I don't think isHuman is at 376 either.
The Requested ID fields are 32 bit signed integers, I need to add code for those. Default is -1
The other 2 seem good, I added those in with their descriptions from the franchise-schemas.ftx file
The bigger fields would be good to find just to rule out.
Game session id is another 32bit signed int, default at 0
[edit] - Ok they do seem to be 31 bits for the requested id #s for whatever reason
Franchise progress
- StingRay68
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Re: Franchise progress
Some of these fields are not going to be right.
Away team is defined as 'Team' in the schema and is 32 bits. What is defined so far works, but only 8 bits were allocated for it.
So the things in the seasongame schema that are defined as another schema are not going to be straight forward as far as figuring out exactly what the bit counts are. ie... 'Team' is definitely more than 32 bits.
All week 17 games have bit 710 set, so it isnt xmas or newyears, right? lol
Records 333-364 (after superbowl) bit 712 is set, not sure what this is at the moment. Status is unplayed
all records beyond this (365-395) are status undefined and bit 712 is not set
isPractice = 712 1bit ?
Quarter Length = 608 4bit
[edit - I think I have this figured out now, so no need for anything else]
Away team is defined as 'Team' in the schema and is 32 bits. What is defined so far works, but only 8 bits were allocated for it.
So the things in the seasongame schema that are defined as another schema are not going to be straight forward as far as figuring out exactly what the bit counts are. ie... 'Team' is definitely more than 32 bits.
All week 17 games have bit 710 set, so it isnt xmas or newyears, right? lol
Records 333-364 (after superbowl) bit 712 is set, not sure what this is at the moment. Status is unplayed
all records beyond this (365-395) are status undefined and bit 712 is not set
isPractice = 712 1bit ?
Quarter Length = 608 4bit
[edit - I think I have this figured out now, so no need for anything else]
Re: Franchise progress
stingray, by any chance have you come across any field that lets you edit the years pro of a player?
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Re: Franchise progress
Stingray is anything already in the works for the following like..
an Editor that has CE(cheat engine) Capabilities w/ savable edits. Abilities, Schedules, Team Uniforms(icon, logo, add-replace; color scheme), Playbook/Routes(packfan style) - hex edited buffs with a entity/trigger/event system - Also something to change layouts of Arcade(RPG Fantasy 2v2,3v3,5v5 - ex: 5 Field Players), Competitive(International League), Simulation(normal)
an Editor that has CE(cheat engine) Capabilities w/ savable edits. Abilities, Schedules, Team Uniforms(icon, logo, add-replace; color scheme), Playbook/Routes(packfan style) - hex edited buffs with a entity/trigger/event system - Also something to change layouts of Arcade(RPG Fantasy 2v2,3v3,5v5 - ex: 5 Field Players), Competitive(International League), Simulation(normal)
- StingRay68
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Re: Franchise progress
tbb429 wrote:stingray, by any chance have you come across any field that lets you edit the years pro of a player?
Franchise is going to have pretty much what the roster files contain and more. So, yes, years pro is in there.
Lovesickdope wrote:Stingray is anything already in the works for the following like..
an Editor that has CE(cheat engine) Capabilities w/ savable edits. Abilities, Schedules, Team Uniforms(icon, logo, add-replace; color scheme), Playbook/Routes(packfan style) - hex edited buffs with a entity/trigger/event system - Also something to change layouts of Arcade(RPG Fantasy 2v2,3v3,5v5 - ex: 5 Field Players), Competitive(International League), Simulation(normal)
I am working on a franchise editor, so some of this that you mentioned would end up being covered by that. The hex editing and cheat engine stuff, likely not. Calhoupe may have more insight to gameplay changes, but Im not sure if he is planning on making something for current/future maddens like he did for 2008.
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Re: Franchise progress
I fully support the Franchise Editor and all its effort
and anything that gets made w/ better mod community possibility is a godsend.
Without rushing it, when is a public release going to be available in the future?
and anything that gets made w/ better mod community possibility is a godsend.
Without rushing it, when is a public release going to be available in the future?
Re: Franchise progress
tbb429 wrote:
stingray, by any chance have you come across any field that lets you edit the years pro of a player?
Franchise is going to have pretty much what the roster files contain and more. So, yes, years pro is in there.
thanks stingray, and not to be a pest but is it possible to have the add/delete player function like amp and maybe the ability to detect how many players there are in the file, this would help offset the game randomly deleting players
stingray, by any chance have you come across any field that lets you edit the years pro of a player?
Franchise is going to have pretty much what the roster files contain and more. So, yes, years pro is in there.
thanks stingray, and not to be a pest but is it possible to have the add/delete player function like amp and maybe the ability to detect how many players there are in the file, this would help offset the game randomly deleting players
Re: Franchise progress
StringRay,
Have you ever seen this data? Seems like it would be useful;
You can open in notepad
Have you ever seen this data? Seems like it would be useful;
You can open in notepad
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- StingRay68
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Re: Franchise progress
Yes, I have been using the info in the franchise-schemas, as well as the franchise-leaguestate.
Unfortunately, even with that info we still don't have a reliable way of figuring out the order in which the data is saved for a lot of tables in the actual franchise save.
The schema file has everything listed in alphabetical order, and that is not how they are saved in the franchise file. The index for each table in the franchise file does not match up with the schema file either.
For the seasongame table we discussed earlier, the sorting method we used I think is pretty accurate.
The same method does not work on coach table and others, so still looking into it.
If anyone finds a detailed description of what defaultStoreGropuId defaultStoreGroupName defaultStorageOptimizationId and defaultStorageOptimizationName are, please share...that might help.
Add/delete and counting functions can be included eventually.
As usual, I am not going to discuss any timelines for any possible release. This is still in a r&d stage largely because of the above mentioned reasons.
Unfortunately, even with that info we still don't have a reliable way of figuring out the order in which the data is saved for a lot of tables in the actual franchise save.
The schema file has everything listed in alphabetical order, and that is not how they are saved in the franchise file. The index for each table in the franchise file does not match up with the schema file either.
For the seasongame table we discussed earlier, the sorting method we used I think is pretty accurate.
The same method does not work on coach table and others, so still looking into it.
If anyone finds a detailed description of what defaultStoreGropuId defaultStoreGroupName defaultStorageOptimizationId and defaultStorageOptimizationName are, please share...that might help.
Add/delete and counting functions can be included eventually.
As usual, I am not going to discuss any timelines for any possible release. This is still in a r&d stage largely because of the above mentioned reasons.
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Re: Franchise progress
I'm new to modding (and PC gaming in general) so this may be an obvious question, but is it possible yet to import an updated roster into M19 franchise mode and replace the existing rosters? For example, if I wanted to start a franchise after the Super Bowl, simulate the offseason, and load accurate and up-to-date rosters into the game prior to the preseason?
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