PeacemanNOT wrote:Can you explain to me what exactly you mean by "in-memory"? I get the basics, but I'm relatively new to all this stuff. Do you mean all the addresses are linked in some way?
When game is started it loads resources from disk to volatile memory (your 8-12-16 gb of RAM) .iff sounds...etc etc...and ROSTER.ROS
When you did edit socks color with CheatEngine you basically edit the roster in Memory then...you saved the roster so socks color was written back to the disk so that at next boot the edited roster will reflect socks color you changed.
Now 2K roster are mainly separated in blocks:
-Players
-Stadium Parameters (capacity,city name)
-Jersey
When you did edit socks...you were looking hex values in "jersey" blocks portion of the roster that game loaded in memory (that's why CheatEngine is so useful)
If you have more questions....just ask for now just look at the below image.....jersey parameters (socks color,team color, shorts type) in memory are just organized as below....
EDIT:
We can't edit ROSTER.ROS files becouse 2K checksum those files in 2k15-2k17 in a way we're not able to understand so game crash if you hex edit them
EDIT2: Limnono and other Chinese guys are just using memory editors like cheatengine but they write some simple editor to do it easier than cheatengine...but the principle is the same
EDIT3: Add teams with memory editor I think it's impossible (you'll mess all the memory...you can only replace values) while we can just enable hidden teams...you can change teams names..so in that "Teams" block there should be some hex values to make visible for example college teams
EDIT4: Greg was starting a Roster/Memory Editor for 2k16 too....