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Showing content with the highest reputation on 03/25/2023 in all areas

  1. I made an ID list https://drive.google.com/file/d/11dTewNf8H5ruWH7Ifbqw-4XqMMvjSiIK/view
    2 points
  2. Thank you for you help. I have been able to decipher the file and now have hex editor to help me with it. I feel proud of my self I found my first characters. Dana Brooke 70 02 32 01 70 02 63 0D 00 00 5E E7 B0 E5 7F CA 85 14 B8 A8 12 F0 76 32 DC 3C A9 5E 43 19 69 77 02 64 01 00 00 00 01 01 00 04 Nikki A.S.H BA 02 7D 0C 00 00 9C E0 C9 01 9C E0 C9 01 9C E0 C9 01 9C E0 C9 01 9C E0 C9 01 FD F5 E4 05 01
    2 points
  3. Each 'pofo' is 712 bytes, first one being 64 00 64 00 1A 01 (Rock), a few changes from last year. 00-01 = Wrestler ID 02-03 = Slot ID 04-05 = Wrestler ID 2 (John Cena '16 and John Cena '12 will share same value) 06-07 = Height 10-13 = Full Name 14-17 = Full Name 2 18-21 = Full Name 3 22-25 = Nickname 26-29 = Full Name 4 30-33 = Social Media 34 = Playable Flag 35 = DLC/Non DLC Flag 36-37 = DLC Pack ID 38 = Gender 39 = Wrestler Counter (John Cena '16 and John Cena '12 will have different values for example) 40-41 = Unknown 42-43 = Weight 44 = Weight Class 85 = Crowd Reaction 103 = Crowd Balance 123-126 = Crowd Sign 1 127-130 = Crowd Sign 2 131-134 = Crowd Sign 3 135-138 = Crowd Sign 4 139-154 = Attire #2 Crowd Signs 155-170 = Attire #3 Crowd Signs 171-186 = Attire #4 Crowd Signs 187-202 = Attire #5 Crowd Signs 203-218 = Attire #6 Crowd Signs 219-234 = Attire #7 Crowd Signs 235-250 = Attire #8 Crowd Signs 251-266 = Attire #9 Crowd Signs 267-282 = Attire #10 Crowd Signs 294-297 = Hometown 298-321 = Attributes 322-348 = AI Attributes 440 = Hit Point Flag (Non Modifiable) 441-444 = Hit Point Ratio 640-645 = Personality Traits 654-657 = Victory Name 658-661 = Ring Announcer ID 662-665 = Commentary ID 674-675 = Payback 1 Flag (Non Modifiable) 676-677 = Payback 2 Flag (Non Modifiable)
    2 points
  4. Thank you for the kind words and the positive feedback! I really appreciate that. Some more screenshots: The SoundConverter tool has also been refreshed: Furthermore, I have significantly expanded the validation in order to be able to better intercept incorrect WEM imports in the future.
    2 points
  5. Sound Editor [Released: Version 2.2.0.0] It's time! After several weeks of work, the new version of the Sound Editor is finally live and comes with a lot of new features. But first: A big thank you goes to Mark/Rampage for allowing me to include his data.xml for 2K23. Also, a big thank you to all other authors of the data files from previous releases like Living Human, iTwistedSpartan and others. This was not my work and it wouldn't be possible without you guys! Thank you to everyone who helps and provides their data! And thanks to all the kind words and people who have supported me with donations before! It motivates me a lot! Here's an overview of the new features: Over 90% of the code has been completely reworked and rewritten Many minor and major fixes and improvements (including: search terms and sorting remain when switching as well as selected folders) XML files have been outsourced into databases, making SE compatible with multiple versions (currently 2K19, 2K22, 2K23) Sound-Converter has been completely rewritten and revised (new volume slider, new view of running tasks, download of YouTube music via txt files) New TTS feature for easy creation of RA via Uberduck API New file indexing feature to save storage space -> After opening a PCK file, SE now creates an index of all offsets. If a new file is imported that is larger than the one being overwritten, this table is updated. In the later course, the storage space gained can be reused if it is large enough. New UI (light and dark mode, slim titlebar) Revised export dialog -> mass export as *.ogg is now possible View, export, and import of embedded sound files in soundbanks (import is still UNTESTED and in BETA!!! Use it at your own risk!!!) ... and much more!!! Please note that this is a BETA version that may still have errors. I am not liable for any risks or damages that may arise from use. ALWAYS create a backup before doing anything else. A final word: My tools are, have been, and will always be free. I will not offer earlier access via Patreon or charge anything for them to be used by anyone. But developing them has cost me time and money. For example, my Uberduck access costs me money every month. Therefore, I would be very grateful for any donations. So if my work helps you and you find it useful, I would appreciate your support. Thank you! Notice: Not all data for 2K23 has been collected yet. If you want, you can send me your custom_data.xml file and I will merge your additions with the next update. This is a first test version and may contains bugs!!! ALWAYS MAKE A BACKUP BEFORE USING IT!!!!! !!! Please read !!! SE is compatible with WWE 2K23 and should also work with previous titles. It ships with a database for 2K19, 2K22 and 2K23! More can be added manually. Here is a tutorial video on how to use it (Thanks @Waldoocs) Changes Download (installer) FAQ I will expand on this post later.
    1 point
  6. Hi guys, here are two arenas of the past straight from Japan. AJPW arena mixed '90s-'93s (assigned to slot 05 - WWE Battleground - in the 2k15-2k18 arena port mod from ABHILASHBMWABHI) Pro Wrestling NOAH arena '03 (assigned to slot 18 - NXT Arrival - in the 2k15-2k18 arena port mod from ABHILASHBMWABHI)
    1 point
  7. WWE 2K23 Data Breakdown and Analysis This thread has been created to post our findings on various data files relevant to modding like .pofo, .moveset, .team_info, .attire_names and more. Since I myself won't have much time to do research on it this year, it would be great if the community could figure out the data in a collaborative effort. It's imperative that we figure out the most important things, otherwise the development of free modding tools such as Data Editor may not be able to proceed. I'll update all findings on the WWE 2K23 Data Analysis on the Smacktalks Community Wiki page, make sure to check it our regularly for the latest findings! If you have any additions, corrections, etc., please reply to this thread, state which file type you wish to add to and give us the decimal offset of the byte(s) in the file and what it's function is. Help in identifying the yet Unknown Bytes and values would be greatly appreciated. Click here to find some basic instructions on how you can help identify the values. Please only post your findings in this thread, keep it clean from any Comments and Discussion that do not contain findings relevant to this topic (create a thread in the Discussions forum instead). Any off topic replies will be DELETED! Thank you very much! Links to Wiki Pages or posts with Analysis and the Breakdown for each file type [current status]: .pofo Breakdown and Analysis [top priority, mostly done] .moveset Breakdown and Analysis [top priority, mostly done] .team_info Breakdown and Analysis [high priority, mostly done] .match Breakdown and Analysis [medium priority] .attire_Names Breakdown and Analysis [low priority] Additional Analysis [variable priority] Resources and Links: WWE 2K23 Data Analysis on the Smacktalks Community Wiki The up-to-date Analyzed Data may be found on this Wiki page. WWE 2K23 memory table Use this with cheat engine to look at/extract .pofo, .moveset, .team_info data and monitor your changes in real time. Data Breakdown and Analysis for older games: WWE 2k22 Data Breakdown and Analysis The WWE 2k22 version of this thread. Head over there to see how the files were structured in WWE 2k19 which can be handy when you try to figure things out by comparing the files from this and the current game. WWE 2k20 Data Breakdown and Analysis The WWE 2k20 version of this thread. Head over there to see how the files were structured in WWE 2k19 which can be handy when you try to figure things out by comparing the files from this and the current game. WWE 2k19 Data Breakdown and Analysis The WWE 2k19 version of this thread. Head over there to see how the files were structured in WWE 2k19 which can be handy when you try to figure things out by comparing the files from this and the current game. WWE 2k18 Data Breakdown and Analysis The WWE 2k18 version of this thread. Head over there to see how the files were structured in WWE 2k18 which can be handy when you try to figure things out by comparing the files from this and the current game. WWE 2k17 Data Breakdown and Analysis The WWE 2k17 version of this thread. Head over there to see how the files were structured in WWE 2k17 which can be handy when you try to figure things out by comparing the files from this and the current game. WWE 2k16 Data Breakdown and Analysis The WWE 2k16 version of this thread. Head over there to see how the files were structured in WWE 2k16 which can be handy when you try to figure things out by comparing the files from this and the current game.
    1 point
  8. I made all female superstars hex id list: https://drive.google.com/file/d/1IXTFBVXvZaDiiQNaTWYcZ7c5N4WxXxvt/view Edit: I forgot to make it public now it should work fine
    1 point
  9. Glad to see you got it done. Also, the id list was from last year, but was still pretty accurate. I made a new one for 2k23. https://drive.google.com/file/d/11dTewNf8H5ruWH7Ifbqw-4XqMMvjSiIK/view
    1 point
  10. Pretty soon. I still have a few things to do as I'm in the process of optimizing some things and adding new features, but main focus is optimization.
    1 point
  11. For anyone interesting in replacing the original music in the game (the OST of the menus) here are the IDs.
    1 point
  12. Ok so I have somewhat completed the look so far. I'm definitely going touch up the bodies a bit more.....but I think I am just going to go with what I got as of now. Of course, I'm going to keep having updates. Here's a gameplay look at some of the movesets i tried to create. Animal tazz tatoo
    1 point
  13. And In this post you can find some, simply if they don't work for you, change the "4E22" file for one of the original ru wwe 2k14 from another wrestler.
    1 point
  14. New Character Selection Screen in full retro style:
    1 point
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