If I explain this in simple terms each pair of numbers is a byte and you get the offset (usually given in decimal not hex) from the column and row. The RH side numbers are in hex and the LH side are in ASCII (letters/numbers/symbols etc)
For example Collingwood's DOB the first byte is at offset E266 and reads 0A (2 in ASCIl).
Using what I posted:
Edit: positions seem to be slightly different for PS3 based on what you've posted.
We can see which bytes to change after the DOB. So for Collingwood:
Maximum hex value to put is 64 (100 in decimal).
I'd advise a nice hex editor like hackman which has a decent interface, compare function etc. Here's a screen of what I see:
For example Collingwood's DOB the first byte is at offset E266 and reads 0A (2 in ASCIl).
Using what I posted:
8 bytes - DOB
from 0
1 - ethnicity (00 - black, 01 - asian, 02 - white)
9 - outfield catching
13 - reflex catching
17 - running speed
21 - throwing accuracy
25 - throwing distance
Edit: positions seem to be slightly different for PS3 based on what you've posted.
We can see which bytes to change after the DOB. So for Collingwood:
8 bytes - DOB
from 0
4 - ethnicity (00 - black, 01 - asian, 02 - white) = 02
12 - outfield catching = 4B = 75
16 - reflex catching = 4B = 75
20 - running speed = 5F = 95
24 - throwing accuracy = 46 = 70
28 - throwing distance = 41 = 65
Maximum hex value to put is 64 (100 in decimal).
I'd advise a nice hex editor like hackman which has a decent interface, compare function etc. Here's a screen of what I see: