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WWE 2K23 Data Breakdown and Analysis


Cave Waverider

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WWE 2K23 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 and more.
Since I myself won't have much time to do research on it this year, it would be great if the community could figure out the data in a collaborative effort.

It's imperative that we figure out the most important things, otherwise the development of free modding tools such as Data Editor may not be able to proceed.

I'll update all findings on the WWE 2K23 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 basic 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). Any off topic replies will be DELETED!

Thank you very much!

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

Resources and Links:

Data Breakdown and Analysis for older games:

  • WWE 2k22 Data Breakdown and Analysis
    The WWE 2k22 version of this thread. Head over there to see how the files were structured in WWE 2k19 which can be handy when you try to figure things out by comparing the files from this and the current game.
     
  • WWE 2k20 Data Breakdown and Analysis
    The WWE 2k20 version of this thread. Head over there to see how the files were structured in WWE 2k19 which can be handy when you try to figure things out by comparing the files from this and the current game.
     
  • WWE 2k19 Data Breakdown and Analysis
    The WWE 2k19 version of this thread. Head over there to see how the files were structured in WWE 2k19 which can be handy when you try to figure things out by comparing the files from this and the current game.
     
  • 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.
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Since people have been asking how they could help, here are some steps to do so (this guide is out of date due to some resources still missing for the curent game; there may be better, more advanced ways to do it more efficiently, however):

 

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 much easier once proper Tools are released), but it is incredibly time consuming as there are tons of bytes and values to figure out one by one.

Basically, what you need for it is the full version of the game, Cheat Engine, and memory table (not available yet). You'll also want to look at the WWE 2K23 Data Analysis Page to see which things are already identified so you can skip these things.

How you can figure things out:

  1. Ensure Steam isn't running (important!) and backup your entire Save game Folder ( ...\Steam\SteamApps\userdata\<userId>\1255630 ), copy it somewhere outside the Steam directory.
  2. Install WWE 2K23 and Cheat Engine.
  3. Start Steam.
  4. 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.
  5. Start WWE 2K23.
  6. Task out of the game (You might have/want to press CTRL+Return to switch to Windowed mode first).
  7. Start Cheat Engine.
  8. Click on the "Click process to open" icon.
  9. Select the one that contains WWE2K23_x64.exe
  10. Click "Open". This will hook Cheat Engine to WWE 2K23's memory.
  11. Click on Memory View.
  12. Right-click in the field of Hex values and select "Go to Address".
  13. To research .pofo and .moveset files, open the memory table "Superstar Table" 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".
  14. Paste the value into the "Go to Address" field of Cheat Engine's memory editor and click OK.
  15. 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.
  16. Task back into the game, best to keep it windowed and running side-by-side with the cheat engine memory window.
  17. For Moveset research, go either to Creations->Move-Set (for the moves) or Creations->Entrance (for the entrance), Creations->Victory in the game. The .moveset file contains both actual moveset and entrance, victory data, managers, team, attire selection info.
    For .pofo, go to Roster->Edit Superstars and change Values for your wrestler there.
    For .team_info go to Roster->Edit Teams.
    For Match Types go to Creations->Custom Matches.
  18. 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).
  19. 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).
  20. 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.
  21. Note down the address of the byte that changed and what you changed in the game to have it changed in memory. 
  22. 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.
  23. 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 Wrestler + (file length -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 proper tools are released, it's a bit tedious with cheat engine). 
  24. 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.
  25. When done, exit the game.
  26. Exit the game, exit Steam.
  27. Replace your save folder (...\Steam\SteamApps\userdata\<userId>\1255630 ) with the backed up save folder (Steam must be off when you replace it, or it will corrupt).
  28. 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 from older games and see if there are any structural similarities to get an idea where to look for what in memory.

Many thanks and Good luck everyone!

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  • Cave Waverider pinned and featured this topic

Each 'pofo' is 712 bytes, first one being 64 00 64 00 1A 01 (Rock), a few changes from last year.

00-01 = Wrestler ID

02-03 = Slot ID

04-05 = Wrestler ID 2 (John Cena '16 and John Cena '12 will share same value)

06-07 = Height

10-13 = Full Name

14-17 = Full Name 2

18-21 = Full Name 3

22-25 = Nickname

26-29 = Full Name 4

30-33 = Social Media

34 = Playable Flag

35 = DLC/Non DLC Flag

36-37 = DLC Pack ID

38 = Gender

39 = Wrestler Counter (John Cena '16 and John Cena '12 will have different values for example)

40-41 = Unknown

42-43 = Weight

44 = Weight Class

85 = Crowd Reaction

103 = Crowd Balance

123-126 = Crowd Sign 1

127-130 = Crowd Sign 2

131-134 = Crowd Sign 3

135-138 = Crowd Sign 4

139-154 = Attire #2 Crowd Signs

155-170 = Attire #3 Crowd Signs

171-186 = Attire #4 Crowd Signs

187-202 = Attire #5 Crowd Signs

203-218 = Attire #6 Crowd Signs

219-234 = Attire #7 Crowd Signs

235-250 = Attire #8 Crowd Signs

251-266 = Attire #9 Crowd Signs

267-282 = Attire #10 Crowd Signs

294-297 = Hometown

298-321 = Attributes

322-348 = AI Attributes

440 = Hit Point Flag (Non Modifiable)

441-444 = Hit Point Ratio

640-645 = Personality Traits

654-657 = Victory Name

658-661 = Ring Announcer ID

662-665 = Commentary ID

674-675 = Payback 1 Flag (Non Modifiable)

676-677 = Payback 2 Flag (Non Modifiable)

Edited by Nyan4Krunex
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pojlOuvej I'm trying to change the attributes but I can't I managed to find the blue bar and the 30/90 but when I change all go back to normal

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The moveset block took a really long time, it consists of 5608 bytes. Rock's base address is WWE2K23_x64.exe+38FE4A0

Made a breakdown of the whole thing in a personal collection, feel free to get it from here and break it down even further if you would like. Should also have team_info stuff.

https://docs.google.com/spreadsheets/d/1D_fjKHJBSvTE3Pfj9GFnkHgZ9uDvLtn2I0dX-I9oE3s/edit#gid=581754142
 

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On 4/5/2023 at 4:25 PM, Angelo Heredia said:

pojlOuvej I'm trying to change the attributes but I can't I managed to find the blue bar and the 30/90 but when I change all go back to normal

That's probably because the values are inside of an array (meaning they are one after the other) also they are SByte each instead of Byte.

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On 3/23/2023 at 3:18 PM, Nyan4Krunex said:

Each 'pofo' is 712 bytes, first one being 64 00 64 00 1A 01 (Rock), a few changes from last year.

00-01 = Wrestler ID

02-03 = Slot ID

04-05 = Wrestler ID 2 (John Cena '16 and John Cena '12 will share same value)

06-07 = Height

10-13 = Full Name

14-17 = Full Name 2

18-21 = Full Name 3

22-25 = Nickname

26-29 = Full Name 4

30-33 = Social Media

34 = Playable Flag

35 = DLC/Non DLC Flag

36-37 = DLC Pack ID

38 = Gender

39 = Wrestler Counter (John Cena '16 and John Cena '12 will have different values for example)

40-41 = Unknown

42-43 = Weight

44 = Weight Class

85 = Crowd Reaction

103 = Crowd Balance

123-126 = Crowd Sign 1

127-130 = Crowd Sign 2

131-134 = Crowd Sign 3

135-138 = Crowd Sign 4

139-154 = Attire #2 Crowd Signs

155-170 = Attire #3 Crowd Signs

171-186 = Attire #4 Crowd Signs

187-202 = Attire #5 Crowd Signs

203-218 = Attire #6 Crowd Signs

219-234 = Attire #7 Crowd Signs

235-250 = Attire #8 Crowd Signs

251-266 = Attire #9 Crowd Signs

267-282 = Attire #10 Crowd Signs

294-297 = Hometown

298-321 = Attributes

322-348 = AI Attributes

440 = Hit Point Flag (Non Modifiable)

441-444 = Hit Point Ratio

640-645 = Personality Traits

654-657 = Victory Name

658-661 = Ring Announcer ID

662-665 = Commentary ID

674-675 = Payback 1 Flag (Non Modifiable)

676-677 = Payback 2 Flag (Non Modifiable)

Corrections for the crowd sign bytes:

134-137 = Crowd Sign 1

138-141 = Crowd Sign 2

142-145 = Crowd Sign 3

146-149 = Crowd Sign 4

150-165 = Attire #2 Crowd Signs

166-181 = Attire #3 Crowd Signs

182-197 = Attire #4 Crowd Signs

198-213 = Attire #5 Crowd Signs

214-229 = Attire #6 Crowd Signs

230-245 = Attire #7 Crowd Signs

246-261 = Attire #8 Crowd Signs

262-277 = Attire #9 Crowd Signs

278-293 = Attire #10 Crowd Signs

 

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