editing roster w/ hex editor?
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Re: editing roster w/ hex editor?
Signature Skills
UPDATE #1: Signature Skills, just like everything else it seems, are not byte-aligned. They're 6-bit enums (which makes sense, since there's 33 of them), and I've verified this. I was able to copy Defensive Anchor from Signature Skill 5 to Signature Skill 4 (and give a player 2 defensive anchors) by copying 011111 to the 6 bits right to their left.
UPDATE #2: Think I've cracked the Signature Skills format. For each player, the format is as follows:
6 bits (SS1) + 6 bits (SS2) + 14 bits set to 0 (???) + 6 bits (SS3) + 6 bits (SS4) + 6 bits (SS5).
It's too bad you have to find out the alignment for yourself, but setting Signature Skill 1 to Defensive Anchor which makes it 011111 should help you find the start of the sig skills for that player. Just the same way, setting Signature Skill 5 to Defensive Anchor and counting 44 bits backwards from the end of the 011111 should lead you to the start of the sig skills entry for that player.
Maybe if we figure out the length in bits of each player entry, we could automate this, but for that I would need to know two players that are in consecutive entries in the roster, so that I could measure the distance between their signature skills entries, which should be the player entry length.
UPDATE #3: The Signature Skills enum follows the order of the signature skills in the selection menu in-game. So it's as follows:
<dl class="codebox"><dt>Code: Select all</dt><dd><code>000001: Posterizer
000010: Highlight Film
000011: Finisher
000100: Acrobat
000101: Spot Up Shooter
000110: Shot Creator
000111: Deadeye
001000: Corner Specialist
001001: Post Proficiency
001010: Ankle Breaker
001011: Post Playmaker
001100: Dimer
001101: Break Starter
001110: Alley-Ooper
001111: Brick Wall
010000: Lockdown Defender
010001: Charge Card
010010: Interceptor
010011: Pick Pocket
010100: Active Hands
010101: Eraser
010110: Chasedown Artist
010111: Bruiser
011000: Hustle Points
011001: Scraper
011010: Anti-Freeze
011011: Microwave
011100: Heat Retention
011101: Closer
011110: Floor General
011111: Defensive Anchor</code></dd></dl>
1. Save a roster before the changes. Save it a second time under a different name, so that Autosave doesn't replace your original after the edits.
2. Change all 5 signature skills. Even if the player has only 1, assign all 5 of them, and make sure to change any existing ones to ones he didn't have before.
3. Let the game autosave the new roster.
4. Open both rosters in Hex Workshop.
5. Do a Tools > Compare > Resynchronizing Compare.
6. You'll see 4 bytes changed at offset 0, (maybe) 4 bytes changed at offset 863052, and maybe about 54000 bytes changed at the bottom of the file. Ignore them. What you care about is the 5 or 6 bytes that were changed that aren't at those 3 offsets/ranges.
7. Now comes the hard part. In the bytes that you've tracked down, there's a 44-bit long piece of information that is the Signature Skills part of the player's entry. I recommend setting either the first or last signature as Defensive Anchor in-game, which has a binary representation of 011111, so you'll be able to know which 4 bits of the 6 bytes that were changed are not part of the SS entry by following the information in Update #2 above. Once you know which 44 bits are the ones you want, you can change any of the signature skills to 000000 (no signature skill set) or to anything between 000001 (1) and 011111 (31) which are the 31 signature skills available (without the 2 MyCareer exclusive ones).
8. Recalculate the roster's CRC32, save, load in-game.
Example: Andrew Bynum's range seems to be 42826-42832
Signature Skills Proof:
Recalculating Roster Checksums
1. Select the whole file except the first 4 bytes.
2. Go to Tools > Generate Checksum > Selection & CRC32 > OK.
3. The checksum will appear at the bottom-right.
4. Select the first 4 bytes and type in the checksum as you see it on the bottom-right. Copy-pasting could paste the values in the opposite order, so just type them in.Last edited by Leftos; 10-06-2012, 10:11 AM. Reason: Updated Step 7, since sig skills aren't always aligned properlyEleftherios "Leftos" Aslanoglou
NBA 2K AI Software Engineer
Visual Concepts Entertainment / 2K Sports
Novato, CA, USAComment
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Re: editing roster w/ hex editor?
@Leftos,
The player order on the roster should be as follow (1st 5):
-Jrue Holiday
-Jason Richardson
-Evan Turner
-Spencer Hawes
-Andrew BynumComment
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Re: editing roster w/ hex editor?
Ooooh, nice. Thanks. If I determine the player entry length, we could be editing signature skills in no time. You'll only have a player order ID to work with, but if we can crack the order of the players in the roster, we should be set!Eleftherios "Leftos" Aslanoglou
NBA 2K AI Software Engineer
Visual Concepts Entertainment / 2K Sports
Novato, CA, USAComment
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Re: editing roster w/ hex editor?
since we can already set the sig skills; are you referring to REMOVING signature skills from players that should NOT have them?Comment
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Re: editing roster w/ hex editor?
Did you see my post right above Hyperballer21's? I've been able to change, add and remove signature skills via hex editing, and I've posted a picture as proof.
Sure, we can change and add them already in-game, but now you can remove them as well, and plus, I hope to be able to provide a tool that will rid you of going in-game to change, add or remove them until REDitor comes out. Hell, I hope we crack other parts of the player information so that I can add them to that tool.Eleftherios "Leftos" Aslanoglou
NBA 2K AI Software Engineer
Visual Concepts Entertainment / 2K Sports
Novato, CA, USAComment
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Re: editing roster w/ hex editor?
Did you see my post right above Hyperballer21's? I've been able to change, add and remove signature skills via hex editing, and I've posted a picture as proof.
Sure, we can change and add them already in-game, but now you can remove them as well, and plus, I hope to be able to provide a tool that will rid you of going in-game to change, add or remove them until REDitor comes out. Hell, I hope we crack other parts of the player information so that I can add them to that tool.ok NOW i get where you're going with your work. didn't quite understand that you were aiming for allowing the hex/text edit of things prior to re-editor. very well.Comment
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Re: editing roster w/ hex editor?
Yeah, it should be REDitor-esque. I'll try to find some time to get around to creating it if I can figure out a few more things about the roster, like where the player table starts and where it ends, how long each player entry is (so I can discern between players and find the signature skills part every time), etc. No promises, we'll see how it goes.Eleftherios "Leftos" Aslanoglou
NBA 2K AI Software Engineer
Visual Concepts Entertainment / 2K Sports
Novato, CA, USAComment
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Re: editing roster w/ hex editor?
the nets do have round collars... but I will look into knicks, i dont know how i didnt notice thats my team and the only one ive usedNEW YORK KNICKSComment
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Re: editing roster w/ hex editor?
Does anyone have a roster with hex edit colors and the 2nd round rookiesComment
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