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Bokonon_Lives

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  1. Hey all, I have some general questions about historical scenarios. Bear with me, because I've never downloaded one before, and this might influence how much the idea appeals to me. Do scenario creators ever take advantage of the ability to create workers with ages from 0-17? And in the more general case, do workers get added to scenarios even if in real life they would not debut on the pro wrestling scene until later in life? For example, Randy Orton was born in April of 1980. In an Attitude Era scenario, starting in September 1997, Orton would be 17 years old, so from the "Other Workers" screen, he would not show up until he became of age in April 1998 (and then, probably with lowered stats so that he'd need development to stand a chance of being worth using). You could start as a fictional indie fed trying to compete with WWF with the likes of young, 18-year-old "unknowns" like John Cena and Brock Lesnar (again, presumably with dramatically lowered stats).
  2. Wowwwww. Yeah, I can absolutely get you that. I'll make sure to have it complete and tested long before the June update. Promise!! Seriously let me know if there are any other features you'd love to have, regardless of how possible you think they'd be. Thanks to TheGame2705, I have virtually all of the Hex Byte Mappings for the DAT files, so the stuff I'm working on will ideally eventually let you mess with the data in any way you want. Like "All female Canadian lower midcarders with the Fonz Factor should now work for ROH with a BFG Gimmick, have their Speed increased by 1, and have a Short Name of Spunky". Credit also to GLRaven for ideas on exporting data to Excel/Access, and showing that there's public interest in the project. (In fact I sort of hijacked his thread.... ) http://www.ewbattleground.com/forum/index.php?showtopic=88016
  3. I can do that. Do you need it for this update, or not until next month?
  4. Here's what my little script came up with. Only 2 workers actually work for multiple promotions as a Non-wrestler in the first contract and something else in the second: Adam Pearce and Joey Eastman. But all of the following workers have Non-wrestler in the first slot and something else in the second as well (despite not necessarily having contracts): Maxx Payne Vic Capri Jeff Shapiro Adam Pearce Paul T Lotto Money Mike Blake Overkill Jack Marciano Frank Cullen Lucifer Joey Eastman P.S. You mentioned Veda Scott and Delirious. In the version of the update I just downloaded, they aren't Non-wrestlers at all. (But Adam Pearce and Joey Eastman are, as you pointed out.) Could I have a bad version? [EDIT: Never mind, I just read your earlier posts, I guess you fixed them and then reuploaded it. Cool cool. This should be everything then. I don't want to "guarantee" it, because anything's possible, but I'm fairly confident. If anyone happens to find another worker in the same situation, let me know!]
  5. Hey - I actually have been working on a little side project that I should be able to fairly easily leverage for this by just writing a few lines of code instead of having to go through and do it manually. I could get you that list tonight, probably, if it's still needed.
  6. On my PC now. Works great, thanks! This is wonderful, far more comprehensive than my list. Lots of info I didn't come up with on my own. Looks like it may be missing a few things, but it's at least very very nearly complete. Really excited now.
  7. Hey, that's great news! Thanks! That link doesn't work for me, but yeah, if you have all the mappings, I can absolutely work with that. I think I'm done finding the wrestler.DAT mappings myself through trial and error, but I might be missing a few bytes still, we'll see. And if you have the mappings for the other DAT files, I could put together a neat little editor. I'm partway done coding my wrestler.DAT app, but this could be a huge help. If you can post a link that'll work for me, or just post or pm the details, it'd be much appreciated!!
  8. That would be nice, wouldn't it!! Imagine hex-editing an 18-year-old wrestler to get their stats to skyrocket up every year (or a 90-year-old one!). I'm kind of pessimistic about that, actually.... I certainly haven't disproven it, but right now I'm just gonna move on to the nitty gritty and get this program working for you guys. I tried messing with all the unidentified bytes, using Chris Jericho as a guinea pig. I set them to arbitrary values and played through the game a bit as WWE. He seemed unaffected by the changes. He was able to wrestle during events just fine, and his behavior didn't seem too strange. I found that the game reset a few of those bytes back to their original values, but just ones that looked like flags (setting them back to "true" (FF FF)). These are probably just bytes used by the software during runtime as placeholders for some internal process, or as some sort of verification. The rest of the bytes, which the software didn't change, are probably just pure junk. When I release my findings, I'll point out the junk bytes and their typical values. If anyone wants to continue messing with them, they're more than welcome to. I'd love to hear about more hidden values like a "potential growth" stat or anything else. For now, I think I'm going to leave them be. I'm comfortable enough with the rest of the data that I'm gonna call it a day on my analysis, and just get to work on a nice, user-friendly interface for editing this mother trucker. There is one last, very boring thing for me to do, though. Figuring out which ID's correspond to which Gimmicks. There are a LOT of Gimmicks. But yeah. Other than that, it's roughly go-time for finally developing this thing.
  9. What does anybody know about this project: http://www.ewbattleground.com/forum/index.php?showtopic=30147&st=0 His work was up for download on Megaupload, which is a dead site now. Did he complete figuring out the Hex mappings? Does anyone know where to get his stuff anymore? It'd be a shame to have to do all his work over again from scratch. :-P Anyway, there is still a handful of "junk bytes" left in the wrestler.DAT file that I haven't yet found the purpose of, but I have uncovered everything I expected to find. I can now safely Hex Edit workers' statuses (Normal / Injured / Rehab), the number of months they are out for, and the text of their injury (up to 15 chars). I've also discovered that there's a hidden stat representing the worker's willingness to work with you. I'm calling it Happiness. It goes up and down as the worker's Morale changes, but at different rates. I don't know the pattern, but this is why you can't just Arsenic someone's Morale up to 100 and expect them to keep working with you. You have to Hex Edit the hidden Happiness stat, too. The stat interestingly enough can go into the negatives. When it's below 20, they "refuse to even begin negotiations with you". From 20-39, they "do not want to negotiate". And for 40 and above, they're okay. I'll spend a little time messing around with all the "junk bytes", but it could be they're just arbitrarily set and unused afterwards. I think I pretty much have enough data now to start working soon on the actual DAT/Excel importer/exporter.
  10. Just a friendly update to keep people up to speed on this: I've been awfully busy and will be away this weekend. Next chance I'll get to even look at this is probably Wednesday, but odds are I'll have at least a beta version of "something" by sometime the weekend of the 28th.
  11. Cool, thanks! Again, didn't mean to steal the project away from you, I just got overly excited when I got it working and wanted to start showing people. I'm more than happy to keep playing with this, though. Having lots of fun with it. I'm relatively new to hex editing, but I'm a C# developer and have always wanted a good, formulaic way to look at EWR game data. I'll see what I can do!
  12. Hey all, I found this when I did a search for "hex", looking for a translation for the values in the DAT files. A few days ago I successfully cracked most of the code for the "wrestlers" DAT file. Basically I know the meaning of *every* byte in that file that's editable by the in-game "File Editor" interface, and have been able to export it for visualization and analysis. This allows anyone to query the results in any way. (As a moderately complicated example, as a personal project, I wrote a script to find possible rosters of 10 workers, each with a maximum of 30 overness, a Brawl/Tech/Speed total of no less than 140 (with stricter requirements for workers with higher wages), and no more than 4000 "effective wages" (meaning, if they work for another promotion and would demand more money to "justify" working for you, then we add $1000 to their "effective wages"), with total roster wages totaling no more than $29,000... and to find the "best" such rosters in terms of average variance in physical stats from one another.) I mentioned I know the meaning of every "File Editor" editable byte. Off the top of my head, the only values that are probably left to discover in that file are: - Current Injury (body part) - Time Left to Recover from Injury - Presumably, a flag corresponding to "Will not work for you again". In my estimation, this must exist, because if I recall correctly, in my experience, if a worker ever reaches critically low morale, then you will be unable to hire them back even if their morale later improves. I don't know what other information is encoded in the file, but if there's any interest, I could find out. In the meantime, it sorta looks like this thread has died. Is there still any interest in some kind of Excel or CSV export of the Wrestlers DAT file? [[[EDIT: Sorry, I'm new to this forum and was looking at the wrong dates. Obviously this thread is NOT dead. I didn't mean to step on any toes here. If the original poster would like, I can share what I've found to see if anything's been missed or if there are contradictions in our respective analyses. Sorry again for my bad assumption.]] P.S. - Am I right about the "Will not work for you again" flag? It's been a long time since I experienced that, so I'm not sure if I'm remembering it correctly. - If/when someone finds the "Injury" flags, it seems to me that this would open up intriguing possibilities for scenario creators. For example, you could theoretically BEGIN your game with certain workers being out with broken arms, legs, etc., for variable amounts of time.
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