[Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby PeacemanNOT on Tue Nov 08, 2016 11:39 pm

seanbarkley wrote:
CarolusXCI wrote:
PeacemanNOT wrote:Wait so it works? That's what the F3 feature does, it overrides to default roster that the game loads. So does it work for accessory colours etc?

If it does then it looks like this is the only way to use custom uniform info, pain in the ass but if it's the only way then it's worth it.


Yes, F3 works.


Sorry, I'm a little bit lost with all of this...

So finally it's possible to edit uniform colors without resseting or not?? :lol:

Yes, but when using a custom roster you have to copy it from Create a roster into Play Now using Limnono's modifier.
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby CarolusXCI on Tue Nov 08, 2016 11:42 pm

PeacemanNOT wrote:
seanbarkley wrote:
CarolusXCI wrote:
PeacemanNOT wrote:Wait so it works? That's what the F3 feature does, it overrides to default roster that the game loads. So does it work for accessory colours etc?

If it does then it looks like this is the only way to use custom uniform info, pain in the ass but if it's the only way then it's worth it.


Yes, F3 works.


Sorry, I'm a little bit lost with all of this...

So finally it's possible to edit uniform colors without resseting or not?? :lol:

Yes, but when using a custom roster you have to copy it from Create a roster into Play Now using Limnono's modifier.


And since you have to load a custom roster to use the F3 feature (am I correct?), you wold have to edit colors everytime you wanted to play with custom accessory colors. A huge pain in the arse.
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby maumau78 on Wed Nov 09, 2016 12:06 am

CarolusXCI wrote:
PeacemanNOT wrote:
seanbarkley wrote:
CarolusXCI wrote:
PeacemanNOT wrote:Wait so it works? That's what the F3 feature does, it overrides to default roster that the game loads. So does it work for accessory colours etc?

If it does then it looks like this is the only way to use custom uniform info, pain in the ass but if it's the only way then it's worth it.


Yes, F3 works.


Sorry, I'm a little bit lost with all of this...

So finally it's possible to edit uniform colors without resseting or not?? :lol:

Yes, but when using a custom roster you have to copy it from Create a roster into Play Now using Limnono's modifier.


And since you have to load a custom roster to use the F3 feature (am I correct?), you wold have to edit colors everytime you wanted to play with custom accessory colors. A huge pain in the arse.


So starting from 1.05 Patch....if you edit a roster during the SAVE phase they will override using default uniforms colors correct (from default ROSTER)?
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby CarolusXCI on Wed Nov 09, 2016 12:21 am

If you edit a roster using CE while the game is on the roster editor screen, you can save your changes, but everytime you load the roster for anything (play now, MyLeague, even to go to the roster editor again), all changes within the "jerseys tab" are replaced by the info from a roster within the SYNC.BIN file. If you disable this roster by changing its name, then the game will use the default roster. Anyway, the game is going to replace anything you do regarding jerseys no matter what.
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby seanbarkley on Wed Nov 09, 2016 12:46 am

CarolusXCI wrote:If you edit a roster using CE while the game is on the roster editor screen, you can save your changes, but everytime you load the roster for anything (play now, MyLeague, even to go to the roster editor again), all changes within the "jerseys tab" are replaced by the info from a roster within the SYNC.BIN file. If you disable this roster by changing its name, then the game will use the default roster. Anyway, the game is going to replace anything you do regarding jerseys no matter what.


Carolus, have you tried adding a modded roster .iff into modded folder? If you void sync roster files, the one from modded SHOULD override the one from the game folder.
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby CarolusXCI on Wed Nov 09, 2016 1:52 am

seanbarkley wrote:
CarolusXCI wrote:If you edit a roster using CE while the game is on the roster editor screen, you can save your changes, but everytime you load the roster for anything (play now, MyLeague, even to go to the roster editor again), all changes within the "jerseys tab" are replaced by the info from a roster within the SYNC.BIN file. If you disable this roster by changing its name, then the game will use the default roster. Anyway, the game is going to replace anything you do regarding jerseys no matter what.


Carolus, have you tried adding a modded roster .iff into modded folder? If you void sync roster files, the one from modded SHOULD override the one from the game folder.


Is it possible to mod roster.iff?
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby maumau78 on Wed Nov 09, 2016 1:59 am

I think this happened: to allow us to have all the jersey into even old roster they will copy over uniform block each time you save a roster.....so no cutom colors If they do it ......@ least on 1.05 patch
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby PeacemanNOT on Wed Nov 09, 2016 2:01 am

Yeah we established that like 10 posts ago maumau :P
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby maumau78 on Wed Nov 09, 2016 2:18 am

PeacemanNOT wrote:Yeah we established that like 10 posts ago maumau :P

Ok I mean:

when you edit a jersey with CE you'll find only one memory address or two?
Becouse my mind goes to the possibility that they keep "default" roster in-memory....if that is the case you can just edit this roster colors....and they will be replaced in saved roster....


...hope this makes sense......if it's not in-memory you'll to edit a ROSTER.ROS file which is a pain.....always rememeber that game will use this startup procedure in terms of roster file....

SYNC.BIN-> GAME ARCHIVES

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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby CarolusXCI on Wed Nov 09, 2016 1:06 pm

CarolusXCI wrote:
seanbarkley wrote:
CarolusXCI wrote:If you edit a roster using CE while the game is on the roster editor screen, you can save your changes, but everytime you load the roster for anything (play now, MyLeague, even to go to the roster editor again), all changes within the "jerseys tab" are replaced by the info from a roster within the SYNC.BIN file. If you disable this roster by changing its name, then the game will use the default roster. Anyway, the game is going to replace anything you do regarding jerseys no matter what.


Carolus, have you tried adding a modded roster .iff into modded folder? If you void sync roster files, the one from modded SHOULD override the one from the game folder.


Is it possible to mod roster.iff?


I found out that the structure of roster.rdat file is very similar to the things we edit in CE. However (and a huge however I might add), every edit causes the game to crash. Probably there's something related to checksum, which I don't know how to edit.
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby maumau78 on Thu Nov 10, 2016 12:52 am

CarolusXCI wrote:
CarolusXCI wrote:
seanbarkley wrote:
CarolusXCI wrote:If you edit a roster using CE while the game is on the roster editor screen, you can save your changes, but everytime you load the roster for anything (play now, MyLeague, even to go to the roster editor again), all changes within the "jerseys tab" are replaced by the info from a roster within the SYNC.BIN file. If you disable this roster by changing its name, then the game will use the default roster. Anyway, the game is going to replace anything you do regarding jerseys no matter what.


Carolus, have you tried adding a modded roster .iff into modded folder? If you void sync roster files, the one from modded SHOULD override the one from the game folder.


Is it possible to mod roster.iff?


I found out that the structure of roster.rdat file is very similar to the things we edit in CE. However (and a huge however I might add), every edit causes the game to crash. Probably there's something related to checksum, which I don't know how to edit.


Yeah I checked last year...is sort of CRC32 or Checksum.....but structure is almoust the same...
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby seanbarkley on Thu Nov 10, 2016 2:51 am

maumau78 wrote:
CarolusXCI wrote:
CarolusXCI wrote:
seanbarkley wrote:
CarolusXCI wrote:If you edit a roster using CE while the game is on the roster editor screen, you can save your changes, but everytime you load the roster for anything (play now, MyLeague, even to go to the roster editor again), all changes within the "jerseys tab" are replaced by the info from a roster within the SYNC.BIN file. If you disable this roster by changing its name, then the game will use the default roster. Anyway, the game is going to replace anything you do regarding jerseys no matter what.


Carolus, have you tried adding a modded roster .iff into modded folder? If you void sync roster files, the one from modded SHOULD override the one from the game folder.


Is it possible to mod roster.iff?


I found out that the structure of roster.rdat file is very similar to the things we edit in CE. However (and a huge however I might add), every edit causes the game to crash. Probably there's something related to checksum, which I don't know how to edit.


Yeah I checked last year...is sort of CRC32 or Checksum.....but structure is almoust the same...


Sure, sorry I had forgotten it. Sorry to tell that last year I tried with most of the popular checksum types but nothing worked... :|
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread - UPDATE 28.10

Postby TGsoGood on Tue Nov 15, 2016 5:39 am

maumau78 wrote:
TGsoGood wrote:
TGsoGood wrote:Maumau can u release the roster with the teams you unlocked? Maybe the community can help you figure out adding players.


?


Sorry Bro I'm working to finish my SFX mod...I'll keep you up with roster editing as I finish....


For any one interested I released a roster with most of the hidden teams unlocked on steam
Roster is called "Unlocked hidden teams"
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread - UPDATE 28.10

Postby maumau78 on Tue Nov 15, 2016 8:09 pm

TGsoGood wrote:
maumau78 wrote:
TGsoGood wrote:
TGsoGood wrote:Maumau can u release the roster with the teams you unlocked? Maybe the community can help you figure out adding players.


?


Sorry Bro I'm working to finish my SFX mod...I'll keep you up with roster editing as I finish....


For any one interested I released a roster with most of the hidden teams unlocked on steam
Roster is called "Unlocked hidden teams"

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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby CarolusXCI on Wed Nov 16, 2016 10:57 am

I uploaded on steam the off-season roster that is present in one of the game files. Durant was still on the Thunder, Wade on the Heat, Gasol on the Bulls and so forth. The file is called "offseason_roster.iff" and I uploaded the roster with the same name.

The most interesting thing though is that it's possible to make the game use a roster file [EDIT: I mean, roster.iff file, not the ones in the "remote" folder] placed into the Modded folder. So a RED MC-like roster editor may be possible if someone finds a way to edit those RDAT files without crashing the game.
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby maumau78 on Sun Nov 27, 2016 5:42 pm

Image

I really want to find a solution to this checksum problem....having the possibility to load roster using modded folder help for sure.... becouse I can edit the file and check if It crash or not.... So I did some hex testing all the red part is outside of the checksum becouse if I 00->01 game launches....then it start from 09 the checksum...editing any byte will crash (becouse the Checksum is not recomputed by now)
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby maumau78 on Sun Nov 27, 2016 8:18 pm

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...ok some really small steps.....RED part is not chesummed couse you can change a byte without CTD....green till EOF is checksummed becouse changing a BYTE result into CTD
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby CarolusXCI on Sun Nov 27, 2016 9:58 pm

D7 80 A3 00 on the second line is the size of the file from that point to the end. I don't know why there are two different sizes (E0 80 A3 00 at the beginning, which is the total size, and D7 80 A3 00, which is the size from that point onwards). Maybe checksum bytes are between those size-related bytes, but I doubt it. It's a hard puzzle.
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby maumau78 on Sun Nov 27, 2016 10:00 pm

CarolusXCI wrote:D7 80 A3 00 on the second line is the size of the file from that point to the end. I don't know why there are two different sizes (E0 80 A3 00 at the beginning, which is the total size, and D7 80 A3 00, which is the size from that point onwards). Maybe checksum bytes are between those size-related bytes, but I doubt it. It's a hard puzzle.


If I change D7 80 A3 the game still load...so.....IDK

I'll try to use a debugger becouse atm reverse engineer is the only way to go for me...
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby TBM on Sun Nov 27, 2016 10:50 pm

You guys are doing great stuff. :bowdown:
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby maumau78 on Sun Nov 27, 2016 10:53 pm

TBM wrote:You guys are doing great stuff. :bowdown:

Unfortunately no result by now :(
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby maumau78 on Tue Nov 29, 2016 12:36 am

CarolusXCI wrote:D7 80 A3 00 on the second line is the size of the file from that point to the end. I don't know why there are two different sizes (E0 80 A3 00 at the beginning, which is the total size, and D7 80 A3 00, which is the size from that point onwards). Maybe checksum bytes are between those size-related bytes, but I doubt it. It's a hard puzzle.


After spending a lot of time I must say the biggest problem is that we can't do our research based on savegames...and this is terrible....I mean on 2k12-14 we could save roster and compare....here I can only "guess" which is insane :(

I have few roster and the header seems really similar but I can't get the algorithm the use to hash or checksum...not say it's impossible but really hard to achieve
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby wachufirulay on Tue Nov 29, 2016 2:19 am

I don't understand half o fthe stuff you guys are saying lol

Could you please post a tutorial as basic and easy for newbies as possible?

With these programs and such that you use, could I put any jersey (tha classic jersey) as the main home jersey?
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby TBM on Tue Nov 29, 2016 2:34 am

wachufirulay wrote:I don't understand half o fthe stuff you guys are saying lol

Could you please post a tutorial as basic and easy for newbies as possible?

With these programs and such that you use, could I put any jersey (tha classic jersey) as the main home jersey?


What you're asking has nothing to do with CE. You would just rename the classic jersey files and put them in the Modded folder.
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Re: [Maumau78's & CarolusXCI] Roster Editing Thread

Postby maumau78 on Wed Nov 30, 2016 7:16 am

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@CarolousXCI look at this...there 68 blocks in each roster and every block start with BNDL....now....It could be the checksum is x block and not for all the file......so I will try to replace block between files.....If game will start this means they checksum blocks one by one....

Stay Tuned

p.s.

I checked 7 different roster.RDAT files all have 68 blocks
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find

Postby maumau78 on Wed Nov 30, 2016 8:26 am

I did actually hex edit an offline roster :D

Actually I did put "UNIFORM" block from one offline roster into another....then you just have to update the header at the start of the file (EOF position will change becouse roster size will change becouse uniform BLOCK size is different)...but game won't crash!

This mean:

a) They checksum every block not the whole file
b) They don't use strange encryption algorithm

The potential is actually huge.....this could (i just want to test more in the coming days...)mean we can edit roster that 2K ship with every update and use them as base for our rosters...

I will do some research now...as always stay tuned....
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find

Postby daavids19 on Wed Nov 30, 2016 8:54 am

OMG !!!amazing job
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find

Postby maumau78 on Wed Nov 30, 2016 8:58 am

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And every block just differs for some bytes at the beginning of the block itself...which means decoding how they checksum every block actually means we can hex edit any OFFLINE roster freely...
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find

Postby Manni Live on Wed Nov 30, 2016 9:17 am

Crossing my fingers :crazyeyes:
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find

Postby CarolusXCI on Wed Nov 30, 2016 12:09 pm

Maumau, that's indeed a huge find! Having a specific checksum for each block is something I wasn't expecting at all. So now I think it's close. I will try to help now that I got some spare time, but anyway, that was a huge step towards being able to edit RDAT files :applaud:
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find

Postby Dee4Three on Wed Nov 30, 2016 12:31 pm

I'm just going to pretend that I am not exciting. That way, I don't get my hopes up.
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find

Postby TGsoGood on Wed Nov 30, 2016 3:41 pm

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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find

Postby maumau78 on Wed Nov 30, 2016 5:42 pm

CarolusXCI wrote:Maumau, that's indeed a huge find! Having a specific checksum for each block is something I wasn't expecting at all. So now I think it's close. I will try to help now that I got some spare time, but anyway, that was a huge step towards being able to edit RDAT files :applaud:


Two Stuff:

1) Always remember to edit the 2 -> 4bytes at the beginning of the ROSTER.RDAT...they must point to offset at the end of the file. If you insert a "UNIFORM" or "PLAYER" block that is bigger or smaller than original one you must update those bytes or game will CTD

2) I suppose that bytes after "BNDL" string should be something like block lenght or similar....I have to investigate and play with those bytes...
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find

Postby seanbarkley on Wed Nov 30, 2016 8:25 pm

maumau78 wrote:
CarolusXCI wrote:Maumau, that's indeed a huge find! Having a specific checksum for each block is something I wasn't expecting at all. So now I think it's close. I will try to help now that I got some spare time, but anyway, that was a huge step towards being able to edit RDAT files :applaud:


Two Stuff:

1) Always remember to edit the 2 -> 4bytes at the beginning of the ROSTER.RDAT...they must point to offset at the end of the file. If you insert a "UNIFORM" or "PLAYER" block that is bigger or smaller than original one you must update those bytes or game will CTD

2) I suppose that bytes after "BNDL" string should be something like block lenght or similar....I have to investigate and play with those bytes...


Mauro, what you are doing for this community is impressive my man! :bowdown:
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby TBM on Wed Nov 30, 2016 8:29 pm

Holy shit. :bowdown:
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby PeacemanNOT on Wed Nov 30, 2016 10:47 pm

Wait so can you get a custom roster loaded in now or just stop the game from crashing when it's modified?
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby maumau78 on Wed Nov 30, 2016 10:58 pm

PeacemanNOT wrote:Wait so can you get a custom roster loaded in now or just stop the game from crashing when it's modified?



"....I did actually hex edit an offline roster :D
Actually I did put "UNIFORM" block from one offline roster into another....then you just have to update the header at the start of the file (EOF position will change becouse roster size will change becouse uniform BLOCK size is different)...but game won't crash!..."


Translated: we now know how ROSTER.RDAT is structured and we know they hash/checksum per block...which can lead us/me into the right direction for having offline roster edited...
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby seanbarkley on Thu Dec 01, 2016 1:13 am

So basically we can't edit specific stuff in a sector until we find the checksum type of that sector right?
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby maumau78 on Thu Dec 01, 2016 1:18 am

seanbarkley wrote:So basically we can't edit specific stuff in a sector until we find the checksum type of that sector right?


I'll be home in 3 hours....I'll do some test...

But I think yes the hash/checksum must be here at the beginning of the block....
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby seanbarkley on Thu Dec 01, 2016 2:01 am

CRC32 is my bet :)
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby maumau78 on Thu Dec 01, 2016 2:30 am

seanbarkley wrote:CRC32 is my bet :)


IDK...looking at those 4-byte differences....they are really similar in terms of values...which is uncommon for CRC...I'll dig on this

2373341796 (first file)
3715606738 (second file)

3553460106 (first file)
4096904079 (second file)
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby maumau78 on Thu Dec 01, 2016 4:34 am

Image

I found two roster with minimal uniform change...and the header only diff for this....this IMHO is the key
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby seanbarkley on Thu Dec 01, 2016 5:05 am

It could be CRC32 as it used to be in previous years... The thing is knowing exactly where the checksumed part ends...
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby maumau78 on Thu Dec 01, 2016 5:13 am

seanbarkley wrote:It could be CRC32 as it used to be in previous years... The thing is knowing exactly where the checksumed part ends...


It start from the "01" of the previous picture and it goes till here:

Image

until here....I already checked...If i change just one byte it crash becouse CRC/Checksum is not re-computed
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby seanbarkley on Thu Dec 01, 2016 7:35 am

Hope I could help man, but I'm not at home these days. Have you tried Checksuming from the end of those 4 bytes till what you consider the end? You have us intrigued! :D
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby CarolusXCI on Thu Dec 01, 2016 11:15 am

Maumau, after 42 4E 44 4C (that BNDL part), which bytes can be changed without crashing the game?
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby maumau78 on Thu Dec 01, 2016 6:40 pm

CarolusXCI wrote:Maumau, after 42 4E 44 4C (that BNDL part), which bytes can be changed without crashing the game?



even some bytes before the "01" and the game will work....while If i change "01" to "02" it CTD...so I guess CRC starts here....
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby maumau78 on Fri Dec 02, 2016 6:40 am

CarolusXCI wrote:Maumau, after 42 4E 44 4C (that BNDL part), which bytes can be changed without crashing the game?


Image

I've edited many bytes in the blue area changing them 00->01 no CTD at all....while starting from "01" game crash.....

while for end of block:

Image

if I edit last four bytes from 00->01 no CTD.....while changing 98->any value result into CTD
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby maumau78 on Fri Dec 02, 2016 6:53 am

Image

the one in red are all offsets in the block....dunno what they point to...
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Re: [Maumau78's & CarolusXCI] Roster Editing 29.11 Huge Find...

Postby CarolusXCI on Fri Dec 02, 2016 2:46 pm

Image

The first four bytes seem to be the length of the section selected here, which ends at the last non-zero byte before the next BNDL. After the last non-zero byte at the end, there are four 00 bytes, so if you count that, you shift the beginning of that selected block four bytes to the right.
Last edited by CarolusXCI on Fri Dec 02, 2016 3:03 pm, edited 1 time in total.
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