editing roster w/ hex editor?

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  • adrian_
    Banned
    • Oct 2012
    • 45

    #3586
    Re: editing roster w/ hex editor?

    Originally posted by chrome_305
    It's all jumbled up data once you finish rookie showcase. That what I believe since that as the case last year. If your talking about the settings file then it's at the bottom of the file.
    Interesting. I'll keep looking.

    Comment

    • bigdaddie
      Pro
      • Sep 2008
      • 558

      #3587
      Re: editing roster w/ hex editor?

      You might want to follow NLSC 2k13 tuts thread they era king the game by leaps and bounds.

      Comment

      • Leftos
        NBA 2K AI Software Engineer
        • Oct 2010
        • 1255

        #3588
        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 properly
        Eleftherios "Leftos" Aslanoglou
        NBA 2K AI Software Engineer
        Visual Concepts Entertainment / 2K Sports
        Novato, CA, USA

        Comment

        • Hyperballer21
          MVP
          • Feb 2003
          • 2040

          #3589
          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 Bynum

          Comment

          • Leftos
            NBA 2K AI Software Engineer
            • Oct 2010
            • 1255

            #3590
            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, USA

            Comment

            • ronyell
              SimWorld Sports Inc - CEO
              • Dec 2005
              • 5932

              #3591
              Re: editing roster w/ hex editor?

              Originally posted by Leftos
              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!
              since we can already set the sig skills; are you referring to REMOVING signature skills from players that should NOT have them?
              SIMWORLD HOOPS - JOIN, DISCUSS or WATCH
              THE ONLY PLACE WHERE YOU CAN:
              #SeeTheGameBeTheGame

              Comment

              • Leftos
                NBA 2K AI Software Engineer
                • Oct 2010
                • 1255

                #3592
                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, USA

                Comment

                • ronyell
                  SimWorld Sports Inc - CEO
                  • Dec 2005
                  • 5932

                  #3593
                  Re: editing roster w/ hex editor?

                  Originally posted by Leftos
                  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.
                  SIMWORLD HOOPS - JOIN, DISCUSS or WATCH
                  THE ONLY PLACE WHERE YOU CAN:
                  #SeeTheGameBeTheGame

                  Comment

                  • ronyell
                    SimWorld Sports Inc - CEO
                    • Dec 2005
                    • 5932

                    #3594
                    Re: editing roster w/ hex editor?

                    since ur obviously a techy; might this tool be manageable for those of us that are proficient with re-editor but not with the hex?
                    SIMWORLD HOOPS - JOIN, DISCUSS or WATCH
                    THE ONLY PLACE WHERE YOU CAN:
                    #SeeTheGameBeTheGame

                    Comment

                    • Leftos
                      NBA 2K AI Software Engineer
                      • Oct 2010
                      • 1255

                      #3595
                      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, USA

                      Comment

                      • henne407
                        Rookie
                        • Feb 2011
                        • 267

                        #3596
                        Re: editing roster w/ hex editor?

                        does anyone know where i can find the collar of the jerseys through hex editor so i can fix the knicks and nets jersey collar they both should be round

                        Comment

                        • c15dubb
                          Pro
                          • Jan 2008
                          • 986

                          #3597
                          Re: editing roster w/ hex editor?

                          Originally posted by henne407
                          does anyone know where i can find the collar of the jerseys through hex editor so i can fix the knicks and nets jersey collar they both should be round
                          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 used
                          NEW YORK KNICKS

                          Comment

                          • seanbarkley
                            MVP
                            • Sep 2008
                            • 2098

                            #3598
                            Re: editing roster w/ hex editor?

                            Originally posted by c15dubb
                            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 used
                            Nets uniforms should have V neck.

                            If you like my work I appreciate any help: https://www.paypal.me/s3anbarkl3y

                            Comment

                            • c15dubb
                              Pro
                              • Jan 2008
                              • 986

                              #3599
                              Re: editing roster w/ hex editor?

                              Originally posted by seanbarkley
                              Nets uniforms should have V neck.

                              oooh I thought you were saying they should have round, thats my bad but to make it up to you I FOUND OUT HOW TO GET ALL THE UNRELEASED JERSEYS!!!!!!!
                              NEW YORK KNICKS

                              Comment

                              • CheezSteez
                                Rookie
                                • Jun 2012
                                • 316

                                #3600
                                Re: editing roster w/ hex editor?

                                Does anyone have a roster with hex edit colors and the 2nd round rookies

                                Comment

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