Editing Player Profiles

Prakash said:
If I remember correctly we used binary numbers for calculating these attributes in c2004... Its bit strange that you can't remember anything :rolleyes:

First lets take a bowler if he can bowl a particular ball then use 1 or else use 0. So if he can bowl straight, outswinger, inswinger, leg cutter, off cutter and yorker then his number will be 1111100 . Now reverse it so that it becomes 0011111 which is 31(in decimal system).
Doh, I thought it was decimal!!!
 
Prakash said:
If I remember correctly we used binary numbers for calculating these attributes in c2004... Its bit strange that you can't remember anything :rolleyes:

First lets take a bowler if he can bowl a particular ball then use 1 or else use 0. So if he can bowl straight, outswinger, inswinger, leg cutter, off cutter and yorker then his number will be 1111100 . Now reverse it so that it becomes 0011111 which is 31(in decimal system).

I've got it working but not for batting weakness...
e.g. Batting weakness - byte 205
Anderson, 1,2,3,5,7 = 11101010 = 01010111 = dec 87 (should be 183)
Batty, 3,7 = 00100010 = 01000100 = dec68 (should be 148)
Hoggard, 1,2,7 = 11000010 = 01000011 = dec67 (should be 147)

Tough one this it seems:
Giles, 3 = dec20 = hex14
Harmison, 2,3,7 = dec150 = hex96
Gough, 6 = dec80 = hex50
Jones, 2,7 = dec146 = hex 92
 
barmyarmy said:
I've got it working but not for batting weakness...
e.g. Batting weakness - byte 205
Anderson, 1,2,3,5,7 = 11101010 = 01010111 = dec 87 (should be 183)
Batty, 3,7 = 00100010 = 01000100 = dec68 (should be 148)
Hoggard, 1,2,7 = 11000010 = 01000011 = dec67 (should be 147)

Tough one this it seems:
Giles, 3 = dec20 = hex14
Harmison, 2,3,7 = dec150 = hex96
Gough, 6 = dec80 = hex50
Jones, 2,7 = dec146 = hex 92
Well if you were like me then it won't be tough :p.
First of all you have to pick up 8 attributes, but you have picked up only 7 of them, so

Anderson - 1,2,3,x,5,7 = 11101101 = 10110111 = 183
Batty - 3,x,7 = 00101001 = 10010100 = 148
Hoggard - 1,2,x,7 = 11001001 = 10010011 = 147
Giles - 3,x = 00101000 = 00010100
Harmison - 2,3,x,7 = 01101001 = 10010110 = 150

So by this we can conclude that there's a missing attribute(x) inbetween the 4th & 5th batting weakness. So that we can write it as 1,2,3,4,x,5,6,7.
Now you have 2 things to do first go and find out that missing "x" attribute and the second one is to look at ajit's c2004 player editor posts, so that it could refresh your memory ;) .
 
Prakash said:
Well if you were like me then it won't be tough :p.
First of all you have to pick up 8 attributes, but you have picked up only 7 of them, so

Anderson - 1,2,3,x,5,7 = 11101101 = 10110111 = 183
Batty - 3,x,7 = 00101001 = 10010100 = 148
Hoggard - 1,2,x,7 = 11001001 = 10010011 = 147
Giles - 3,x = 00101000 = 00010100
Harmison - 2,3,x,7 = 01101001 = 10010110 = 150

So by this we can conclude that there's a missing attribute(x) inbetween the 4th & 5th batting weakness. So that we can write it as 1,2,3,4,x,5,6,7.
Now you have 2 things to do first go and find out that missing "x" attribute and the second one is to look at ajit's c2004 player editor posts, so that it could refresh your memory ;) .

Wow it works. How did you know where the missing attribute was? Trial and error?
As for the c2k4 editing I never really understood what you and Ajit had done but I'll go reread the thread!
 
k,I want to understand this,how are you equating the values.

Eg
Batty - 3,x,7 = 00101001 = 10010100 = 148

Thanks in advance.
 
sid_19840 said:
k,I want to understand this,how are you equating the values.

Eg
Batty - 3,x,7 = 00101001 = 10010100 = 148

Thanks in advance.

There are 7 fields for batting weaknesses

1 = googly
2 = sweepshot
3 = short ball
4 = hook shot
5 = yorker
6 = slower ball
7 = outside offstump

To calculate the value we have to add another field in between 4 and 5 which we will give as "1" for the moment unless we can find out what it relates to.
So therefore if a player has batting weaknesses 5 and 7 we will write it in binary as follows:
00001101 (with the 5th value being the missing x one)
Reversed this is 10110000 which equals 176 in decimal and 80 in hex (use a hex calculator).

For the examples you posted:
Eg
Batty - 3,x,7 = 00101001 = 10010100 = 148
That means that Batty has batting weaknesses 3 (short ball) and 7 (outside offstump). We add in the mystery byte and then do the conversion.
 
barmyarmy said:
There are 7 fields for batting weaknesses

1 = googly
2 = sweepshot
3 = short ball
4 = hook shot
5 = yorker
6 = slower ball
7 = outside offstump

To calculate the value we have to add another field in between 4 and 5 which we will give as "1" for the moment unless we can find out what it relates to.
So therefore if a player has batting weaknesses 5 and 7 we will write it in binary as follows:
00001101 (with the 5th value being the missing x one)
Reversed this is 10110000 which equals 176 in decimal and 80 in hex (use a hex calculator).

For the examples you posted:
Eg
Batty - 3,x,7 = 00101001 = 10010100 = 148
That means that Batty has batting weaknesses 3 (short ball) and 7 (outside offstump). We add in the mystery byte and then do the conversion.

k,I got it now,but Im sure youve tried changing the values of this byte,any observation's.

Also could you post the byte number of this byte you mention so that I could have a look as well.Cheers.
 
sid_19840 said:
k,I got it now,but Im sure youve tried changing the values of this byte,any observation's.

Also could you post the byte number of this byte you mention so that I could have a look as well.Cheers.

It's byte 205. It all works fine. The only thing I'm not sure about is whether the x between 4 and 5 is always 1 or whether it can be 0 sometimes.
 
barmyarmy said:
It's byte 205. It all works fine. The only thing I'm not sure about is whether the x between 4 and 5 is always 1 or whether it can be 0 sometimes.

k,I want to solve my confusion with byte number's once and for all.Pls tell me if the shaded number is byte 205.
 

Attachments

  • error.jpg
    error.jpg
    125.2 KB · Views: 35
No, it's the byte after that. You've highlighted 204.
Like I said before you have to remember to have the first byte blank so 01 will be the start of the player code and not 00.
As below: (you can see from the pic that the byte is hex94, dec148 and bin10010100)
 

Attachments

  • batty.jpg
    batty.jpg
    132.3 KB · Views: 36
barmyarmy said:
No, it's the byte after that. You've highlighted 204.
Like I said before you have to remember to have the first byte blank so 01 will be the start of the player code and not 00.

k,thanks so that means that the number which is on the left is the starting byte number for that row.

EDIT-Also that value seems to be 00,so 0 is a valid value I guess?

Ive found what Ive been doing incorrectly,I always include both the 00's.
 
Last edited:
k,I tried it but it doesnt seem to change any attribute for a created player.Is it definately associated with batting weakness?

or is it there just for the sake of being there :p
 
Last edited:

Users who are viewing this thread

Top