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1995-11-21
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UFO/XCOM saved game editors
BASE.EXE documentation
Program requirements:
* 286 computer running DOS 3.0 or later (talk about crazy ...
UFO needs a 386, so this should be redundant... :) )
* Memory - not sure how much, so call it 640K :) ;)
This program is FREEWARE. NO warranties are made as to its
suitability to any particular task, or to any limitations thereof. You
may freely copy, distribute, etc. this program. You may NOT decompile,
reverse engineer, etc. the code of this program. Should you have any
suggestions, send them to me and I'll try to incorporate them into the
next version. The source code is not likely to be released, but I
might be persuaded... :)
Having got that out of the way...
This program is intended to be used as an editor of the BASE.DAT
portion of the UFO saved game. It should be fairly straightforward to
use. If you need any help, F1 will bring up a (rather terse) help
screen. Upon loading the program, you will be prompted to enter the
saved game you wish to edit. If there is no saved game in that
directory, you will be told as much. You should run this program
whilst in the UFO directory, but the BASE.EXE file does not have to be
in that directory - anywhere in the DOS path is fine. When typing in
your choice, remember that typing "1" to "9" corresponds to that same
saved game; typing "0" corresponds to saved game "10".
The arrow keys will select the type of construction you wish to
place (up/down) and which base you want to put it in (left/right).
Press Enter to start positioning the structure. At this stage, there
is *no* checking that you are placing the structure in a legal
position, or even that you can place it there - it will be put there,
and woe betide all construction underneath the new location... :) In
all cases, except the HyperWave decoder, the facility will be placed
fully built. The decoder, for some reason, will not work properly
unless its construction is carried out "normally" (ie, at least one
day.) Thus, it will need one day until it is fully constructed.
The base display is text-based. Except for hangers, the name of the
facility in a square is printed inside that square. Hangers are also
printed in this manner, except that there are four squares printed:
"Hanger (UL)", "Hanger (UR)", "Hanger (LL)", "Hanger(LR)". These mean
the "Upper Left", "Upper Right", "Lower Left", and "Lower Right"
squares, respectively. If you don't understand this, don't worry -
it'll be clearer inside the program.
If you want all your bases to be identical, you can easily copy one
base to all the others. To perform this function, press "C" from the
facilities editing screen.
There is also mouse capability built into the program. If your mouse
driver is installed, it will be sensed, and the mouse support
activated automatically. To position an object, click on the building
to be built, followed by the location on which to build. If you need
to construct multiple buildings of the same type, there is no need to
reselect the type of building - just click where you want it to go.
When positioning hangers, click on the location where the *top left*
corner is to be placed. Note, however, that you cannot enter a new
name using the mouse alone. (I didn't feel like printing the whole
alphabet on screen... :) )
In the stores editor, mouse support is limited to selecting the type
of stores to change. Again, you must type the new value on the
keyboard.
Editing the base stores
~~~~~~~~~~~~~~~~~~~~~~~
This version now implements stores editing. Press "S" from the main
editing screen, and you will be able to change the stores' contents to
your heart's content. For all fields, except scientists and engineers,
the maximum value is 65535; scientists and engineers can reach 255.
A word of warning: As of January 1 1995, AARNet (Australian Academic
Research Network) will be changing (read: increasing) its charges.
Instead of charging a FLAT CONNECTION RATE, there will be a PER
MEGABYTE CHARGE. "So what?" you might ask. Well, AARNet is the route
Monash University uses to link to the InterNet. It is still unclear as
to how this will affect the students' access to the InterNet, but FTP
access is almost certainly "out"; mail *might* be cut; etc. As a
result, you can *try* the InterNet addresses during '95, but you might
get a bounced message. My course will *definitely* finish by the end
of 1999, and, possibly (if I choose not to do honours) in 1998.
Therefore, even if the mail addresses hold through 1995, they will
*not* work during 2000 or the 21st century. (Yes, I do hold to the
idea that 2001 is the first year of the 21st century...:). To
summarise this paragraph:
The mail addresses might not work after this (1994) year. If they
do, they might not during 1999. They definitely will not during and
after 2000.
Despite the above comments, I would love to hear from you if you
have any comments, criticisms, suggestions, etc. My InterNet email
addresses, together with their pros and cons, are:
sjlam1@mfs01.cc.monash.edu.au (less space for incoming mail; read
more often)
lamble@yoyo.cc.monash.edu.au (more likely to get through to me; I
only usually use this account for
FTP'ing, though. In other words,
expect a response from the mfs
account.)
Revision History
~~~~~~~~~~~~~~~~
Version 1.0
~~~~~~~~~~~
Initial release.
Version 1.01
~~~~~~~~~~~~
Not generally released to those who had version 1.0 (2.0 was well
under way...). Fixed a bug in saving - BASE.DAT would be left "as is",
and the new file was named BASE.NEW, owing to a mistake in coding the
renaming routines. :(
Version 2.0
~~~~~~~~~~~
Not released - 2.01 was written within twelve hours.
Introduced stores editing
Introduced "duplicating" ability - the ability to copy an entire
base structure, excluding stores and the name, to all other bases that
have so far been constructed.
Other problems from version 1.01 remain unfixed...
Version 2.01
~~~~~~~~~~~~
Modified the program so that only existing bases can be selected.
Modified copying procedure to copy the stores as well.
Can now specify the saved game to edit on the command line.
Fixed the wrap-around problem with inserting a facility into a base
- if the cursor was on the right-hand side of the screen and the right
arror was pressed, or the cursor was on the bottom of the screen and
the down arrow was pressed, the cursor would not be placed properly.
Version 2.02
~~~~~~~~~~~~
Fixed a bug in the stores - the number of given items in the stores
would not appear in the correct location. Eg: where "Blaster launcher"
is displayed, the number beside it would actually be for "Blaster
bombs".
Version 2.10
~~~~~~~~~~~~
Added mouse support.
Finally found (and fixed... :) ) the bug in copying bases. <sigh>
Why can't computers do what I mean, not what I say? :) :) :)
In fixing the bug (version 2.02), I managed to introduce
another...entering a new value for, say, "small launchers" would
actually change the value for "stun bombs." <sigh> When will I learn
to test before I release? :) :) :)
Version 2.11
~~~~~~~~~~~~
One bug fix - in implementing mouse support, I also sought to reduce
the screen flicker which occurred when placing an object in a base. In
doing so, though, I forgot to fix the calls to edit the store, and get
help - if you selected these with the keyboard, the screen would not
look very pretty upon return. :) The mouse selection worked OK,
though. This has been fixed. (I repeat my earlier statement about
testing... :) )
Known version 2.11 problems
~~~~~~~~~~~~~~~~~~~~~~~~~~~
No checking that the new facility is connected (directly or
indirectly) to the access lift.
(related to #1) No checking that removing a facility does not remove
the connection to the access lift for some other facility.
Stores: How the (live) alien fields work is unknown. I suspect,
however, that they are not used within the game, and live alien
information is stored inside another file. All fields printed in grey,
rather than white, are not entirely clear. I'm trying to figure it
out...