Freon Posted October 31, 2017 Share Posted October 31, 2017 1 hour ago, pozzum said: That is very weird I can only imagine some formatting for some being two lines vs being a single line. Possibly, or it could be a remnant from a long time ago that never got changed. Since we know they keep old entrances from wrestlers who are no longer in the game. Perhaps the editing for them was a hassle, so they just coded a line to plug it in. On a side note, Rey Mysterio's complete entrance with the Pyro technics explosion left & right worked fine. Funny thing is on some venues, the Pyro explosion happens in the audience like Batista. Interesting nonetheless. Quote Link to comment Share on other sites More sharing options...
Cave Waverider Posted October 31, 2017 Author Share Posted October 31, 2017 3 hours ago, Freon said: Possibly, or it could be a remnant from a long time ago that never got changed. Since we know they keep old entrances from wrestlers who are no longer in the game. Perhaps the editing for them was a hassle, so they just coded a line to plug it in. On a side note, Rey Mysterio's complete entrance with the Pyro technics explosion left & right worked fine. Funny thing is on some venues, the Pyro explosion happens in the audience like Batista. Interesting nonetheless. Although I have noticed that alot of things in WWE 2k18's .pofo and .moveset files resemble the structure of WWE 2k15 and WWE 2k16 more than they did 2k17, this one seems to be a new one. It's really odd that there are so many name strings this year, so different formatting for some would make sense, I guess. I think @pozzum is onto something here. I also think this discovery might be important for string research, since it's yet another "duplicate" set of string for wrestlers that is actually used by the game. 1 Quote Link to comment Share on other sites More sharing options...
Cave Waverider Posted November 2, 2017 Author Share Posted November 2, 2017 I've mostly analyzed and broken down the .match file type for custom matches. Feel free to have a look at it on the corresponding Wiki page. I've also updated the correct offsets for custom matches in @pozzum's Create a Match memory sheet. 2 1 Quote Link to comment Share on other sites More sharing options...
Cave Waverider Posted November 18, 2017 Author Share Posted November 18, 2017 I've redefined the structure of the .attire_names file to store attire type information for use with the latest version of Data Editor for WWE 2k18 and updated the Wiki page accordingly. 1 Quote Link to comment Share on other sites More sharing options...
pozzum Posted November 21, 2017 Share Posted November 21, 2017 On 11/18/2017 at 6:05 AM, Cave Waverider said: I've redefined the structure of the .attire_names file to store attire type information for use with the latest version of Data Editor for WWE 2k18 and updated the Wiki page accordingly. You might have to grab the original but did you happen to find how they made Demon Finn an attire for universe mode only? He has his demon model as attire 1 on his base slot so I imagine it's like something other than FF or 02 for that Unlock Type. Quote Link to comment Share on other sites More sharing options...
Cave Waverider Posted November 21, 2017 Author Share Posted November 21, 2017 4 minutes ago, pozzum said: You might have to grab the original but did you happen to find how they made Demon Finn an attire for universe mode only? He has his demon model as attire 1 on his base slot so I imagine it's like something other than FF or 02 for that Unlock Type. I don't think special attires for universe, career, hidden etc. are defined in the misc file. You can still unlock them normally with the other flags in their slots, though (if they use standard .pac conventions, at least). It could be that there are values for other situations, but I haven't actively looked for them. Quote Link to comment Share on other sites More sharing options...
pozzum Posted November 21, 2017 Share Posted November 21, 2017 38 minutes ago, Cave Waverider said: I don't think special attires for universe, career, hidden etc. are defined in the misc file. You can still unlock them normally with the other flags in their slots, though (if they use standard .pac conventions, at least). It could be that there are values for other situations, but I haven't actively looked for them. I only say it because Finn Has one set to Universe Mode only by default, so that should be something detectable in the default file if you still have a copy. Quote Link to comment Share on other sites More sharing options...
Cave Waverider Posted November 21, 2017 Author Share Posted November 21, 2017 19 minutes ago, pozzum said: I only say it because Finn Has one set to Universe Mode only by default, so that should be something detectable in the default file if you still have a copy. I've looked, but it doesn't seem like there is anything nothing with any of his IDs in the COS section in the original misc (there are just the 9 that have accessible alternate attires, it seems). It's just the nine that have the defaults. It must be defined elsewhere, I suspect in the mysterious section wherever character specific things like what media, animations, etc. alternate attires can use, types of trons are. Quote Link to comment Share on other sites More sharing options...
Cave Waverider Posted November 27, 2017 Author Share Posted November 27, 2017 I've redefined the specificaiton of the .attire_names file once more. It's now the full 168 bytes used by the misc file and includes Wrestler ID and number of Unlocked attires to support the latest features of the newest Data Editor closed beta build. This should hopefully be the final change of the spec. 3 Quote Link to comment Share on other sites More sharing options...
olympic_hurz Posted January 20, 2018 Share Posted January 20, 2018 On 30.9.2017 at 1:05 AM, Cave Waverider said: Since people have been asking how they could help, here are some steps to do so (there may be better, more advanced ways to do it more efficiently, however): Reveal hidden contents Figuring out the bulk of the .pofo/.moveset/.team_info, etc. isn't particularly difficult once you get the hang of it (although it should be easier once Custom Character Tools is released), but it is incredibly time consuming as there are tons of bytes and values to figure out one by one (last year I spent several weeks often working day and night on it to figure everything out - sadly alot has changed again this year, so it all has to be done again ). Basically, what you need for it is the full version of the game, Cheat Engine, and Pozzum's memory table. You'll also want to look at the WWE 2k18 Data Analysis Page to see which things are already identified so you can skip these things. How you can figure things out: Ensure Steam isn't running (important!) and backup your entire Save game Folder ( ...\Steam\SteamApps\userdata\<userId>\664430 ), copy it somewhere outside the Steam directory. Install WWE 2k18 and Cheat Engine. Start Steam. In Steam click Start->Go Offline and restart Steam in Offline Mode to prevent a potentially screwed save game from being uploaded to the cloud. Start WWE 2k18. Task out of the game (You might have/want to press CTRL+Return to switch to Windowed mode first). Start Cheat Engine. Click on the "Click process to open" icon. Select the one that contains WWE2k18_x64.exe Click "Open". This will hook Cheat Engine to WWE 2k18's memory. Click on Memory View. Right-click in the field of Hex values and select "Go to Address". To research .pofo and .moveset files, open Pozzum's memory table "Superstar Sheet" scroll down to one of the wrestlers from ID 100 on (100 is The Rock, so you can just use that). In the same line as your Wrestler's Wrestler ID/Name, copy the value from the column "Moveset Start Hex" (for .moveset), "Pofo Start Hex" (for .pofo) column. For .team_info files go to the "Team Info" Sheet of the same memory table. In the same line as your Tag Team's ID name, copy the value from the column "Team Start Hex". For .match files go to the "Match" Sheet of the same memory table. In the same line as your Custom Matche's Slot, copy the value from the column "Team Start Hex". Paste the value into the "Go to Address" field of Cheat Engine's memory editor and click OK. This will take you to the start of the Pofo/Moveset for the wrestler with the ID you choose, or the Team Info of your chosen team, Match of the saved custom match, etc. Task back into the game, best to keep it windowed and running side-by-side with the cheat engine memory window. For Moveset research, go either to Creations->Moveset (for the moves) or Creations->Entrance (for the entrance - Easy and Advanced use different addresses so you'd have to check out all of those), Creations->Victory in the game. The .moveset file contains both actual moveset and entrance, victory data, managers, team, attire selection info. For .pofo, go MyWWE->Superstars and change Values for your wrestler there. For .team_info go to MyWWE->Teams. For Match Types go to Creations->Match Types. In the game, select the wrestler you have loaded the moveset memory region (if you loaded the memory of Wrestler ID 100, load the Rock in the game - just focus on one wrestler, that should be enough). Change a single value and save the Moveset/Entrance/Victory/Superstar/Match (this will often take you back out of the respective in-game Editor, so you'll have to enter it again for the next value). Observe the memory region and see which value changed (the changed value will blink for a second in cheat engine - keep in mind that the moveset is long, so you might have to scroll down a bit to find it) and compare the unmodified and modified files. Alternatively, you could also search for changed values, check out cheat engine tutorials on the web to learn how to do that. Note down the address of the byte that changed and what you changed in the game to have it changed in memory. If you aren't good in doing math in the hexadecimal system in your head, open the Windows Calulator, set it to Programmer mode and set it to Hexadecimal, then subtract the starting address of the moveset from the address of the changed value to get the Byte number (look at the Decimal result). You then note down/post the Byte number(s) (depending on how many bytes got changed for the thing you changed in the game), have a look how I did it in this thread, where you then also post your results. Also make sure to check the breakdown before you start to see which values/settings may already be figured out so you won't have to tackle those. Alternatively you can also extract the memory region of the .pofo, .moveset, .team_info, .match, etc. (Start Hex of the Wrestler to Start Hex of the next Wrestler-1 without cheat engine header via Save memory Region in Cheat Engine's memory editor), open it in a Hex Editor like HxD and every time after a change and compare the unmodified one to the modified one (this method might be the way to go once CCT is released, it's a bit tedious with cheat engine). Go back to step 16. and rinse and repeat by changing other Unknown things in the Moveset/Entrance settings until everything that's available is figured out. When done, exit the game. Exit the game, exit Steam. Replace your save folder (...\Steam\SteamApps\userdata\<userId>\664430) with the backed up save folder (Steam must be off when you replace it, or it will corrupt). Post your findings with bytes (start-end) and names of the values as reply in this thread. This will allow you to at least figure out the known values, which already is a lot. With hundreds and thousands of values It's alot of time consuming work. As for the unknowns, it's a process of trial and error, but it's best to just focus on the known values that you can set in the game first, the rest is secondary. What you can also be helpful is have a look at the .moveset of the same Wrestler in WWE 2k17 and see if there are any structural similarities to get an idea where to look for what in memory. i have got problems extracting moveset files via cheatengine following your description (subtract nex start hex -1 etc) with the (updated) memory sheet. wheni try to open them in you data editor, i get this message: "critical error. Illegal file size ... etc." what do i do wrong? thanks in advance for your help... :-) Quote Link to comment Share on other sites More sharing options...
Cave Waverider Posted January 20, 2018 Author Share Posted January 20, 2018 5 minutes ago, olympic_hurz said: i have got problems extracting moveset files via cheatengine following your description (subtract nex start hex -1 etc) with the (updated) memory sheet. wheni try to open them in you data editor, i get this message: "critical error. Illegal file size ... etc." what do i do wrong? thanks in advance for your help... :-) The file size must be wrong. That said, there is no need to extract these files with cheat engine anymore, just use Custom Character Tools 2018 to export it into Data Editor. Quote Link to comment Share on other sites More sharing options...
olympic_hurz Posted January 20, 2018 Share Posted January 20, 2018 7 minutes ago, Cave Waverider said: The file size must be wrong. That said, there is no need to extract these files with cheat engine anymore, just use Custom Character Tools 2018 to export it into Data Editor. Ok, will try this. i just like hacking around with cheateninge - feels more lika being a pro... ;-) and the the pofos worked well, so i think there must be something wrong in the memory sheet Quote Link to comment Share on other sites More sharing options...
Cave Waverider Posted January 20, 2018 Author Share Posted January 20, 2018 59 minutes ago, olympic_hurz said: Ok, will try this. i just like hacking around with cheateninge - feels more lika being a pro... ;-) and the the pofos worked well, so i think there must be something wrong in the memory sheet It's good for practice, but it's safer, faster, less of a hassle and more reliable to just use tools when available. I think that since I wrote the how to months ago we've figured out there is a section between the moveset files which we had previously mistaken for being part of the moveset. Thus the end address for the moveset is no longer start address of the next moveset -1. The following formula should work, though: MovesetEndAddress = MovesetStartAddress + (MovesetLength - 1) Quote Link to comment Share on other sites More sharing options...
olympic_hurz Posted January 20, 2018 Share Posted January 20, 2018 (edited) 10 hours ago, Cave Waverider said: It's good for practice, but it's safer, faster, less of a hassle and more reliable to just use tools when available. I think that since I wrote the how to months ago we've figured out there is a section between the moveset files which we had previously mistaken for being part of the moveset. Thus the end address for the moveset is no longer start address of the next moveset -1. The following formula should work, though: MovesetEndAddress = MovesetStartAddress + (MovesetLength - 1) Ah... I see. So i would have to look up, what length a moveset has (in general?!). Ok then, now my ambition is woken. Imagine, there is nobody making such great tools as you do in one of the next editions - so ist always useful to learn some basics... ;-) Ok, got it now! thanks for your support! :-) Edited January 20, 2018 by olympic_hurz 1 Quote Link to comment Share on other sites More sharing options...
fatpapas Posted February 10, 2018 Share Posted February 10, 2018 Sorry for the noob question, and again, GREAT WORK! but I've been wondering.. how the hell do you guys map the game for all those memory addresses we all love and enjoy? Quote Link to comment Share on other sites More sharing options...
Cave Waverider Posted February 10, 2018 Author Share Posted February 10, 2018 1 hour ago, fatpapas said: Sorry for the noob question, and again, GREAT WORK! but I've been wondering.. how the hell do you guys map the game for all those memory addresses we all love and enjoy? Using Cheat Engine and it's functions to look at the memory while we change things in the game, the Hex Editor, comparisons with files and memory structures from previous games and lots of trial and error. Quote Link to comment Share on other sites More sharing options...
fatpapas Posted February 10, 2018 Share Posted February 10, 2018 2 hours ago, Cave Waverider said: Using Cheat Engine and it's functions to look at the memory while we change things in the game, the Hex Editor, comparisons with files and memory structures from previous games and lots of trial and error. Sounds too much to my head, awesome job! Quote Link to comment Share on other sites More sharing options...
Perfectplex Posted August 28, 2018 Share Posted August 28, 2018 (edited) Byte 34 (pofo) and byte 38 (dat) is which pack the character belongs to , 00 (00), 0A (10) and 1E (30). Edited August 28, 2018 by Perfectplex 1 Quote Link to comment Share on other sites More sharing options...
Perfectplex Posted September 13, 2018 Share Posted September 13, 2018 (edited) Byte 35 (pofo) / byte 39 (dat) is much like above, only its 04 for Kurt Angle Pack, 05 is Cena Nuff Pack. Looking into unknown bytes 37,38 and 39, here are the ones that dont use 01 00 00 All Others 01 00 00 64 00 The Rock 01 00 0A 65 00 Steve Austin '97 04 01 00 67 00 Undertaker 03 00 0A 6B 00 Kane 03 00 0A 6F 00 JBL 04 00 00 71 00 Rob Van Dam '06 05 00 00 73 00 Andre the Giant 07 00 06 74 00 Lita 08 00 04 75 00 Big Show 04 01 06 76 00 Trish Stratus 01 00 04 79 00 John Cena 04 00 00 7E 00 Stephanie McMahon 08 00 04 80 00 Shane McMahon 0C 00 00 81 00 Batista '10 01 00 09 82 00 Randy Orton 06 00 00 83 00 Kofi Kingston 00 00 00 84 00 Bret Hart '97 02 00 00 85 00 Mark Henry 09 00 0B 8C 00 Dusty Rhodes 01 00 0B 8E 00 British Bulldog 03 00 0A 8F 00 Luke Gallows 01 00 0A 97 00 Big Boss Man '91 01 00 0B 9A 00 Cactus Jack '98 01 00 0B 9B 00 Mankind 01 00 0B 9C 00 Dude Love 01 00 0B 9E 00 Ultimate Warrior 01 00 0A A1 00 ? Superstar 08 00 04 A7 00 Sheamus 04 00 00 A8 00 Tyson Kidd 01 00 08 AC 00 Natalya 08 00 0C AE 00 Alicia Fox 08 00 00 AF 00 Tamina 08 00 0C B3 00 Jimmy Uso 02 00 08 B4 00 Jey Uso 05 00 00 B6 00 Kevin Nash 04 00 0A B8 00 Vader 03 00 0B B9 00 Heath Slater 01 00 08 BA 00 Sin Cara 05 00 05 BB 00 Brock Lesnar 01 00 09 BC 00 The Rock '01 01 00 0A BD 00 Undertaker 01 00 0A BF 00 Kane '98 03 00 0A C0 00 Big Show '00 07 00 06 C1 00 Naomi 08 00 0C C9 00 Dean Ambrose 03 00 00 CA 00 Roman Reigns 04 00 00 CE 00 Paul Heyman 01 00 0B D1 00 Big E 04 00 09 D3 00 Brie Bella 08 00 04 D4 00 Nikki Bella 08 00 04 D5 00 Summer Rae 08 00 07 D7 00 Diesel 01 00 0A D8 00 Scott Hall 07 00 00 DA 00 Bray Wyatt 06 00 0B DC 00 Erick Rowan 07 00 00 DD 00 Luke Harper 07 00 00 DE 00 Lex Luger 04 00 00 DF 00 Bam Bam Bigelow 07 00 0B E0 00 DDP '98 04 00 00 E1 00 Sting '99 04 00 00 E2 00 Sting '91 04 00 00 E3 00 Viktor 04 00 00 E4 00 Konnor 04 00 00 E8 00 Rusev 0B 00 0A EA 00 Corey Graves 03 00 00 EB 00 Sami Zayn 01 00 08 EC 00 Lana 08 00 04 ED 00 Paige 08 00 07 EE 00 Emma 08 00 04 EF 00 Daniel Bryan 02 00 08 1B 01 Brody Tyson 06 00 00 1C 01 ? 07 00 00 1D 01 Stephanie NPC? 08 00 04 1E 01 ? 08 00 04 25 01 Kalisto 05 00 05 28 01 Renee Young 08 00 04 2C 01 Rikishi 07 00 0B 2E 01 Stephanie McMahon 08 00 04 33 01 Finn Balor 01 00 08 34 01 Hideo Itami 01 00 08 35 01 Kevin Owens 01 00 0B 36 01 Samoa Joe 01 00 0B 37 01 Tyler Breeze 01 00 08 38 01 Alundra Blayze 01 00 04 3B 01 Earthquake 01 00 0B 3F 01 Typhoon 01 00 0B 43 01 AJ Styles 01 00 0A 44 01 Becky Lynch 01 00 04 45 01 Charlotte 01 00 04 46 01 Sasha Banks 01 00 04 4D 01 Alexa Bliss 01 00 04 4E 01 Asuka 01 00 0C 4F 01 Bayley 01 00 04 50 01 Carmella 01 00 04 51 01 Dana Brooke 01 00 0C 52 01 Apollo Crews 01 00 09 53 01 Finn Balor Demon 01 00 08 55 01 Nia Jax 01 00 0A 58 01 Big Boss Man '99 01 00 0B 5C 01 Ivory 01 00 04 5D 01 Jacqueline 01 00 0C 60 01 Papa Shango 01 00 0A 61 01 Cactus Jack '92 01 00 0B 65 01 Lady Accomplice 01 00 04 DD 01 Lars Sullivan 07 00 00 Edited September 13, 2018 by Perfectplex 1 Quote Link to comment Share on other sites More sharing options...
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