LOC.DAT: Difference between revisions
Count suffix and some other notes |
As per my recent tests, offset 0 is indeed a landed UFO. |
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| Line 13: | Line 13: | ||
04 - Alien Base | 04 - Alien Base | ||
05 - Crash Site | 05 - Crash Site | ||
06 - | 06 - Landed UFO | ||
07 - Waypoint | 07 - Waypoint | ||
08 - Terror Site | 08 - Terror Site | ||
Revision as of 02:48, 9 February 2007
Ripped from Hatfarm / Chris Voss's great pages
LOC.DAT: Each entry is 20 bytes long (most of this info is from NKF, thanks a lot)
00: Object type:
00 - Pretty sure this is unsighted UFO
(changing the value won't change what the item is, this is merely a reference)
(actually I'm pretty sure this means it's an unused entry --Pi Masta 15:25, 8 February 2007 (PST))
01 - Alien Ship
02 - X-Com Ship
03 - X-Com Base
04 - Alien Base
05 - Crash Site
06 - Landed UFO
07 - Waypoint
08 - Terror Site
01: Object table reference - Possible values - 00 to FF - Just a reference. This just shows how many there are of this type on the geoscape. (UFOs and X-COM craft are both type ship and will both increment this number.) This is used for determining base number, for use in other files.
02-03: Horizontal starting coordinates (low bit then high bit respectively). I'm not sure of possible values, changing them moves it around the map.
04-05: Vertical starting coordinates (low bit then high bit respectively). I'm not sure of possible values, changing them moves it around the map.
NOTE: Ships don't land on the exact place that the alien ship is, that's why there will be discrepancies between the alien and x-com ship destination info.
06-07: Horizontal destination coordinates (low bit then high bit respectively). I'm not sure of possible values, changing them moves it around the map.
08-09: Vertical destination coordinates (low bit then high bit respectively). I'm not sure of possible values, changing them moves it around the map.
0A-0B: Appears to be the 'count suffix' of the item, eg: Skyranger-1 or Crash Site-47. It appears to have no meaning for XCOM Bases, but for other types where it is set, the next byte (0B) always seems to be 0, and is probably the high byte but I've never gotten over 255 UFO's or crafts to test this. --Pi Masta
0C-0F: NEED HELP
10: Something to do with visibility, not really sure however.
11-13: NEED HELP
NOTE: Other files (e.g., CRAFT.DAT) reference the entry number for the base. For example, if the value is 0A then that base is in entry 10 of this file.
See Also
- BASE.DAT - Contains information about Xcom bases
- CRAFT.DAT - Contains information on the crafts
- GEODATA.DAT - Contains information about what crafts and terrain a battle should use
- WORLD.DAT - Defines the zones and terrain on the globe
- Saved Game Files