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[Guide] Modding, Editing, and Porting PSP & PS2 NCAA

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Old 11-15-2021, 04:34 PM   #833
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Re: [Guide] Modding, Editing, and Porting PSP & PS2 NCAA

I used to use the PS2 editor a lot a few years ago. I made tons of edits within the game. Conferences, stadiums, redshirts, transfers. Then I did not run a dynasty for a long time. Now I am coming back and for whatever reason, I can not get my files to work using the DB Madden Editor. This is not just a singular file it's any file I use. Can someone help me with this? I am following all of the steps Anta laid out and I used the steps on the 1st page.
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Old 12-04-2021, 02:06 AM   #834
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Re: [Guide] Modding, Editing, and Porting PSP & PS2 NCAA

One thing I learned recently is that the STTM Table isnt required to be modified to change Team/Conference structures.

Also, using Madden Xtreme DB Editor is a billion times faster and easier to use. https://www.footballidiot.com/forum/...ic.php?t=21400
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Old 12-04-2021, 08:41 PM   #835
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Re: [Guide] Modding, Editing, and Porting PSP & PS2 NCAA

Quote:
Originally Posted by jdhalfrack
The predefined schedule generator is found in File 3 of the GAMEDATA.dat on the actual disk (ISO, in this case). It generates schedules for all 11 Big Ten teams in a rotating fashion. Using the "swap" option just causes the team IDs for the schedule maker to change. So, if I swap Illinois (team ID 35) for Air Force (Team ID 1), then now all the Big Ten schedules will have a 1 in place of 35.

This does not allow one to just take a team out of the Big Ten without replacing it, however. It will always be looking for 11 teams. So, let's say I just removed Illinois from the Big Ten. It is still going to generate a schedule for Illinois because ID 35 is still included in the default schedule maker.

To fix this, you need to use copy GAMEDATA.dat from the ISO so you can edit it. Use the DFR editor to open the GAMEDATA.DB, extract file 3. Edit the file with a DB editor of your choosing (Madden DB editor, TDBeditor, etc). Open SBTN and remove all references to Illinois (any row that has 35 in the GATG or GHTG column) and save the DB. Now Illinois is removed from the Big Ten schedule. Remove Illinois from the Big Ten by just changing the CGID the way you please (I believe 5 is the CGID for 1A Independents).

Now comes the tricky part.

You can't just put file 3 back in the GAMEDATA.dat file and plug it back into the ISO. You need to copy the hex code directly from file 3 into the ISO at the right spot. This is actually way easier than it sounds, but I'm at work right now, so I can't tell you exactly what to look for (sorry). Experiment a bit if you'd like.

This is also how you actually completely remove a conference from the game as well (just remove the entire schedule from its corresponding table in file 3).

This sounds like a lot of work at first, but once you get the hang of it, it's actually fairly straight forward. I plan on making a video or a tutorial to explain this in better detail at some point. I never realized this thread existed until about 5 days ago. I've been doing a lot of this stuff to NCAA 06 since I began editing Madden years ago!
Quite outdate reply but Madden DAT File Replacer is able to extract these files and replace them with updated ones pretty easily. I did this to create some changes in my ISO file in the past.
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Old 12-04-2021, 09:16 PM   #836
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Re: [Guide] Modding, Editing, and Porting PSP & PS2 NCAA

Quote:
Originally Posted by esayem
That's sort of the trouble I'm running into.

I have almost figured out how to ADD teams to dynasty, rather than subbing them in.

• Change the team from TTYP 1 to 0, this makes them 1-A/FBS
• Activate the coach in the coach tab. This is fairly simple and I can go into detail if anybody wants to try.
• Adjust the depth chart. You have a couple options here from what I can figure out. You can copy the roster over from a different dynasty where you have subbed the team in or you can wait until after the first season and start the process, allowing the computer or you to recruit the inaugural team.

The main issue becomes the depth chart. For some reason the depth chart for added teams won't populate. It won't even work if you take control over the team and try to do it yourself within the game. So somehow in the editor the depth chart needs to be added or copied from another dynasty.

The problem is figuring out which players belong to which team! I can't seem to crack that one.
Finding out which player belongs to which team is actually quite simple.

Each team has a max 70 players and PGID starts at 70, so Team 1 is 70 to 139, Team 2 is 140 to 209, etc. I made a cheat sheet years ago. But I'll attach it again here:
Attached Files
File Type: zip Team-PlayerID-Info-NCAAPS2.zip (3.3 KB, 12 views)
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Old 12-07-2021, 07:34 PM   #837
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Re: [Guide] Modding, Editing, and Porting PSP & PS2 NCAA

I've been working on an update to the Roster Conversion spreadsheet tool with some advice from Harry97.

I added in a couple more (randomly selected) hair and face options, as well as found an efficient formula to fix capitalizations that doesn't kill your computer processing data. My previous attempts were to use INDEX + EXACT+ MATCH and other functions but it would bog down my Intel i7-9th gen to a grinding halt. I am using a combination of EXACT and VLOOKUP and IF statements to make this happen now, and its quite fast.

I also am fixing some of the macros that became broken during I think with Excel updates. I currently use Excel 2016 on this PC so it works on this for sure.

Finally, with that, I'll probably release a new Roster for 2021, and also made a new Coach file for dynasty mode in the 2021 thread.
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Old 12-07-2021, 08:23 PM   #838
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Re: [Guide] Modding, Editing, and Porting PSP & PS2 NCAA

New Roster Conversion Tool posted on #4
https://forums.operationsports.com/f...86&postcount=4


I also added a link to jet's Schedule Maker on post #5
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Old 12-09-2021, 12:53 AM   #839
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Re: [Guide] Modding, Editing, and Porting PSP & PS2 NCAA

I found out how to "fix" the ratings today while using the NCAA 14 ratings. (sort of)

I have just barely scratched the surface of this but in STRMDATA.db in the game disc, there is a table called POCI. I believe this stands for Position Category Importance or something like that. Anyway, each of the fields represent the following things

PLDH - High Value
PLDL - Low Value
PPOS - Player Position
CAWT - Carry Weight
KAWT - Kick Accuracy Weight
TAWT - Throw Accuracy Weight
PBWT - Pass Blocking Weight
RBWT - Run Blocking Weight
ACWT - Acceleration Weight
TKWT - Tackle Weight
INWT - Injury Weight (not used)
KPWT - Kick Power Weight
SPWT - Speed Weight
TPWT - Throw Power Weight
BTWT - Break Tackle Weight
CTWT - Catch Weight
STWT - Strength Weight
JUWT - Jumping Weight
AWWT - Awareness Weight

Now in a normal math formula, you'd take each players category ratings and multiply that by their weighted value and then divide by the total weight sum. This would get their overall rating. Nice!

Unfortunately, the reason why TE, FB and DEs, even, have so many 99 players is due to the value set in the "PLDH" value.

For FB and TE, its 73, and 77 respectively. I think this means that if they're overall value is over 73/77, they are automatically assigned 99!

I tried a couple QBs and their values were below the High value for QBs which was 89, and their respective overall rating calculation seemed to match (rounding up). Due note that the scoring system in the actual table for player ratings is a 0-31 scale, and its converted to a 35-99 scale. I found out and made approximations for this many years ago for my roster conversion tool, so I used that scale to figure out the table values.

So for example, Sam Huard, QB of U Washington, had an overall calculated score of 13.7, which rounded up is 14. 14 on a 99 pt scale ends up at 80, which is what the in-game calculation was.

For our TE Cade Otton, his calculated weighted score ended up being 17.7, which is 18 and should be 86, but in the game he is 99. I think this is because 86 is greater than the 77 high value given in the strmdata.db table.

So I made a quick test and just set all the high values to 99. This gives the "true" overall weighted score without additional bias.

This now changed everything. And my assumptions above don't make sense anymore!

Well, Sam Huard is now a 68 overall with the 99 point high rating (was 80 on an 89 point high)
Cade Otton is now 74 on a 99 high (was 99 on a 77 high)

So.... what am I getting at? I still need more work to figure out how the math is calculated here, but this little modification does something, though not sure if its great to mess around with this for dynasty mode.
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Old 12-09-2021, 04:16 PM   #840
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Re: [Guide] Modding, Editing, and Porting PSP & PS2 NCAA

I did some quick review of the 05 vs 21 data in the excel attachment here to figure out why FBs and TEs and DEs become 99 ratings in the game with roster conversion process...

When you actually look at position by position changes, FBs catching ability is actually exactly the same on average between 05 and 21. Acceleration and Agility is higher though and speed and break tackle is lower.

For TEs, catching and speed as well as blocking are actually lower.

In general Acceleration and Agility are higher overall across the board. This kind of makes sense just because athletes are faster stronger etc nowadays, but perhaps this bump up is TOO much.

Break Tackle is actually quite a bit lower and so is throwing power. The Throwing accuracy is kind of skewed in the 05 data because they basically graded players on a curve and over half of the players have a 0/40 rating.

Looking at the data as a whole, and looking specifically at the "weighted" columns which apparently matter the most for the player positions.... generally:

Higher in 21
Acceleration
Agility
Awareness

Lower in 21
Speed
Break Tackle
Jumping

The others are "close enough" +/- 0-2.
Attached Files
File Type: zip roster-rating-evaluation.zip (6.26 MB, 6 views)
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