drose1911 wrote:Whenever i open this(as admin) i get the following error in a CMD "Core generic error"
Any reason for this?
I have absolutely no idea what could be going wrong, since whatever library you need is already embedded in the zip folder. So there should be no errors anywhere. Maybe the zip was corrupt and downloading again may solve the issues
Tha King wrote:Any news on updates greg? Thanks
Well indeed i have some news.
After summer exam period ended, i started working a bit on the rosters. At first i tried to find out how the game handles the roster file, but that seemed too difficult.
Then i started looking for the player stats in memory, and i found them. So afterwards i tried to look up what code section tries to write in that section and after 3 hours of debugging the code and burning my eyes with all the Assembly Stuff, i found out that the source was not the original data in the roster file, but some kind of simply XORed data with some specified value. Then i used some software to find out who the hell creates that roster files in the first place, and to my great surprise thats Steam executable. So knowing that roster files can't be shared among the users, the only logical explanation is that the game executable, provides Steam with a clean roster file, then Steam encrypts and maybe compresses that file using user data.
After finding out that all this mess is Steam's fault, i decided not to bother myself with more debugging and stuff (for now), and since i had already worked out the player locations in memory, i thought why not creating a kind of memory roster editor
Because i had never programmed such a thing in the past, i started playing around with windows api, kernel libraries all that cool stuff in order to have access to the executable memory address space and finally i made a super working roster editor (except you can't edit for now xD)
So here are some screens



What it does for now:
It simply attaches like a trainer on the executable and parses the current loaded roster from the application's memory.
For now i have parsed all the basic team information, the players of the team, their ids, some player information and the player stats. There are A LOT of data that i am skipping both on the teams and the players.
The way i worked out the locations in memory was by playing around in the ingame roster editor. So at first i thought that the application would work only when you enter the roster editor ingame, and then you attach the app. But i just tested to attach to the game when in the home screen, and it worked fine. The game probably loads some default roster and thats what you get in the app.
The point is that probably whatever changes are made when not in the ingame roster editor will be lost. The good thing about the ingame roster editor is that you can trigger the save procedure when you are done editing, so this will force the game, to read any changes made in memory from the app and write them back to a file.
Its a HUGE WIP for now, because reading (as always) is the easy part, writing shit back to memory is the difficult part, and i'll have to find out how to do this efficiently without destroying everything.
So thats all for now, i hope you like it

Greg