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*Note - The following guide refers to the Xbox 360 version of All-Pro Football 2K8. Due to Sony's file encryption, the PS3 version can't be edited at this time.


Tools Needed

http://www.amazon.com/USB-Flash-Driv...=operasport-20 - For transferring All Pro Football 2K8 roster files between your PC and Xbox 360.

USBXTAFGUI - Used for reading your USB flash drive after it's been formatted for Xbox 360 use.

HxD Hex Editor - For viewing and editing the All Pro Football 2K8 roster file.

Hexadecimal to Decimal convertor - Useful for understanding hexadecimal code in the All Pro Football 2K8 roster file.

Modio - Used to rehash and resign your roster file after you make edits.

Formatting Your USB Device

First, you will need to format your USB flash drive for Xbox 360 use. Please note that reformatting the flash drive will erase whatever data is on the memory stick, so backup any important files before reformatting.

Read More - Editing All Pro Football 2K8 for Dummies

Game: All-Pro Football 2K8Reader Score: 8/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 57 - View All
Member Comments
# 61 jyoung @ 02/04/11 11:14 AM
Helmet high tackles freezes the game when assigned to a player.

I haven't tried two-way player for myself, but I assume it doesn't freeze the game like helmet high tackles does.
 
# 62 badasp83 @ 02/04/11 02:06 PM
I remember reading that someone gave a HB Helmet High Tackles.
Did anyone give the ability to a defensive player just to be sure?
 
# 63 iLLmatic @ 02/04/11 04:15 PM
Quote:
Originally Posted by wEEman33
Thanks for the abilities, Turtle.

Here is the updated list:

Quote:
Cyclone 1st slot / 01
Goalline Dive - 8th slot / 02
Scissor Kick - 8th slot / 01
Cutback - 2nd slot / 08
Finesse and Power - 9th slot / 02

Magic Feet - 6th slot / 08
Route God - 5th slot / 01
Deep threat - 9 spaces before jersey number / 80

QB Evade - 12 spaces before jersey number, 45
Tough as Nails - 5th slot / 08

Swim - 7th slot / 01
Ball Hawk - 8 spaces before jersey number / 01
Loose Ball Magnet - 8 spaces before jersey number / 02
Run Reader - 3rd slot / 80
Reach Tackle - 2nd slot / 01
Two-Way Player - 3rd slot / 10

Coffin Corner - 4 spaces before jersey number / 04
Kick Accuracy Bonus - 4th slot / 10
Kick Power Bonus - 4th slot / 08

Return Specialist - 4 spaces before jersey number / 02
Special Team Demon - 4 spaces before jersey number/01---Special team demon
If there are any other abilities I've missed or any codes that are incorrect let me know.

Otherwise, I will try to get these added to the main post sometime next week.



According to the pics in the Dummies thread, the pink 18 is the jersey number followed by the 13 slots for abilities after it. But are you saying there are abilities that come before the jersey number too?
 
# 64 jyoung @ 02/04/11 05:29 PM
Yes, not all abilities go into the normal 13 ability slots.

For some of them like Ballhawk, you have to count the spaces backwards from the jersey number.
 
# 65 tpaterniti @ 02/05/11 11:52 PM
Does anyone have any tips for finding players quickly? I can find 3, then it's hundreds and hundreds of lines of code and no other CAPs in sight. I have 20 created too because I thought that would make it easier.
 
# 66 iLLmatic @ 02/05/11 11:58 PM
Quote:
Originally Posted by tpaterniti
Does anyone have any tips for finding players quickly? I can find 3, then it's hundreds and hundreds of lines of code and no other CAPs in sight. I have 20 created too because I thought that would make it easier.
I just keep scrolling till I see the series of 7's which are the facial structures in the hex code. I believe that only created players and generics have the facial structures so that is how I know I am in the right spot. Hope that helps.
 
# 67 tpaterniti @ 02/06/11 05:08 AM
What was confusing me is that I thought the 05 08 would be in the same slot all the time, but it isn't. Thanks for the help. I see it now.
 
# 68 inc.mpire @ 02/06/11 02:32 PM
I dont understand it at all dude
 
# 69 badasp83 @ 02/06/11 02:36 PM
Most created players will be round 0829f0. I've found some right before or after. Strange thing is whether I make 11 or 20 players. There's always one that I can never find. I just make that one a silver/gold and give them the abilities I want. Then go back into HEX & edit the others.
 
# 70 cjone03 @ 02/06/11 02:58 PM
Quote:
Originally Posted by tpaterniti
Does anyone have any tips for finding players quickly? I can find 3, then it's hundreds and hundreds of lines of code and no other CAPs in sight. I have 20 created too because I thought that would make it easier.
1. Next to the file in the upper corner there is the word edit, next to that it should say search

2. When u click on search it should say find ctrl+F

3. In the seach window that will pop it says type: make sure it says hex bytes (h)

4. Under that it should say Value: thats were you will type "05" and click find all

But when you do this make sure you are next to your first created player. And then keep scroll through

5. you scroll through them with F3

Hope that will help
 
# 71 tpaterniti @ 02/07/11 02:50 AM
Quote:
Originally Posted by badasp83
I remember reading that someone gave a HB Helmet High Tackles.
Did anyone give the ability to a defensive player just to be sure?
It doesn't freeze the game. I made some CB/WRs. They were good as CBs but couldn't run routes worth anything. They had no acceleration as WRs and couldn't catch very well either. I assumed it would either give a little of every skill to the player, but apparently not enough to even make a Gold CB play like a generic WR. This was All Pro difficulty.
 
# 72 tpaterniti @ 02/07/11 03:05 AM
I have added them all in and organized them a little.

Physical/Mental Abilities

Speed Burner – 7th slot / 08
Breakway Burst – 1st slot / 40
Quick Feet – 4th slot / 02
Strength – 7th slot / 02
Hops – 4th slot / 20
Stamina – 7th slot / 04
Durability Bonus – 4th slot / 40
Leadership – 2nd slot / 02
Clutch – 1st slot / 80

General Football Abilities

Signal Stealer – 9th slot / 80
Secure Ball – 6th slot / 02
Return Specialist – 4 spaces before jersey number / 02
Special Team Demon – 4 spaces before jersey number / 01
2 Way Player – 3rd slot / 10

QB Abilities

4th Quarter Comeback – 5th slot /10
Pocket Presence – 9th slot / 40
Scrambler – 5th slot / 02
Rocket Arm – 8th slot / 04
Laser Arm – 8th slot / 08
Quick Release – 9th slot / 20
Tough as Nails – 5th slot / 08
QB Evade – 12 spaces before jersey number, 45
Play Fake – 5th slot / 40
Pass threat – 5th slot / 20
Deception – 5th slot / 80
Cadence – 9th slot / 10

HB

Branching Tackles – 2nd slot / 10
Arms Of Steel – 1st slot / 04
Battering Ram – 1st slot / 02
Power – 9th slot / 04
Workhorse – 3rd slot / 08
Finesse and Power – 9th slot / 02
Finesse – 9th slot / 08
Ankle Breaker – 1st slot / 08
Stop On A Dime – 2nd slot / 80
Cyclone – 1st slot / 01
Goalline Dive – 8th slot / 02
Scissor Kick – 8th slot / 01
Cutback Ability – 2nd slot / 08

WR

Bump Buster – 6th slot / 80
Tough In the Middle – 6th slot / 40
Soft Hands – 7th slot / 10
Acrobatic Catches – 6th slot / 20
Deep Threat – 9 spaces before jersey number / 80
Route God – 5th slot / 01
Possesion Receiver – 6th slot / 04
Mr. 3rd Down – 6th slot / 10
Magic Feet – 6th slot / 08

O–Line

Stonewall – 3rd slot / 20
Bulldozer – 3rd slot / 01
Brickwall – 3rd slot / 02

K/P

Coffin Corner – 4 spaces before jersey number / 04
Kick Accuracy Bonus – 4th slot / 10
Kick Power Bonus – 4th slot / 08

D–Line

Sack Master – 3rd slot / 40
Pass Rush Bonus – 4th slot / 04
Rip – 8th slot / 20
Bull Rush – 8th slot / 80
Club – 8th slot / 40
Spin – 8th slot / 10
Swim – 7th slot / 01

LB/DB

Coverage Bonus – 4th slot / 80
Ball Hawk – 8 spaces before jersey number / 01
Closing Speed – 1st slot / 20
Wrap Up Tackler – 3rd slot / 04
Big Hit – 2nd slot / 20
Bump Master – 1st slot / 10
Ball Strip – 2nd slot / 40
Footsteps – 2nd slot / 04
Run Coverage – 4th slot / 01
Run Reader – 3rd slot / 80
Loose Ball Magnet – 8 spaces before jersey number / 02
Reach Tackle – 2nd slot / 01
 
# 73 tpaterniti @ 02/07/11 04:21 AM
Also I am pretty sure this is right. We were discussing it in the Gaint [sic] Vick thread and this is what I discovered quickly.


Also I quickly noted:

Gold QB

Base Speed - 32 (50)
Speed Burner - 37 (55)

Base Agility - 3c (60)
Quick Feet - 41 (65)

Base Strength - 28 (40)
Strength Bonus - 2d (45)

Base Jumping - 28 (40)
Hops - 5f (90)

Gold HB

Base Speed - 57 (87)
Base Agility - 57 (85)

My point of departure was that they probably set up many of the attributes in a similar fashion to 2K5. There is even a similar number of them. My guess is that the 5a 5a is pass strength and accuracy for the QB but I will have to do a little testing to confirm this. I tried taking speeds to the max (7f) but did not see any real noticeable difference in the sim. I am not sure why. Maybe they have a cap on them or maybe I was doing something wrong. I never got any freezes, but nothing like the super tecmo bowl experience I was hoping for lol.
 
# 74 theDude47 @ 02/07/11 12:50 PM
Rocky found a lot of the ratings over a month ago, but if you could fill in some of the missing ones that would be awesome.

Here is the link to that thread:
http://www.operationsports.com/forum...ategories.html
 
# 75 tpaterniti @ 02/07/11 03:37 PM
It should be pretty easy, though I am not sure how much time I will have to do it. Make a Gold QB with no abilities, then with speed only, then with agility only, then with strength only, then with stamina only, etc. and see which attributes change and use the HEX converter to get you to the decimal numbers. I may work on the QB tonight. It would be nice to see numerically where a Gold, Silver, Bronze QB start in terms of base attributes and what adding abilities does. For most so far, the answer is not much. Most physical bonuses adds only 5 of the attribute in question, which is not much at all. Hops adds 50 jumping, but who knows what impact that has in the sim. Even 50 more might not do that much. If Speed Burner is a flat +5 bonus all the time, it means that a gold HB with Speed Burner is only about 5.7% faster than one with no attribute at all. That is actually pretty minor, and lends credence to what I have thought for a while now, that many attributes are overrated.
 
# 76 tophower33 @ 02/08/11 12:38 PM
Quote:
Originally Posted by rickmitchell22
great find
Do all of them max at 7F
 
# 77 tophower33 @ 02/08/11 12:40 PM
Quote:
Originally Posted by tpaterniti
Also I am pretty sure this is right. We were discussing it in the Gaint [sic] Vick thread and this is what I discovered quickly.


Also I quickly noted:

Gold QB

Base Speed - 32 (50)
Speed Burner - 37 (55)

Base Agility - 3c (60)
Quick Feet - 41 (65)

Base Strength - 28 (40)
Strength Bonus - 2d (45)

Base Jumping - 28 (40)
Hops - 5f (90)

Gold HB

Base Speed - 57 (87)
Base Agility - 57 (85)

My point of departure was that they probably set up many of the attributes in a similar fashion to 2K5. There is even a similar number of them. My guess is that the 5a 5a is pass strength and accuracy for the QB but I will have to do a little testing to confirm this. I tried taking speeds to the max (7f) but did not see any real noticeable difference in the sim. I am not sure why. Maybe they have a cap on them or maybe I was doing something wrong. I never got any freezes, but nothing like the super tecmo bowl experience I was hoping for lol.

Do they all max at 7F
Do all of them max at 7F
 
# 78 tpaterniti @ 02/08/11 03:02 PM
Yes, that is the max in hex (127 numerically).
 
# 79 tophower33 @ 02/08/11 11:55 PM
What's code for high helmet tackle
 
# 80 derreckbercier @ 02/09/11 02:00 PM
nobody knows the code, and they say it freezes the game.
 


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