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I think you should try Apollo - https://www.psx-place.com/resources/apollo-save-tool.1264/ for save resigning.1 point
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Thanks should definitely be a good New Jack, hopefuly by Bernielomax, I never got over losing my2k13 save full of his caws. There is a Mark Jindrak caw but not sure how well made, don't think there would have been many options for him on cc Do you know if the old save game tool method from Kim still the way to reassign the save to your own psn account? Had no luck on my first attempt1 point
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Hi, This is the 2nd tutorial where I will be explaining a bit about the pofo data in the game. I recommend you read through the first characters tutorial. The pofo data (superstar profile data ) is a block of data which contains some of the superstars profile data, especially the data we can't alter in the game. There are bits here and there you can alter in the game so I will not dwell much on those.. The main ones you can't alter in the game include : Superstars names and social media handle Superstars Height Superstars Weight Superstars Hometown Superstars Weight class Superstars fighting style class Superstars Crowd Signs (This can be altered for CAWS) Ring Announcer ID (new for 2k22) Commentary ID (New for 2k22). What tools do you need ? requirements : Hex Editor Some knowledge of hexadecimals. I can't teach hex from scratch here so this is what you'll need to find out on your own probably on YouTube. Some knowledge on using cheatengine : You'll need this. I can't teach how to use it from scratch. There are tutorials on YouTube for this. Resources to make life easier A 2k22 character list with the slot ID and slot number combo https://docs.google.com/spreadsheets/d/1t2UK5qzkw8qqJhV1ZD7U61VYCJThjswcxw4c4YJH3I4/edit#gid=444977815 A copy of a data file with all the default pofo data for all superstars in 2k22 . Download this file and open in Hxd. This will be used in the tutorial including cheatengine. https://mega.nz/file/8UYR2JqS#g4qG2gm63AOcVeylJr1PXV_RWyTcIaLYfdDvG64CoSA Open the downloaded pofo data file in Hxd. You will presented with a layout as shown. This starts off with the pofo data for The Rock. Take note of the 6 bytes I have highlighted. These bytes are unique for every character slot. You will also see the same data against The Rocks name in the spreadsheet I posted above. You can use this block of bytes to search for The Rock's pofo data in cheat engine or in the characterprofiletable.roster file when we come to that tutorial. So the question is, where does the pofo data end ? If you start from the first byte for the character and scroll down here till the next ID which is as shown here, then that's all the pofo data for The Rock. Take note of the Length (h) I marked here. This is the length of the block of bytes . 2A0. Each pofo data in the game has the fixed length 2A0. This is different for each game, one reason why you just can't take pofo data from a previous game and paste it over a 2k22 pofo data block. Take note of what I did to view the offset length as this will come in handy in some of the future tutorials. So lets look at some of the data. For illustration, lets try to lookup Roman Reigns pofo data. First thing is open the spreadsheet and lookup the ID's for reigns. From the sheet , its 70 01 B7 00 70 01. Search for this in the pofo data file downloaded. (hex search) You will be presented with the following data . I have marked some of the data here. Just the important ones which modders might want to change. The bytes immediately after the first six represent the data for the height value. 97 0F . The height values have always been a bit confusing as those used for CAWS have slightly different values from those in the pofo. Roman Reigns is billed at 6ft 3 inches for the 97 0F will be a value for that height in the game. One way to change the height will be looking up other wrestlers who have the height of the superstar you want to use, then looking up the height data in the superstars pofo. STRING NAMES The next set of data staring from 36 7F is for the string names. Each superstar has multiple strings for their names and the last is usually the social media handle. The names listed here are also in endian format (remember the tutorial) Lets break this down a bit. Each string name is 8 Bytes for the first will be DD E6 7F 36 2nd - 2C D3 52 17 3rd - C8 44 30 D0 4th - 04 8A AA 1E 5th - 21 15 C6 C1 6th - 5C 54 EF 01 ( This is the social media handle so if you want to change the social media handle, the last one needs to be changed.. The 01 after the social media handle sets the slot as playable. The 09 01 is the weight value. This is in endian format but is easily calculated by converting to decimal /hexadecimal. to convert to decimal , flip the bytes as 01019 and convert 109 to decimal with a hex calculator. You get 265 which is Roman Reigns billed weight. The 03 after the 0109 is the weight class. He is a heavyweight so its set as 03. 00 is blank 01 is cruiserweight 02 is light heavyweight 03 is heavyweight 04 is Super heavyweight The 02 after the weight class is the class . He is set as a Powerhouse which is 02. 0 STRIKER 1 TECHNICIAN 2 POWERHOUSE 3 HIGH FLYER If you move down below , the 4D 01 and 4C 01 are the allies . The USO's are set as his allies. If the space is blank, it will be filled with 00 04 . The NEXT SET 57 01 8B 00 16 01 67 00 is for the enemies . The ID's here are for Brock Lesnar, John Cena, Drew McIntyre and The Undertaker. The next set C1 8F C2 8F are for crowd signs. You will see there are 4. for each attire. The ID's when converted are 36801, 36802, 26803 and 36804. The empty space below that is for crowd signs to be displayed for alternate attires. The bytes D9 BF FC 53 are for the Hometown. If you want to change the hometown, you will have to look online for a character in the game from the same hometown, lookup their pofo ID and copy the hometown data from there. Right below, the 71 27 08 BB is another string name. Its the name of the matchwinner displayed on a nameplate. This has to be inverted as BB 08 27 71. With the caketools Sdb editor, you can search for the names linked with the ID by first reversing the bytes back. The data after 17 01 and 1701 are the ring announcer and commentary ID respectively. Don't get it confused with the ID's you see in sound editor. This is completely different. The 1701 is the ID assigned to Roman Reigns call names in the game. Probably about 6 or 7 you find listed in sound editor are linked with this ID All the commentary audio mentioning Roman Reigns in the game is assigned the ID 17 01 (the second 17 01) Most of these attributes are read in the pofo data which you paste with cheatengine, however some of the attributes are not read from the pofo but from the characterprofiletable.roster file which will be covered in the next tutorial. The attributes are : All the name strings The commentary ID and ring announcer ID. Most modders change the names of the character with the Sdb Editor when replacing a character. However if you are placing a character in an unused slot, there is no imnitial name to change. All the strings for the name will have to be added directly to the characterprofiletable.roster file. Now lets try to look up Roman Reigns pofo in cheatengine. Launch cheatengine with the game running and connect it to the wwe2k22.exe file Perform a search for the bytes 70 01 B7 00 70 01 (VALUE TYPE set to ARRAY OF BYTE and the HEX checkbox ticked first before typing in the bytes to search) In the address window , right click on the first of the results and select BROWSE MEMORY REGION. You will see a few listed. What you always want to do is compare the data layout of the pofo in the file with the one in cheatengine. If its a different layout 9(one of them usually is) do not paste or make any edits there. When you open the memory region, avoid displaying the full screen view and let it be in the view similar to that of the pofo . For example, you want to avoid views like this when comparing data. Instead a view as shown below is better . In the next tutorial, I will cover the data in the characterprofiletable.roster file1 point