Editing ICC 2012

Has anyone been able to workout how to increase the remaining budget when bidding on new players for the Australian 20/20 comp?? My players seem to increase alot and the other players seem to go for less money to the other sides
 
Found the address for bowler economy

DOB 1 Address 1472A85C
Econ level address 1472B1A1
Econ ability address 1472B1A0

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Has anyone been able to workout how to increase the remaining budget when bidding on new players for the Australian 20/20 comp?? My players seem to increase alot and the other players seem to go for less money to the other sides

I just use trial and error i.e search for a million and keep changing all the 26 values one by one until you find the right address for your team
 
I tried using Artmoney & searching on the remaining value and those results didn't work. Next time I can try adding up all my current players value & add the remaining budget to get my budget and that might work.

As you say trial & error, can be frustrating though
 
Just because you said love!

Download the DOB converter and the Artmoney table below. Find the DOB of the player you want to edit put it in the DOB converter you will get three numbers. Open up the table and search for "Sequence of Values", 4 for number of values, and integer as type; press ok. Next screen enter the three numbers from the DOB converter and 64 as the fourth number. After the search is done click on one of the memory addresses on the left and the top most address on the right and press ctrl + A. Now you can edit the players

Thanks to all those that did the work with the DOB converter and all. There are a lot more hexes that should be added to the table but I havent been able to find them if you do find them please post them as an artmoney table

Stupid Question but where can I download the DOB Converter from?
 
Stupid Question but where can I download the DOB Converter from?

I believe it was posted in the Player editing tutorial. Try running a search in that thread or if that doesnt work the entire icc forum
 
I tried using Artmoney & searching on the remaining value and those results didn't work. Next time I can try adding up all my current players value & add the remaining budget to get my budget and that might work.

As you say trial & error, can be frustrating though

The first contracts screen actually has the Budget information in it & you can alter your budget there
 
Just because you said love!

Download the DOB converter and the Artmoney table below. Find the DOB of the player you want to edit put it in the DOB converter you will get three numbers. Open up the table and search for "Sequence of Values", 4 for number of values, and integer as type; press ok. Next screen enter the three numbers from the DOB converter and 64 as the fourth number. After the search is done click on one of the memory addresses on the left and the top most address on the right and press ctrl + A. Now you can edit the players

Thanks to all those that did the work with the DOB converter and all. There are a lot more hexes that should be added to the table but I havent been able to find them if you do find them please post them as an artmoney table

Thanks frefort..just one correction though. We need to press alt + A and not ctrl + A to populate the player's tables
 
Just because you said love!

Download the DOB converter and the Artmoney table below. Find the DOB of the player you want to edit put it in the DOB converter you will get three numbers. Open up the table and search for "Sequence of Values", 4 for number of values, and integer as type; press ok. Next screen enter the three numbers from the DOB converter and 64 as the fourth number. After the search is done click on one of the memory addresses on the left and the top most address on the right and press alt + A. Now you can edit the players

Thanks to all those that did the work with the DOB converter and all. There are a lot more hexes that should be added to the table but I havent been able to find them if you do find them please post them as an artmoney table

I have just been trying to do the above. Once you Press Alt+A are you meant to do anything after that? How do I change his DOB to something else?


Cheers,
 
Just a little input here. The value that I found for the player's salary is different from what I saw in the table in post #15 (Or maybe I misunderstood what was in the table). In any case the value at byte number 24 after the first DOB byte represents player's salary times two (as was in previous versions).

So if the salary is 50k, then the byte would be 100. I guess this is to cater for increments of 500, so 50,500 would be represented by 101.

There are three pointers at locations 100, 104 and 108 each 4 bytes long. These point to the players First Name, Last Name and Initials (absolutely sure that I mixed up the order there, but it's easy to figure out. I'll probably edit this post the next time I have a look there.)

Hope this helps somehow.

Edit: Btw I've noticed some errors in the DOB converter especially for players who have later DOBs. Don't think I'll get time to sort that out but there's an easier method of finding a player (so we can bypass the DOB converter).
I'm using Cheat Engine at the moment, so I'll try to get it working in ArtMoney and post it up when I get a chance.

Edit2: Ok I *think* I've found a/the base pointer. It's a 4-level pointer.
0075982C 0x08 0x2C 0xB0 0x14

Basically if you add this to Cheat Engine (or ArtMoney, or any other similar program, I guess) it'll show you the DOB codes of the currently selected player in the game. Just change the player and the DOB code would update automatically (so this removes the somewhat cumbersome of searching manually for a specific player). I initially intended to do a GUI as I did some time ago, but seeing that a lot of the values have changed, it'll probably be better to determine those first before making one.

Edit3: I've basically done the ArtMoney table for the stuff that I've found so far but before I release anything I need some info (from frefort, or anyone else). What do the values ContractTime, ContractValue1, ContractValue2 all the way to the end represent? Are you sure these addresses are correct? For example when I change the contract time for Ryan Sidebottom, from 26 to 52 nothing visible occurs. I'm guessing this is the contract time left in weeks, but I'm not sure.

Edit4: Injury length is correct btw. Also the Injury type is 4 bytes before the injury length. Still trying to verify some of the others.

Here's what I've done so far (attached). This table works with ArtMoney, not Cheat Engine. Simply load it in there, and open your player's profile. Btw I don't mean to hijack your thread (frefort) or anything, so if I'm overstepping the limits just let me know.

Edit5: Updated with Batting Ability (the second of the addresses provided by frefort seems to be the correct one). If anyone could test this (and doesn't mind messing up his game - which is very likely) please leave a reply.
 

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Ok I have attached the new version of the artmoney table, and DOB codes from June 1950 to 1967.

First the DOB codes, I stopped at 1950 because before that the formula seems to be different and couldn't exactly work out the codes so it needs more work. If you want to unretire a player look his DOB codes up using the excel sheet and change the Retirement status in the artmoney table to 0.

The artmoney table I added a few more values. The economy address that I mentioned in an earlier post is included. There are two addresses one is the level and the other is the ability or skill level. The lower skill level the better, but be careful because the value will increase dramatically.

I also found the bowling type value. Value of 20 corresponds to LF, 54 to RF, 0 to SLA, 172 to RFM. Post the rest of the values as your find them.

Value 22 and 23 im not sure what that does yet. And same thing with 24 and 25. I know that both of them have something to do with bowling but at this point in time not exactly sure how.
 
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Just a little input here. The value that I found for the player's salary is different from what I saw in the table in post #15 (Or maybe I misunderstood what was in the table). In any case the value at byte number 24 after the first DOB byte represents player's salary times two (as was in previous versions).

So if the salary is 50k, then the byte would be 100. I guess this is to cater for increments of 500, so 50,500 would be represented by 101.

There are three pointers at locations 100, 104 and 108 each 4 bytes long. These point to the players First Name, Last Name and Initials (absolutely sure that I mixed up the order there, but it's easy to figure out. I'll probably edit this post the next time I have a look there.)

Hope this helps somehow.

Edit: Btw I've noticed some errors in the DOB converter especially for players who have later DOBs. Don't think I'll get time to sort that out but there's an easier method of finding a player (so we can bypass the DOB converter).
I'm using Cheat Engine at the moment, so I'll try to get it working in ArtMoney and post it up when I get a chance.

Edit2: Ok I *think* I've found a/the base pointer. It's a 4-level pointer.
0075982C 0x08 0x2C 0xB0 0x14

Basically if you add this to Cheat Engine (or ArtMoney, or any other similar program, I guess) it'll show you the DOB codes of the currently selected player in the game. Just change the player and the DOB code would update automatically (so this removes the somewhat cumbersome of searching manually for a specific player). I initially intended to do a GUI as I did some time ago, but seeing that a lot of the values have changed, it'll probably be better to determine those first before making one.

Edit3: I've basically done the ArtMoney table for the stuff that I've found so far but before I release anything I need some info (from frefort, or anyone else). What do the values ContractTime, ContractValue1, ContractValue2 all the way to the end represent? Are you sure these addresses are correct? For example when I change the contract time for Ryan Sidebottom, from 26 to 52 nothing visible occurs. I'm guessing this is the contract time left in weeks, but I'm not sure.

Edit4: Injury length is correct btw. Also the Injury type is 4 bytes before the injury length. Still trying to verify some of the others.

Here's what I've done so far (attached). This table works with ArtMoney, not Cheat Engine. Simply load it in there, and open your player's profile. Btw I don't mean to hijack your thread (frefort) or anything, so if I'm overstepping the limits just let me know.

Edit5: Updated with Batting Ability (the second of the addresses provided by frefort seems to be the correct one). If anyone could test this (and doesn't mind messing up his game - which is very likely) please leave a reply.

Lol dont worry about hijacking the thread. I welcome any input, feedback, and the likes. Ive tested batting ability and it is the right address the only annoying thing is the value changes after about 2 weeks in-game. Have you tried using the pointer to the address function in cheat engine? that might yield some interesting results.
 
Lol dont worry about hijacking the thread. I welcome any input, feedback, and the likes. Ive tested batting ability and it is the right address the only annoying thing is the value changes after about 2 weeks in-game. Have you tried using the pointer to the address function in cheat engine? that might yield some interesting results.

Actually I'm getting the same results as you. I'm not sure at what point the batting ability changed back though, but I just simulated an entire season of the IPL, after changing someone's batting ability to 65535, at the start of the next season it's down to 970.

Like I said I'm not sure when it got changed back, but for sure it's the correct address, as he top scored in the IPL with over 1400 runs.

Also I've added the Retirement address (got it from your post in the retirement thread) to the table, works great! The only downside though, is after un-retiring all the WI legends, they severely underperformed (except Lara) against both Australia and England (current day squads). So I gave up after that. Maybe I'm just crap at the game, or maybe their ages have something to do with it (didn't edit it).

Edit: Won't bother posting my table as it's behind yours in terms of the number of values that we can edit. If I do catch up (very unlikely at this point) I'll post it. The only advantage it would have in any case is that you don't need to search for the DOB codes, etc. You would simply have to load the player profile in the game and the table would automatically update the addresses and corresponding values. Perhaps you could update yours to incorporate the use of pointers so we could bypass the DOB codes? If you need any help let me know.

Edit2: Bowling Ability 1 seems to work fine (with a minimum value of 320 (=best), as in previous versions). What's the difference between Bowling Ability 1 and 2 though? Didn't bother testing 2, as 1 seems to be working fine. Also player type and keeper switch is okay. However, the latter also controls whether the play bats (and I think, bowls) right handed or left (again, similar to previous versions), so we need to mess about with the values a bit to get exactly what we want.
 
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