Editing Player Profiles

aditya123 said:
sid can you post a picture of one of the players after editing their height and weight values ! For eg, a lean Mcgrath !
I think he has already posted at [post]246155[/post]
 
aditya123 said:
i think I`ll try and help you guys in a week`s time . I did a bit of hex editing for C2k4 !

ok,if you or anyone else can have a look at the first few bytes after the player name,I will really appreciate it,the first few bytes seem to contain the player stats but I do not know exactly which byte control's which stat.
 
sid_19840 said:
ok,if you or anyone else can have a look at the first few bytes after the player name,I will really appreciate it,the first few bytes seem to contain the player stats but I do not know exactly which byte control's which stat.

i'll do it,mate.i've done a lot of hex editing.i'll post my results as soon as they're confirmed.
 
amit1 said:
i'll do it,mate.i've done a lot of hex editing.i'll post my results as soon as they're confirmed.

Thanks,its good to get help as I dont want to spend hexing all the values myself.
 
I had cracked all these values and put the results in a file but i might of deleted them along wif my recycle bin. i will try to find the file.

I have used the in game player editor on rugby 2005 aswell and will try fifa and nba soon but a player editor might be needed for changing stats... but they are easy to edit just find the appropiate value and change.

EDIT: I formatted my computer and will try and find the values again tonight.
Couldnt find them have a trip might crack them after.
 
Last edited:
Just to bump this by saying I'm interested in the string from bytes 361 to 366. We already know that 365 and 366 are faces but the others should be pretty easy to crack too.
362 (second half only) controls player type and thus lineups.
1 = BAT
2 = OBT
3 = BWL
4 = SBW
5 = ASP
6 = WK
7 = OWKB
8 = WKB
9 = AR
A = OBW

I can't seem to find what is controlled by the first part although it seems to be C for almost everyone and 0 occasionally.

Byte 361 is age; it's a straight hex/decimal number
Byte 363 is bowling deliveries available to the player:
FF is all of them
01 is just the standard delivery
It would be good if someone could work out this one fully. Here's some help:
Anderson - F9 - St, LC, OC (Y, B, SB)
Plunkett - EB - St, OS, LC (Y, B, SB)
Hoggard - FD - St, IS, LC, OC (Y, B, SB)
Harmison - FF - St, IS, OS, LC, OC (Y, B, RS)
McGrath - FF - St, IS, OS, LC, OC (Y, B, SB)
Vaughan - 03 - OB, AB
Bell - 03 - St, OS
A McGrath - 07 - St, OS, IS
 
Right I've cracked the byte :)
Reminds me of A level maths...
Here's the data:
Code:
[b]byte 363 - available bowling deliveries[/b]

F/FM/M delivery codes
0 = straight
1 = outswinger
2 = inswinger
3 = leg cutter
4 = off cutter
5 = yorker
6 = bouncer
7 = slower ball/ reverse swing

LS/LCM delivery codes
0 = leg break
1 = googly
2 = top spinner
3 = full flight
4 = zooter
5 = flipper

OS/SLA delivery codes
0 = off break
1 = arm ball
2 = doosra
3 = full flight
4 = teesra

Decimal bytes for comination of codes
01 = 0
03 = 0,1
05 = 0,2
07 = 0,1,2
09 = 0,3
11 = 0,1,3
13 = 0,2,3
15 = 0,1,2,3
17 = 0,4
19 = 0,1,4
21 = 0,2,4
23 = 0,3,4
25 = 0,1,2,4
27 = 0,1,3,4
29 = 0,2,3,4
31 = 0,1,2,3,4
33 = 0,5
etc
65 = 0,6
etc
97 = 0,5,6
etc
129 = 0,7
etc
161 = 0,5,7
etc
193 = 0,6,7
etc
225 = 0,5,6,7

I've not filled in the gaps after 33 as anyone with any knowledge of sequences will be able to see where it's going.
 
Well done Colin.

btw have you find anything in the bytes which changes some aspect's which cant be changed in the ingame editor?
 
K,I tried to find to secret to adding skin tones to the game.

I tried making two new player's with every attribute same,but just changing the skin tone of the player's.I found that byte 222(if I calculated correctly,Im posting a pic just incase),seems to change in this way.

00-White
10-Medium
20-Black.

But all's not well.I tried editing the byte via the hex itself,but this doesnt seem to change the skin tone.

The only reason which I can find atm,is that they cant seemed to be changed via a hex editor,even when you change in game,notice how the bar always seemed to be totally white(and not red) when you come back again to edit the player face.

Another thing is that this byte value for inmade player's in neither 00,10 or 20,so Im pretty much stumped at this one.

barmyarmy said:
Just to bump this by saying I'm interested in the string from bytes 360 to 366. We already know that 365 and 366 are faces but the others should be pretty easy to crack too.
361 (second half only) controls player type and thus lineups.
1 = BAT
2 = OBT
3 = BWL
4 = SBW
5 = ASP
6 = WK
7 = OWKB
8 = WKB
9 = AR
A = OBW

Check post 56 onward's,Ive already found a few info,lol.Doesnt matter.
 

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Hmm, in Visual Basic 6 I have tried to isolate players using the bytes provided so that they can be selected in text mode from a combo-box and have the ability to change their nationality. I have had mild success, but I'll need someones help because there is some gibberish being spat out.
 
This is getting easy :)
Exactly the same principle for backfoot/frontfoot batting strength.
There are 13 special shots leaving us with 286 combinations. There are two bytes therefore that control this: 209 and 210.
All 13 is FF 1F (or 256 31)
My maths is a bit rusty so I can't figure how to calculate the values for 1,2,3,6,7,10 say short of writing them all out. Anyone able to help?
 
Sorry to post a somewhat irrelevant post, but what is the teesra? It is just like the orthodox offspinner when I bowl it.
 
Does anyone have an idea where the database is located,unless we can find those we cant think of adding more teams,and maybe more skin tones etc.
 
Well I sat down and worked out how the sequence works fully:

Code:
0 = 0
1 = 1
2 = 2
3 = 12
4 = 3
5 = 13
6 = 23
7 = 123
8 = 4
9 = 14
10 = 24
11 = 34
12 = 124
13 = 134
14 = 234
15 = 1234
16 = 5
17 = 15
18 = 25
19 = 35
20 = 45
21 = 125
22 = 135
23 = 145
24 = 235
25 = 245
26 = 345
27 = 1235
28 = 1245
29 = 1345
30 = 2345
31 = 12345
32 = 6
33 = 16
34 = 26
35 = 36
36 = 46
37 = 56
38 = 126
39 = 136
40 = 146
41 = 156
42 = 236
43 = 246
44 = 256
45 = 346
46 = 356
47 = 456
48 = 1236
49 = 1246
50 = 1256
51 = 1346
52 = 1356
53 = 1456
54 = 2346
55 = 2356
56 = 2456
57 = 3456
58 = 12346
59 = 12356
60 = 12456
61 = 13456
62 = 23456
63 = 123456
64 = 7
65 = 17
66 = 27
67 = 37
68 = 47
69 = 57
70 = 67
71 = 127
72 = 137
73 = 147
74 = 157
75 = 167
76 = 237
77 = 247
78 = 257
79 = 267
80 = 347
81 = 357
82 = 367
83 = 457
84 = 467
85 = 567
86 = 1237
87 = 1247
88 = 1257
89 = 1267
90 = 1347
91 = 1357
92 = 1367
93 = 1457
94 = 1467
95 = 1567
96 = 2347
97 = 2357
98 = 2367
99 = 2457
100 = 2467
101 = 2567
102 = 3457
103 = 3467
104 = 3567
105 = 4567
106 = 12347
107 = 12357
108 = 12367
109 = 12457
110 = 12467
111 = 12567
112 = 13457
113 = 13467
114 = 13567
115 = 14567
116 = 23457
117 = 23467
118 = 23567
119 = 24567
120 = 34567
121 = 123457
122 = 123467
123 = 123567
124 = 124567
125 = 134567
126 = 234567
127 = 1234567
128 = 8 (1 value)
129-135 = r=1 (7 values)
136-156 = r=2 (21 values)
157-191 = r=3 (35 values)
192-226 = r=4 (35 values)
227-247 = r=5 (21 values)
248-254 = r=6 (7 values)
255 = 12345678 (1 value)

Essentially it's the sum of the nCr's. Adding on the previous values will give you the number of permuatations for the next set (as you can see above for the 8's). When any set has more than 8 it will use 2 bytes.
 

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