Essentially I am now working on NHL Legacy stuff and part of the main modding discord. I'm just about to release a brand new editor for the EA NHL series that I've had an app dev contact working on for over 8 months. That editor will be capable of editing career stats as well as players and eventually able to edit player picture portraits. This opens up a lot of things for the NHL Legacy community. Some of this was funded by me and some from other people donating quietly via DM. Think of it as a heavily expanded NHL view.
On the NHL 2K10 front I'm going to share my findings and work here so its not lost with my discord closing down. Maybe someone can get further than I did.
Around 18 months/2 years ago I had the help of some Brazilian game developers to see what we could achieve and if a 2k10 mod was possible. Even in 2023 this game still has some very unique cool features and its still one of the most unique sports games I have played.
The game is heavily encrypted so the first hurdle was seeing if we could bypass this. We found an app called QuickBMS that could extract other 2k sports games. Luckily we spoke to the developer and we were able to get a script written for QuickBMS that could extract the games SDAT files 0A, 0B and 0C.
From this we have hundreds upon hundreds of DAT files some 1kb in size others up to 200mb. Because a lot of EA games are written for PC as well as console they is knowledge out there to work with the game files thanks to the Fifa community.
With 2k its a different story as the hockey games never made it to PC. All the files we extracted using QuickBMS contain all the game data such as assets, stats and settings. When you boot the game on your PlayStation or through rpcs3 the game interrupts these to make the game playable. We weren't able to go any further because they are extracted as DAT files that don't make any sense, they could be anything. I wasn't able to find anyone with knowledge of 2k games file structures or a reverse engineer willing to help for free.
We spent hours trying to work out if these files were images or sounds or something else by analysing them and opening them in hundreds of different apps. I did find some player names and other readable text using a Hexeditor. I spoke to a company in the UK who program games and graphical assets, they suggested that you would need to reverse engineer these files without the tools used by 2k games to unpack them. This would take someone years to achieve solo.
So essentially we barely scratched the surface but achieved more than anyone before us. The script for QuickBMS is still available here http://aluigi.altervista.org/quickbms.htm