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X-COM: Terror from the Deep Hacking Guide - By: whatever |
Are you unable to save the umanity from
the alien in this cool Microprose game? Here there are some little
tricks to modify the saved game and help you in your intent.
Change into the saved game directory (there is one directory for each
saved game), open the following files with an HEX editor and modify them
as you like.
BASE.DAT
OFFSET OBJECT OFFSET OBJECT
0010h Ajax Launcher 0074h Cannon Power Clip 0012h D.U.P. Launcher 0076h
Sonic-Blasta Rifle 0014h Craft Gas Cannon 0078h Blasta Power Clip 0016h
P.W.T. Cannon 007Ah Sonic Pistol 0018h Gauss Cannon 007Ch Pistol Power
Clip 001Ah Sonic Oscillator 007Eh Disruptor Launcher 001Ch Ajax
Torpedoes 0080h Disruptor Ammo 001Eh D.U.P. Torpedoes 0082h Thermal
Shock Laun. 0020h Gas Rounds (x50h) 0084h Thermal Shock Bomb 0022h P.W.T.
Ammo 0086h Sonic Pulser
0024h Coel./Gas Cannon 0088h Zrbite
0026h Coel./Aqua Jet 008Ah M.C. Reader 0028h Coel./Gauss 008Ch Gauss
Pistol Clip 002Ah Displacer/Sonic 008Eh Gauss Rifle Clip 002Ch
Displacer/P.W.T. 0090h Heavy Gauss Clip 002Eh Dart Gun 0092h Aquatoid
Corpse
0030h Dart Clip 0094h Gill Man Corpse
0032h Jet Harpoon 0096h Lobster Man Corpse 0034h Harpoon Clip 0098h
Tasoth Corpse 0036h Gas Cannon 009Ah Calcinite Coprse 0038h GC-AP Bolts
009Ch Deep One Corpse 003Ah GC-HE Bolts 009Eh Bio-Drone Corpse 003Ch
GC-Ph Bolts 00A0h Tentaculat Corpse 003Eh Hydrojet Cannon 00A2h Triscene
Corpse 0040h HJ-AP Ammo 00A4h Hallucinoid Corpse 0042h HJ-HE Ammo 00A6h
Xorquid Corpse
0044h HJ-Ph Ammo 00B0h Ion-Beam Accel. 0046h Torpedo Launcher 00B2h
Magnetic Navigation 0048h Small Torpedo 00B4h Alien Sub Constr. 004Ah
Large Torpedo 00B6h Alien Cryogenics 004Ch Phos. Torpedo 00B8h Alien
Cloning 004Eh Gauss Pistol 00BAh Alien Learn. Arrays 0050h Gauss Rifle
00BCh Alien Implanter 0052h Heavy Gauss 00BEh Alien Exam. Room 0054h
Magna Blast Grenade 00C0h Aqua Plastics 0056h Dye Grenade 00C2h
Re-Animation Zone 0058h Particle Disturb Gren. 00C4h Plastic-Aqua Armour
005Ah Magna-Blast Expl. 00C6h Ion Armour 005Ch Particle Dist. Sensor
00C8h Mag. Ion Armour 005Eh Medi-Kit 00CAh Solid Harpoon Bolts 0060h M.C.
Disruptor 00CCh Aqua Jet Missiles 0062h Thermal Tazer 00CEh P.W.
Torpedoes 0064h Chemical Flare 00D0h Gauss Cannon Ammo 0066h Vibro Blade
0222h Tecnics
0068h Thermic Lance 0223h Scientists
006Ah Heavy Thermic Lance
0072h Sonic Cannon
The value entered in this locations is the numbers of that kind of
objects. You can also enter values over 255 simply using the next byte.
For example, to have 500 Torpedo Launchers, change bytes at offsets
0046h and 0047h to F4 01. Remember that if you enter a quantity too
great for the availability of the base, the game will crash. The values
are referred to the first base. For the others, add 128h to the offsets.
ASTORE.DAT
1st BYTE Alien type 2nd BYTE Alien class
01h Aquatoid 01h Commander
02h Gill Man 02h Navigator
03h Lobster Man 03h Medic
04h Tasoth 04h Technician
05h Calcinite 05h Squad Leader
06h Deep One 06h Soldier
07h Bio-Drone 07h Terrorist
08h Tentaculat
09h Triscene
0Ah Hallucinoid
0Bh Xorquid
These values define the alive aliens that we have in the base. The two
values (one for the type and one for the class) must be entered in the
first two bytes of the file. After the project has started or the aliens
have been transferred to another base, the first byte will be 0. You can
re-enter a new value to have other aliens.
CRAFT.DAT
VALUE Submarine
00h Triton 01h Hammerhead
02h Leviathan
03h Barracuda
04h Manta
These values must be entered in the first byte of the file. They define
the kind of submarine we have in the first base. To change the others
submarine, add 06Eh to the offset.
IGLOBE.DAT
Enter the values FF FF 7F in the first locations of the files to have
very, very much money. |
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