Sat Oct 01, 2016 5:37 am
PeacemanNOT wrote:This is a great solution, nice work maumau. Obviously uploading a 900MB file along with each mod is out of the question. Perhaps you can make a tutorial for it?
Sat Oct 01, 2016 5:37 am
TBM wrote:Probably, yes, but you'd only have to hex edit for the mods you have installed. As in, if you don't have a Knicks court mod, no need to hex edit for that file in sync.bin.
Sat Oct 01, 2016 5:38 am
Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?
Sat Oct 01, 2016 5:39 am
TBM wrote:PeacemanNOT wrote:This is a great solution, nice work maumau. Obviously uploading a 900MB file along with each mod is out of the question. Perhaps you can make a tutorial for it?
No tutorial necessary. Literally just open sync.bin in a hex editor, search for the iff, and rename it.
Sat Oct 01, 2016 5:43 am
PeacemanNOT wrote:TBM wrote:PeacemanNOT wrote:This is a great solution, nice work maumau. Obviously uploading a 900MB file along with each mod is out of the question. Perhaps you can make a tutorial for it?
No tutorial necessary. Literally just open sync.bin in a hex editor, search for the iff, and rename it.
We will definetly need to make a tutorial. Not everyone knows how to hex edit or what to even do. As simple as it is, you're going to need a tutorial. Be realistic man, the amount of people saying 'this doesnt work' will be huge if we don't. Let maumau make it since he discovered it.
Sat Oct 01, 2016 5:44 am
seanbarkley wrote:Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?
Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.
If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!
Sat Oct 01, 2016 5:45 am
seanbarkley wrote:Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?
Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.
If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!
Sat Oct 01, 2016 5:49 am
TBM wrote:seanbarkley wrote:Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?
Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.
If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!
Pretty sure the same method we used for extracting in 2K16 will work.
Sat Oct 01, 2016 5:51 am
Dee4Three wrote:seanbarkley wrote:Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?
Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.
If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!
Now that you mention it.. read-only MAY work.
In NBA 2K14, in order to change Julius Ervings face (because he was added in the game later), you had to make Ervings PNG.iff a "Read-Only" in the downloads (auto-update) folder. That way, when you placed the new Erving PNG.iff you wanted in the main directory, it would actually show up in game. This was the same with Nbaball.iff.
I bet you the Read-Only way will def work. The only thing with that is: If a Patch comes through and it holds a fix we want, we would want the Sync.bin to update. At that point, we would have to hex edit it.
Sat Oct 01, 2016 5:52 am
seanbarkley wrote:Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?
Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.
If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!
Sat Oct 01, 2016 5:56 am
Sat Oct 01, 2016 6:00 am
maumau78 wrote:[ Image ]
I use EditPad PRO Free version....as you can see "replace" all is very useful
Sat Oct 01, 2016 6:02 am
seanbarkley wrote:TBM wrote:seanbarkley wrote:Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?
Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.
If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!
Pretty sure the same method we used for extracting in 2K16 will work.
Hey wait! was there a method in 2K16??
Sat Oct 01, 2016 6:03 am
Dee4Three wrote:maumau78 wrote:[ Image ]
I use EditPad PRO Free version....as you can see "replace" all is very useful
I'm going to make a possibly stupid comment.
So I'm seeing the roster.iff. Is there anything we can do with this? like, if open up the roster.iff usinh hex editing (remember, this might be stupid...), is it possible to break into the default roster that is in there and possibly change values/add lines to add new teams.
Don't call me stupid, I already admitted it may be a dumb question.. haha. I have just never tried hex editing so I don't know how that works.
Sat Oct 01, 2016 6:08 am
©roke wrote:seanbarkley wrote:Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?
Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.
If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!
Tell me you're already trying to change some shoe layers in the shoe_global or whatever file applies colours to shoes
Sat Oct 01, 2016 6:09 am
TBM wrote:Dee4Three wrote:maumau78 wrote:[ Image ]
I use EditPad PRO Free version....as you can see "replace" all is very useful
I'm going to make a possibly stupid comment.
So I'm seeing the roster.iff. Is there anything we can do with this? like, if open up the roster.iff usinh hex editing (remember, this might be stupid...), is it possible to break into the default roster that is in there and possibly change values/add lines to add new teams.
Don't call me stupid, I already admitted it may be a dumb question.. haha. I have just never tried hex editing so I don't know how that works.
The roster, if I'm remembering correctly, is editable, but since there's no way to import back into the sync.bin, editing the roster is useless.
Sat Oct 01, 2016 6:19 am
CarolusXCI wrote:TBM wrote:Dee4Three wrote:maumau78 wrote:[ Image ]
I use EditPad PRO Free version....as you can see "replace" all is very useful
I'm going to make a possibly stupid comment.
So I'm seeing the roster.iff. Is there anything we can do with this? like, if open up the roster.iff usinh hex editing (remember, this might be stupid...), is it possible to break into the default roster that is in there and possibly change values/add lines to add new teams.
Don't call me stupid, I already admitted it may be a dumb question.. haha. I have just never tried hex editing so I don't know how that works.
The roster, if I'm remembering correctly, is editable, but since there's no way to import back into the sync.bin, editing the roster is useless.
Question: is it possible to edit the default roster.iff and then we change the sync.bin file (just like the guys just did to the knicks court), making the game not load the roster update contained in it?
Sat Oct 01, 2016 6:20 am
CarolusXCI wrote:TBM wrote:Dee4Three wrote:maumau78 wrote:[ Image ]
I use EditPad PRO Free version....as you can see "replace" all is very useful
I'm going to make a possibly stupid comment.
So I'm seeing the roster.iff. Is there anything we can do with this? like, if open up the roster.iff usinh hex editing (remember, this might be stupid...), is it possible to break into the default roster that is in there and possibly change values/add lines to add new teams.
Don't call me stupid, I already admitted it may be a dumb question.. haha. I have just never tried hex editing so I don't know how that works.
The roster, if I'm remembering correctly, is editable, but since there's no way to import back into the sync.bin, editing the roster is useless.
Question: is it possible to edit the default roster.iff and then we change the sync.bin file (just like the guys just did to the knicks court), making the game not load the roster update contained in it?
Sat Oct 01, 2016 6:23 am
TBM wrote:seanbarkley wrote:TBM wrote:seanbarkley wrote:Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?
Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.
If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!
Pretty sure the same method we used for extracting in 2K16 will work.
Hey wait! was there a method in 2K16??
Yeah, we were able to extract files from sync.bin last year. Importing we couldn't do, but exporting worked fine.
Sat Oct 01, 2016 6:25 am
Sat Oct 01, 2016 6:39 am
TGsoGood wrote:How do the chinese editors effect checksum?
Sat Oct 01, 2016 6:56 am
Sat Oct 01, 2016 7:23 am
CarolusXCI wrote:TBM wrote:Dee4Three wrote:maumau78 wrote:[ Image ]
I use EditPad PRO Free version....as you can see "replace" all is very useful
I'm going to make a possibly stupid comment.
So I'm seeing the roster.iff. Is there anything we can do with this? like, if open up the roster.iff usinh hex editing (remember, this might be stupid...), is it possible to break into the default roster that is in there and possibly change values/add lines to add new teams.
Don't call me stupid, I already admitted it may be a dumb question.. haha. I have just never tried hex editing so I don't know how that works.
The roster, if I'm remembering correctly, is editable, but since there's no way to import back into the sync.bin, editing the roster is useless.
Question: is it possible to edit the default roster.iff and then we change the sync.bin file (just like the guys just did to the knicks court), making the game not load the roster update contained in it?
Sat Oct 01, 2016 8:21 am
Sat Oct 01, 2016 8:26 am