jk31 wrote:Mahmood wrote:bongo88 wrote:oh, i missed that post... very useful... i see "fouls to give" and "team fouls" ... will have to fiddle sometime
Vetmin's right, with the list Looyh provided we can display pretty much anything on scoreboards as long as the data is available during the game
oh wow. fouls to give would be really GREAT. could someone link me to this hash list by looyh?
Here's the link:
download/file.php?id=26288 (Looyh posted this a few threads down but I have no issue putting it here)
Here's what we know about these variables (or what has been gathered so far):
- They can be called in any VCUIELEMENT if you have an applicable on-screen variable to edit. (Use Vetmin's colormap before /after you've isolated the text block in the vcuielement in hex workshop, Vetmin has a tutorial for finding a text element in a VCUIELEMENT and locating it in Hex Workshop, his colormap is above)
- Some Variables do not populate simply because the data is not being called in that specific instance
- Using the above fact, we can blank things out if we'd like by re-routing the data signature to something that will not populate (i.e a park variable in a MyLeague menu causes text to go blank)
- Data written in plain letters will just regurgitate that string (below image will just make HUD say "Debug Text", nothing special)

- As Vetmin mentioned above, the hash codes have a different syntax to normal memory. In order to use them, they must be inputted a special way.
Example: The hash D3C302F6 in the document will be subbed into the VCUIELEMENT after the data pointer as F602C3D3 to work. He put it simply above, ABCDEFGH --> GHEFCDAB.
- Data that is seated in curly brackets (i.e {0:INJURY:0}) are directly linked to on-screen variables. You can find pretty much anything that is shown on-screen like team-record or even playoff seeding by simply searching through the document. Though keep in mind as I mentioned above that variables will not always populate in any given menu screen or element. Sometimes it takes trial and error to find what will display and what doesn't.
- Data found in between pipes (|) are referencing icons which I believe are located in the Icon Table also in the english iff. Not much is known about these yet but you can clearly find hash code referencing statements with icons (i.e D3D7208F: |M_PRIMARY| End Conversation) with M_Primary being the Primary mouse button (left-click).
- I have tested this in only a limited capacity, but these hash codes are essentially calling variables, strings and icons located in the VCLOCALIZEDATA of the english.iff. In theory, you could open up the VCLOCALIZEDATA in Hex Workshop, find a variable (i.e {0:INJURY:0}), and overwrite the variable inside to something else, perhaps something like {0:PLAYER:0}. This may result in a different variable being shown altogether, opening the door to data manipulation on another scale and, quite possibly, custom variables with full statements if you would like. There are plenty of MyCareer phrases and lines that could technically be replaced by custom strings with variables. Again, I have lightly tested this and can neither confirm nor deny this works in entirety, as these variables could very well be hardcoded.
- You can directly find whether a VCUIELEMENT is displaying the element you think it is. You can do this by going to your VCUIELEMENT, applying the color map, copying the data, and converting it to a Hash code (by doing the direct opposite of what you did before) GHEFCDAB --> ABCDEFGH. I will add an example to this thread entry in a few hours. Currently at an airport gate writing this info dump lol
- Finally, we can now directly establish relationships of game data here. It is now obvious that these memory codes are used to call variables / strings / icons located in the VCLOCALIZEDATA of the english iff, and the VCUIELEMENT is what causes them to display on the screen. I'm sure there are plenty more things to find but we now have a concrete 3-way relationship here in terms of how the game operates in the backend, at least UI-wise.
Hope this info helps! I hope that we can one day find a way to add on to VCUIELEMENTS rather than replacing already-existing elements, as it would allow an entire new breadth of creativity for in-game UI and scoreboard creators. Feel free to message me or reply if you find anything I listed to be incorrect or you have any questions. Thanks to Vetmin for grinding out the discovery process and Bongo for his countless informative posts on this forum, and I'm sure there are plenty others to credit with this info.
I initially didn't mean for this to be such an info dump but why not now?