Editing Player Profiles

jk16_4 said:
now i am stuck with sky sports :p

although its on the verge of completion i shall start working on the roster
from next week i.e around 5th oct :)
great to here that buddy :D .
 
Editing Player names

Ok,i would like to contribute as much as i can on this matter,so this is what i have found out in
the last couple of hours.(dont know how much of this is already known to everyone)

Editing Player names
---------------------

To do this I opened the playername.ros file using hexworkshop and went down and just tried changing
the title of Yuvraj from Singh to Lewry and after that tested and found out that this changes the
player name both while choosong lineups in the game as well as after the game begins.So in this
way we can atleast edit player names.

I have also tried looking inside the .exe file and it seems to be useful,as I may have clues to how to change team names,how faces etc are being stored etc,colin if u want any info,ill be glad to provide them but im not doing these now,as im very new to hexediting and im gueesing they might store team names,faces etc.

By the way the offsets you have posted in the begging of this thread has been found by opening which file?pl let me know so that i could try them out too.
 

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Forgot to ask this earlier colin-but can u tell us how we can edit the .mch files.I looked into the .mch and .tmt files and they contain all the player names including the players of the teams not even involved in the match.Can u pls explain how these two files work?
 
As the .mch file is created by using the roster(.ros) file, so all the changes made in the roster will reflect in the .mch file too.
 
The mch works along the principles described in the squad editing thread posted by Brad. There was also a tutorial written for C2k4 by Ajit (?) which has the exact process (check the downloads centre).
In terms of editing player profiles this is what to do:
1. Create a new player with default stats - a.player
2. Create a new player with default stats but one stat different e.g. throwing = 100 rather than 50.
3. Create some more copies with default stats except for throwing e.g. 0, 25 75 etc
4. Save the roster
5. Open it in your hex editor and compare the bytes of the players you have created. Take a note of which byte/bytes have changed.
6. (usually the hardest stage) Try and work out the logic behind it. Why is 100, 0A 10? Why is 50, 01 0A? etc Remember that one byte will usually control more than one value
7. Post your findings here. :)
 
ok,will do,i guess you already knew abt the player name changing bit.I also saw some good findings in the .exe file itself but not sure if thats exactly what we're looking for(saw some face bytes,team name bytes etc).
 
Ok,i created 3 default players and changed only the batting attributes and these were the results that i got,im not sure abt them but maybe it could be useful for the experts.

In the first player,i changed all the batting attributes to 100.This is the change in the bytes that i got.

hexworkshopplayervalsetto100.jpg



In the second player i changed all the batting attributes to 0.This is the change in bytes.

hexworkshopplayervalsetto0.jpg


In the third player i let the values default(I think default batting values are 75).This is the result that i got.

hexworkshopplayervalsettodefault.jpg


Pl let me know if this is significant and if possible pls suggest me what else shd i try changing.

sorry,a liitle change in the shades,consider the next 3 columns as well,there are changes in those as well.
 
Try changing one batting attribute at a time not all of them. You may also find it helpful to call your other players a.player1 etc to tell them apart.
 
ok,ill try changing one batting att. at a time,but are my findings any useful?Am i going in the right track or am i seriously wrong coz im new at this.

Ok,this time i only changed skill and the first column in the above table showed changes as follows

for skill 100-3E

for skill default(75)-30

for skill 0-00

Other bytes had pretty much same values.So maybe this is the byte for skill.What do u think colin?
 
sid_19840 said:
Other bytes had pretty much same values.So maybe this is the byte for skill.What do u think colin?

Pretty much the same isn't good enough. They need to be identical. Make a note of everything that changes.
 
i haven't understood how the coding is done for the players , but i'm hundred percent sure of these things :
1.from the player's name's first letter(used as ref by me) , in the sixth row down begins the attributes section . it starts with batting concentration. the bytes in between represent the player stats.
2. the attributes section ends with the last of the fielding parameters ,which is in the 8th row down and 4 columns to the right wrt reference.
3. after that , its the highest scores from the next column and the actual second column in this order : test,odi,fc,oneday.
4.it is followed by the runs conceded , for each of the best bowling analysis .these go on till the end of the row. the wickets taken , are a bit upwards : in the seventh row , columns 4,5,6.
5.the 13th row below reference starts with batting weaknesses and also has all the special skills.
6. the 14th row definitely specifies the bat . i think it also gives other accs.

*to edit player name , start overwriting from the first letter of the name as given in the ros file. continue only till the point where u r overwriting null values or alphabet letters . the first symbol other from these starts the stats.
 
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sorry colin,ill post in this thread from now on,hope ure happy with my work so far.

Can u pls explain how to find the byte offsets,then i can easily explain which byte offset stands for which attribute.

Meanwhile I have found the bytes controlling bowling attributes(The shaded region,they probably also include fielding att).

hexworkshopbowlbytes.jpg


In this last two digits of col1 and first 2 of col2 control Bowling Accuracy,

First 4 digits of col1 control discipline.

First 2 dig of col2 and last 2 digits of col2 control sea, and bouncer resp. for fast bowlers.

Currently im working on finding the other bowling attributes.Once I apply them to a particular player,i can easily tell u exactly which byte offsets control which attribute.

I have been working hard on cracking these values,hope they are proving useful and that my work is being appreciated.

Siddharth(sid_19840)
 
This is how each of the 7 columns looks like for values 0,50 and 100 resp.
with other attributes set as default(75)


Accuracy

000c c030 300c c330 300c c330 3000

001c c230 300c c330 300c c330 3000

00ec c330 300c c330 300c c330 3000


Discipline

0000 c330 300c c330 300c c330 3000

4008 c330 300c c330 300c c330 3000

800F c330 300c c330 300c c330 3000

Seam

0000 0330 300c c330 300c c330 3000

000c 8730 300c c330 300c c330 3000

000c fb30 300c c330 300c c330 3000

Bouncer

000c c300 300c c330 300c c330 3000

000c c321 300c c330 300c c330 3000

000c c33e 300c c330 300c c330 3000

Slow Ball

000c c330 000c c330 300c c330 3000

000c c330 210c c330 300c c330 3000

000c c330 3e0c c330 300c c330 3000

Inswing

000c c330 300c c330 000c c330 3000

000c c330 300c c330 210c c330 3000

000c c330 300c c330 3e0c c330 3000


Outswing

000c c330 300c c330 3000 c330 3000

000c c330 300c c330 7008 c330 3000

000c c330 300c c330 b00f c330 3000

Stamina

000c c330 300c c330 300c c330 0000

000c c330 300c c330 300c c330 2100

000c c330 300c c330 300c c330 3e00


These values may be similar for different types of bowlers,ill just check and post later.

Ill also soon post in fielding values.

Pl tell me abt how to find the byte numbers colin.

Also ill try changing the bowling attributes of a player and post the pic here,ive already posted

the batting attributes edited of pathan in a different thread.
 
barmyarmy said:
Very much appreciated. It's a boring job but essential if we are to produce a Player Editor.

Its a honour getting such postive comments from such an experienced and well reputed patcher as youself colin.

Same with fielding

Fielding
---------

Arm Strength

000c c330 300c c330 300c c030 3000

000c c330 300c c330 301c c230 3000

000c c330 300c c330 30ec c330 3000

Accuracy

000c c330 300c c330 300c 0330 3000

000c c330 300c c330 300c 8730 3000

000c c330 300c c330 300c fb30 3000


Agility

000c c330 300c c330 300c c300 3000

000c c330 300c c330 300c c321 3000

000c c330 300c c330 300c c33e 3000

Catching

0000

2100

3e00

See the pic below for the shaded bytes which contol catching.
 

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