Editing All-Pro Football 2K8 for Dummies

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • tophower33
    Rookie
    • Jan 2011
    • 53

    #91
    Re: Editing All-Pro Football 2K8 for Dummies

    Originally posted by tpaterniti
    Also I am pretty sure this is right. We were discussing it in the Gaint [sic] Vick thread and this is what I discovered quickly.


    Also I quickly noted:

    Gold QB

    Base Speed - 32 (50)
    Speed Burner - 37 (55)

    Base Agility - 3c (60)
    Quick Feet - 41 (65)

    Base Strength - 28 (40)
    Strength Bonus - 2d (45)

    Base Jumping - 28 (40)
    Hops - 5f (90)

    Gold HB

    Base Speed - 57 (87)
    Base Agility - 57 (85)

    My point of departure was that they probably set up many of the attributes in a similar fashion to 2K5. There is even a similar number of them. My guess is that the 5a 5a is pass strength and accuracy for the QB but I will have to do a little testing to confirm this. I tried taking speeds to the max (7f) but did not see any real noticeable difference in the sim. I am not sure why. Maybe they have a cap on them or maybe I was doing something wrong. I never got any freezes, but nothing like the super tecmo bowl experience I was hoping for lol.

    Do they all max at 7F
    <TABLE id=post2042104192 class=tborder border=0 cellSpacing=0 cellPadding=6 width="100%" align=center><TBODY><TR vAlign=top><TD style="BORDER-RIGHT: #393939 1px solid" id=td_post_2042104192 class=alt1>Do all of them max at 7F
    <!-- / message --></TD></TR><TR><TD style="BORDER-BOTTOM: #393939 1px solid; BORDER-LEFT: #393939 1px solid; BORDER-TOP: #393939 0px solid; BORDER-RIGHT: #393939 1px solid" class=alt2> </TD><TD style="BORDER-BOTTOM: #393939 1px solid; BORDER-LEFT: #393939 0px solid; BORDER-TOP: #393939 0px solid; BORDER-RIGHT: #393939 1px solid" class=alt1 align=right><!-- controls --></TD></TR></TBODY></TABLE>

    Comment

    • tpaterniti
      Rookie
      • Aug 2005
      • 288

      #92
      Re: Editing All-Pro Football 2K8 for Dummies

      Yes, that is the max in hex (127 numerically).
      GT: tpaterniti
      The PS2 Roster Editor (but I no longer have rosters)

      www.2kfootballstrategy.com

      Comment

      • rickmitchell22
        Banned
        • Feb 2010
        • 757

        #93
        Re: Editing All-Pro Football 2K8 for Dummies

        That would make sense, considering NFL2k5 and everything

        Comment

        • tophower33
          Rookie
          • Jan 2011
          • 53

          #94
          Re: Editing All-Pro Football 2K8 for Dummies

          What's code for high helmet tackle

          Comment

          • derreckbercier
            Rookie
            • Dec 2010
            • 41

            #95
            Re: Editing All-Pro Football 2K8 for Dummies

            nobody knows the code, and they say it freezes the game.

            Comment

            • 33breeze
              Rookie
              • Feb 2011
              • 1

              #96
              I'm having problems finding the other players I created. Are there any other indicators to a created player besides 05. I searched 05 and 0005 in the proper column, but I don't see those players. Is there a way we can filter by the team. I have those players on the same team, but I don't notice any coding similarity, Also, I can't really find most of the generics. I 'll try erasing one of the 2 teams I have up. I reached the capacity of created player and I tried reducing the number to 5.

              Comment

              • tpaterniti
                Rookie
                • Aug 2005
                • 288

                #97
                Re: Editing All-Pro Football 2K8 for Dummies

                The 05 is not in the same column each time. That was my mistake when I started as well. Just find the 7s and go to the beginning of them and the 05 08 or whatever should be there, and the CAPs are all sequential with no spaces in between them.
                GT: tpaterniti
                The PS2 Roster Editor (but I no longer have rosters)

                www.2kfootballstrategy.com

                Comment

                • turtl83
                  Rookie
                  • Sep 2006
                  • 5

                  #98
                  Re: Editing All-Pro Football 2K8 for Dummies

                  The first player you find will be in those last 2 columns. After that it moves over in a pattern like so:

                  The next player would be in the 3rd and 4th column from the LEFT and then the pattern repeats.

                  Comment

                  • cjone03
                    Rookie
                    • Sep 2009
                    • 277

                    #99
                    Re: Editing All-Pro Football 2K8 for Dummies

                    The quarter back throwing power is located in the box i made
                    Attached Files

                    Comment

                    • NFLHITMAN
                      Pro
                      • Feb 2008
                      • 924

                      #100
                      Re: Editing All-Pro Football 2K8 for Dummies

                      So since that is a bronze QB and 4b = 75 throwing power I wonder what a gold QB's throwing power is rated? I can also see that this QB doesn't even have rocket arm so if they have him rocket arm it only goes up to 80 out of a possible 127. Now we see why they pretty much suck lol.
                      Operation Sports APF 2K8 Ladder:

                      Season 1 CHAMPION!!!

                      Comment

                      • NFLHITMAN
                        Pro
                        • Feb 2008
                        • 924

                        #101
                        Re: Editing All-Pro Football 2K8 for Dummies

                        That from my understanding is not throwing power. It is accuraccy. Throwing.g power is the same but its the next box over. Throw power is forth box from the speed box.
                        Operation Sports APF 2K8 Ladder:

                        Season 1 CHAMPION!!!

                        Comment

                        • NYG 5
                          Banned
                          • Jul 2007
                          • 203

                          #102
                          Re: Editing All-Pro Football 2K8 for Dummies

                          kudos to you guys for being able to do this, i'm getting a headache just reading this thread

                          Comment

                          • jyoung
                            Hall Of Fame
                            • Dec 2006
                            • 11132

                            #103
                            Re: Editing All-Pro Football 2K8 for Dummies

                            The ability list in the main post has been updated.

                            The one missing ability is:

                            Bullet Time - same space as jersey number / 89

                            Comment

                            • Vegaskingpin
                              Rookie
                              • Nov 2009
                              • 13

                              #104
                              Re: Editing All-Pro Football 2K8 for Dummies

                              Originally posted by tpaterniti
                              It would be nice to see numerically where a Gold, Silver, Bronze QB start in terms of base attributes and what adding abilities does. For most so far, the answer is not much. Most physical bonuses adds only 5 of the attribute in question, which is not much at all. Hops adds 50 jumping, but who knows what impact that has in the sim. Even 50 more might not do that much. If Speed Burner is a flat +5 bonus all the time, it means that a gold HB with Speed Burner is only about 5.7% faster than one with no attribute at all. That is actually pretty minor, and lends credence to what I have thought for a while now, that many attributes are overrated.

                              That may be the case if your playing in all-pro where the idea of difficulty is to make everyone play as close as possible regardless of attributes. But if your difficulty setting was in rookie per se or maybe even pro than the effect of the attributes might resonate higher than the mere 5% you claim. Numerically on the attributes it appears as five but if the difficulty or slider is changed than it may increase or decrease the margin in game significantly.

                              A way to find this would be to start the game in all pro and make a copy of the data. Then change the difficulty, and make a copy of the data and compare the two to find the variance and location of slider/difficulty code. Is that possible within the hex-editor for it to locate changes between two sets of a file? Can two files be loaded simultaneously like explorer tabs and then compared to each other for locations of variance?

                              With this idea we can now increase or decrease player performance beyond the limitations of the slider possibly. Thereby altering CB play to cover supposed cheat routes better. Maybe, if the roster file contains all necessary data this could be a very real possibility. Or can we edit the setting file through a hex editor? has anyone tried?

                              If we could edit settings file maybe we can find default team playbook files too?

                              Just throwing this out there for anyone interested but will get to it myself after today. Too busy with life at the moment.
                              Last edited by Vegaskingpin; 02-21-2011, 03:35 PM.

                              Comment

                              • Vegaskingpin
                                Rookie
                                • Nov 2009
                                • 13

                                #105
                                I want to mention an edit to the info in the tutorial. It claims "04" are Legend and "84" are created generic.

                                The "84" is correct as being stated created generic.

                                "04" actually represents any player on a default team Generic or Legend. As for the number that follows I am unsure but have a theory it represents depth on the chart. With "0A" being last string on and "01" being second to last.

                                New EDIT:

                                "84" Generic on created team
                                "05" Created Player (shows up on edit player screen)
                                "04" Legend or Generic on Default Teams that shipped with game
                                "80" - ? - Not sure, but I believe they represent Free agent Generics for created teams (Unassigned)
                                "01" - ?? - Untested, I hypothesize they may represent Default Legends or Twins of on Created teams

                                As for the second Hex number that follows player type here are my assumptions
                                "xx" representing any of the numbers mentioned above and that the second set of numbers represent depth chart position
                                "xx 08" - First Legend or Cap Starter (Star Player) - Absolutely positive
                                "xx 07" - Second Legend or Cap starter (Star Player) - Unsure but it fits
                                "xx 06" - First Generic Starter or 2nd string after 1st Star Player or 3rd string after 2nd Star Player (basically the best Generic)
                                "xx 01" - Second Best
                                "xx 0A" - Final Slot

                                have not seen other numbers but still looking. Feel free to comment or debate findings.
                                Last edited by Vegaskingpin; 02-25-2011, 07:04 PM. Reason: improvement on theory

                                Comment

                                Working...