Is NBA 2K15 unmoddable?

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Re: Is NBA 2K15 unmoddable?

Postby gregkwaste on Wed Oct 15, 2014 7:40 am

Pdub wrote:If you hadn't noticed yet, gregkwaste, The size references for all the container files are right above the names of each file in 0A. I guess my theory that this is just one big bluray disc dumped into different files is correct. This will most likely mean that the entire file has to be extracted in a way that can be read by the game for it to be modifiable, or we have to repack the entire contents of the game to run any future mods. Hopefully the offsets are set in a way that the individual container files can be changed without having to change every single offset.

I also hope that the checksums in the names files aren't hard coded and we can just rename it to reflect modes files. We might be able to modify the zip files if we can make them smaller, and then using padding so no offsets need to be changed.


Yes i have noticed that, and i also believe that, the game thinks of all those archives as one and i have to disagree with nesa on this, the first 9 mb's of 0A are all that the game needs to index all its contents.
Every other way of reading each archives content, may work of course (thats what i have done as well), but its definitely not the correct way of reading the games content. If you don't find your way through these offsets you'll eventually NEED sometime to search for an appropriate header, and that is not correct. It may be working but its not optimal. What each file contains has nothing to do with what those offsets do. I am 99,9999% sure that if we manage to create a similar type of archive section like the ones defined, add this to 0A references last, and put in its offset, we should get brand new content in the game.If it loads it or not has to do with other things like db settings or model material and texture assignments etc. I'll definitely try to work on this way for parsing the game data.
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Re: Is NBA 2K15 unmoddable?

Postby GameboyCOLORED on Wed Oct 15, 2014 2:14 pm

:bowdown: :bowdown: :bowdown2: :bowdown2:
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Re: Is NBA 2K15 unmoddable?

Postby nesa24 on Wed Oct 15, 2014 7:56 pm

gregkwaste wrote:
Pdub wrote:If you hadn't noticed yet, gregkwaste, The size references for all the container files are right above the names of each file in 0A. I guess my theory that this is just one big bluray disc dumped into different files is correct. This will most likely mean that the entire file has to be extracted in a way that can be read by the game for it to be modifiable, or we have to repack the entire contents of the game to run any future mods. Hopefully the offsets are set in a way that the individual container files can be changed without having to change every single offset.

I also hope that the checksums in the names files aren't hard coded and we can just rename it to reflect modes files. We might be able to modify the zip files if we can make them smaller, and then using padding so no offsets need to be changed.


Yes i have noticed that, and i also believe that, the game thinks of all those archives as one and i have to disagree with nesa on this, the first 9 mb's of 0A are all that the game needs to index all its contents.
Every other way of reading each archives content, may work of course (thats what i have done as well), but its definitely not the correct way of reading the games content. If you don't find your way through these offsets you'll eventually NEED sometime to search for an appropriate header, and that is not correct. It may be working but its not optimal. What each file contains has nothing to do with what those offsets do. I am 99,9999% sure that if we manage to create a similar type of archive section like the ones defined, add this to 0A references last, and put in its offset, we should get brand new content in the game.If it loads it or not has to do with other things like db settings or model material and texture assignments etc. I'll definitely try to work on this way for parsing the game data.


well good luck and hope you will make it
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Re: Is NBA 2K15 unmoddable?

Postby JBulls on Wed Oct 15, 2014 8:47 pm

gregkwaste wrote:I am 99,9999% sure that if we manage to create a similar type of archive section like the ones defined, add this to 0A references last, and put in its offset, we should get brand new content in the game.


As in add new content to the game??? Don't tease me like that bruuuhh :cry:
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Re: Is NBA 2K15 unmoddable?

Postby gregkwaste on Fri Oct 17, 2014 6:52 am

I managed to load all the files defined in 0A, all 366064 of them :P. The number is huge and my program was severly lagging to load them all in lists but i managed to get around by using some additional threads :P. Although i managed to drop the reading time to almost 4 seconds for all those archives, the most expensive procedure is to add them all in the graphical viewer (maybe its because of the pygtk module that i use). The full loading of all archives in the viewer may take up to 3 minutes, on my computer of course :P. I did whatever i could to drop this time, it can't be helped. I don't know what will happen if i try to write this using C# in VS, maybe the loading time will be less, but i think thats the least problem for now :P

What i can do for now:
1)Explore ALL archives in ALL of the game file archives
2)Explore ALL the files in each archive of each game file archive
3)Export those files and decompress them accordingly

Image

What i mean with all archives is also sections that do not follow the generic iff or 0x94EF3BFF rule. And I did find some of those sections which will help on further investigation.

For example i found a section defining probably the locale.iffs: english.iff, french.iff and so on but i did not manage to find any more info about these sections.

Exported files are exported in a game file archive fashion, so they are organised in folder named 0A, 0B etc...
Contents look like this:
Image

It needs A LOT of testing still until a stable release but i think its in a good shape :P
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Re: Is NBA 2K15 unmoddable?

Postby nesa24 on Fri Oct 17, 2014 7:12 am

nice
keep it up
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Re: Is NBA 2K15 unmoddable?

Postby Kevin on Fri Oct 17, 2014 11:20 am

I'm free for testing out this tool :wink:
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Re: Is NBA 2K15 unmoddable?

Postby eko718 on Fri Oct 31, 2014 10:41 am

I am looking forward to the code being cracked on these rosters. Body types will be the first thing I edit... if they are even tied to the roster this year.
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Re: Is NBA 2K15 unmoddable?

Postby Culture Games on Fri Oct 31, 2014 2:22 pm

Maybe not unmoddable, but they do seem to be taking many of our tools away
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