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    Save Game Hacking Guide by Agus Kurniawan

    Version: 1.0 | Updated: 07/17/01 | Printable Version | Search Guide | Bookmark Guide

                         X-COM: Terror from the Deep
                          Hacking Guide version 1.0
                                 By: whatever
                         aizen_myouou@zdnetonebox.com
    
    ----------------------------------------------------------------------
    Table of Content
      1. Introduction
      2. Money
      3. Soldiers
      4. Items and Facilities
      5. Weapons
      6. Credits
      7. Copyright Statement
    
    
    ----------------------------------------------------------------------
    1. Introduction
    ----------------------------------------------------------------------
    This guide is written to help you hack into X-COM: Terror from the
    Deep. Basically, this is CHEATING, so don't read further unless you 
    want to spoil the fun.
    
    If you really want to, you'll need the 4 things below to proceed:
        1. X-COM: Terror from the Deep game
        2. The save game you want to tamper
        3. Hex Editor
        4. Knowledge of Hexadecimal
        (Optional) Scientific Calculator
    
    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. 
    
    Below are some basic conversions 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
    --------------------------------------
    
    NOTE: Don't forget to back up the file you want to edit.
    
    
    ----------------------------------------------------------------------
    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 not responsible if you ruin 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 located above the name.
    The total number of soldiers you may have is variable but there is a
    limit. 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              001A         1 Byte         FF
    Health                 001B         1 Byte         FF
    Stamina                001C         1 Byte         FF
    Throwing Accuracy      001D         1 Byte         FF
    Firing Accuracy        0021         1 Byte         FF
    Strength               0022         1 Byte         64
    Bravery                0040         1 Byte         01
    MC Skill               0041         1 Byte         FF
    MC Strength            0043         1 Byte         FF
    Reaction               0045         1 Byte         FF
    ------------------------------------------------------------
    
    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 46 to 
    the offset of the first soldier. For the third soldier add (46 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 + 46 = 0074
       The Stamina offset for the 11th soldier will be:
            002C + (46 x A) = 2E8
                            = 02E8
    
    
    ----------------------------------------------------------------------
    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
    -----------------------------------------------------
    Ajax Launcher                    0010         2 Bytes
    D.U.P. Head Launcher             0012         2 Bytes
    Craft Gas Cannon                 0014         2 Bytes
    P.W.T. Cannon                    0016         2 Bytes
    Gauss Cannon                     0018         2 Bytes
    Sonic Oscillator                 001A         2 Bytes
    Ajax Torpedoes                   001C         2 Bytes
    D.U.P. Head Torpedoes            001E         2 Bytes
    Gas Rounds(x50)                  0020         2 Bytes
    P.W.T. Ammo                      0022         2 Bytes
    Coelacanth/ G. Cannon            0024         2 Bytes
    Coelacanth/ Aquajet              0026         2 Bytes
    Coelacanth/ Gauss                0028         2 Bytes
    Displacer/ Sonic                 002A         2 Bytes
    Displacer/ P.W.T.                002C         2 Bytes
    Dart Gun                         002E         2 Bytes
    Dart Clip                        0030         2 Bytes
    Jet Harpoon                      0032         2 Bytes
    Harpoon Clip                     0034         2 Bytes
    Gas Cannon                       0036         2 Bytes
    GC-AP Bolts                      0038         2 Bytes
    GC-HE Bolts                      003A         2 Bytes
    GC-Phosphorous Bolts             003C         2 Bytes
    Hidro-Jet Cannon                 003E         2 Bytes
    HJ-AP Ammo                       0040         2 Bytes
    HJ-HE Ammo                       0042         2 Bytes
    HJ-P Ammo                        0044         2 Bytes
    Torpedo Launcher                 0046         2 Bytes
    Small Torpedo                    0048         2 Bytes
    Large Torpedo                    004A         2 Bytes
    Phosphorous Torpedo              004C         2 Bytes
    Gauss Pistol                     004E         2 Bytes
    Gauss Rifle                      0050         2 Bytes
    Heavy Gauss                      0052         2 Bytes
    Magna Blast Grenade              0054         2 Bytes
    Dye Grenade                      0056         2 Bytes
    Particle Disturbance Grenade     0058         2 Bytes
    Magna-Pack Explosive             005A         2 Bytes
    Particle Disturbance Sensor      005C         2 Bytes
    Medi-Kit                         005E         2 Bytes
    MC Disruptor                     0060         2 Bytes
    Thermal Tazer                    0062         2 Bytes
    Chemical-Flare                   0064         2 Bytes
    Vibro Blade                      0066         2 Bytes
    Thermic Lance                    0068         2 Bytes
    Heavy Thermic Lance              006A         2 Bytes
    Sonic Cannon                     0072         2 Bytes
    Cannon Power Clip                0074         2 Bytes
    Sonic Blasta Rifle               0076         2 Bytes
    Blasta Power Clip                0078         2 Bytes
    Sonic Pistol                     007A         2 Bytes
    Pistol Power Clip                007C         2 Bytes
    Disruptor Pulse Cannon           007E         2 Bytes
    Disruptor Ammo                   0080         2 Bytes
    Thermal Shok Launcher            0082         2 Bytes
    Thermal Shok Bomb                0084         2 Bytes
    Sonic Pulser                     0086         2 Bytes
    Zrbite                           0088         2 Bytes
    MC Reader                        008A         2 Bytes
    Gauss Pistol Clip                008C         2 Bytes
    Gauss Rifle Clip                 008E         2 Bytes
    Heavy Gauss Clip                 0090         2 Bytes
    Aquatoid Corpse                  0092         2 Bytes
    Gillman Corpse                   0094         2 Bytes
    Lobsterman Corpse                0096         2 Bytes
    Tasoth Corpse                    0098         2 Bytes
    Calcinite Corpse                 009A         2 Bytes
    Deep One Corpse                  009C         2 Bytes
    Bio-Drone Corpse                 009E         2 Bytes
    Tentaculat Corpse                00A0         2 Bytes
    Triscene Corpse                  00A2         2 Bytes
    Hallucinoid Corpse               00A4         2 Bytes
    Xarquid Corpse                   00A6         2 Bytes
    Ion-Beam Accelerators            00B0         2 Bytes
    Magnetic Navigation              00B2         2 Bytes
    Alien Sub Construction           00B4         2 Bytes
    Alien Cryogenics                 00B6         2 Bytes
    Alien Cloning                    00B8         2 Bytes
    Alien Learning Arrays            00BA         2 Bytes
    Alien Implanter                  00BC         2 Bytes
    Examination Room                 00BE         2 Bytes
    Aqua Plastics                    00C0         2 Bytes
    Alien Re-animation Zone          00C2         2 Bytes
    Plastic Aqua-Armour              00C4         2 Bytes
    Ion Armour                       00C6         2 Bytes
    Mag. Ion Armour                  00C8         2 Bytes
    Technician                       0122         1 Byte
    Scientist                        0123         1 Byte
    -----------------------------------------------------
    
    The table above is only for first base. To get the next base offsets
    just add 128 to the previous base offsets. The calculation is still
    in hexadecimal.
    
    Example:
       To calculate the Engineer offset for base number 2:
               005E + 128 = 186
                          = 0186
       To calculate Ion Armour offset for base number 4:
               00C6 + (128 x 3) = 43E
                                = 043E
    
    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.
    
    Below is the hex code for all base facilities.
    ------------------------------
    Hex      Facility Name
    ------------------------------
    00       Air Lock
    01       Living Quarters
    02       Laboratory
    03       Workshop
    04       Standard Sonar
    05       Wide Array Sonar
    06       Torpedo Defense
    07       General Stores
    08       Alien Containment
    09       Gauss Defense
    0A       Sonic Defense
    0B       PWT Defense
    0C       Bombardment Shield
    0D       MC Generator
    0F       Transmission Resolver
    10       Subpen(Top Left)
    11       Subpen(Top Right)
    12       Subpen(Bottom Left)
    13       Subpen(Bottom Right)
    ------------------------------
    
    All facilities use 1 block of space except Subpen, which takes 4. This
    is how the Subpen placement looks like:
    
    /---------\
    | 10 | 11 |
    |    |    |
    |---------|
    | 12 | 13 |
    |    |    |
    \---------/
    
    The base layout will look like this:
    
    /-----------------------------------------\
    | 00DA | 00DB | 00DC | 00DD | 00DE | 00DF |
    |      |      |      |      |      |      |
    |-----------------------------------------|
    | 00E0 | 00E1 | 00E2 | 00E3 | 00E4 | 00E5 |
    |      |      |      |      |      |      |
    |-----------------------------------------|
    | 00E6 | 00E7 | 00E8 | 00E9 | 00EA | 00EB |
    |      |      |      |      |      |      |
    |-----------------------------------------| 
    | 00EC | 00ED | 00EE | 00EF | 00F0 | 00F1 |
    |      |      |      |      |      |      |
    |-----------------------------------------|
    | 00F2 | 00F3 | 00F4 | 00F5 | 00F6 | 00F7 |
    |      |      |      |      |      |      |
    |-----------------------------------------|
    | 00F8 | 00F9 | 00FA | 00FB | 00FC | 00FD |
    |      |      |      |      |      |      |
    \-----------------------------------------/
    
    The default value is FF (nothing is built on the block), change it to
    whatever value you desire.
    
    The next layout determines how many days left to finish the facility.
    Each byte corresponds to a block. If nothing is built on, the value is
    FF. To finish the facility change the value to 00.
    
    /-----------------------------------------\
    | 00FE | 00FF | 0100 | 0101 | 0102 | 0103 |
    |      |      |      |      |      |      |
    |-----------------------------------------|
    | 0104 | 0105 | 0106 | 0107 | 0108 | 0109 |
    |      |      |      |      |      |      |
    |-----------------------------------------|
    | 010A | 010B | 010C | 010D | 010E | 010F |
    |      |      |      |      |      |      |
    |-----------------------------------------|
    | 0110 | 0111 | 0112 | 0113 | 0114 | 0115 |
    |      |      |      |      |      |      |
    |-----------------------------------------|
    | 0116 | 0117 | 0118 | 0119 | 011A | 011B |
    |      |      |      |      |      |      |
    |-----------------------------------------|
    | 011C | 011D | 011E | 011F | 0120 | 0121 |
    |      |      |      |      |      |      |
    \-----------------------------------------/
    
    NOTE: To get the offset of the next base layout, just use the same
          calculation in item section, above.
    
    
    ----------------------------------------------------------------------
    5. Weapons
    ----------------------------------------------------------------------
    WARNING: This section completely tamper with the game setting. This
             section is not recommended at all. The changes will affect 
             the whole game, not only a particular save game. Any mistake
             might screw up the whole game, leaving you no choice but 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 editing alien technology. 
    
    Recommended byte values:
      Accuracy(in percentage)                         64
      Time Unit Consumption Rate(in percentage)       01
      Power                                           FF
      Rounds                                          FF
    
    Human Technology:
    
    1. Dart Gun
       Accuracy:
           Auto Shot      0020        1 Byte
           Snap Shot      0021        1 Byte
           Aimed Shot     0022        1 Byte
       Time Unit Consumption Rate:
           Auto Shot      0023        1 Byte
           Snap Shot      0024        1 Byte
           Aimed Shot     0025        1 Byte
    
    2. Dart Clip
           Power          004C        1 Byte
           Rounds         005C        1 Byte
    
    3. Jet Harpoon
       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. Harpoon Clip
           Power          00B8        1 Byte
           Rounds         00C8        1 Byte
    
    5. Gas Cannon
       Accuracy:
           Auto Shot      00F8        1 Byte
           Snap Shot      00F9        1 Byte
           Aimed Shot     00FA        1 Byte
       Time Unit Consumption Rate:
           Auto Shot      00FB        1 Byte
           Snap Shot      00FC        1 Byte
           Aimed Shot     00FD        1 Byte
    
    6. GC-AP Bolts
           Power          0124        1 Byte
           Rounds         0134        1 Byte
    
    7. GC-HE Bolts
           Power          015A        1 Byte
           Rounds         016A        1 Byte
    
    8. GC-Phosphorous Ammo
           Power          0190        1 Byte
           Rounds         01A0        1 Byte
    
    9. Hydro-Jet 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. HJ-AP Ammo
           Power          01FC        1 Byte
           Rounds         020C        1 Byte
    
    11. HJ-HE Ammo
           Power          0232        1 Byte
           Rounds         0242        1 Byte 
    
    12. HJ-P Ammo
           Power          0268        1 Byte
           Rounds         0278        1 Byte
    
    13. Torpedo Launcher
        Accuracy:
           Auto Shot      02A8        1 Byte
           Snap Shot      02A9        1 Byte
           Aimed Shot     02AA        1 Byte
        Time Unit Consumption Rate:
           Auto Shot      02AB        1 Byte
           Snap Shot      02AC        1 Byte
           Aimed Shot     02AD        1 Byte
    
    14. Small Torpedo
           Power          02D4        1 Byte
           Rounds         02E4        1 Byte
    
    15. Large Torpedo
           Power          030A        1 Byte
           Rounds         031A        1 Byte
    
    16. Phosphorous Torpedo
           Power          0340        1 Byte
           Rounds         0350        1 Byte
    
    17. Gauss Pistol
        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. Gauss Pistol Clip
           Power          0A00        1 Byte
           Rounds         0A10        1 Byte
    
    19. Gauss Rifle
        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
    
    20. Gauss Rifle Clip
           Power          0A36        1 Byte
           Rounds         0A46        1 Byte
    
    21. Heavy Gauss
        Accuracy:
           Auto Shot      03EC        1 Byte
           Snap Shot      03ED        1 Byte
           Aimed Shot     03EE        1 Byte
        Time Unit Consumption Rate:
           Auto Shot      03EF        1 Byte
           Snap Shot      03F0        1 Byte
           Aimed Shot     03F1        1 Byte
    
    22. Heavy Gauss Clip
           Power          0A6C        1 Byte
           Rounds         0A7C        1 Byte
    
    23. Magna Blast Grenade
           Power          0418        1 Byte
    
    24. Dye Grenade
           Power          044E        1 Byte
    
    25. Particle Disturbance Grenade
           Power          0484        1 Byte
    
    26. Magna-Pack Explosive
           Power          04BA        1 Byte
    
    27. Thermal Tazer
           Power          05A2        1 Byte
        Time Unit Consumption Rate:
           Stun           05A5        1 Byte
    
    28. Medi-Kit
        Time Unit Consumption:
           Use            0536        1 Byte
    
    Alien Technology:
    
    1. Sonic 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. Pistol Power Clip
           Power          0850        1 Byte
           Rounds         0860        1 Byte
    
    3. Sonic Blasta 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. Blasta Power Clip
           Power          07E4        1 Byte
           Rounds         07F4        1 Byte
    
    5. Sonic Cannon
       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. Cannon Power Clip
           Power          0778        1 Byte
           Rounds         0788        1 Byte
    
    7. Disrupter Pulse Cannon
       Accuracy:
           Auto Shot      0890        1 Byte
           Snap Shot      0891        1 Byte
           Aimed Shot     0892        1 Byte
       Time Unit Consumption Rate:
           Auto Shot      0893        1 Byte
           Snap Shot      0894        1 Byte
           Aimed Shot     0895        1 Byte
    
    8. Disrupter Ammo
           Power          08BC        1 Byte
           Rounds         08CC        1 Byte
    
    9. Thermal Shok Launcher
       Accuracy:
           Auto Shot      08FC        1 Byte
           Snap Shot      08FD        1 Byte
           Aimed Shot     08FE        1 Byte
       Time Unit Consumption Rate:
           Auto Shot      08FF        1 Byte
           Snap Shot      0900        1 Byte
           Aimed Shot     0901        1 Byte
    
    10. Thermal Shok Bomb
           Power          0928        1 Byte
           Rounds         0938        1 Byte
    
    11. Sonic Pulser
           Power          095E        1 Byte
    
    12. MC Reader
        Time Unit Consumption Rate:
           Use            09DD        1 Byte
    
    13. Vibro Blade
           Power          060E        1 Byte
    
    14. Thermic Lance
           Power          0644        1 Byte
    
    15. Heavy Thermic Lance
           Power          067A        1 Byte
    
    I have found some anomalies when altering weapon data. If you had 
    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).
    
    Shooting mode for weapon can be added or removed. To add a shooting
    mode, just change the Accuracy and Time Unit Consumption value at the
    corresponding offset. To remove a shooting mode, just change both 
    values to 00.
    
    
    ----------------------------------------------------------------------
    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 Agus Kurniawan, 2001. This document is 
    intended to be posted only on GameFAQs and may not be posted on other 
    site. X-COM Colector Series is a trademark of MicroProse Entertainment
    1999. Advance HeX Editor is copyright of Benjamin Peterson, 1998.