Code: Select all
Ship data structure (129 bytes per ship)
offset (Hex)
------------
0-F Ship name text (null terminated string)
10 Ship Size Class (does not effect appearance of ship)
0 = Frigate
1 = Destroyer
2 = Cruiser
3 = Battleship
4 = Titan
5 = Doom Star
11 Ship Type
0 = Combat Ship (includes monsters)
1 = Colony Ship
2 = Transport Ship
3 = Guardian
4 = Outpost Ship
12 Shield Type
0 = none
1 = Class I
2 = Class III
3 = Class V
4 = Class VII
5 = Class X
13 Drive type
1 = Nuclear Drive
2 = Fusion Drive
3 = Ion Drive
4 = Anit-Matter Drive
5 = Hyper Drive
6 = Interphased Drive
14 ?? Unknown ??
15 Computer Type
0 = No Computer
1 = Electronic Computer
2 = Optronic Computer
3 = Positronic Computer
4 = Cybertronic Computer
5 = Moleculartronic Computer
16 Armor type
1 = Titanium Armor
2 = Tritanium Armor
3 = Zortrium Armor
4 = Neutronium Armor
5 = Adamantium Armor
6 = Xentronium Armor
17-1b Specials (each bit is a special)
1st byte
bit 0 = No Special (must be set if no others are set)
bit 1 = Achilles Targeting Unit
bit 2 = Augmented Engines
bit 3 = Automated Repair Unit
bit 4 = Battle Pods
bit 5 = Battle Scanner
bit 6 = Cloaking Device
bit 7 = Damper Field
2nd byte
bit 0 = Displacement Device
bit 1 = Ecm Jammer
bit 2 = Energy Absorber
bit 3 = Extended Fuel Tank
bit 4 = Fast Missile Racks
bit 5 = Hard Shields
bit 6 = Heavy Armor
bit 7 = High Energy Focus
3rd byte
bit 0 = Hyper-X Capacitors
bit 1 = Inertial Nullifier
bit 2 = Inertial Stabilizer
bit 3 = Lightning Field
bit 4 = Multi-Phased Shields
bit 5 = Multi-Wave Ecm Jammer
bit 6 = Phase Shifter
bit 7 = Phasing Cloak
4th byte
bit 0 = Quantum Detonator
bit 1 = Rangemaster Unit
bit 2 = Reflection Field
bit 3 = Reinforced Hull
bit 4 = Scout Lab
bit 5 = Security Stations
bit 6 = Shield Capacitor
bit 7 = Stealth Field
5th byte
bit 0 = Structural Analyzer
bit 1 = Sub Space Teleporter
bit 2 = Time Warp Facilitator
bit 3 = Transporters
bit 4 = Troop Pods
bit 5 = Warp Dissipator
bit 6 = Wide Area Jammer
bit 7 = * unused *
1c-23 Weapon Slot #1
1st,2nd byte = weapon type (lo/hi)
3rd byte = Initial quantity
4th byte = quantity remaining (if weapon is damaged)
5th byte = firing arc
01 = F
02 = Fx
04 = Bx
08 = B
10 = 360 deg (also for missiles)
6th, 7th byte = weapon mods (each bit is a mod)
bit 0 = No mods (must be set if no mods)
bit 1 = Heavy Mount
bit 2 = Point Defense
bit 3 = Armor Piercing
bit 4 = Continuous
bit 5 = No Range Dissipation
bit 6 = Shield Piercing
bit 7 = Auto Fire
bit 8 = Env
bit 9 = MIRV
bit 10 = ECCM
bit 11 = Heavy Armor
bit 12 = Fast
bit 13 = EMG
bit 14 = Overloaded
8th byte = Ammo remaining (missiles only)
24-2b Weapon Slot #2 (see slot #1)
2c-33 Weapon Slot #3 (see slot #1)
34-3b Weapon Slot $4 (see slot #1)
3c-43 Weapon Slot #5 (see slot #1)
44-4b Weapon Slot #6 (see slot #1)
4c-53 Weapon Slot #7 (see slot #1)
54-5b Weapon Slot #8 (see slot #1)
5c,5d Ship shape (appearance of ship)
when Builder <8 (see offset 5d)
0-2b = normal ships
2c = Avenger
2d = colony ship
2e = outpost
2f = transport ship
30-7f = normal ships
but when Builder >= 8 (see offset 5d)
00-04 = Antarian Ships (Builder=8)
07 = Guardian (Builder=9)
08 = Large Ameoba
09 = Large Crystal
0A = Large Dragon
0B = Large Eel
0C = Large Hydra
14 = Small Ameoba
15 = Small Crystalp
16 = Small Dragon
17 = Small Eel
18 = Small Hydra
5d Builder (player # 0-7 or 8=Ants, 9=Guardian, A-E = built by monsters?)
5e,5f Cost to build (assigned when first built or last refit)
60 Combat speed
61,62 Stardate when built (lo/hi)
63 Current Owner of ship (player #)
64 State of ship
0 = Normal (In orbit)
1 = In flight to another system
2 = Ordered to move to another system (still in orbit)
3 =
4 = Being refit (sitting in production queue)
5 = Deleted (destroyed, scrapped, production aborted)
6 = Being built (sitting in production queue)
65,66 Destination star # (lo/hi)
67,68 Current Map X-Coord (lo,hi)
69,6A Current Map Y-Coord (lo,hi)
6B Navigator in fleet group flag
6C Travelling speed for fleet group (slowest ship)
6D ETA turns for fleet group
6E Shield damage (percent)
6F Engine damage (percent)
70 Computer damage (percent)
71 Crew quality
72,73 Crew experience (lo/hi)
74,75 Ship officer # (lo/hi)
76-7A Damage flags for specials (see offsets 17-1b / each bit indicates a special is damaged)
7B,7C Armor damage (lo/hi)
7D,7E Structural damage (lo/hi)
7F AI mission (AI only)
80 Just built flag