0
X-COM: UFO Defense
Hacking Guide version 1.0
By: whatever
aizen_myouou@zdnetonebox.com
----------------------------------------------------------------------
Table of Content
1. Introduction
2. Money
3. Soldiers
4. Items
5. Weapons
6. Credits
7. Copyright Statement
----------------------------------------------------------------------
1. Introduction
----------------------------------------------------------------------
This guide is designated to help those, who stuck in X-COM:UFO Defense
game. This guide is tested on X-COM: UFO Defense, which is included in
X-COM Collectors Edition. Since I don't have the older version, so I
can't test on it. The older version might be the same as the Collector
Edition, but I can't guarante.
If you find any mistake on this guide, don't hesitate to contact me.
I'm looking forward to receive corrections and feed back.
A word of warning, by using this guide you've spoiled the entire
excitement of the game. If you want to play fair, don't read the rest
of the guide. If you decided to make use of this guide, you'll need
these:
1. X-COM: UFO Defense game
2. The save game you want to tamper
3. Hex Editor
4. Knowledge of Hexadecimal
The game provides 10 slots of save games you can use. Each of the slot
is saved in a separate directory named "Game_" appended with the slot
number. In Example: You saved your game in the third slot, your save
game is inside "Game_3" directory. From here on, I won't touch the
save game directory anymore.
Below are some basic conversion from decimal to hexadecimal:
--------------------------------------
Decimal Hexadecimal
--------------------------------------
1 01
2 02
3 03
4 04
5 05
6 06
7 07
8 08
9 09
10 0A
11 0B
12 0C
13 0D
14 0E
15 0F
16 10
100 64
255 FF
65,535 FF FF
99,999,999 FF E0 F5 05
--------------------------------------
----------------------------------------------------------------------
2. Money
----------------------------------------------------------------------
Open the file "lilglob.dat" with your Hex Editor. Change the first 4
bytes value to your needs. The recommended value is FF E0 F5 05. This
will give you 99,999,999, more than enough to finish the game. You can
go up to 2 billions, but I'm afraid it may screw up your save game.
----------------------------------------------------------------------
3. Soldiers
----------------------------------------------------------------------
The soldiers data are saved in the file "soldier.dat". Browsing
through this file is somehow easy, since the soldier name is saved
there as well. The stats for each soldier are several bytes
underneath. The total number of soldiers you may have is variable.
Thus, it's impossible to list all the offset here. I will use the
first soldier as reference for the next soldiers.
This is the stats table for the first soldier:
------------------------------------------------------------
Stats Offset Size Max Value
------------------------------------------------------------
Time Unit 002A 1 Byte FF
Health 002B 1 Byte FF
Stamina 002C 1 Byte FF
Reaction 002D 1 Byte FF
Strength 002E 1 Byte 64
Firing Accuracy 002F 1 Byte FF
Throwing Accuracy 0030 1 Byte FF
Psi Strength 0032 1 Byte FF
Psi Skill 0033 1 Byte FF
Bravery 0034 1 Byte 01
------------------------------------------------------------
NOTE: If you give Strength above 64, the soldier won't be able to
throw anything.
Bravery uses the formula below to calculate:
110 - Bravery
Hex Value = -------------
10
I.e.: If your soldier has Bravery 70 points, the hex value is:
110 - 70
-------- = 04
10
To calculate the stat offset for the second soldier, just add 44 to
the offset of the first soldier. For the third soldier add (44 x 2)
to the offset of the first soldier(The calculation is done in
Hexadecimal, you might need a scientific calculator to do so).
Example:
The Strength offset for the second soldier will be:
002E + 44 = 0072
The Stamina offset for the 11th soldier will be:
002C + (44 x A) = 2D4
= 02D4
----------------------------------------------------------------------
4. Items
----------------------------------------------------------------------
Items data can be found inside the file "base.dat" in your save game
directory. The offset for each item is fixed, just key in the amount
of item you want. Just like the soldiers data, I'll use the first base
as reference for the next bases.
-----------------------------------------------
Item Name Offset Size
-----------------------------------------------
Engineer 005E 1 Byte
Scientist 005F 1 Byte
Stingray Launcher 0060 2 Bytes
Avalance Launcher 0062 2 Bytes
Cannon 0064 2 Bytes
Fusion Ball Launcher 0066 2 Bytes
Laser Cannon 0068 2 Bytes
Plasma Beam 006A 2 Bytes
Stingray Missile 006C 2 Bytes
Avalance Missile 006E 2 Bytes
Cannon Rounds 0070 2 Bytes
Fusion Balls 0072 2 Bytes
Tank/Cannon 0074 2 Bytes
Tank/Rocket Launcher 0076 2 Bytes
Tank/Laser Cannon 0078 2 Bytes
Hovertank/Plasma 007A 2 Bytes
Hovertank/Launcher 007C 2 Bytes
Pistol 007E 2 Bytes
Pistol Clip 0080 2 Bytes
Rifle 0082 2 Bytes
Rifle Clip 0084 2 Bytes
Heavy Cannon 0086 2 Bytes
HC-AP Ammo 0088 2 Bytes
HC-HE Ammo 008A 2 Bytes
HC-IN Ammo 008C 2 Bytes
Auto Cannon 008E 2 Bytes
AC-AP Ammo 0090 2 Bytes
AC-HE Ammo 0092 2 Bytes
AC-IN Ammo 0094 2 Bytes
Rocket Launcher 0096 2 Bytes
Small Rocket 0098 2 Bytes
Large Rocket 009A 2 Bytes
Incendiary Rocket 009C 2 Bytes
Laser Pistol 009E 2 Bytes
Laser Rifle 00A0 2 Bytes
Heavy Laser 00A2 2 Bytes
Grenade 00A4 2 Bytes
Smoke Grenade 00A6 2 Bytes
Proximity Grenade 00A8 2 Bytes
High Explosive 00AA 2 Bytes
Motion Scanner 00AC 2 Bytes
Medi-Kit 00AE 2 Bytes
Psi-Amp 00B0 2 Bytes
Stun Rod 00B2 2 Bytes
Electro Flare 00B4 2 Bytes
Heavy Plasma 00C2 2 Bytes
Heavy Plasma Clip 00C4 2 Bytes
Plasma Rifle 00C6 2 Bytes
Plasma Rifle Clip 00C8 2 Bytes
Plasma Pistol 00CA 2 Bytes
Plasma Pistol Clip 00CC 2 Bytes
Blaster Launcher 00CE 2 Bytes
Blaster Bomb 00D0 2 Bytes
Small Launcher 00D2 2 Bytes
Stun Bomb 00D4 2 Bytes
Alien Grenade 00D6 2 Bytes
Elerium-115 00D8 2 Bytes
Mind Probe 00DA 2 Bytes
Sectoid Corpse 00E2 2 Bytes
Snakeman Corpse 00E4 2 Bytes
Ethereal Corpse 00E6 2 Bytes
Muton Corpse 00E8 2 Bytes
Floater Corpse 00EA 2 Bytes
Celatid Corpse 00EC 2 Bytes
Silacoid Corpse 00EE 2 Bytes
Chryssalid Corpse 00F0 2 Bytes
Reaper Corpse 00F2 2 Bytes
Sectopod Corpse 00F4 2 Bytes
Cyberdisc Corpse 00F6 2 Bytes
UFO Power Source 0100 2 Bytes
UFO Navigation 0102 2 Bytes
UFO Construction 0104 2 Bytes
Alien Food 0106 2 Bytes
Alien Reproduction 0108 2 Bytes
Alien Entertainment 010A 2 Bytes
Alien Surgery 010C 2 Bytes
Examination Room 010E 2 Bytes
Alien Alloys 0110 2 Bytes
Alien Habitat 0112 2 Bytes
Personal Armour 0114 2 Bytes
Power Suit 0116 2 Bytes
Flying Suit 0118 2 Bytes
HWP Cannon Shell 011A 2 Bytes
HWP Rockets 011C 2 Bytes
HWP Fusion Bomb 011E 2 Bytes
-----------------------------------------------
The table above is only for first base. To get the next base offsets
just add 124 to the previous base offsets. The calculation is still
in hexadecimal.
Example:
To calculate the Engineer offset for base number 2:
005E + 124 = 182
= 0182
To calculate Flying Suit offset for base number 4:
0118 + (124 x 3) = 484
= 0484
Another easy trick is to change the item amount is the first base and
just transfer them to other base. But this method will consume some
time to complete. But it is easier than actually changing the item
amount in the particular base.
----------------------------------------------------------------------
5. Weapons
----------------------------------------------------------------------
WARNING: This section completely tamper with the game setting. This
section is not recommended for a novice. The changes will
affect the whole game, not only a particular save game. Any
mistake might screw up the whole game, forcing you to re-
install the game.
The weapons data can be found in directory "\Geodata", with file named
"Obdata.dat".
I separate them into 2 parts: human & alien technology. Be very
careful when tampering with alien technology. The alien will use them
against you.
Maximum byte values:
Accuracy(in percentage) 64
Time Unit Consumption Rate(in percentage) 01
Power FF
Rounds FF
Human Technology:
1. Pistol
Accuracy:
Snap Shot 0021 1 Byte
Aimed Shot 0022 1 Byte
Time Unit Consumption Rate:
Snap Shot 0024 1 Byte
Aimed Shot 0025 1 Byte
2. Pistol Clip
Power 004C 1 Byte
Rounds 005C 1 Byte
3. Rifle
Accuracy:
Auto Shot 008C 1 Byte
Snap Shot 008D 1 Byte
Aimed Shot 008E 1 Byte
Time Unit Consumption Rate:
Auto Shot 008F 1 Byte
Snap Shot 0090 1 Byte
Aimed Shot 0091 1 Byte
4. Rifle Clip
Power 00B8 1 Byte
Rounds 00C8 1 Byte
5. Heavy Cannon
Accuracy:
Snap Shot 00F9 1 Byte
Aimed Shot 00FA 1 Byte
Time Unit Consumption Rate:
Snap Shot 00FC 1 Byte
Aimed Shot 00FD 1 Byte
6. Heavy Cannon AP Ammo
Power 0124 1 Byte
Rounds 0134 1 Byte
7. Heavy Cannon HE Ammo
Power 015A 1 Byte
Rounds 016A 1 Byte
8. Heavy Cannon IN Ammo
Power 0190 1 Byte
Rounds 01A0 1 Byte
9. Auto Cannon
Accuracy:
Auto Shot 01D0 1 Byte
Snap Shot 01D1 1 Byte
Aimed Shot 01D2 1 Byte
Time Unit Consumption Rate:
Auto Shot 01D3 1 Byte
Snap Shot 01D4 1 Byte
Aimed Shot 01D5 1 Byte
10. Auto Cannon AP Ammo
Power 01FC 1 Byte
Rounds 020C 1 Byte
11. Auto Cannon HE Ammo
Power 0232 1 Byte
Rounds 0242 1 Byte
12. Auto Cannon IN Ammo
Power 0268 1 Byte
Rounds 0278 1 Byte
13. Rocket Launcher
Accuracy:
Snap Shot 02A9 1 Byte
Aimed Shot 02AA 1 Byte
Time Unit Consumption Rate:
Snap Shot 02AC 1 Byte
Aimed Shot 02AD 1 Byte
14. Small Rocket
Power 02D4 1 Byte
Rounds 02E4 1 Byte
15. Large Rocket
Power 030A 1 Byte
Rounds 031A 1 Byte
16. Incendiary Rocket
Power 0340 1 Byte
Rounds 0340 1 Byte
17. Laser Pistol
Power 0376 1 Byte
Accuracy:
Auto Shot 0380 1 Byte
Snap Shot 0381 1 Byte
Aimed Shot 0382 1 Byte
Time Unit Consumption Rate:
Auto Shot 0383 1 Byte
Snap Shot 0384 1 Byte
Aimed Shot 0385 1 Byte
18. Laser Rifle
Power 03AC 1 Byte
Accuracy:
Auto Shot 03B6 1 Byte
Snap Shot 03B7 1 Byte
Aimed Shot 03B8 1 Byte
Time Unit Consumption Rate:
Auto Shot 03B9 1 Byte
Snap Shot 03BA 1 Byte
Aimed Shot 03BB 1 Byte
19. Heavy Laser
Power 03E2 1 Byte
Accuracy:
Snap Shot 03ED 1 Byte
Aimed Shot 03EE 1 Byte
Time Unit Consumption Rate:
Snap Shot 03F0 1 Byte
Aimed Shot 03F1 1 Byte
20. Grenade
Power 0418 1 Byte
21. Smoke Grenade
Power 044E 1 Byte
22. Proximity Grenade
Power 0484 1 Byte
23. High Explosive
Power 04BA 1 Byte
24. Stun Rod
Time Unit Consumption Rate:
Stun 05A5 1 Byte
Alien Technology:
1. Plasma Pistol
Accuracy:
Auto Shot 0824 1 Byte
Snap Shot 0825 1 Byte
Aimed Shot 0826 1 Byte
Time Unit Consumption Rate:
Auto Shot 0827 1 Byte
Snap Shot 0828 1 Byte
Aimed Shot 0829 1 Byte
2. Plasma Pistol Clip
Power 0850 1 Byte
Rounds 0860 1 Byte
3. Plasma Rifle
Accuracy:
Auto Shot 07B8 1 Byte
Snap Shot 07B9 1 Byte
Aimed Shot 07BA 1 Byte
Time Unit Consumption Rate:
Auto Shot 07BB 1 Byte
Snap Shot 07BC 1 Byte
Aimed Shot 07BD 1 Byte
4. Plasma Rifle Clip
Power 07E4 1 Byte
Rounds 07F4 1 Byte
5. Heavy Plasma
Accuracy:
Auto Shot 074C 1 Byte
Snap Shot 074D 1 Byte
Aimed Shot 074E 1 Byte
Time Unit Consumption Rate:
Auto Shot 074F 1 Byte
Snap Shot 0750 1 Byte
Aimed Shot 0751 1 Byte
6. Heavy Plasma Clip
Power 0778 1 Byte
Rounds 0788 1 Byte
7. Blaster Launcher
Accuracy:
Aimed Shot 0892 1 Byte
Time Unit Consumption Rate:
Aimed Shot 0895 1 Byte
8. Blaster Bomb
Power 08BC 1 Byte
Rounds 08CC 1 Byte
9. Small Launcher
Accuracy:
Snap Shot 08FD 1 Byte
Aimed Shot 08FE 1 Byte
Time Unit Consumption Rate:
Snap Shot 0900 1 Byte
Aimed Shot 0901 1 Byte
10. Stun Bomb
Power 0928 1 Byte
Rounds 0938 1 Byte
11. Alien Grenade
Power 095E 1 Byte
12. Mind Probe
Time Unit Consumption Rate:
Use 09DD 1 Byte
I have found some anomalies when altering weapon data. If you'd
changed the soldier firing accuracy to 255 and the weapon accuracy to
255 as well, it'll result a negative accuracy. So, if you change the
soldier firing accuracy to 255, don't set the weapon accuracy for more
than 64 (100% Accuracy). There is more, if you set the time unit
consumption rate to 0%, you won't be able to use the weapon in that
particular mode. Example: You set the Snap Shot rate of Plasma Pistol
to 0%, in the game you won't be able to use Plasma Pistol for Snap
Shot.
Everytime you make changes in file "obdata.dat", you need to restart
the game for the setting to take effect.
----------------------------------------------------------------------
6. Credit
----------------------------------------------------------------------
Special thanks to:
-MicroProse, for making such a great tactical game series.
-Benjamin Peterson, for writing Advance HeX Editor.
----------------------------------------------------------------------
7. Copyright Statement
----------------------------------------------------------------------
This document is copyright of whatever, 2001. X-COM Colector Series is a
trademark of MicroProse Entertainment
1999. Advance HeX Editor is copyright of Benjamin Peterson, 1998.
Hacking Guide version 1.0
By: whatever
aizen_myouou@zdnetonebox.com
----------------------------------------------------------------------
Table of Content
1. Introduction
2. Money
3. Soldiers
4. Items
5. Weapons
6. Credits
7. Copyright Statement
----------------------------------------------------------------------
1. Introduction
----------------------------------------------------------------------
This guide is designated to help those, who stuck in X-COM:UFO Defense
game. This guide is tested on X-COM: UFO Defense, which is included in
X-COM Collectors Edition. Since I don't have the older version, so I
can't test on it. The older version might be the same as the Collector
Edition, but I can't guarante.
If you find any mistake on this guide, don't hesitate to contact me.
I'm looking forward to receive corrections and feed back.
A word of warning, by using this guide you've spoiled the entire
excitement of the game. If you want to play fair, don't read the rest
of the guide. If you decided to make use of this guide, you'll need
these:
1. X-COM: UFO Defense game
2. The save game you want to tamper
3. Hex Editor
4. Knowledge of Hexadecimal
The game provides 10 slots of save games you can use. Each of the slot
is saved in a separate directory named "Game_" appended with the slot
number. In Example: You saved your game in the third slot, your save
game is inside "Game_3" directory. From here on, I won't touch the
save game directory anymore.
Below are some basic conversion from decimal to hexadecimal:
--------------------------------------
Decimal Hexadecimal
--------------------------------------
1 01
2 02
3 03
4 04
5 05
6 06
7 07
8 08
9 09
10 0A
11 0B
12 0C
13 0D
14 0E
15 0F
16 10
100 64
255 FF
65,535 FF FF
99,999,999 FF E0 F5 05
--------------------------------------
----------------------------------------------------------------------
2. Money
----------------------------------------------------------------------
Open the file "lilglob.dat" with your Hex Editor. Change the first 4
bytes value to your needs. The recommended value is FF E0 F5 05. This
will give you 99,999,999, more than enough to finish the game. You can
go up to 2 billions, but I'm afraid it may screw up your save game.
----------------------------------------------------------------------
3. Soldiers
----------------------------------------------------------------------
The soldiers data are saved in the file "soldier.dat". Browsing
through this file is somehow easy, since the soldier name is saved
there as well. The stats for each soldier are several bytes
underneath. The total number of soldiers you may have is variable.
Thus, it's impossible to list all the offset here. I will use the
first soldier as reference for the next soldiers.
This is the stats table for the first soldier:
------------------------------------------------------------
Stats Offset Size Max Value
------------------------------------------------------------
Time Unit 002A 1 Byte FF
Health 002B 1 Byte FF
Stamina 002C 1 Byte FF
Reaction 002D 1 Byte FF
Strength 002E 1 Byte 64
Firing Accuracy 002F 1 Byte FF
Throwing Accuracy 0030 1 Byte FF
Psi Strength 0032 1 Byte FF
Psi Skill 0033 1 Byte FF
Bravery 0034 1 Byte 01
------------------------------------------------------------
NOTE: If you give Strength above 64, the soldier won't be able to
throw anything.
Bravery uses the formula below to calculate:
110 - Bravery
Hex Value = -------------
10
I.e.: If your soldier has Bravery 70 points, the hex value is:
110 - 70
-------- = 04
10
To calculate the stat offset for the second soldier, just add 44 to
the offset of the first soldier. For the third soldier add (44 x 2)
to the offset of the first soldier(The calculation is done in
Hexadecimal, you might need a scientific calculator to do so).
Example:
The Strength offset for the second soldier will be:
002E + 44 = 0072
The Stamina offset for the 11th soldier will be:
002C + (44 x A) = 2D4
= 02D4
----------------------------------------------------------------------
4. Items
----------------------------------------------------------------------
Items data can be found inside the file "base.dat" in your save game
directory. The offset for each item is fixed, just key in the amount
of item you want. Just like the soldiers data, I'll use the first base
as reference for the next bases.
-----------------------------------------------
Item Name Offset Size
-----------------------------------------------
Engineer 005E 1 Byte
Scientist 005F 1 Byte
Stingray Launcher 0060 2 Bytes
Avalance Launcher 0062 2 Bytes
Cannon 0064 2 Bytes
Fusion Ball Launcher 0066 2 Bytes
Laser Cannon 0068 2 Bytes
Plasma Beam 006A 2 Bytes
Stingray Missile 006C 2 Bytes
Avalance Missile 006E 2 Bytes
Cannon Rounds 0070 2 Bytes
Fusion Balls 0072 2 Bytes
Tank/Cannon 0074 2 Bytes
Tank/Rocket Launcher 0076 2 Bytes
Tank/Laser Cannon 0078 2 Bytes
Hovertank/Plasma 007A 2 Bytes
Hovertank/Launcher 007C 2 Bytes
Pistol 007E 2 Bytes
Pistol Clip 0080 2 Bytes
Rifle 0082 2 Bytes
Rifle Clip 0084 2 Bytes
Heavy Cannon 0086 2 Bytes
HC-AP Ammo 0088 2 Bytes
HC-HE Ammo 008A 2 Bytes
HC-IN Ammo 008C 2 Bytes
Auto Cannon 008E 2 Bytes
AC-AP Ammo 0090 2 Bytes
AC-HE Ammo 0092 2 Bytes
AC-IN Ammo 0094 2 Bytes
Rocket Launcher 0096 2 Bytes
Small Rocket 0098 2 Bytes
Large Rocket 009A 2 Bytes
Incendiary Rocket 009C 2 Bytes
Laser Pistol 009E 2 Bytes
Laser Rifle 00A0 2 Bytes
Heavy Laser 00A2 2 Bytes
Grenade 00A4 2 Bytes
Smoke Grenade 00A6 2 Bytes
Proximity Grenade 00A8 2 Bytes
High Explosive 00AA 2 Bytes
Motion Scanner 00AC 2 Bytes
Medi-Kit 00AE 2 Bytes
Psi-Amp 00B0 2 Bytes
Stun Rod 00B2 2 Bytes
Electro Flare 00B4 2 Bytes
Heavy Plasma 00C2 2 Bytes
Heavy Plasma Clip 00C4 2 Bytes
Plasma Rifle 00C6 2 Bytes
Plasma Rifle Clip 00C8 2 Bytes
Plasma Pistol 00CA 2 Bytes
Plasma Pistol Clip 00CC 2 Bytes
Blaster Launcher 00CE 2 Bytes
Blaster Bomb 00D0 2 Bytes
Small Launcher 00D2 2 Bytes
Stun Bomb 00D4 2 Bytes
Alien Grenade 00D6 2 Bytes
Elerium-115 00D8 2 Bytes
Mind Probe 00DA 2 Bytes
Sectoid Corpse 00E2 2 Bytes
Snakeman Corpse 00E4 2 Bytes
Ethereal Corpse 00E6 2 Bytes
Muton Corpse 00E8 2 Bytes
Floater Corpse 00EA 2 Bytes
Celatid Corpse 00EC 2 Bytes
Silacoid Corpse 00EE 2 Bytes
Chryssalid Corpse 00F0 2 Bytes
Reaper Corpse 00F2 2 Bytes
Sectopod Corpse 00F4 2 Bytes
Cyberdisc Corpse 00F6 2 Bytes
UFO Power Source 0100 2 Bytes
UFO Navigation 0102 2 Bytes
UFO Construction 0104 2 Bytes
Alien Food 0106 2 Bytes
Alien Reproduction 0108 2 Bytes
Alien Entertainment 010A 2 Bytes
Alien Surgery 010C 2 Bytes
Examination Room 010E 2 Bytes
Alien Alloys 0110 2 Bytes
Alien Habitat 0112 2 Bytes
Personal Armour 0114 2 Bytes
Power Suit 0116 2 Bytes
Flying Suit 0118 2 Bytes
HWP Cannon Shell 011A 2 Bytes
HWP Rockets 011C 2 Bytes
HWP Fusion Bomb 011E 2 Bytes
-----------------------------------------------
The table above is only for first base. To get the next base offsets
just add 124 to the previous base offsets. The calculation is still
in hexadecimal.
Example:
To calculate the Engineer offset for base number 2:
005E + 124 = 182
= 0182
To calculate Flying Suit offset for base number 4:
0118 + (124 x 3) = 484
= 0484
Another easy trick is to change the item amount is the first base and
just transfer them to other base. But this method will consume some
time to complete. But it is easier than actually changing the item
amount in the particular base.
----------------------------------------------------------------------
5. Weapons
----------------------------------------------------------------------
WARNING: This section completely tamper with the game setting. This
section is not recommended for a novice. The changes will
affect the whole game, not only a particular save game. Any
mistake might screw up the whole game, forcing you to re-
install the game.
The weapons data can be found in directory "\Geodata", with file named
"Obdata.dat".
I separate them into 2 parts: human & alien technology. Be very
careful when tampering with alien technology. The alien will use them
against you.
Maximum byte values:
Accuracy(in percentage) 64
Time Unit Consumption Rate(in percentage) 01
Power FF
Rounds FF
Human Technology:
1. Pistol
Accuracy:
Snap Shot 0021 1 Byte
Aimed Shot 0022 1 Byte
Time Unit Consumption Rate:
Snap Shot 0024 1 Byte
Aimed Shot 0025 1 Byte
2. Pistol Clip
Power 004C 1 Byte
Rounds 005C 1 Byte
3. Rifle
Accuracy:
Auto Shot 008C 1 Byte
Snap Shot 008D 1 Byte
Aimed Shot 008E 1 Byte
Time Unit Consumption Rate:
Auto Shot 008F 1 Byte
Snap Shot 0090 1 Byte
Aimed Shot 0091 1 Byte
4. Rifle Clip
Power 00B8 1 Byte
Rounds 00C8 1 Byte
5. Heavy Cannon
Accuracy:
Snap Shot 00F9 1 Byte
Aimed Shot 00FA 1 Byte
Time Unit Consumption Rate:
Snap Shot 00FC 1 Byte
Aimed Shot 00FD 1 Byte
6. Heavy Cannon AP Ammo
Power 0124 1 Byte
Rounds 0134 1 Byte
7. Heavy Cannon HE Ammo
Power 015A 1 Byte
Rounds 016A 1 Byte
8. Heavy Cannon IN Ammo
Power 0190 1 Byte
Rounds 01A0 1 Byte
9. Auto Cannon
Accuracy:
Auto Shot 01D0 1 Byte
Snap Shot 01D1 1 Byte
Aimed Shot 01D2 1 Byte
Time Unit Consumption Rate:
Auto Shot 01D3 1 Byte
Snap Shot 01D4 1 Byte
Aimed Shot 01D5 1 Byte
10. Auto Cannon AP Ammo
Power 01FC 1 Byte
Rounds 020C 1 Byte
11. Auto Cannon HE Ammo
Power 0232 1 Byte
Rounds 0242 1 Byte
12. Auto Cannon IN Ammo
Power 0268 1 Byte
Rounds 0278 1 Byte
13. Rocket Launcher
Accuracy:
Snap Shot 02A9 1 Byte
Aimed Shot 02AA 1 Byte
Time Unit Consumption Rate:
Snap Shot 02AC 1 Byte
Aimed Shot 02AD 1 Byte
14. Small Rocket
Power 02D4 1 Byte
Rounds 02E4 1 Byte
15. Large Rocket
Power 030A 1 Byte
Rounds 031A 1 Byte
16. Incendiary Rocket
Power 0340 1 Byte
Rounds 0340 1 Byte
17. Laser Pistol
Power 0376 1 Byte
Accuracy:
Auto Shot 0380 1 Byte
Snap Shot 0381 1 Byte
Aimed Shot 0382 1 Byte
Time Unit Consumption Rate:
Auto Shot 0383 1 Byte
Snap Shot 0384 1 Byte
Aimed Shot 0385 1 Byte
18. Laser Rifle
Power 03AC 1 Byte
Accuracy:
Auto Shot 03B6 1 Byte
Snap Shot 03B7 1 Byte
Aimed Shot 03B8 1 Byte
Time Unit Consumption Rate:
Auto Shot 03B9 1 Byte
Snap Shot 03BA 1 Byte
Aimed Shot 03BB 1 Byte
19. Heavy Laser
Power 03E2 1 Byte
Accuracy:
Snap Shot 03ED 1 Byte
Aimed Shot 03EE 1 Byte
Time Unit Consumption Rate:
Snap Shot 03F0 1 Byte
Aimed Shot 03F1 1 Byte
20. Grenade
Power 0418 1 Byte
21. Smoke Grenade
Power 044E 1 Byte
22. Proximity Grenade
Power 0484 1 Byte
23. High Explosive
Power 04BA 1 Byte
24. Stun Rod
Time Unit Consumption Rate:
Stun 05A5 1 Byte
Alien Technology:
1. Plasma Pistol
Accuracy:
Auto Shot 0824 1 Byte
Snap Shot 0825 1 Byte
Aimed Shot 0826 1 Byte
Time Unit Consumption Rate:
Auto Shot 0827 1 Byte
Snap Shot 0828 1 Byte
Aimed Shot 0829 1 Byte
2. Plasma Pistol Clip
Power 0850 1 Byte
Rounds 0860 1 Byte
3. Plasma Rifle
Accuracy:
Auto Shot 07B8 1 Byte
Snap Shot 07B9 1 Byte
Aimed Shot 07BA 1 Byte
Time Unit Consumption Rate:
Auto Shot 07BB 1 Byte
Snap Shot 07BC 1 Byte
Aimed Shot 07BD 1 Byte
4. Plasma Rifle Clip
Power 07E4 1 Byte
Rounds 07F4 1 Byte
5. Heavy Plasma
Accuracy:
Auto Shot 074C 1 Byte
Snap Shot 074D 1 Byte
Aimed Shot 074E 1 Byte
Time Unit Consumption Rate:
Auto Shot 074F 1 Byte
Snap Shot 0750 1 Byte
Aimed Shot 0751 1 Byte
6. Heavy Plasma Clip
Power 0778 1 Byte
Rounds 0788 1 Byte
7. Blaster Launcher
Accuracy:
Aimed Shot 0892 1 Byte
Time Unit Consumption Rate:
Aimed Shot 0895 1 Byte
8. Blaster Bomb
Power 08BC 1 Byte
Rounds 08CC 1 Byte
9. Small Launcher
Accuracy:
Snap Shot 08FD 1 Byte
Aimed Shot 08FE 1 Byte
Time Unit Consumption Rate:
Snap Shot 0900 1 Byte
Aimed Shot 0901 1 Byte
10. Stun Bomb
Power 0928 1 Byte
Rounds 0938 1 Byte
11. Alien Grenade
Power 095E 1 Byte
12. Mind Probe
Time Unit Consumption Rate:
Use 09DD 1 Byte
I have found some anomalies when altering weapon data. If you'd
changed the soldier firing accuracy to 255 and the weapon accuracy to
255 as well, it'll result a negative accuracy. So, if you change the
soldier firing accuracy to 255, don't set the weapon accuracy for more
than 64 (100% Accuracy). There is more, if you set the time unit
consumption rate to 0%, you won't be able to use the weapon in that
particular mode. Example: You set the Snap Shot rate of Plasma Pistol
to 0%, in the game you won't be able to use Plasma Pistol for Snap
Shot.
Everytime you make changes in file "obdata.dat", you need to restart
the game for the setting to take effect.
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6. Credit
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Special thanks to:
-MicroProse, for making such a great tactical game series.
-Benjamin Peterson, for writing Advance HeX Editor.
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7. Copyright Statement
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This document is copyright of whatever, 2001. X-COM Colector Series is a
trademark of MicroProse Entertainment
1999. Advance HeX Editor is copyright of Benjamin Peterson, 1998.