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xbox version can't be modified...

inertia666

Juniors
Messages
888
ach well, after some attemts at modifying any of the db files it seems the XBOX performs a CRC check on the database files and reports a "dirty disc" error when it fails.

That means you can't even update or change any stats (the slightest byte change causes it to fail).

The XBOX manages to store custom files somehow but i can't find the damn things to edit! So while you can update jerseys it's looking highly unlikely that the XBOX can have the team modifications required unless I can find out how they do the custom players.

It's a tad annoying as I bought a 2nd hand copy just to do this stuff with and now I can't.

I doubt I'll be able to force it to skip the db checks as I don't have the skills and I don't think a patch to do that would go down very well even if i could.

It's a real shame beacuse I was looking forward to sitting down in front of the TV for a change. :lol:
 

knowsleyroader

Juniors
Messages
95
Inertia is there no way you could turn your editor into a franchise system ? As we probably have well over a year before any other RL game will be released ( should there be one at all ) im sure it wouldnt be a waste of time and everyone could use it for a considerable period of time.

Even if it was just something simple like, player x has left the club and it automatically removes the player from your team. You could also bid for players and the computer would say yes or no ( maybe based on factors ). Players could move from team to team at random. You could even have a salary cap such as total points allowed in any team. You could choose players to release etc you get the picture.

You would run it at the end of your season and then it would update your db files accordingly.

Would anyone else be drooling at the prospect ? I know I would.
 

knowsleyroader

Juniors
Messages
95
In fact you could even devise a system for injuries. You could run the program after every game and input any injured players. It would tell you how long the player was out for ie x number of weeks. The program would remove the player from the db so he would not be able to be selected. Running the program after every game the computer would then place the player back in the team after the said number of weeks.

Dont know if any of this is possible inertia or even if you have the time / could be bothered but I was just a wondering :D
 

inertia666

Juniors
Messages
888
yeah in fact thats another good idea for the editor.

how about this :

if you and/or some other people are willing to map out a real plan for this including formulas for how it would be done then i would be up for programming it so that it would reflect in the game.

this sounds like a very interesting project if we can get this right and we could try and make it look a bit like the game as well.
 

Goleel

Juniors
Messages
864
There was the same problem in the original demo released, it had CRC check blocks that stopped you editing the game files, I'm not sure exactly how they were worked around, but they were, I'm not sure if they redirected the game to check new files, leaving the originals in tact, or if it was something more complicated, but I know it could be done. Unfortunately it means some pretty nasty work on hacking the game itself, but it might be worth a try.
 

knowsleyroader

Juniors
Messages
95
Nice one inertia. Ill av a look at putting some kind of program design together. Ive already been doing something similar myself without the use of a program so ill use some ideas from that.

Anyone else whos got some ideas, give me a pm and we can put em all to inertia to see what he thinks. I reckon it would be a cracker of a project.
 

knowsleyroader

Juniors
Messages
95
As with anything you just start simple and then keep adding things to it as problems arise or you think of a cool idea and it just builds and builds. Anyone with any ideas could also post them in this thread.
 

Jonotallica

Juniors
Messages
359
I dont have xbox version but damn that sux.. If I think of any ideas for this project you guys are suggesting, I ll post them.. but for formulas and stuff like that, my programming chops are extremely limited. I'm learning as I go.. but I'll be happy to help out where I can.
 

inertia666

Juniors
Messages
888
you dont need to be a programmer to invent formulas.

all i mean is that you decide if someone is injured how much their stats should decrease by and how long they are out of the game for. obviously injury stats could be randomised etc..so all you have to come up with is a list of ideas on paper ....if this then do this etc etc.

unless I can learn to write a program that runs in the background and check the memory I will have to rely on the user inputting the injuries and I dont think many people would have the discipline. in fact, if i can do something simialr to those trainers that are out you wouldnt have to exit the game at all.

i'll also need to hack the save game file, i've been looking at it and it looks as if i should be able to figure some of it out.
 

Jonotallica

Juniors
Messages
359
Righteo then.. The program that runs in the background.. That sounds great if your able to do it.

I'd be more concerned about the injury thing, then the franchise thing for now. Maybe you could randomise the injury sustained.. anywhere from 1 week to 6 or 8 weeks.. season ending injuries would ruin it imo.. For a week injury it could say player injured wrist injury, a 4 week injury could be a calf strain, 6 week - hammy etc..

And if the player was injured for 6 weeks for example, you couldn't use that player until 6 rounds later in your competition. Would that be workable? Sounds like a bit of a mission.

About stats decreasing, they shouldnt imo. If they are injured, they should be disabled somehow so you can't use them.

Would this injury thing coincide with injuries that occur in the game when you have to interchange someone in, or would it be completely independant of that? If it was independant of that, would you play a game, have no injuries occur, but then find out after the game that someone picked up an injury?

If anyone has any ideas or wants to talk about it PM me.
 

inertia666

Juniors
Messages
888
no i think you would need to mark the person who got injured during the game and have that represented in the utiltity. it would then disable the player and put another player in place so you can't select him. after so many rounds the player would then be eligible to come back.

thast the problem. the best way would to be to run a program in the background that could read the memory and detect player injuries as they happend and update the utitilies database in real time. If i can figure that out (i've never written that kind of program before thouhg) then we would be laughing.
 

Timmo

Juniors
Messages
301
Just make sure that they aren't out for several weeks EVERY time there is an injury. I reckon a lot of injuries should just go for that game.
 

Jonotallica

Juniors
Messages
359
Yeah hopefully random would mean random and not 8 weeks every time.

Inertia - What about for other teams that play against you in your competition.. Would there be a way to randomise injuries in AI controlled teams?
 

inertia666

Juniors
Messages
888
Jonotallica said:
Yeah hopefully random would mean random and not 8 weeks every time.

Inertia - What about for other teams that play against you in your competition.. Would there be a way to randomise injuries in AI controlled teams?

yes of course.
 

Jonotallica

Juniors
Messages
359
What I was thinking though, the only problem would be making sure that the interchange players, replacing injured players are suitable replacements. From what I can tell in the game as it is, if an opposition player gets injured, lets say the half back.. the computer subs in the first interchange player, and sometimes you have a second rower playing halfback.

Since there isn't a "default position" option in player stats, it's hard for the computer to sub in the right player. Would you need to do that manually, or would there be a way to make the computer recognise the best possible replacement for the injured players position?
 

inertia666

Juniors
Messages
888
this is one of those problems, isn't it,

the thing, I first have to write a TSR program to capture the injury in the first place. To be honest, i rate my chances of actually doing that at around 15% because I first have to identify somewhere in the memory of my 1gb computer where the player ID is for injuries and subs.

At worst injuries can be fudged by the utiltity after the game has been played (meaning that game injuries are not taken into account).

Taking into consideration that not all injured players in rugby that are out of the game for a while were actually taken off the field this isn't as bad as it actually sounds.

keep throwing the ideas around. i've got a lot of work in editing the save game sucessfully before we go on with this else its not going to happen.
 

inertia666

Juniors
Messages
888
well i found the custom files and they refuse to be edited to.

i'll be damned if i'm entering all that shit in on the controller. :evil:
 

knowsleyroader

Juniors
Messages
95
I wouldnt worry too much about making the program actually search the memory etc. I would be more than happy to run the utility after a game, input any players on my team that were injured to determine how long they were out for. As well as this the computer could randomise injuries for other players for other teams and then adjust the teams accordingly.

You just run the utility after every game and it adjusts the teams as players come back etc.

I have no problem with that at all m8. Its a small price to pay as far as im concerned.

With regards to replacing injured players with suitable replacements ie a back for a back etc. About the only way I could see of doing this is to pick out the highest stat and match them that way. Ie if a player had a pass accuracy of 8 then you can be pretty sure its a halfback so the computer would find a reserve with the highest pass accuracy and replace him. If the player had a high speed rating it would substiture a player with high speed. High tackle for high tackle. You get the picture. It would be a pretty primitive way of doing it and would probably through up some screwy results but it should theoretically at least be better than just doing it at random.
 

Jonotallica

Juniors
Messages
359
That's not a bad idea, I was thinking of something similar. It's not perfect but it would definately be better then doing it randomly.
 

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