Jump to content
 

Recommended Posts

Posted

WWE 2k19 Data Breakdown and Analysis

This thread has been created to post our findings on various data files relevant to modding like .pofo, .moveset, .team_info, .attire_names, .title_history, .title_info and more. Since I myself - unlike last year where I deciphered most of these myself - won't have much time to do research on this year, it would be great if the community could figure out the data in a collaborative effort to speed things up considerably.
It's imperative that we figure out the most important things, otherwise the development of the Data Editor for WWE 2k19 and other free modding tools may not be able to proceed.
I'll update all findings on the WWE 2k19 Data Analysis on the Smacktalks Community Wiki page, make sure to check it our regularly for the latest findings!

If you have any additions, corrections, etc., please reply to this thread, state which file type you wish to add to and give us the decimal offset of the byte(s) in the file and what it's function is. Help in identifying the yet Unknown Bytes and values would be greatly appreciated. Click here to find some instructions on how you can help identify the values.

Please only post your findings in this thread, keep it clean from any Comments and Discussion that do not contain findings relevant to this topic (create a thread in the Discussions forum instead).

Thank you very much!

Links to Wiki Pages or posts with Analysis and the Breakdown for each file type [current status]:

Resources and Links:

  • WWE 2k19 Data Analysis on the Smacktalks Community Wiki
    The up-to-date Analyzed Data may be found on this Wiki page.
     
  • WWE 2k19 memory table
    Use this with cheat engine to look at/extract .pofo, .moveset, .team_info data and monitor your changes in real time.
     
  • WWE 2k18 Data Breakdown and Analysis
    The WWE 2k18 version of this thread. Head over there to see how the files were structured in WWE 2k18 which can be handy when you try to figure things out by comparing the files from this and the current game.
     
  • WWE 2k17 Data Breakdown and Analysis
    The WWE 2k17 version of this thread. Head over there to see how the files were structured in WWE 2k17 which can be handy when you try to figure things out by comparing the files from this and the current game.
     
  • WWE 2k16 Data Breakdown and Analysis
    The WWE 2k16 version of this thread. Head over there to see how the files were structured in WWE 2k16 which can be handy when you try to figure things out by comparing the files from this and the current game.
  • Like 3
  • Yes! 1
Posted

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
  • Cave Waverider featured this topic
Posted

Finished the .attire_names breakdown. It's the same as in WWE 2k18 and the COS section in the misc file works the same way, too. This means the Universal Alternate Attire Unlock will work the same way as last year:

  Reveal hidden contents

Posted

So, defined this last night:

14280d3b0 is Rock (Slot 100) pofo start - 1E4 in length

142686A38 is my best guess for the Rock (Slot 100) moveset start - D88 in length

This is reflected in the Memory Sheet now.  I have updated the wiki as well.  I'll try to start a breakdown if no one else is.

  • Thanks 1
Posted (edited)

Gender is at 36 again, Weight announced 40-41 weight 42, no idea what's in between, looks a little different from last year

attributes start at 288 so does the hitpoints at 340 being the total 341 head 342 body 343 arms 344 legs

A cool thing i noticed is that setting attributes to 255 actually has a real effect in game instead of being the same as being 100 this year.

Edited by Youngmeezy
wrong info
  • Like 1
  • Thanks 1
Posted

@AznBlusuazn and I updated some of the pofo information

  • Like 1
  • Thanks 1
Posted

Added a lot of the Entrance and Victory Offsets to the 2K19 Moveset Breakdown.

 

Added a lot of the team information as well

  • Thanks 1
Posted

I know it's not much ....... but i took only the move set part (leaving entrance/victory etc) from wwe 2k18 and assign in wwe 2k19    ... From ring entry move  to end of moves. 

 

All moves worked, not even listed in menus. Only got issue with modded move which was obvious and it was hogan's taunt. Anyway not a big side effect, i just pressed 3 again and it got out of frozen state. Also hidden grapples invokeable by                    W+D with grapple             worked. so apparently moves are on same addresses once you fix the offset introduced this year.

Wish i could post some byte positions, which I will try to provided I get time.

  • Thanks 1
Posted

I've gone over the .pofo, added most of the missing things and corrected some things that were incorrectly listed and updated the .pofo Analysis Wiki Page. Except a small amount of unknown values, the .pofo Analysis is thus mostly done.

Please focus intensively on the .moveset analysis next, including Advanced Entrance values and such, although fully deciphering the .team_info and .match files can't hurt either.

  • Like 2
  • Thanks 1
Posted

I've figured out the new advanced entrance editor data and added it to the .moveset Analysis Wiki Page.

It would be great if people could help me to figure out the actual moves data, since there have been some changes in move byte positions (taunts, etc.) compared to WWE 2k18.

  • Thanks 2
Posted

I've figured out the new Payback/Instant Recovery move as well as new taunt data and added it to the .moveset Analysis Wiki Page.
The new taunts are now all 2-byte values instead of 1 byte in the previous two games and use the space of the previous pointers to the 1-byte moves.

It would be great if people could help me to figure out the actual moves data, since there have been some changes in move byte positions (taunts, etc.) compared to WWE 2k18.

  • Like 1
  • Thanks 1
  • Woo 1
  • 2 weeks later...
Posted (edited)

Names in Pofo are in a slightly different order this time.

The following Example is The Rocks string entries and ID's.

1C 0C    3,100    NameA
EC 13    5,100    NameB
8C 23    9,100    NameC
5C 2B    11,100    NameD
BC 1B    7,100    NameE
FC 3A    15,100    NameF
 - - - - - - - - - Near bottom of Pofo - - - - - - - - -
4C 04    1,100    NameG

Please note the string ID's would benefit from being auto assigned by Data Editor or CCT with a choice of two string fix options, Perfectionary Method (using the default convention above as the game follows) and a choice for Superstring Method which recycles strings from the current entries. *Correction below, Superstring no longer uses recycled string ID's.

That way if people wish to use my upcoming Perfectionary file which is a custom string file which allows for all entries without replacing any they have that option or if they prefer to stick with Superstring they have that too.

Edited by Perfectplex
  • Too Sweet 1
  • Thanks 1
Posted
  On 11/2/2018 at 1:46 AM, Perfectplex said:

Names in Pofo are in a slightly different order this time.

The following Example is The Rocks string entries and ID's.

1C 0C    3,100    NameA
EC 13    5,100    NameB
8C 23    9,100    NameC
5C 2B    11,100    NameD
BC 1B    7,100    NameE
FC 3A    15,100    NameF
 - - - - - - - - - Near bottom of Pofo - - - - - - - - -
4C 04    1,100    NameG

Please note the string ID's would benefit from being auto assigned by Data Editor or CCT with a choice of two string fix options, Perfectionary Method (using the default convention above as the game follows) and a choice for Superstring Method which recycles strings from the current entries.

That way if people wish to use my upcoming Perfectionary file which is a custom string file which allows for all entries without replacing any they have that option or if they prefer to stick with Superstring they have that too.

Expand  

Just want to note that the superstring for 2k19 doesn't overwrite or alter any vanilla strings for clarification.

  • Too Sweet 1
Posted
  On 11/2/2018 at 2:01 AM, pozzum said:

Just want to note that the superstring for 2k19 doesn't overwrite or alter any vanilla strings for clarification.

Expand  

My mistake, I thought it was still using the method of finding string entries which aren't commonly used to insert names.

Does Supersting now follow the same convention as Perfectionary in which the current entries are expanded upon to fill in the gaps (eg: ch109 + 3,000 = Name A)?

Further to that point I was going to allow for 10 attire names per CH, if these are features already in place then I shall pass on Perfectionary this year as it would be redundant having them do the exact same job.

Posted
  On 11/2/2018 at 2:10 AM, Perfectplex said:

My mistake, I thought it was still using the method of finding string entries which aren't commonly used to insert names.

Does Supersting now follow the same convention as Perfectionary in which the current entries are expanded upon to fill in the gaps (eg: ch109 + 3,000 = Name A)?

Further to that point I was going to allow for 10 attire names per CH, if these are features already in place then I shall pass on Perfectionary this year as it would be redundant having them do the exact same job.

Expand  

It doesn't follow the format you described as it was built to be more flexible / expandable with minimal work from the end user. (More work on the pofo level) 

It adds ~8000 strings in the range of 5000-7000 (Hex) that the game doesn't use It has about 2000 "Custom Strings" which are left for custom attire names, it can be edited in it's entirety by wrestleMINUS (Open Source No networking) or just the "Super" area in WrestlePLUS just for full information on it.

  • Too Sweet 1
Posted

OK, that's much better than the old method of Superstring which obviously served its purpose for the time but became a bit confusing and all over the place as I'm sure you will agree having to find random ID's and bits of string file to recycle.

I will likely still push ahead with Perfectionary because I've already got the groundwork down for it and have the test custom file working and tool design, it will as I say follow the game convention of following the CH Id and the mathematical functions to find the ID's. More of a personal challenge to myself too as I learn more about the files as I go along.

  • Too Sweet 2

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

Terms of Use Privacy Policy Guidelines We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.