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Posted (edited)

Hello there, fellow modders!

As I'll finally have time to begin to work on my Wrestler Information and Moveset Creator tool for WWE 2k16 soon, I'd like to request some help from you, my esteemed colleagues with it, especially the experts, but anyone may help.

I'll require help with figuring out all the offsets and valid values for this year's.pofo and .moveset files, as well as the byte sizes for each.

I know some of you have already started your research, so it would be wonderful if you could share it here, especially since I'm not the best in figuring these things out myself (although I'll certainly add all my finding here, too).

Please post your findings in this thread so we can consolidate them. It'll help me greatly to get my tool done and having all the information in one place will also allow others that want to use it to find it easily.

Thank you very much!

Update: I could still need a bunch of help figuring out what various bytes do in the .moveset files, especially the WWE 2k16-specific move types!

Edited by Cave Waverider
Posted

I've broken down a good chunk of the bytes of this year's .pofo files as well as a little bit of the .moveset files that are needed to add wrestlers plus .team_info files that allow do add and edit teams.
If you have any additions, corrections or comments (especially about the unknowns and anything I may have gotten wrong), please do let me know and I'll add the information to this post!

Bytes are listed in decimal values, starting at 0.
 

WWE 2k16 pofo file analysis:

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.pofo Brand Values:

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.pofo Crowd Sign Values (decimal):

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WWE 2k16 moveset file analysis:

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WWE 2k16 team_info Analysis:

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.team_info Announce Name values:

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  • Like 2
Posted
  On 3/20/2016 at 4:40 PM, area34 said:

Is 18-19 possibly for announcing name?

Nah, that's just a zeroed out value. The announcer name should be somewhere in the moveset file, if at all.

Posted (edited)

2 notes: most of my pofos seem to have a 01 at byte 29 & if you want a quick conversion of the my wwe byte translate it to binary and reverse it

Edit: if the winning animation you are questioning is 6PAC then that's the right spot, there is also the championship winning animation which should be a 9XXX number of some sort.

Edited by pozzum
  • Like 1
Posted

I never thought there was so much info in the pofo it's crazy how all the numbers mean something. 

Posted (edited)

I've updated .pofo information in the second post with bytes for Crowd Reaction and Personality traits. I've also posted the valid values for the My WWE Brand there.

Edited by Cave Waverider
  • Like 1
  • 2 weeks later...
Posted

Added a small update for the .moveset file analysis in the second post.

Posted

Updated  the moveset section in the second post. I'm still missing a bunch of the new WWE 2k16 specific values, especially when it comes to the move slots. Some help finding the corresponding bytes would be greatly appreciated.

  • 2 weeks later...
Posted (edited)

Added .team_info breakdown and Team Announce names to the second post. It's pretty much identified.

I could stil use help with finding the bytes for all the new WWE 2k16 move types for the .moveset files. Note that the byte types of these moves are currently likely marked as a variant of "EMPTY" or "UNKNOWN" in the .moveset file analysis in the second post of this thread.

How could you help with that? Here are options to how you can do so:

Option 1: Using Cheat Engine
1. Backup your save game.
2. Extract/save a .moveset file of a wrestler in the game, ideally Adam Rose as he's most quickly to access. You can do so with Cheat Engine, Xpacker or, more ideally, the upcoming Custom Character Tools.
3. Open the .moveset file with a hex editor like HxD.
4. Set the Offset base to Decimal in the Hex Editor if you can.
5. Open Cheat Engine, select the WWE 2k16 process, use the Memory view and navigate to the Memory address of the Moveset of the wrestler (look it up in Pozzum's WWE 2k16 Memory table), Ideally, you'll want WWE 2k16 run in a window with the cheat engine memory view visible next to it so you can see which values change.
6. Edit the Moveset in the game. Change one of the new WWE 2k16 move types (like one of the additional strong strike slots), then save the moveset while looking at the cheat engine memory window.
7. Compare the data in the memory window with the data in your moveset file to see what has changed. Note down the Byte offset of the changed byte in the Hex editor and which move type it contains.
8. Rinse and repeat steps 2. - 8. until all the missing move types have been mapped out.
9. Post your findings here in this thread with the byte offsets in decimal and the name of the move type in the game.


Option 2: Without cheat engine:
1. Backup your save game.
2. Extract/save a .moveset file of a wrestler in the game, ideally Adam Rose as he's most quickly to access. You can do so with Cheat Engine, Xpacker or, more ideally, the upcoming Custom Character Tools.
3. Open the .moveset file with a hex editor like HxD.
4. Set the Offset base to Decimal in the Hex Editor if you can.
5. Edit the Moveset in the game. Change one of the new WWE 2k16 move types (like one of the additional strong strike slots), then save the moveset while looking at the cheat engine memory window.
6.  Extract/s
ave the modified .moveset file of the same wrestler in the game under a different name. Again, you can do so with Cheat Engine, Xpacker or, more ideally, the upcoming Custom Character Tools.
7. Open the newly created .moveset file with the changed move with the hex editor.

8. Compare the hex data in the two moveset files to see what has changed (HxD allows you to compare files via Analysis->Compare, but you can also do so manually if you're good at it). Note down the Byte offset of the changed byte in the Hex editor and which move type it contains.
9. Rinse and repeat steps 2. - 10. until all the missing move types have been mapped out.
10. Post your findings here in this thread with the byte offsets in decimal and the name of the move type in the game.

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

I've finally figured out and added most if not all new WWE 2k16 move types to the .moveset Analysis in the second post.

Edited by Cave Waverider
  • Like 1
  • 2 months later...
Posted
  On 7/4/2016 at 4:46 AM, tomwearsglasses said:

Info on Crowd Signs

216 - 217 Crowd Sign #1
218 - 219 Crowd Sign #2
220 - 221 Crowd Sign #3
222 - 223 Crowd Sign #4

List of Crowd Signs with IDs: https://docs.google.com/spreadsheets/d/1bo_-ISy9MIpOA-e_crn_-H8n5oJ3qNmmxwCL9nL9DZw/edit?usp=sharing 

Discussion: http://smacktalks.org/forums/topic/62917-tut-giving-a-wrestler-someone-elses-crowd-signs/?page=1 

Great work, thank you very much! :)

Posted
  On 7/4/2016 at 4:46 AM, tomwearsglasses said:

Info on Crowd Signs

216 - 217 Crowd Sign #1
218 - 219 Crowd Sign #2
220 - 221 Crowd Sign #3
222 - 223 Crowd Sign #4

List of Crowd Signs with IDs: https://docs.google.com/spreadsheets/d/1bo_-ISy9MIpOA-e_crn_-H8n5oJ3qNmmxwCL9nL9DZw/edit?usp=sharing 

Discussion: http://smacktalks.org/forums/topic/62917-tut-giving-a-wrestler-someone-elses-crowd-signs/?page=1 

Great It Will Come In hANDY fOR Sure!

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