Remember to edit the checksums after hex editing a roster. Look at the first reply for a tutorial.
It's at the bottom of the roster, just look for the readable text split up by periods like
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C.e.l.t.i.c.s
Replace the letters however you want, just make sure you dont add or delete anything
In this area you can change stadiums, logos, uniforms and other callouts.
Credits to Pdub for, everything, lol.
Player data starts at offset 9E50 with Jrue Holiday. The data for each player is exactly 1D0 bytes big.
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6D24 1D00 7924 1D00 0000 0000 3D0A 4143
0000 3443 1D9B 0C00 0000 0000 4706 C667
8C60 917D 7902 0E00 099B 0C00 01E7 1600
0000 0000 00A8 4E80 0000 4706 0000 0000
0000 0000 FFFF 7B0A 7A0A FFFF FFFF FFFF
FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF
FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF
FFFF FFFF 00C2 4810 0000 0000 0000 0000
2828 28FF 8787 87FF D7D7 D7FF D7D7 D7FF
8787 87FF 2828 28FF 0120 1004 0000 0004
0000 0000 4001 040C 0320 4095 7E15 0005
71C0 2A00 0000 0000 0000 001A 459F 0200
0009 3818 9423 0E41 2539 0000 0000 0000
0000 0000 5001 0000 0000 0040 051C 4960
486C A40A A2B2 0323 A60A 8000 9B23 1D00
C890 1A00 38D1 2800 0000 0000 0000 0000
The first part of this code "6D24 1D00 7924 1D00" tells us where the first and last name is for the player. To find the player's name you must first reverse the byte order. The last name is the first 8 bytes "6D24 1D00" and the first name is "7924 1D00". So reverse the byte order and you get this 001D 246D for the last name and 001D 246D for the first name. To find these names you put your cursor in front of the bytes (so infront of 6D for the last name and 79 for the first name) then use your "jump" command. For Hex Workshop it is ctrl+G. Then you type in your reversed byte order to find the name. The cursor will jump to the "Bank of Names" where the name is located.
Next lets look at this part of the code
0000 0000 00A8 4E80 0000 4706 0000 0000
0000 0000 FFFF 7B0A 7A0A FFFF FFFF FFFF
The 2 bytes underlined is the CFID. To find the CFID you can load up your "Base Converter" in Hex Workshop and choose the "Intel" Byte Order and "short" Data Type. "4706" in hex = 1607 in decimal short which is Jrue Holiday's CFID.
The only other specific thing I know is right here
FFFF FFFF 00C2 4810 0000 0000 0000 0000
2828 28FF 8787 87FF D7D7 D7FF D7D7 D7FF
8787 87FF 2828 28FF 0120 1004 0000 0004
0000 0000 4001 040C 0320 4095 7E15 0005
If you change that byte to "48", the player will wear a T-Shirt.
The easiest way to figure out what each byte does is to load a save file in game, make a few changes, then doing a comparison between the original hex and the modified one.
Starting at offset D2400 is where the floor stuff begins.
Search for 01F8, 02F8, 05F8 etc etc. The 01/02/05 is what controls the floorID and can be seen through the signed or unsigned byte value. There is the F8 that works with this that allows us to get over the 255 limitation of that one byte, but this should be good enough for right now.
If you want to use FloorIDs higher than 255, the two bytes that make up the floorID are calculated using a "mod 1024" equation. Directly from Vlad-
Vl@d Zola Jr. wrote:Well, last year it was "mod 1024", if i remember correctly. As the file looks pretty the same, i would suggest
05F8 = (248 * 256 + 05) mod 1024 = 05 (where 248 is F8 in decimal).
Well, i don't know if "mod" is programming specific or everyone knows what it is, so you can look up the following article for the description:
http://en.wikipedia.org/wiki/Modulo_operation
So, basically for pattern "AA BB" (in the previous example AA = 05, BB = F8) the formula is:
FloorID = (BB * 256 + AA) mod 1024
CAT Generic Jerseys ~ 16B300
Team Data ~ 70150
Player Data = 9E50
1st Round Rookies = A1CE0 - Doug Martin = Kyrie Irving
2nd Round Rookies = A5340
First CAP Slot = 814B0
Search for FFFFxx00 with the xx being substituted for this
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00 – 76ers
1F – Bobcats
01 – Bucks
03 – Bulls
04 – Cavs
05 – Celtics
06 – Clippers
08 – Grizzlies
09 – Hawks
0A – Heat
0B – Hornets
0C – Jazz
0D – Kings
0E – Knicks
0F – Lakers
10 – Magic
11 – Mavericks
12 – Nets
13 – Nuggets
14 – Pacers
15 – Pistons
16 – Raptors
17 – Rockets
19 – Spurs
1A – Suns
18 – Thunder
1B – T-Wolves
1C – Blazers
1D – Warriors
02 – Wizards
As you can see, there are accessory colors right there, but I dont know where the other uniforms are located in the hex or what all the values mean.
You can find colors with this. http://www.operationsports.com/hokupguy ... -hex-code/