As I said, X360 saves have garbage bytes in them, some completely irrelevant information at random points in the file, nothing to do with the NBA 2K save itself. Those have to be detected and skipped, which is a process in itself as well. I'll see what I can do.
Your offsets aren't wrong though. What's wrong is that in player's 1364 entry is the beginning of those garbage bytes (should be 16KB) and then that player's entry continues after those garbage bytes. The tool isn't able to automatically detect them, that's why the Players table gets screwed up after that entry. The offsets are correct however, since the tables are shown correctly up to that point as you mention.
atrak5[LTU] wrote:How to copy all the attributes and signature from one player to other? I've tryed just ctrl+c and ctrl+v, also tryed copy it into Excel and then paste but in all cases it writes "The pasted data must have the column headers in the first row". WTF?
Leftos wrote:atrak5[LTU], there's video tutorials explaining how copy-paste works. Find JaoSming's Video Tutorials thread, he goes in detail about many features of Roster Editor. And there's also this: https://vimeo.com/52282734
disci922, you're trying to edit a newer roster than the latest Roster Editor supports.
mmq wrote:I can't copy the ShoeCustomColor option, I mean the tick. In Excel, instead of tick appears True or False, and when I paste it into Editor this doesn't change. Any solution?
CustomRosterOffset - 867688
CustomRosterOffsetBit - 0
CustomJerseyOffset - 1492609
CustomJerseyOffsetBit - 5
Want to help? Read on.
=-Finding SS (Players) offset-=
Custom SS offset is 300 bytes and 2 bits after the player 0's portrait ID.
=-Finding Roster (Teams) offset-=
Custom Roster offset should be the offset where the 76ers' roster begins. There's a certain 2-byte string that lets the game know there's a valid player in there, and then there's the 2-byte player ID. You should be seeing 0, 1, 2 as the first player IDs, those will always be there for the 76ers. Note that of course, they most probably won't be byte-aligned, so you may see something along the lines of...
CODE: SELECT ALL
040C0000 040C0004 040C0008
Notice how the 040C is repeating? That's the 2-byte string I was talking about. Then there's the 2 byte player ID. But no, it's not 0, 4, 8. It's actually 0, 1, 2, but it's not byte-aligned. Byte-aligned it should be
CODE: SELECT ALL
01030000 01030001 01030002
So a valid roster spot begins with a 1 and a 3 (not always byte-aligned) and then the next 2 bytes are the player ID. Reading the binary information like I showed you in my video tutorial should help you understand how it's actually 0, 1 and 2. You'll need the bit-alignment as well, but if you find the proper byte offset, I can help you with the bit offset.
=-Finding Jersey offset-=
Custom Jersey offset should be the offset where the 76ers' home jersey starts, or at least its "GID". First 8 bytes of 76ers' jersey (byte-aligned) are
CODE: SELECT ALL
0000020D0440096E
You need to find that piece of information (that I believe won't change), but again, won't always be byte-aligned.
For Original Rosters
Teams
dec go - 862911 + 6bits
000000 0000000100000011000000000000000000000001000000110000000000 <- Match that
00000001000000110000000000000000000000010000001100000000 <- Dec17 (byte aligned)
CustomRosterOffset - 867688
CustomRosterOffsetBit - 0
Jerseys
dec go - 1486997 + 0bits
0000000000000000000000100000110100000100010000000000100101101110 <- 76ers ID
In original roster
16A0A1 is real beginning
go ahead FF4
5C33EC33EFFFF808C8 Right Here 000000080000040D04 (byte aligned example)
Bits to Find for Real Beginning
0000000000000000000000000000100000000000000000000000010000001101
00000000000000000000000000001000000000000000000000000100000 <- Dec17 16b68d+5bits
CustomJerseyOffset - 1492609
CustomJerseyOffsetBit - 5
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