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Need help with .pofo and .moveset from the Gurus


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Posted

I've been trying to create some .pofo and .moveset files for modded superstars and such. However, I've had some trouble with them. I use templates from other superstars.

Here are my issues:

1. When I try to change the championship entrance in the game on superstars with modded pofos, the game hangs.
2. When I try to use the Advanced Entrance Editor for these characters, the game dumps me right back to the create an entrance menu after loading.
3. I don't know how to change the winning animation.

Does anybody know how to fix the above things?

Posted (edited)

Inject an ingame .moveset like the Rock (Before you inject, give rock an advanced entrance ingame and save) in Xpacker. Then try an advanced entrance to see if it works.

 

 

Edited by bravebird31
Posted (edited)

Thanks, I'll see if that works. Would make sense, as I have only copied and injected wrestlers .moveset without setting his advanced entrance first.

As for problem 1., I noticed it's happening with any superstar in the game and tracked it down to Paige mod being set as a DLC superstar. For some reason, if you unlock Paige as DLC superstar, the game lists Paige's regular and Championship entrances in the Titantron selection menu. However, the entrance animation and preview files seem to be missing, so the game hangs whenever you get to a entrance animation page with Paige on it. I guess a workaround would be to move Paige to a different slot other than 434 and not use slot 434 at all. Alternatively, and perhaps more elegantly, perhaps one could inject her previous-gen console entrance into the files in the correct slot somehow (would that be possible?)?

Still not sure about the winning animation, though. Does anybody know which bytes to change in the .moveset file for that?

Edited by Cave Waverider
  • 4 weeks later...
Posted (edited)

Gurus, I'd appreciate your help once more!

Alright, so I've been working on a little tool with a GUI to easily create .pofo and .movset files so the modders can make them more easily. It's working somewhat for .pofos already, although I'm still missing some knowledge of what some of the bytes in the .pofo file do and what the value ranges are, which gives me a couple of problems (health not showing in the game, only one wrestler with a .pofo created by the tool working at a time, etc.).

Does anybody have a full list of what the bytes in the .pofo do and what the value ranges are?

Here is the breakdown I've done. The bytes marked with colors are the ones I know what they do. Does anybody know what the unmarked the bytes are for?
MgdFpuW.png
If you know what any of the bytes that I haven't marked do (at least the ones with values, the rest likely isn't important anyway), please let me know here. It would be a great help to get the tool working and ready for an Alpha release!

Thank you!

PS.: For those interested, here is what the GUI of the tool looks right now:

czt32UY.png

Edited by Cave Waverider
Posted

The only thing I can add to that as of now is that the D9 00 at the very start is the menu number. I'll update if I find anything else.

Posted (edited)

The only thing I can add to that as of now is that the D9 00 at the very start is the menu number. I'll update if I find anything else.

Thank you, it's a good start!

What does the menu number do and which one is it for? I'm guessing it's the position in the selection menu, which could be why I'm only able to see one wrestler that has the .pofo created with the tool. Are there any special valid values? I wonder if the tool could simply set it to the ID as well, to keep it unique for the wrestler, otherwise it could become rather complicated.

How did those of you that have created .pofo files before choose the menu number? Did you just use the one from the wrestler you used as a template or is there a method behind it?

Edited by Cave Waverider
Posted

 

Thank you, it's a start!

What does the menu number do and which one is it for?

From what I can see it's just the menu number for the superstars/divas at the selection screen. It gets assigned upon loading to the main menu and from my experience is different every time. 

Doesn't seem to have any significance to be honest. You can swap the menu numbers of two superstars but if two have the same number, the superstar with the changed value is no longer selectable. 

Posted (edited)

Thank you all once again for the help. I've updated my tool and since the .pofo part is already working reasonably well, I've started tackling the .moveset files. Which means I need your help again, dear Gurus.

So far I don't have much. I only know what the following bytes of a .moveset file do:

bytes 5478 - 5481 : Entrance Music
bytes 5482 - 5485 : Titantron
bytes 5486 - 5499 : Entrance Animation
bytes 5490 - 5493 : Championship Entrance: 
bytes 5498 - 5501 : Minitron
bytes 5502 - 5506 : Walltron

Do any of you have any idea what any of the other bytes in a .moveset file are for?

Also, does anybody know where to find a list of all Entrance Theme IDs, Walltron IDs, Minitron IDs and Entrance Animation IDs?

 

Edited by Cave Waverider
  • 2 weeks later...
Posted (edited)

I need some more help. Perhaps someone would be so kind and help me figure out the following:

1. What exactly does each byte in the Advanced Entrance Section of the .moveset file do?
For your information, the advanced Entrance Section of the moveset begins with byte 5590 and ends with byte 5991 (bytes 5992 and 5993 control whether the Advanced Entrance is enable or not).

2. Which bytes control the winning animation? I haven't been able to figure that out yet, but it would be really good to know for my tool.
Edit: Looks like it's bytes 6086 - 6087 and the value formula seems to be 6000+WrestlerBasicEntranceID.
However, I wonder if bytes 6090 - 6092 are responsible for the championship winning animation, since those that have a championship entrance seem to have those bytes set (Values: 9000+WrestlerBasicEntranceID).

Thanks again!
 

Edited by Cave Waverider
Posted

I need some more help. Perhaps someone would be so kind and help me figure out the following:

1. What exactly does each byte in the Advanced Entrance Section of the .moveset file do?
For your information, the advanced Entrance Section of the moveset begins with byte 5590 and ends with byte 5991 (bytes 5992 and 5993 control whether the Advanced Entrance is enable or not).

2. Which bytes control the winning animation? I haven't been able to figure that out yet, but it would be really good to know for my tool.
Edit: Looks like it's bytes 6086 - 6087 and the value formula seems to be 6000+WrestlerBasicEntranceID.
However, I wonder if bytes 6090 - 6092 are responsible for the championship winning animation, since those that have a championship entrance seem to have those bytes set (Values: 9000+WrestlerBasicEntranceID).

Thanks again!
 

https://docs.google.com/spreadsheets/d/1SP-pDrcl8pBA2JsQ-_6UzFT29bhe68xlI6ZowTTaRu8/edit#gid=984512492

Here are the winning animations broken down. (It's been there for a while)

I also added the winning animation offset to my memory table:

https://docs.google.com/spreadsheets/d/1SP-pDrcl8pBA2JsQ-_6UzFT29bhe68xlI6ZowTTaRu8/edit#gid=1521616295

It's 608 (decimal) offset from the music hex location.

Posted (edited)

 

https://docs.google.com/spreadsheets/d/1SP-pDrcl8pBA2JsQ-_6UzFT29bhe68xlI6ZowTTaRu8/edit#gid=984512492

Here are the winning animations broken down. (It's been there for a while)

I also added the winning animation offset to my memory table:

https://docs.google.com/spreadsheets/d/1SP-pDrcl8pBA2JsQ-_6UzFT29bhe68xlI6ZowTTaRu8/edit#gid=1521616295

It's 608 (decimal) offset from the music hex location.

Thanks Pozzum. Say, do you have any idea where I could find the IDs for the Advanced Entrance parts for Motion, Pyros and Screen effects? I'm working on the Advanced Entrance Editor for my tool and want to figure that out.

Edited by Cave Waverider
Posted

 

https://docs.google.com/spreadsheets/d/1SP-pDrcl8pBA2JsQ-_6UzFT29bhe68xlI6ZowTTaRu8/edit#gid=984512492

Here are the winning animations broken down. (It's been there for a while)

I also added the winning animation offset to my memory table:

https://docs.google.com/spreadsheets/d/1SP-pDrcl8pBA2JsQ-_6UzFT29bhe68xlI6ZowTTaRu8/edit#gid=1521616295

It's 608 (decimal) offset from the music hex location.

Thanks Pozzum. Say, do you have any idea where I could find the IDs for the Advanced Entrance parts for Motion, Pyros and Screen effects? I'm working on the Advanced Entrance Editor for my tool and want to figure that out.

I have no concrete info on this sadly.

Posted

 

https://docs.google.com/spreadsheets/d/1SP-pDrcl8pBA2JsQ-_6UzFT29bhe68xlI6ZowTTaRu8/edit#gid=984512492

Here are the winning animations broken down. (It's been there for a while)

I also added the winning animation offset to my memory table:

https://docs.google.com/spreadsheets/d/1SP-pDrcl8pBA2JsQ-_6UzFT29bhe68xlI6ZowTTaRu8/edit#gid=1521616295

It's 608 (decimal) offset from the music hex location.

Thanks Pozzum. Say, do you have any idea where I could find the IDs for the Advanced Entrance parts for Motion, Pyros and Screen effects? I'm working on the Advanced Entrance Editor for my tool and want to figure that out.

I have no concrete info on this sadly.

Too bad. From what I've figured out so far, it looks like Lighting IDs start with 100+, Pyro with 5000+, Screen effect with 0 and Advanced Entrance Motions with 10100 for Intro, 11100 for Stage, 12100 for Ramp, 13100 for Ring-in and 14100 for Ring entrance motions (basically Wrestler ID+10000, ID+11000, ID+12000, ID+13000, ID+14000 respectively, with exceptions). It would be great if somebody could figure out all the valid values for 2k15. Or maybe someone knows more.


What additionally boggles my mind the most right now, however, is how the timeline units for advanced entrance creation items work. It seems to be a value between 0 and 9999, 0 being the start and 9999 being Not set. It doesn't appear to be in seconds, milliseconds or nanoseconds. For example, the final timeline value where Austin's Ring Motion (which I believe is the longest available) ends seems to be 1330, but I'm not sure how that might translate into seconds, as that motion is around 46 seconds long. So it seems 1 Second = 28-29 units on the timeline, but I might be completely wrong. Does anybody know how to make more sense of the timeline position values?

Posted

 

https://docs.google.com/spreadsheets/d/1SP-pDrcl8pBA2JsQ-_6UzFT29bhe68xlI6ZowTTaRu8/edit#gid=984512492

Here are the winning animations broken down. (It's been there for a while)

I also added the winning animation offset to my memory table:

https://docs.google.com/spreadsheets/d/1SP-pDrcl8pBA2JsQ-_6UzFT29bhe68xlI6ZowTTaRu8/edit#gid=1521616295

It's 608 (decimal) offset from the music hex location.

Thanks Pozzum. Say, do you have any idea where I could find the IDs for the Advanced Entrance parts for Motion, Pyros and Screen effects? I'm working on the Advanced Entrance Editor for my tool and want to figure that out.

I have no concrete info on this sadly.

Too bad. From what I've figured out so far, it looks like Lighting IDs start with 100+, Pyro with 5000+, Screen effect with 0 and Advanced Entrance Motions with 10100 for Intro, 11100 for Stage, 12100 for Ramp, 13100 for Ring-in and 14100 for Ring entrance motions (basically Wrestler ID+10000, ID+11000, ID+12000, ID+13000, ID+14000 respectively, with exceptions). It would be great if somebody could figure out all the valid values for 2k15. Or maybe someone knows more.


What additionally boggles my mind the most right now, however, is how the timeline units for advanced entrance creation items work. It seems to be a value between 0 and 9999, 0 being the start and 9999 being Not set. It doesn't appear to be in seconds, milliseconds or nanoseconds. For example, the final timeline value where Austin's Ring Motion (which I believe is the longest available) ends seems to be 1330, but I'm not sure how that might translate into seconds, as that motion is around 46 seconds long. So it seems 1 Second = 28-29 units on the timeline, but I might be completely wrong. Does anybody know how to make more sense of the timeline position values?

in terms of timing it's probably counting frames as there are 30 frames per second in the cutscenes

I think there are pac files for most of the other stuff, I'll have to break the EVT folder down a bit more as that's where they most likely are.

Posted

 

https://docs.google.com/spreadsheets/d/1SP-pDrcl8pBA2JsQ-_6UzFT29bhe68xlI6ZowTTaRu8/edit#gid=984512492

Here are the winning animations broken down. (It's been there for a while)

I also added the winning animation offset to my memory table:

https://docs.google.com/spreadsheets/d/1SP-pDrcl8pBA2JsQ-_6UzFT29bhe68xlI6ZowTTaRu8/edit#gid=1521616295

It's 608 (decimal) offset from the music hex location.

Thanks Pozzum. Say, do you have any idea where I could find the IDs for the Advanced Entrance parts for Motion, Pyros and Screen effects? I'm working on the Advanced Entrance Editor for my tool and want to figure that out.

I have no concrete info on this sadly.

Too bad. From what I've figured out so far, it looks like Lighting IDs start with 100+, Pyro with 5000+, Screen effect with 0 and Advanced Entrance Motions with 10100 for Intro, 11100 for Stage, 12100 for Ramp, 13100 for Ring-in and 14100 for Ring entrance motions (basically Wrestler ID+10000, ID+11000, ID+12000, ID+13000, ID+14000 respectively, with exceptions). It would be great if somebody could figure out all the valid values for 2k15. Or maybe someone knows more.


What additionally boggles my mind the most right now, however, is how the timeline units for advanced entrance creation items work. It seems to be a value between 0 and 9999, 0 being the start and 9999 being Not set. It doesn't appear to be in seconds, milliseconds or nanoseconds. For example, the final timeline value where Austin's Ring Motion (which I believe is the longest available) ends seems to be 1330, but I'm not sure how that might translate into seconds, as that motion is around 46 seconds long. So it seems 1 Second = 28-29 units on the timeline, but I might be completely wrong. Does anybody know how to make more sense of the timeline position values?

in terms of timing it's probably counting frames as there are 30 frames per second in the cutscenes

I think there are pac files for most of the other stuff, I'll have to break the EVT folder down a bit more as that's where they most likely are.

Yeah, frames are most likely. I figured that's why the FPS are capped at 30 during entrances, too.
Please let me know if you make any progress on finding the other advanced entrance things in the .pac files.

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