X-COM: Terror from the Deep
                     Hacking Guide version 1.0
                            By: whatever
                    [email protected]

----------------------------------------------------------------------
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.