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Perfectos Lists of Crap/File Surgery


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Posted (edited)

Thread will basically be where I just dump lists and info someone may find useful

Huge long list, folder/file layout

  Reveal hidden contents
Edited by Perfectplex
  • Like 3
Posted (edited)

String crap, not as easy as last year but routing is the same principal.

 

Do not attempt to modify this file if you dont know what you are doing!

It is not as simple as changing the string and character length!

The offsets will all need to be changed if you do that.

 

Name ID

f3500bd2d07bd92fb70d4b782baab902.png

 

Lets take a gander in string_win.pac for that ID

b34562e6d30c4b7a768df7f630b7b87c.png

 

There it is, hey look at the first 4 bytes, lets find that byte address.

oh and take note of that 09 byte too

04b208736d95b53d556179181279b145.png

 

Oh look, its the string "THE ROCK"

But thats 8 characters not 9 right? well you have to add the little dot (00 byte) to tell it where the string ends and has to be included in the length value.

 

Slot_201 [C900]		ch_367 [6F01]		Dean Ambrose

1 A	C5 6D 03 00	57 05 00 00	1367	DEAN AMBROSE		Selection Screen, HUD, Winning Nameplate
2 B	C0 79 03 00	27 0D 00 00	3367	Dean Ambrose		Not used in pofo
3 C	CE 85 03 00	0F 11 00 00	4367	DEAN AMBROSE		Victory Motion Face (Shawn Michaels)
4 D	9C 90 03 00	F7 14 00 00	5367	DEAN AMBROSE
5 E	25 9B 03 00	C7 1C 00 00	7367	DEAN AMBROSE		Referee Target, Smaller Selection Screen
6 F	04 A7 03 00	97 24 00 00	9367	DEAN AMBROSE		Entrance Nameplate, Smackdown Facts
7 G	A2 B2 03 00	67 2C 00 00	11367	DEAN AMBROSE
8 H	53 BD 03 00	37 34 00 00	13367	@TheDeanAmbrose		Social Media
	

	69 A1 04 00	B6 89 00 00	35254	Retaliation
	75 A1 04 00	B7 89 00 00	35255	DEAN AMBROSE

	0E 08 06 00	04 F0 02 00	134916	DEAN AMBROSE SHIELD


dat(pofo) layout
A F E D G H - C

 

Edited by Perfectplex
Posted (edited)

ID's, Patterns and Offset References, I will likely slowly build upon this but the basic meaning is to show patterns.

000100		The Rock

typea
82 FC E9 4D A8 70 BE A0 	1C 8C 00 00 	B8 A3 01 00 	FF FF FF FF 

typeb
91 52 AC 89 3C 8C 7E 3A 	28 8C 00 00 	A4 AE 01 00 	FF FF FF FF 

typec
3F E0 4D 18 5A C7 CA 4D 	34 8C 00 00 	90 B9 01 00 	FF FF FF FF 

attire 02
78 A1 7B DD 24 10 BB 2D 	78 4F 02 00 	A8 BD 03 00 	FF FF FF FF 

attire 12
59 EF 87 CE 5C CD 7F EF 	84 4F 02 00 	B4 BD 03 00 	FF FF FF FF 

===============================================================================
000101		Steve Austin

typea
19 28 24 AF D2 7C 3C 3C 	1C 8C 00 00 	6C 9B 01 00 	FF FF FF FF 

typeb
0D 0A DC 18 96 CA F7 AF 	28 8C 00 00 	D0 A6 01 00 	FF FF FF FF 

typec
27 F0 D8 0D 0D 4B 88 FD 	34 8C 00 00 	BC B1 01 00 	FF FF FF FF 

attire 02
E7 56 DB 10 EF DA B7 1E 	90 4F 02 00 	C0 BD 03 00 	FF FF FF FF 

attire 04
C3 89 25 F1 D9 52 60 4C 	9C 4F 02 00 	CC BD 03 00 	FF FF FF FF 

attire 12
77 24 B1 AD E0 44 22 97 	A8 4F 02 00 	D8 BD 03 00 	FF FF FF FF 



===============================================================================
000102		Triple H

typea
F3 6F 18 BC 2E 04 18 FA 	1C 8C 00 00 	78 9B 01 00 	FF FF FF FF 

typeb
9E CB 44 9D 9D 86 1A A5 	28 8C 00 00 	DC A6 01 00 	FF FF FF FF 

typec
DC 64 87 EA E3 FE 4A 9B 	34 8C 00 00 	C8 B1 01 00 	FF FF FF FF 

attire 02
A4 8D 16 D8 00 CE D8 10 	B4 4F 02 00 	E4 BD 03 00 	FF FF FF FF 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
000102		Triple H (Suit)

typea
5C 7D DC 0C AE 12 9A 5B 	1C 8C 00 00 	84 9B 01 00 	FF FF FF FF 

typeb
E4 F4 07 55 CC 36 0E 72 	28 8C 00 00 	E8 A6 01 00 	FF FF FF FF 

typec
32 F6 12 DA A0 F3 F0 5F 	34 8C 00 00 	D4 B1 01 00 	FF FF FF FF 

attire 12
44 74 18 23 1A 83 54 AA 	C0 4F 02 00 	F0 BD 03 00 	FF FF FF FF 


===============================================================================

 

 

Edited by Perfectplex
Posted (edited)
AJ Lee
AJ Styles
Adam Rose
Aiden English
Akam
Akira Tozawa
Albert - Matt Bloom
Alberto Del Rio
Aleister Black
Alexa Bliss
Alexander Wolfe
Alicia Fox
Alundra Blayze
Andre the Giant
Apollo Crews
Arn Anderson
Asuka
Austin Aries
Bam Bam Bigelow
Baron Corbin
Batista
Bayley
Becky Lynch
Beth Phoenix
Big Boss Man
Big Cass
Big E
Big Show
Bill Demott
Billie Kay
Billy Gunn
Bo Dallas
Bobby Heenan
Bobby Roode
Booker T
Brad Maddox
Braun Strowman
Bray Wyatt
Bret Hart
Brian Kendrick
Brian Pillman
Brie Bella
British Bulldog
Brock Lesnar
Brutus Beefcake
Bubba Ray Dudley
Buddy Murphy
Buddy Roberts
Butch
Byron Saxton
CM Punk
Cameron
Carmella
Cedric Alexander
Cesaro
Chad Gable
Charlotte
Chris Jericho
Christian
Cody Rhodes - Stardust
Colonel Mustafa
Colonel Robert Parker
Corey Graves
Curt Hawkins
Curtis Axel
D'Lo Brown
D-Von Dudley
Damien Sandow
Dana Brooke
Daniel Bryan
Darren Young
Dash Wilder
Dean Ambrose
Diamond Dallas Page
Diesel - Kevin Nash
Dok Hendrix - Michael Hayes
Dolph Ziggler
Drew McIntyre
Dustin Rhodes - Goldust
Dusty Rhodes
Earthquake
Eddie Guerrero
Edge
Elias
Ember Moon
Emma
Enzo Amore
Epico Colon - Fernando
Eric Young
Erick Rowan
Eva Marie
Faarooq
Fandango
Finn Balor
Fit Finlay
General Adnan
Gerald Brisco
Godfather, The - Kama Mustafa - Papa Shango
Goldberg
Gran Metalik
Great Khali
Greg Valentine
Haku
Heath Slater
Hideo Itami
Honky Tonk Man
Howard Finkel
Hulk Hogan
Ivory
JBL
Jack Gallagher
Jack Swagger
Jacqueline
Jake Roberts
Jason Jordan
Jeff Hardy
Jerry Lawler
Jey Uso
Jim Neidhart
Jim Ross
Jimmy Garvin
Jimmy Hart
Jimmy Uso
Jinder Mahal
Jo Jo
John Cena
John Laurinaitis
Johnny Gargano
Justin Gabriel
Justin Roberts
Kalisto
Kane
Karl Anderson
Kassius Ohno
Ken Shamrock
Kerry Von Erich
Kevin Owens
Kevin Von Erich
Killian Dain
Kofi Kingston
Konnor
Kurt Angle
Lana
Larry Zbyszko
Lars Sullivan
Layla
Lex Luger
Lilian Garcia
Lita
Luke
Luke Gallows
Luke Harper
Mark Henry
Maryse
Matt Hardy
Michael Cole
Mick Foley
Mickie James
Mikey Whipwreck
Miss Elizabeth
Miz, The
Mojo Rawley
Mr. McMahon
Mr. Perfect
Naomi
Natalya
Neville
Nia Jax
Nick Miller
Nikki Bella
Nikki Cross
No Way Jose
Noam Dar
Paige
Pat Patterson
Paul Bearer
Paul Ellering
Paul Heyman
Peyton Royce
Primo Colon - Diego
R-Truth
Randy Orton
Randy Savage
Razor Ramon - Scott Hall
Renee Young
Rey Mysterio
Rezar
Rhyno
Ric Flair
Ricardo Rodriguez
Rich Swann
Rick Martel
Rick Rude
Ricky Morton
Ricky Steamboat
Rikishi
Road Dogg Jesse James
Rob Van Dam
Robert Gibson
Rock, The
Roddy Piper
Roderick Strong
Roman Reigns
Rosa Mendes
Ruby Riot
Rusev
Ryback
Sami Zayn
Samoa Joe
Santino Marella
Sasha Banks
Savio Vega
Sawyer Fulton
Scott Dawson
Seth Rollins
Sgt. Slaughter
Shane McMahon
Shane Thorne
Shawn Michaels
Sheamus
Sherri Martel
Shinsuke Nakamura
Simon Gotch
Sin Cara
Stephanie McMahon
Steve Austin
Stevie Ray
Sting
Summer Rae
Sycho Sid
TJP
Tamina
Tatanka
Tatsumi Fujinami
Ted DiBiase
Titus O'Neil
Tomaso Ciampa
Tony Chimel
Triple H
Trish Stratus
Tye Dillinger
Tyler Breeze
Typhoon
Tyson Kidd
Ultimate Warrior
Undertaker
Vader
Vickie Guerrero
Viktor
Wade Barrett
Wesley Blake
William Regal
X-Pac
Xavier Woods
Zack Ryder
Zeb Colter

 

Others:

(Cameraman 1)
(Cameraman 2)
(White Button Up npc)
00048202 - .pach
00050102 - .pach
00050202 - .pach
00050302 - .pach
00050402 - .pach
00050702 - .pach
Arnold Schwarzenegger
Barron Blade
Brody Tyson
Cheryl Lagman
Chris Kolbe
Cutscene Woman Model
Eddie Anderson
Enforcer, The
Japanese Referee
Jayden Jet
Jeff Gamboa
Kim Kilmann
Lady Accomplice
Lance Xander
Matt Rubio
Motion Test 02
Moveset Man
Referee
Referee AWA
Rory Fowler
Rosebuds (Bodysuit)
Rosebuds (Bunny)
Rosebuds (Clown)
Rosebuds (Gent)
Rosebuds (Girl)
Rosebuds (Stripes)
Security 1
Security 2
Security 3
Security Guard
Spanish Announcer 1
Spanish Announcer 2
Superstar F
Superstar M
Todd Mullin
Trainer
Trophy Presenter
WWE Crew 1
WWE Crew 2

 

Edited by Perfectplex
  • Glorious 1
  • 3 weeks later...
Posted (edited)

bit of file surgery nonsense

comparing files to others in the same vein (eg: a dlc patch file compared to the base game version)

 

misc01_start - 32797752CC906B32 - 000A

8114f4d85e0b32888d53ed8acab03b8a.png

 

misc01_start_p11 - B2465FD728AD3587 - 001B

c1184cc155fd16f61ebe658619abd601.png

 

misc05_save_p10 - 3BC7E0BA7B045045 - 0006

3f6ff4f0f2e6e5e0b93da246412520e8.png

 

668 (as in 669 characters 000 - 668)

misc\misc01_start_p11 - B2465FD728AD3587

fa48147bd6ead3ed3576c3f385ecf567.png

 

misc\misc05_save - 4A6C0E11872A637B \ 0003

500 entries for this 'HID' data

4f20465d221fd280501d3d7e3e39340b.png

 

pac\menu\win\menuflow_win.pac

782c4ade0a274262faf4ae0852ca1a55.png

 

pac / root / misc05_save.pac - 0005.bin

f1f48d4759481595c8590c6803cfdd9c.png

Edited by Perfectplex
Posted
  On 11/9/2017 at 3:39 AM, Perfectplex said:

misc05_save_p10 - 3BC7E0BA7B045045 - 0006

3f6ff4f0f2e6e5e0b93da246412520e8.png

Expand  

So this seems to be closely related to the music in the game @TheVisitorX should be very interested in this the first 2 sets of 4 bytes match the string reference for the songs.

unknown.png

I'm unsure but potentially this could be a file that ties the wwise numbers to the numbers used in the movesets?  As Perfect said when we were talking if the stars align this might be a path to more usable songs?

  On 11/9/2017 at 3:39 AM, Perfectplex said:

668 (as in 669 characters 000 - 668)

misc\misc01_start_p11 - B2465FD728AD3587

4e80b03f78308853112e769bc3d9cb8c.png

Expand  

This one based on the breakdown I was able to figure out it the options for the countries and what the announcement bytes are.  This might help @Cave Waverider but he might already have them cataloged.  Essentially they are 20 byte arrays where is it {COUNTRY}{PROVINCE/STATE}{CITY}{BLANK}{REF NUM} where each are 4 bytes, the first 3 being string references.  I was able to cross reference finn's location with the one from his pofo that Azn put together.   I don't think this impacts the location overwrite issue unfortunately.

 

  • Too Sweet 1
  • Thanks 1
Posted
  On 11/9/2017 at 3:39 AM, Perfectplex said:

misc01_start - 32797752CC906B32 - 000A

8114f4d85e0b32888d53ed8acab03b8a.png

Expand  

This one mainly lists locations.  and seems at least to me that it might like assign it to arenas I'm not really sure the amount of FF FF bytes between slots seem close to arenas.. But they are city locator text I'm pretty sure of that.

  • Too Sweet 1
Posted (edited)
  On 11/9/2017 at 4:28 AM, pozzum said:

So this seems to be closely related to the music in the game @TheVisitorX should be very interested in this the first 2 sets of 4 bytes match the string reference for the songs.

unknown.png

I'm unsure but potentially this could be a file that ties the wwise numbers to the numbers used in the movesets?  As Perfect said when we were talking if the stars align this might be a path to more usable songs?

Expand  

Interesting find. The filename is 06.memu - I think "memu" stands for menu music and that's what it is. If I change that, it has an influence on the jukebox entries. There aren't any visible items if I overwrite the whole file.

Edited by TheVisitorX
  • Too Sweet 1
Posted (edited)
  On 11/9/2017 at 11:25 AM, TheVisitorX said:

I think "memu" stands for menu music

Expand  

Seems obvious now you mention it, there are memu tweaks in dlc patches for 2k17 too I just checked.

For the strings it is likely just like 2K17 whereby you take the ch number and add 72,000, I have not looked at strings beyond names yet as the names are priority.

Based on 2K17

Start

        36350 = Menu Music

        42101 = Other Themes

        72000 = Entrance Themes

End
        36388 = Menu Music

        42189 = Other Themes

        72439 = Entrance Themes

Edited by Perfectplex
  • 6 months later...
Posted (edited)

Time to start looking into something new for me, Weapons and related files.

Bah gawd, they melted kang

0b09a1f15da57ce2290defeb3363e51d.png

 

I dont even know what to say

550556f468fb6ca18a5d47413ea54c46.png

 

Can move the steps by walking into them.

70934f76769ff221709307130221683b.png

 

How you going to dig yourself out of this Carmella?

43eb002c1f5a1764c5bf9c3809146639.png

 

Tatanka stops at nothing to prevent logging companies ruining his peoples reservation, including taking their vehicles to the mat.

a9cd9ccb0f4b25158d827f90b1ddb939.png

 

Ahh so that's the file for doing moves onto weapons is it 😛

f387cf8b7201b0dbee9c0843c5892986.png

 

I'd like to call this tune, Jason Jordans Jaw Jacking Jam.

7c27427b3933a312d7c08f05f414f30a.png

 

Ive seen some odd Hogan antics to get out of doing the job but this is just taking the piss.

eb189801146d7c529ad615e95990651f.png

 

<Insert tasteless Owen Hart reference here>

8efd09a45e07439e3500e13862201878.png

 

Being able to interact and destroy entire room set ups in backstage areas is much more fun

0968eb350e78e39d30eea03934eb2b9e.png

9318d4072b6bf1b711b108700827f94a.png

 

Edited by Perfectplex
  • Like 1
  • Glorious 1
  • Yes! 1
Posted

Lol watl? If you set up a second/third ring, could that be usable with what you're doing ?

Posted (edited)
  On 6/7/2018 at 4:43 AM, hovathagod32 said:

Lol watl? If you set up a second/third ring, could that be usable with what you're doing ?

Expand  

Not sure what you mean, if you mean setting it up like War Games then I doubt it would work properly, it would really be a visual thing.

Anyways this should wet your whistle, ladder and table in a cell match with proper handling (WIP).

28d430149bc84a7e1bd660639afc1123.png

Edited by Perfectplex
  • Yes! 1
  • Woo 1
Posted

Great findings on the weapons once more, @Perfectplex. Giving different weapons different properties should be great. I like your sledgehammer to guitar mod but it would be even better if it had the properties of a chair or something or could break, even. :)

More breakable objects backstage is definitely great. I'm really looking forward to what else you can dig up. :)

Posted (edited)

Cheers Cave, yeah I'm currently deep into the physics files for the weapons, I've already sussed how to make the character use the weapons in hand correctly, the only problem I'm having atm is when you place an object down but I'm still early into this surgery, always good for me to take a break and come back with a fresh mind as I did.

With the table and ladder the characters now carry them and use them as they should but you can't place them down (except to drop them clumsily), with the leaning of the table it just haphazardly plops them against the corner posts and they flop over, if you notice in the pic above the ladder isn't resting properly, its just leaning, the physical boundaries of the object is correct though.

046a66b2b09d40fb1f11e5c98449d087.png6c064898059e519ea202edd1007e0e2e.png

 

Updated with new advanced instructions:

 

Edited by Perfectplex
  • Too Sweet 1
Posted (edited)

pac > prop > propdata [propstatus.pac]

0000.prst

4ead2d4f850ee66ea45c54c18e01e366.png

 

0001.kist (Kinematic state?)

eab880b5acc114d14b187399ace9b1dc.png

 

0002.wrlt

092e323fe5437090f5ec1ecc800123a1.png

 

So far I have the theory that 0000.prst  is left column = which item, right column = which properties in 0001.kist to use.

0001.kist = first chunk (4 bytes) is properties ID, next is which item it takes its physical properties from?

0002.wrlt = first chunk = properties ID, second chunk = how many 'lines' of information, then the next lines (4 chunks of 4 bytes per line) is maybe physical boundaries, so this would be the collision box (hull)?

I am still experimenting with this and will post more as things unfold.

I suspect the sound effect is also called in either 0001 or 0002

Tests:

Removed initposition, havokstatus and actiondatadriven from the propdata folder, I know these do not affect the table/ladder animations, leads to obvious bugs but is good to keep things as minimal as possible to filter down to what does what.

Changed 0001.kist, Entry 06 second chunk from 0B to 03 (ringbell), when I picked up the real ladder from under the ring (extreme rules) he held it as you would a ring bell and used it as a weapon as a ring bell, when using the LB(L1) to place the weapon it falls to the floor and the character falls over having heart attack (no animation found).

Thus proving my theory the second chunk is for which item it takes its properties from.

Removed laddertableparam.pac from pac > ingame, real tables and ladders can't be placed now, it contains 8 files that I now have to scan through to try and make sense of so I can apply table and ladder placements if I wish to modded in tables and ladders.

Prop List [Hex] {Dec}

  Reveal hidden contents

 

Physical Properties Reference [Hex] {Dec}

  Reveal hidden contents
Edited by Perfectplex
Posted

@Perfectplex
A little tidbit regarding the WPAR file usage that may interest you.

Posted (edited)
  On 6/9/2018 at 2:55 AM, LordJustice17 said:

@Perfectplex
A little tidbit regarding the WPAR file usage that may interest you.

Expand  

Did your post cut off?

 

LadderTableParameters.......bleurgh, doubt I can do much with this cluster....fluff. Going to find another route if I can.

  Reveal hidden contents

 

Edited by Perfectplex
Posted (edited)
  On 6/9/2018 at 8:09 AM, hovathagod32 said:

WPAR includes the announce table locations

https://smacktalks.org/wiki/index.php/Arena_Modding#Announcer_Table_Areas

 

Expand  

Ah right, cheers, that should save me a lot of time knowing that file has already been looked into.

tip: remove (backup) the havokstatus.pac file from your propdata folder and have a backstage assault, enjoy (will be better once its been looked into and fine tuned rather than just removed).

Edited by Perfectplex
Posted

Oops sorry, I must've forgotten the link. Thanks to Hova for adding that.

I've also played around with HavokStatus as well. Deleting/zeroing it entirely gives funky physics to all the props. You can also zero individual entries within it to change the physics of individual items. I've done that with the steps, as I enjoy being able to irish whip people into them and have them dismount. Presumably you could also swap these physics as well (would be interesting to try to swap announce table and folding table physics and then swap those prop files).

  • Too Sweet 1
  • 2 weeks later...
Posted (edited)

Following on from a conversation in the PerfectPlextra thread:

I have found that the highest entry in this column (blue) is 669 in the hid file but the top of the file dictates only 500 entries.

8d06043ca21300ea7b8c61fbb5a58e5e.png

Hid

48 49 44 00    F4 01 00 00 

  Reveal hidden contents

Wip Reorder:

  Reveal hidden contents
Edited by Perfectplex
Posted (edited)

Going to record some files spread out in easy to read byte layouts, I will only provide some files that may be useful in easier to read layouts not all of them and I will use the latter files and ignore the redundant files).

misc01_start

cos

0f818c87c77f8056e95cee95eace4401.png

43 4F 53 00  (File Type ID)

01 00 00 00  (1 file?)

64 00 00 00 (Number of attires which have multiple attires 00-64 in hex {0-100})

66 00 00 00 (ID of character)

02 00 00 00 (Number of attires for this character)

4E 04 00 00 (String ID of attire)

FF FF FF FF   00 00 00 00 

FF 00 00 00 (cap it off and last entry use the number of attires for that character, eg: 02 00 00 00)

repeat for rest of attires for the full 10 regardless if used or not then repeat from ID of character to end of file.

ulk

6e29a588a60f9839fa26437f0c3fa35c.png

rul

52 55 4C 00    8A 00 00 00 

  Reveal hidden contents

opt

4F 50 54 00    8A 00 00 00 

  Reveal hidden contents

upot

55 50 4F 54    AB 01 00 00 

  Reveal hidden contents

26630b8f8ff6ac1e3738e02c6c30b84a.png

gnot

47 4E 4F 54   00 01 00 00   59 00 00 00 

  Reveal hidden contents

biv_

42 49 56 5F   40 00 00 00   E2 06 00 00   00 00 00 00 

  Reveal hidden contents
Edited by Perfectplex
Posted (edited)

misc01_start_p20 :

stg

53 54 47 00   6F 00 00 00   2C 01 00 00 

  Reveal hidden contents

wtmh

57 54 4D 48    9C 02 00 00 

  Reveal hidden contents

loct

4C 4F 43 54   8A 00 00 00 

  Reveal hidden contents
Edited by Perfectplex
Posted (edited)

STG is the goat file for arenas.. Haven't figured out what the others do, but the beginning is the string name for each venue, with editable options from stage geo, commentary (haven't narrowed down that byte yet), default referees, crowd fighting, tron styles, venue logos etc. There are a bunch of empty slots that are 0852 (Smackdown Live).. In theory that could be for adding new slots, but all attempts usually just lock arenas or make them unable to be selected in game

 

https://docs.google.com/spreadsheets/d/1Yl0JDLREgV590Qr0tjmEHVYPFdZttri1341c3LZqwP4/edit#gid=0

LJ again with the charts

Edited by hovathagod32
  • Too Sweet 1
  • 2 months later...
Posted (edited)

Had another look at as to why the DLC30 characters force themselves back to the downloadable menu after moving them.

This post will be a bit all over the place (nothing new with me) but hopefully will help narrow down an easy fix.

Experimented removing the dlc pack 30 dat, mvs and pro files with normal save file, found that with cheat engine it finds the original rules for the dlc 30 files.

f761a5445d5608a6375577c72c5b2f01.jpg

So despite removing the dlc files it pulls the default rules from the save file which dictates the rules for what loads in despite changing the previous setting, this tells me that when the save is made when injecting the change it is only changing the reserved byte area the game relies upon rather than what saves to memory.

I confirm this theory by removing my saves files then starting the game up again and through cheat engine looking for the signatures again, this time it finds no such entry.

b611f6390d9ce71b9acfa09af43e364a.jpg

 

So to fix this problem I now need to find why when saving changes to a dlc30 file why it is saving to a location of memory that the game doesn't read from as the issue isn't that its relying on the dat file but rather that the location of the pofo(dat) files aren't actually being saved over.

 

Next test. I inject the pofo and moveset for Andre the Giant into Jeff Hardys slot, so technically I now shouldn't be able to find Jeffs name signature bytes at all.

Injected but not saved, new scan of Jeffs name ID's shows only the memory location and not found in active memory (green), this is what I expected and should happen.

Now I force a save, which should mean that I can no longer find a trace of Jeff Hardy's name ID's.

This is indeed the case now, which means it is successfully replacing the save game location of the Jeff Hardy (DLC 30) pofo memory.

but why isn't it replacing the pofo/dat details in the location the game reads from upon a restart of the game?

Lets restart the game and scan for Jeffs name signatures which SHOULD NOT exist!

Nothing at all found.

Readded the profile files for DLC30 pack and restarted the game.

Scanned at title screen (before save file is loaded) and found two entries, black and green, for Jeffs Name ID's.

2a6096e1796020be6b2f3bd715b30973.png

Black entry shows that this must be the details of the dat file which has the bytes set as defaults.

Green entry (active memory) shows it has relied on the root (black) memory.

Now lets go to the menu (load the save), a rescan shows no trace of the Jeff Hardy name ID's.

e6692040a6ed82a0a0024dc26ad0549d.png

So this shows us that it does retain the information saved to memory after all however there is another file that is dictating that the specific DLC 30 files should always default to the downloadable menu even if you completely replace the pofo and moveset.

The quest for the fix goes on, I do have an awkward fix which involves modifying the dat files but I am trying to avoid this and track down the file which tells the game that DLC 30 files will always be forced to downloadable upon loading the game and not rely on any tools to run either.

 

Another restart, this time on the title screen (before save loaded) I get 4 results looking for Andres name ID signatures.

eb9791d19557d2f4b3f984821b969fa0.png

So this is showing it finds 4 entries, the second one down shows the byte that determines that the character would be found in the downloadable menu, the other 3 show they are in the superstars menu.

ade52bfb9546535475dd305252139f0f.png

Now I press start to load the save

8e5ade6c25231bdbad4cf9f1b0ce9bd2.png rescan > 116653b8aee10578f5ccbc96474cc7b1.png

1st

8d845b9fe20f12a36ef9f452ab5948d9.png

2nd

97f1ae98337dd463728d26ddb87407d4.png

3rd

7ce16b7b73a8d7917313949b0d39f77c.png

4th

2b63a9b7a3172659b3c5db204ffae424.png

 

Reinject (no save) and rescanned, the only change is the 4th entry which shows the byte for downloadable/superstars is now 0 (superstars).

e701859fa686a2179758685fa5f5834c.png

Forced a save and rescanned again, now a 5th entry has been added

a76426ed48ad5bf140a6d6e83ff01dc3.png

and previous entries 1 and 2 are moved along in memory. 

also the 3rd (previously 2nd) entry now shows it has saved the change of the byte to 0 of which menu it appears in.

f019eb424f816647014355e814b9e491.png

A quick look at the character select shows it is of course (for now) in the correct menu (superstars)

1bd0e4561bd25348867f8a3ab5f89642.png

 

and now a restart of the game and of course this is where it now kicks it back to the downloadable menu instead.

I quickly scan as the "do not try this at home" appears the fresh scan shows

478652899440844a56e31c3a7ba3a9d2.png

and by the time it gets to the title screen (before loading save game) a rescan then shows

a2bbfa5f738afe463b80ff3e27ae1a88.png

The first 2 entries are the original Andre and the Jeff Hardy now Andre 2 and all 4 entries show the byte as appearing in the superstars menu.

Also a search of Jeff Hardys name ID at this point finds the dat file details and 2 entries (the dat file root and the temp memory)

37db2a03a0b986d4c8708b06aa7450f7.png

Before save loaded (title screen)

577861c7b2aa4bb9cb8bc56e94cf7fd2.png

Now I press start and after the save loads and settles a fresh scan now shows 8 entries

After save loaded (menu screen)

e6e13e656c88ff0e44513f59ad5e658a.png

and back to searching Andres name ID's

559b19cf36b949f8fa249da244f28213.png

I will now skip the original Andre entries because they aren't the issue and highlight the Jeff Hardy 'Andre' entries.

4a885473b8e91bef70784e38511d19e0.png

f4ed9ebaf6dd34f2979dde9a7b3f0941.png

a22ab9cb64e4a11e699f61544c54c3df.png

435dbb2f8915c4c47efcfb3cc242443a.png

 

So for whatever reason there are now double entries for Jeff 'Andre' and all show they are now downloadable (01 01 rather than 01 00) and indeed a quick check of the character select indeed clarifies this.

The reason for the double entries must be that it reads the save, stores the data, reads the stored data, transfers it to the active memory.

Edited by Perfectplex
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