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255 mph fastball
https://www.mlbppworld.com/viewtopic.php?f=11&t=4728
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Author:  lanceberkman [ Sun Aug 14, 2011 11:09 pm ]
Post subject:  Re: 255 mph fastball

BrewersFuzz gets his 10 points.

Author:  RobDiesel61 [ Mon Aug 15, 2011 7:16 pm ]
Post subject:  Re: 255 mph fastball

Making this would make you my hero in Power Pros, forever

Author:  cooldude1045 [ Thu Aug 18, 2011 11:58 am ]
Post subject:  Re: 255 mph fastball

Eric Davis 44 wrote:
lanceberkman wrote:
I remember in '07 there were purple abilities that you could get like, bum arm, or bum knee. I don't know if these are in '08 too, but could you give a regular player these abilities, or something similar through hex editing. If you could, you could also give a regular player a Gd Sense, or something that would help him progress faster in Life or Season Mode.


I need to look at hex following a draft, but I plan on doing so for that reason - to find out where potential is stored. Drafted players have 1-5 stars and I guarantee there are 5 levels of potential for the default players as well. Some guys blatantly improve faster than others.


So, if you did that you would be able to find the potential of all the players already in the game? That would be amazing. I wonder if the CPU takes potential into consideration with trades.

With trades I often think about how much I may be able to improve a player I could get through a trade and having potential ratings would be really helpful.

Author:  Eric Davis 44 [ Thu Aug 18, 2011 1:12 pm ]
Post subject:  Re: 255 mph fastball

There are a few hex numbers I haven't been able to identify. For example, there is one specific 6-number set that each player has, sandwiched between hex for secondary defensive positions (C e, 1B d, 2B b, etc.) and hot/cold zones. All 511 pitchers plus 120 hitters have 00 00 00, which means they do not possess whatever it is those numbers represent.

There is a wide range of numbers for the other 376 players, although there are a several groups of players that have matching numbers:

- Mark Teixeira, Derrek Lee, and Miguel Cabrera.
- Chipper Jones, David Ortiz, Ken Griffey Jr., Nomar Garciaparra, Joe Mauer, Carlos Beltran, Bobby Abreu, Albert Pujols and Vernon Wells.
- Travis Hafner, Miguel Tejada, Carlos Delgado, Nick Johnson.
- Great Floyd, Derek Jeter and Michael Young.

There are a few other groups as well. I have no idea what they mean. Maybe they are milestones? Such as "Needs 5 homers to reach 300." I'll have to check it out. If they are milestones, I will probably set them all to 00 00 00.

Author:  Eric Davis 44 [ Thu Aug 18, 2011 1:26 pm ]
Post subject:  Re: 255 mph fastball

cooldude1045 wrote:
I wonder if the CPU takes potential into consideration with trades.


It sure seems like they do. Have you ever tried trading for a 5-star rookie? Impossible. You can offer just about anything you want and never get above 1 star on the trade scale. The entire trade system is just plain weird though. "No! I refuse to trade my overpriced, piece of crap 40-year old pitcher! Please, take Hunter Pence and J.R. Towles instead. Oh, not happy yet? Fine, Here is an extra $2.7 mil."

Also, if were going to salary dump an expensive player like Ken Griffey Jr. in real life, you would be required to throw in some cash to pay a portion of his salary. But not in MLBPP. Instead, the team acquiring Jr. will give YOU (in addition to a young stud) enough cash to nearly match Ken Griffey Jr.'s entire salary, even though they are the ones who now have to pay it.

Author:  robhallett [ Thu Aug 18, 2011 8:41 pm ]
Post subject:  Re: 255 mph fastball

I'd been doing my own hex editing. I wondering if that six digit number could be the date of birth? That is one of the only ones I've struggled to find (as in the game you cannot edit the date of birth and hence makes it hard to locate when looking at the hex layout). Created players is much easier to see things

Author:  lanceberkman [ Fri Aug 19, 2011 1:17 am ]
Post subject:  Re: 255 mph fastball

Since no player has anything there, could it be the colored bars that Success, Drafted, Edited, and retired players have.

Author:  redsfan [ Fri Aug 19, 2011 9:32 am ]
Post subject:  Re: 255 mph fastball

lanceberkman wrote:
Since no player has anything there, could it be the colored bars that Success, Drafted, Edited, and retired players have.

No, he said that a few have it.

Author:  lanceberkman [ Fri Aug 19, 2011 12:05 pm ]
Post subject:  Re: 255 mph fastball

Data on when they should retire maybe? Those guys that you listed all seem pretty old. Don't know why pitchers wouldn't have it though. Maybe it has something to do with multi-positional eligibility?

Author:  redsfan [ Fri Aug 19, 2011 12:15 pm ]
Post subject:  Re: 255 mph fastball

lanceberkman wrote:
Data on when they should retire maybe? Those guys that you listed all seem pretty old. Don't know why pitchers wouldn't have it though. Maybe it has something to do with multi-positional eligibility?

I'd say that's probably it. Can I see a picture of hex layouts?

Author:  Eric Davis 44 [ Fri Aug 19, 2011 12:30 pm ]
Post subject:  Re: 255 mph fastball

robhallett wrote:
I'd been doing my own hex editing. I wondering if that six digit number could be the date of birth? That is one of the only ones I've struggled to find (as in the game you cannot edit the date of birth and hence makes it hard to locate when looking at the hex layout). Created players is much easier to see things


I have located every possible detail except salary/contract yrs/yrs to FA. That's it. I think that info is stored in the Season save data file. Each player's hex string starts with a unique 4-digit ID#. Those 4-digit IDs show up in other places, like starting lineups, roles, all-star rosters, etc. Pretty simple. However, each player has a second 10-digit ID# that doesn't appear anywhere else - except in the Season save file. I have that chunk of hex on an Excel sheet ready to be decoded, but it's a monster. I spent a little time looking for patterns (x # of players that make the league minimum salary of $390) - but nothing added up. It may take less time to manually type each player's contract info into Excel and use the "closest possible" approach for contracts, sort of like you might do with birth dates when doing manual Arrange Mode edits.

And don't worry, Rob. I haven't forgotten about you. Once I get this thing working, I will put it on the MC you gave me and send it back down under.

Author:  Eric Davis 44 [ Fri Aug 19, 2011 1:04 pm ]
Post subject:  Re: 255 mph fastball

redsfan wrote:
lanceberkman wrote:
Can I see a picture of hex layouts?


Roy Halladay:

B8 00 E3 00 FC 00 07 01 07 01 FC 00 FF 00 FC 00 14 01 00 00 00 00 E3 00 FC 00 07 01 07 01 FC 00 FF 00 FC 00 14 01 00 00 00 00 00 00 00 00 00 00 00 00 ED 00 0A 01 14 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0B 00 A1 00 04 01 99 00 11 00 2F 68 00 00 30 00 43 3C 49 92 E4 00 00 00 00 00 00 00 80 00 4F B4 A9 00 00 00 00 00 00 10 C0 00 80 E6 27 32 41 51 0C 00 22 00 90 7B E5 12 FA 00 01 00 00 00 73 01 00 00 E0 89 00 00 41 85 A6 8E 55 00 42 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

- The first two pairs of numbers (B8 00) = ID#, which is 184.
- Next 68 pairs of numbers = name. Two pairs per letter, so saved name (10 letters max) + last name (14) + first name (10) = 34 total.
- Next 10 pairs (mostly zeros) = nada. Same for every player.
- Next 4 pairs = team and uni#.
- Next 10 pairs = appearance.
- Next 3 pairs = swing and delivery style.
- Next 5 pairs = defensive positions/grades.
- Next 3 pairs = mystery number for hitters that I mentioned above.
- Next 8 pairs = hot/cold zones, handedness, Trj, Con, Pwr, Spd, Arm, Fld, Eres.
- Next 9 pairs + 1 digit from the 10th pair = special abilities for hitting/fielding.
- Other digit + next 3 pairs = MPH, Ctrl, Stam.
- Next 6 pairs = special abilities for pitching.
- Next 3 pairs = DOB.
- Next 8 pairs + 1 digit from the 9th pair = default stats (Avg, HR, RBI, ERA).
- Other digit + next 1 pair = nationality.
- Next 1 pair = 00 for all players.
- Next 5 pairs = second ID# that refers to Season Mode save file (probably link to contract info).
- Next 6 pairs = primary pitch types/levels.
- Next 5 pairs = secondary pitch types/levels.
- Last 16 pairs = 00 for all players.

Author:  Eric Davis 44 [ Fri Aug 19, 2011 1:16 pm ]
Post subject:  Re: 255 mph fastball

lanceberkman wrote:
Maybe it has something to do with multi-positional eligibility?


No. Plenty of catchers with no multi-positional eligibility are on the list, and players with the exact same multi-positional eligibility have different numbers. Still wondering if it's records/milestones data. Has anyone ever seen a pitcher break a record during Exhibition or Season mode? I haven't. But then again, what do Paul Konerko, Matt Holliday, Alex Rodriguez, Miguel Montero and Brayan Pena have in common? They all have the same # yet I don't recall Montero or Pena approaching any fictional MLBPP records or milestones.

Author:  Eric Davis 44 [ Fri Aug 19, 2011 1:21 pm ]
Post subject:  Re: 255 mph fastball

lanceberkman wrote:
Since no player has anything there, could it be the colored bars that Success, Drafted, Edited, and retired players have.


Colored bar data is stored in one of the "universal zero" numbers, so a 00 will change to 01 when they player is manually edited.

Author:  bmahn [ Thu Dec 22, 2011 9:25 pm ]
Post subject:  Re: 255 mph fastball

Yo iv been working with some hex editing in some of my other games, if you need any help trying to find sucess and such hit me up

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