Hex editing roster saves.

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Re: Hex editing roster saves.

Postby MadbaLL on Tue Oct 07, 2014 11:00 pm

eureca wrote:Yea this is how the save file location looks. I copied the roster save posted above to the save directory overwriting my original save to see if it would load and it loaded fine.

[ Image ]

Seems like smaller files compared to 2k14.

BTW here are my 2 roster files and the rostermanifest file in a zip.
http://www.mediafire.com/download/51b7f ... roster.zip


what bugs me is why there are two roster files again (like in old 2k games, where we had roster.ros and livingroster.ros)?
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Re: Hex editing roster saves.

Postby TGsoGood on Tue Oct 07, 2014 11:45 pm

Maybe the below info could be related to the file formats used in 2k15.
"Unix does not use extensions for program associations. Everything in Unix is a file, whether it is a device, a data file, or a program. In Unix it is controlled by permissions, primarily the execute permission.

Also, by checking the first block of a file for its content we can determine what program to use with a file (usually in a graphical mode)."
_______________________________________________________________________

Do the art files have extensions?
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Re: Hex editing roster saves.

Postby A_Armella on Wed Oct 08, 2014 4:25 am

TGsoGood wrote:Maybe the below info could be related to the file formats used in 2k15.
"Unix does not use extensions for program associations. Everything in Unix is a file, whether it is a device, a data file, or a program. In Unix it is controlled by permissions, primarily the execute permission.

Also, by checking the first block of a file for its content we can determine what program to use with a file (usually in a graphical mode)."
_______________________________________________________________________

Do the art files have extensions?


Nope, this is what the files look like in the game folder, instead of iff files we get this. The files range from 48mb to 10 gb.


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Re: Hex editing roster saves.

Postby hokupguy on Wed Oct 08, 2014 4:56 am

we are going to need a explore tool to even see the files kinda like ea graph tool for live back in the day.
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Re: Hex editing roster saves.

Postby TGsoGood on Wed Oct 08, 2014 6:17 am

:applaud: thanks 2k... I accept the challenge
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Re: Hex editing roster saves.

Postby TheGame8544 on Wed Oct 08, 2014 7:27 am

TGsoGood wrote::applaud: thanks 2k... I accept the challenge

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Re: Hex editing roster saves.

Postby agolden on Wed Oct 08, 2014 7:28 am

Good luck guys.
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Re: Hex editing roster saves.

Postby pistonnation on Wed Oct 08, 2014 7:35 am

TGsoGood wrote::applaud: thanks 2k... I accept the challenge

You guys are gonna be heroes! GO! GO! GO! :applaud:
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Re: Hex editing roster saves.

Postby hokupguy on Wed Oct 08, 2014 8:31 am

ok I have gotten few pms regarding help on working on tool for files. Not sure why people think I am. but I don't plan on doing that.

makes skills is cracking code in hex not building programs . I have forward everything to vlad , lets hope for the best.

But these files a crazy encrypted from what I can see.
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Re: Hex editing roster saves.

Postby drmidnight on Wed Oct 08, 2014 9:33 am

Hopefully someone more intelligent than myself can get to the files. There are a few files in the data that you can pull out, some shaders and dds files.

Most of the file's look like animation packages though.

signsrch dump
Code: Select all
  offset   num  description [bits.endian.size]
  --------------------------------------------
  400ae697 3048 DMC compression [32.le.16&]
  40e0a644 1018 MD5 digest [32.le.272&]
  40e0a659 2053 RIPEMD-128 InitState [32.le.16&]
  40fd680d 2417 MBC2 [32.le.248&]
  40fd7d70 2418 MBC2 [32.be.248&]
  4102d5ed 1041 SSL3 #define [32.be.176&]
  4102fdd0 1119 Jpeg dct AA&N scale factor [double.le.64]
  4102fe20 1115 Jpeg dct 14 bit aanscales [16.le.128]
  410300b0 2876 libavcodec ff_mjpeg_val_ac_chrominance [..162]
  410301a0 2875 libavcodec ff_mjpeg_val_ac_luminance [..162]
  410303b0 1809 libdjvu GPixmap dither table [..256]
  41033060 1038 padding used in hashing algorithms (0x80 0 ... 0) [..64]
  417b85d0 529  CRC-16-IBM maxim/usb [crc16.0x8005 le rev int_min.512]
  417b85d0 536  CRC-16-IBM maxim/usb [crc16.0xa001 lenorev 1.512]
  417b87d0 641  CRC-32-IEEE 802.3 [crc32.0x04c11db7 le rev int_min.1024]
  417b87d0 648  CRC-32-IEEE 802.3 [crc32.0xedb88320 lenorev 1.1024]
  417b8bd0 801  CRC-64-ECMA-182 [crc64.0x42f0e1eba9ea3693 le rev int_min.2048]
  417b8bd0 808  CRC-64-ECMA-182 [crc64.0xc96c5795d7870f42 lenorev 1.2048]
  417c9330 2065 Haval init [32.le.32&]
  417c9330 919  Blowfish bfp table [32.le.72]
  417c9350 1054 Haval hash pass2 [32.le.128&]
  417c9380 2335 Blowfish_s_init [32.le.4096]
  417c9380 921  Blowfish ks0 table [32.le.1024]
  417c93d8 2067 Haval mc3 [32.le.128]
  417c9438 2219 HAVAL2_DS [32.le.32]
  417c9458 2069 Haval mc4 [32.le.128]
  417c94b8 2217 HAVAL1_DS [32.le.32]
  417c94d8 2071 Haval mc5 [32.le.128]
  417c9780 923  Blowfish ks1 table [32.le.1024]
  417c9b80 925  Blowfish ks2 table [32.le.1024]
  417c9f80 927  Blowfish ks3 table [32.le.1024]
  417ce7f0 3038 unlzx table_three [32.le.64]
  418182ec 917  SSH RSA id-sha1 OBJ.ID. oiw(14) secsig(3) algorithms(2) 26 [..15]
  4181bfcd 2295 zinflate_lengthExtraBits [32.be.116]
  4181bfd0 2294 zinflate_lengthExtraBits [32.le.116]
  4181c04d 2304 zinflate_distanceExtraBits [32.be.120]
  4181c050 2303 zinflate_distanceExtraBits [32.le.120]
  4181c640 1086 Zlib dist_code [..512]
  4181c840 1087 Zlib length_code [..256]
  4181c940 1089 Zlib base_length [32.le.116]
  4181c9c0 1091 Zlib base_dist [32.le.120]
  4181ce40 129  Adler CRC32 (0x191b3141) [32.le.1024]
  4181d240 131  Adler CRC32 (0x01c26a37) [32.le.1024]
  4181d640 133  Adler CRC32 (0xb8bc6765) [32.le.1024]
  4181da40 652  CRC-32-IEEE 802.3 [crc32.0xedb88320 benorev 1.1024]
  4181da40 645  CRC-32-IEEE 802.3 [crc32.0x04c11db7 be rev int_min.1024]
  4181de40 130  Adler CRC32 (0x191b3141) [32.be.1024]
  4181e240 132  Adler CRC32 (0x01c26a37) [32.be.1024]
  4181e640 134  Adler CRC32 (0xb8bc6765) [32.be.1024]
  4181eb00 2289 zinflate_lengthStarts [16.le.58]
  4181eb80 2296 zinflate_distanceStarts [16.le.60]
  4181f750 639  CRC-32-IEEE 802.3 [crc32.0x04c11db7 lenorev int_min.1024]
  4181f750 650  CRC-32-IEEE 802.3 [crc32.0xedb88320 le rev 1.1024]
  41821d50 1605 Generic bitmask table [32.le.128]
  41821d54 2588 bitmask [32.le.128]
  41821dc4 3051 compression algorithm seen in the game DreamKiller [32.be.12&]
  41821dc7 3050 compression algorithm seen in the game DreamKiller [32.le.12&]
  4182fec0 1933 Vorbis FLOOR1_fromdB_LOOKUP [float.le.1024]
  419fc27a 2545 anti-debug: IsDebuggerPresent [..17]
  4216f838 1102 possible mask reset used in arithmetic compression [..9]
  4216feb0 2075 Generic squared map [..16]
  44156410 1996 rfc3548 Base 64 Encoding with URL and Filename Safe Alphabet [..62]
  441a365c 3032 PADDINGXXPADDING [..16]
  442228d4 1297 TEA encryption/decryption (0xc6ef3720  0x61c88647) [32.le.8&]
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Re: Hex editing roster saves.

Postby Kevin on Wed Oct 08, 2014 10:52 am

What does those dds files look like?
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Re: Hex editing roster saves.

Postby TBM on Wed Oct 08, 2014 11:15 am

I opened one up, and it was just a small black image with four pink dots.
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