems to be 640 pixels (140 4-pixel units) - IE each row contains 640 total pixel values, but only the width specified in the header are actually drawn.&lt;br /&gt;
&lt;br /&gt;
The lookup table looks like this:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Index&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Pixel value (0 = transparent, 1 = opaque)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
|0 0 0 0 (All transparent)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
|1 0 1 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
|0 1 0 1&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
|1 0 0 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
| 0 1 0 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
|0 0 1 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
|0 0 0 1&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I do not know where the colour for the pixel is selected, maybe always black?&lt;br /&gt;
&lt;br /&gt;
==Strategic map tiles==&lt;br /&gt;
These images are always 8x8 pixel format, they used to draw strategic maps:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-2&lt;br /&gt;
!0x00-0x02&lt;br /&gt;
|Coordinate y. If this is 0xFF FF, then stop rendering, you&#039;ve hit the end of the sprite.You can calculate the Y coordinate for your row by taking value divided by 640.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-4&lt;br /&gt;
!0x02-0x04&lt;br /&gt;
|The number of visible pixels in a row (the others are transparent).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!5...&lt;br /&gt;
!0x05 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by 3 and 4 byte of header and render then left to right on the display. Palette Index 0 is transparent.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=PCX=&lt;br /&gt;
There are a number of images in PCX format, these are standard and most graphic packages can read them&lt;br /&gt;
&lt;br /&gt;
=MOUSE.DAT=&lt;br /&gt;
This file contains 9 images with a resolution of 24 x 24 pixels, using 8bpp with a palette index&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=65900</id>
		<title>Image Formats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=65900"/>
		<updated>2015-06-20T07:33:40Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}Image file formats used by [[Apocalypse|X-COM: Apocalypse]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=PCK=&lt;br /&gt;
An advancement on the version used by [[Image_Formats#PCK|the previous games]], which can now use a variety of different compression methods on different sprites within the same image archive.&lt;br /&gt;
&lt;br /&gt;
Most images are about 48x64 (the bounds of a single tile), but the format leaves itself open to much larger dimensions (for example, the giant [[Megaspawn]]s aren&#039;t split up into multiple &amp;quot;tiles&amp;quot; like the large units in the previous games (such as the [[Cyberdisc]]s) - they nearly double the average sprite dimensions as a result).&lt;br /&gt;
&lt;br /&gt;
As before, the image data indexes into an palette consisting of 256 colours. There is a unique palette stored for every terrain, but they&#039;re mostly similar (after all, your units need to look the same regardless of where you send them).&lt;br /&gt;
&lt;br /&gt;
==TAB==&lt;br /&gt;
Each PCK file is again accompanied by a TAB file. The TAB file contains a 32bit integer (4 bytes, little endian) per image. This value needs to be multipled by 4 to get the file offset in the PCK of the image header.&lt;br /&gt;
&lt;br /&gt;
==Image Header==&lt;br /&gt;
The first twelve bytes of each image in the PCK are a header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression mode. If 0, stop reading, there&#039;s no image to load and even the header won&#039;t be complete.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1-3&lt;br /&gt;
!0x01-0x03&lt;br /&gt;
|Unknown, usually blank (unless the compression mode is 128).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Left-most pixel within the sprite. No data should be rendered further left of this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Right-most pixel within the sprite. No data should be rendered at this point or further.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8-9&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Top-most pixel within the sprite. No data should be rendered higher above this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!10-11&lt;br /&gt;
!0x0A-0x0B&lt;br /&gt;
|Bottom-most pixel within the sprite. No data should be rendered at this point or lower.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Width = Right-Most pixel - Left-ost pixel&lt;br /&gt;
Height = Bottom-Most pixel - Top-Most pixel&lt;br /&gt;
&lt;br /&gt;
The image data then proceeds according to the compression mode used by the sprite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 0==&lt;br /&gt;
No image, don&#039;t render anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 1==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Run-length_encoding RLE compression], but opaque pixels aren&#039;t compressed at all. The concept is fairly similar to that of the old PCK format (though it&#039;s been expanded out a bit). Keep reading &amp;amp; rendering records according to this pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-3&lt;br /&gt;
!0x00-0x03&lt;br /&gt;
|Amount of pixels to skip from co-ordinate (0, 0). If this is 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
You can calculate the Y co-ordinate for your row by taking the integer value of this divided by 640 (rounding down).&lt;br /&gt;
To make the Y co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Top-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Quick access to the X co-ordinate (so you don&#039;t have to calculate the modulus of the pixels to skip).&lt;br /&gt;
To make the X co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Left-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
!0x05&lt;br /&gt;
|The amount of pixels this record contains.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
!0x06&lt;br /&gt;
|Always 0 (Assuming &amp;quot;Left Padding&amp;quot;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!7&lt;br /&gt;
!0x07&lt;br /&gt;
|Right Padding. This is the number of pixels in the row you don&#039;t need to draw.&lt;br /&gt;
Pixels To Draw = (Amount Of Pixels) - (Right Padding)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8 ...&lt;br /&gt;
!0x08 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by index 5 and render then left to right on the display. Palette Index 0 is transparent&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 2==&lt;br /&gt;
Uncommon, not entirely certain it&#039;s used at all...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 3==&lt;br /&gt;
I guess you could describe this as [http://en.wikipedia.org/wiki/LZ77_and_LZ78 LZ77 compression]. Start out by loading the contents of TacData\XCOM.BLK into RAM - this contains all the actual pixel data used by sprites via this mode. Keep reading &amp;amp; rendering records according to the below pattern.&lt;br /&gt;
&lt;br /&gt;
If a given record starts with 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|The amount of sub-records to render on this row.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Usually, this is 128 minus the amount of pixels drawn by the &#039;&#039;first&#039;&#039; sub-record rendered on the &#039;&#039;previous&#039;&#039; row. I&#039;m not strictly sure what this means or why it&#039;s there.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
!0x02&lt;br /&gt;
|&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
!0x03&lt;br /&gt;
|The row this record is to be rendered on.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Sub-records. Read &amp;amp; render however many index 0 specified, on the current row:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Column to start rendering, relative to where the last sub-record finished (or relative to column 0, if this is the first sub-record on the row).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Amount of pixels to render.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-4&lt;br /&gt;
!0x02-0x04&lt;br /&gt;
|A three byte value that indexes into TacData\XCOM.BLK. Starting from this location, read however many bytes index 1 specified and render them left-to-right on the display.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shadow sprites==&lt;br /&gt;
These files contain a transparent &#039;dither&#039; mask to render shadows etc.&lt;br /&gt;
NOTE - These files do not seem to have the same first two bytes so that cannot be used solely to decide which &#039;compression format&#039; each file is encoded with - for example &#039;tacdata/aliens/alien/poppers.pck (popper shadows) is this format with the first two bytes as &#039;0x00 0x6e&#039;. Which files are in this format may be &#039;baked in&#039; to the executable, or it&#039;s a &#039;none of the above&#039; clause.&lt;br /&gt;
&lt;br /&gt;
It starts with an 8 byte header&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression format header (Always seems to be either &#039;0x0&#039; or &#039;0x80&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Unknown - multiple different values seen&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-3&lt;br /&gt;
!0x02-0x03&lt;br /&gt;
|Unknown - always seems to be zero?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Width of the sprite&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x06-0x07&lt;br /&gt;
|Height of the sprite&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following this are a number of 2-byte pairs implementing a RLE-like encoding, encoding pixels as a lookup into a 4 pixel wide lookup table of if each pixel is occluded or not&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Repeat count - the number of repeated 4-pixel units - if 0xFF (255) stop as you&#039;ve reached the end of the image.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Index into a 7-entry lookup table for 4-pixel values&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The stride of these images always seems to be 640 pixels (140 4-pixel units) - IE each row contains 640 total pixel values, but only the width specified in the header are actually drawn.&lt;br /&gt;
&lt;br /&gt;
The lookup table looks like this:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Index&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Pixel value (0 = transparent, 1 = opaque)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
|0 0 0 0 (All transparent)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
|1 0 1 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
|0 1 0 1&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
|1 0 0 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
| 0 1 0 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
|0 0 1 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
|0 0 0 1&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I do not know where the colour for the pixel is selected, maybe always black?&lt;br /&gt;
&lt;br /&gt;
==Strategic map tiles==&lt;br /&gt;
These images are always 8x8 pixel format, they used to draw strategic maps:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-2&lt;br /&gt;
!0x00-0x02&lt;br /&gt;
|Amount of pixels to skip from coordinate y. If this is 0xFF FF, then stop rendering, you&#039;ve hit the end of the sprite.You can calculate the Y coordinate for your row by taking value divided by 640.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-4&lt;br /&gt;
!0x02-0x04&lt;br /&gt;
|The number of visible pixels in a row (the others are transparent).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!5...&lt;br /&gt;
!0x05 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by 3 and 4 byte of header and render then left to right on the display. Palette Index 0 is transparent.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PCX=&lt;br /&gt;
There are a number of images in PCX format, these are standard and most graphic packages can read them&lt;br /&gt;
&lt;br /&gt;
=MOUSE.DAT=&lt;br /&gt;
This file contains 9 images with a resolution of 24 x 24 pixels, using 8bpp with a palette index&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=65899</id>
		<title>Image Formats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=65899"/>
		<updated>2015-06-20T07:29:14Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}Image file formats used by [[Apocalypse|X-COM: Apocalypse]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=PCK=&lt;br /&gt;
An advancement on the version used by [[Image_Formats#PCK|the previous games]], which can now use a variety of different compression methods on different sprites within the same image archive.&lt;br /&gt;
&lt;br /&gt;
Most images are about 48x64 (the bounds of a single tile), but the format leaves itself open to much larger dimensions (for example, the giant [[Megaspawn]]s aren&#039;t split up into multiple &amp;quot;tiles&amp;quot; like the large units in the previous games (such as the [[Cyberdisc]]s) - they nearly double the average sprite dimensions as a result).&lt;br /&gt;
&lt;br /&gt;
As before, the image data indexes into an palette consisting of 256 colours. There is a unique palette stored for every terrain, but they&#039;re mostly similar (after all, your units need to look the same regardless of where you send them).&lt;br /&gt;
&lt;br /&gt;
==TAB==&lt;br /&gt;
Each PCK file is again accompanied by a TAB file. The TAB file contains a 32bit integer (4 bytes, little endian) per image. This value needs to be multipled by 4 to get the file offset in the PCK of the image header.&lt;br /&gt;
&lt;br /&gt;
==Image Header==&lt;br /&gt;
The first twelve bytes of each image in the PCK are a header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression mode. If 0, stop reading, there&#039;s no image to load and even the header won&#039;t be complete.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1-3&lt;br /&gt;
!0x01-0x03&lt;br /&gt;
|Unknown, usually blank (unless the compression mode is 128).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Left-most pixel within the sprite. No data should be rendered further left of this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Right-most pixel within the sprite. No data should be rendered at this point or further.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8-9&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Top-most pixel within the sprite. No data should be rendered higher above this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!10-11&lt;br /&gt;
!0x0A-0x0B&lt;br /&gt;
|Bottom-most pixel within the sprite. No data should be rendered at this point or lower.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Width = Right-Most pixel - Left-ost pixel&lt;br /&gt;
Height = Bottom-Most pixel - Top-Most pixel&lt;br /&gt;
&lt;br /&gt;
The image data then proceeds according to the compression mode used by the sprite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 0==&lt;br /&gt;
No image, don&#039;t render anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 1==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Run-length_encoding RLE compression], but opaque pixels aren&#039;t compressed at all. The concept is fairly similar to that of the old PCK format (though it&#039;s been expanded out a bit). Keep reading &amp;amp; rendering records according to this pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-3&lt;br /&gt;
!0x00-0x03&lt;br /&gt;
|Amount of pixels to skip from co-ordinate (0, 0). If this is 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
You can calculate the Y co-ordinate for your row by taking the integer value of this divided by 640 (rounding down).&lt;br /&gt;
To make the Y co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Top-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Quick access to the X co-ordinate (so you don&#039;t have to calculate the modulus of the pixels to skip).&lt;br /&gt;
To make the X co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Left-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
!0x05&lt;br /&gt;
|The amount of pixels this record contains.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
!0x06&lt;br /&gt;
|Always 0 (Assuming &amp;quot;Left Padding&amp;quot;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!7&lt;br /&gt;
!0x07&lt;br /&gt;
|Right Padding. This is the number of pixels in the row you don&#039;t need to draw.&lt;br /&gt;
Pixels To Draw = (Amount Of Pixels) - (Right Padding)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8 ...&lt;br /&gt;
!0x08 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by index 5 and render then left to right on the display. Palette Index 0 is transparent&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 2==&lt;br /&gt;
Uncommon, not entirely certain it&#039;s used at all...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 3==&lt;br /&gt;
I guess you could describe this as [http://en.wikipedia.org/wiki/LZ77_and_LZ78 LZ77 compression]. Start out by loading the contents of TacData\XCOM.BLK into RAM - this contains all the actual pixel data used by sprites via this mode. Keep reading &amp;amp; rendering records according to the below pattern.&lt;br /&gt;
&lt;br /&gt;
If a given record starts with 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|The amount of sub-records to render on this row.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Usually, this is 128 minus the amount of pixels drawn by the &#039;&#039;first&#039;&#039; sub-record rendered on the &#039;&#039;previous&#039;&#039; row. I&#039;m not strictly sure what this means or why it&#039;s there.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
!0x02&lt;br /&gt;
|&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
!0x03&lt;br /&gt;
|The row this record is to be rendered on.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Sub-records. Read &amp;amp; render however many index 0 specified, on the current row:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Column to start rendering, relative to where the last sub-record finished (or relative to column 0, if this is the first sub-record on the row).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Amount of pixels to render.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-4&lt;br /&gt;
!0x02-0x04&lt;br /&gt;
|A three byte value that indexes into TacData\XCOM.BLK. Starting from this location, read however many bytes index 1 specified and render them left-to-right on the display.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shadow sprites==&lt;br /&gt;
These files contain a transparent &#039;dither&#039; mask to render shadows etc.&lt;br /&gt;
NOTE - These files do not seem to have the same first two bytes so that cannot be used solely to decide which &#039;compression format&#039; each file is encoded with - for example &#039;tacdata/aliens/alien/poppers.pck (popper shadows) is this format with the first two bytes as &#039;0x00 0x6e&#039;. Which files are in this format may be &#039;baked in&#039; to the executable, or it&#039;s a &#039;none of the above&#039; clause.&lt;br /&gt;
&lt;br /&gt;
It starts with an 8 byte header&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression format header (Always seems to be either &#039;0x0&#039; or &#039;0x80&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Unknown - multiple different values seen&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-3&lt;br /&gt;
!0x02-0x03&lt;br /&gt;
|Unknown - always seems to be zero?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Width of the sprite&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x06-0x07&lt;br /&gt;
|Height of the sprite&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following this are a number of 2-byte pairs implementing a RLE-like encoding, encoding pixels as a lookup into a 4 pixel wide lookup table of if each pixel is occluded or not&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Repeat count - the number of repeated 4-pixel units - if 0xFF (255) stop as you&#039;ve reached the end of the image.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Index into a 7-entry lookup table for 4-pixel values&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The stride of these images always seems to be 640 pixels (140 4-pixel units) - IE each row contains 640 total pixel values, but only the width specified in the header are actually drawn.&lt;br /&gt;
&lt;br /&gt;
The lookup table looks like this:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Index&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Pixel value (0 = transparent, 1 = opaque)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
|0 0 0 0 (All transparent)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
|1 0 1 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
|0 1 0 1&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
|1 0 0 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
| 0 1 0 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
|0 0 1 0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
|0 0 0 1&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I do not know where the colour for the pixel is selected, maybe always black?&lt;br /&gt;
&lt;br /&gt;
==Strategic map tiles==&lt;br /&gt;
These images are always 8x8 pixel format, they used to draw strategic maps:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-2&lt;br /&gt;
!0x00-0x02&lt;br /&gt;
|Amount of pixels to skip from coordinate y. If this is 0xFF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
|You can calculate the Y coordinate for your row by taking value divided by 640.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-4&lt;br /&gt;
!0x02-0x04&lt;br /&gt;
|The number of visible pixels in a row (the others are transparent).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!0x05 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by 3 and 4 byte of header and render then left to right on the display. Palette Index 0 is transparent&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PCX=&lt;br /&gt;
There are a number of images in PCX format, these are standard and most graphic packages can read them&lt;br /&gt;
&lt;br /&gt;
=MOUSE.DAT=&lt;br /&gt;
This file contains 9 images with a resolution of 24 x 24 pixels, using 8bpp with a palette index&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64424</id>
		<title>ISOBORD*.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64424"/>
		<updated>2015-05-13T13:57:41Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;Size&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; Isobord1.DAT &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 640x128 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord2.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The second tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord3.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The third tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord4.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The fourth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord5.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The fifth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord6.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The sixth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord7.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The seventh tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord8.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The eighth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isoborda.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The ninth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desbord.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Maybe it tab on the aliens map(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64423</id>
		<title>ISOBORD*.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64423"/>
		<updated>2015-05-13T13:57:02Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;Size&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; Isobord1.DAT &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 640x128 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord2.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The second tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord3.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The third tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord4.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The fourth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord5.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The fifth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord6.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The sixth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord7.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The seventh tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord8.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The eighth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isoborda.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The ninth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desbord.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Maybe it tab on the aliens map(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
tab&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64422</id>
		<title>ISOBORD*.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64422"/>
		<updated>2015-05-13T13:53:35Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;Size&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; Isobord1.DAT &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 640x128 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord2.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The second tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord3.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The third tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord4.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The fourth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord5.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The fifth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord6.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The sixth tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord7.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The seventh tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord8.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isoborda.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desbord.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64421</id>
		<title>ISOBORD*.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64421"/>
		<updated>2015-05-13T13:49:39Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;Size&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;Isobord1.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord2.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord3.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord4.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord5.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord6.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord7.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord8.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isoborda.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desbord.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64420</id>
		<title>ISOBORD*.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64420"/>
		<updated>2015-05-13T13:48:44Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;Size&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;Isobord1.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface Cityscape(each byte index palette).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord2.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord3.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord4.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord5.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord6.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord7.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord8.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isoborda.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desbord.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64419</id>
		<title>ISOBORD*.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64419"/>
		<updated>2015-05-13T13:46:57Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;Size&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;Isobord1.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first tab interface cityscyp.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord2.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord3.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord4.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord5.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord6.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord7.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord8.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isoborda.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desbord.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64418</id>
		<title>ISOBORD*.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64418"/>
		<updated>2015-05-13T13:44:07Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;Size&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;Isobord1.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord2.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord3.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord4.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord5.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord6.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord7.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord8.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isoborda.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desbord.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640x128&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64417</id>
		<title>ISOBORD*.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64417"/>
		<updated>2015-05-13T13:42:19Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;Size&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;Isobord1.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord2.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord3.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord4.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord5.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord6.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isobord7.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ISOBORD8.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isoborda.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desbord.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64416</id>
		<title>ISOBORD*.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64416"/>
		<updated>2015-05-13T13:40:39Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;Size&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;ISOBORD1.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ISOBORD2.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ISOBORD3.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ISOBORD4.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ISOBORD5.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ISOBORD6.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ISOBORD7.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ISOBORD8.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ISOBORDa.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desbord.DAT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64415</id>
		<title>ISOBORD*.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD*.DAT&amp;diff=64415"/>
		<updated>2015-05-13T13:39:25Z</updated>

		<summary type="html">&lt;p&gt;Skin36: Created page with &amp;quot; &amp;lt;table {{StdDescTable}}&amp;gt; &amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt; &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ISOBORD1.DAT&amp;lt;/t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;Size&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;[[ISOBORD1.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD3.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD4.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD5.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD6.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD7.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD8.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORDa.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Desbord.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cityscape_Files_(Apocalypse)&amp;diff=64414</id>
		<title>Cityscape Files (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cityscape_Files_(Apocalypse)&amp;diff=64414"/>
		<updated>2015-05-13T13:37:57Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are files used by the [[Cityscape]] portion of the game (&amp;quot;UFODATA&amp;quot; folder).&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;[[PAL_*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette used in Cityscape mode.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images of the interface at the bottom of the Cityscape.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[CITYMAP*]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64413</id>
		<title>ISOBORD *.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64413"/>
		<updated>2015-05-13T13:36:49Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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;Size&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;[[ISOBORD1.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD3.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD4.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD5.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD6.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD7.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD8.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORDa.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Desbord.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64412</id>
		<title>ISOBORD *.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64412"/>
		<updated>2015-05-13T13:29:51Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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;Size&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;[[ISOBORD_1.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_3.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_4.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64411</id>
		<title>ISOBORD *.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64411"/>
		<updated>2015-05-13T13:28:39Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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;Size&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Size&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_1.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_3.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_4.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64410</id>
		<title>ISOBORD *.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64410"/>
		<updated>2015-05-13T13:25:53Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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;Size&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_1.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_3.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_4.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64409</id>
		<title>ISOBORD *.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64409"/>
		<updated>2015-05-13T13:24:41Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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;Size&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PAL_*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[CITYMAP*]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64408</id>
		<title>ISOBORD *.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64408"/>
		<updated>2015-05-13T13:18:23Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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;Size&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PAL_*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette used in Cityscape mode.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images of the interface at the bottom of the Cityscape.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[CITYMAP*]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64407</id>
		<title>ISOBORD *.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64407"/>
		<updated>2015-05-13T13:17:13Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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;[[PAL_*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette used in Cityscape mode.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images of the interface at the bottom of the Cityscape.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[CITYMAP*]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64406</id>
		<title>ISOBORD *.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ISOBORD_*.DAT&amp;diff=64406"/>
		<updated>2015-05-13T13:15:39Z</updated>

		<summary type="html">&lt;p&gt;Skin36: Created page with &amp;quot;These are files used by the Cityscape portion of the game (&amp;quot;UFODATA&amp;quot; folder).  &amp;lt;table {{StdDescTable}}&amp;gt; &amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are files used by the [[Cityscape]] portion of the game (&amp;quot;UFODATA&amp;quot; folder).&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;[[PAL_*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette used in Cityscape mode.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images of the interface at the bottom of the Cityscape.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[CITYMAP*]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cityscape_Files_(Apocalypse)&amp;diff=64344</id>
		<title>Cityscape Files (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cityscape_Files_(Apocalypse)&amp;diff=64344"/>
		<updated>2015-05-05T18:55:30Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are files used by the [[Cityscape]] portion of the game (&amp;quot;UFODATA&amp;quot; folder).&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;[[PAL_*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette used in Cityscape mode.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Images of the interface at the bottom of the Cityscape.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[CITYMAP*]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cityscape_Files_(Apocalypse)&amp;diff=64343</id>
		<title>Cityscape Files (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cityscape_Files_(Apocalypse)&amp;diff=64343"/>
		<updated>2015-05-05T18:54:24Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are files used by the [[Cityscape]] portion of the game (&amp;quot;UFODATA&amp;quot; folder).&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;[[PAL_*.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palette used in Cityscape mode.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ISOBORD_*.DAT]]&amp;lt;/td&amp;gt;Images of the interface at the bottom of the Cityscape.&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;[[CITYMAP*]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cityscape_Files_(Apocalypse)&amp;diff=64340</id>
		<title>Cityscape Files (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cityscape_Files_(Apocalypse)&amp;diff=64340"/>
		<updated>2015-05-05T18:42:26Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are files used by the [[Cityscape]] portion of the game (&amp;quot;UFODATA&amp;quot; folder).&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;amp;nbsp;[[BASE.DAT_(TFTD)|(TFTD)]]&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;amp;nbsp;[[BPROD.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;List of [[Equipment (EU)|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;amp;nbsp;[[CRAFT.DAT_(TFTD)|(TFTD)]]&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;Info on interception windows&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;amp;nbsp;[[PRODUCT.DAT_(TFTD)|(TFTD)]]&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;amp;nbsp;[[PROJECT.DAT_(TFTD)|(TFTD)]]&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;amp;nbsp;[[SOLDIER.DAT (TFTD)|(TFTD)]]&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;Schedules [[Base Defence|attacks on X-COM bases]].&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;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cityscape_Files_(Apocalypse)&amp;diff=64339</id>
		<title>Cityscape Files (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cityscape_Files_(Apocalypse)&amp;diff=64339"/>
		<updated>2015-05-05T18:41:47Z</updated>

		<summary type="html">&lt;p&gt;Skin36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are files used by the [[Cityscape]] portion of the game(&amp;quot;UFODATA&amp;quot; folder).&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;amp;nbsp;[[BASE.DAT_(TFTD)|(TFTD)]]&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;amp;nbsp;[[BPROD.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;List of [[Equipment (EU)|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;amp;nbsp;[[CRAFT.DAT_(TFTD)|(TFTD)]]&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;Info on interception windows&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;amp;nbsp;[[PRODUCT.DAT_(TFTD)|(TFTD)]]&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;amp;nbsp;[[PROJECT.DAT_(TFTD)|(TFTD)]]&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;amp;nbsp;[[SOLDIER.DAT (TFTD)|(TFTD)]]&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;Schedules [[Base Defence|attacks on X-COM bases]].&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;/div&gt;</summary>
		<author><name>Skin36</name></author>
	</entry>
</feed>