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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
# 81 33breeze @ 02/10/11 01:13 PM
I'm having problems finding the other players I created. Are there any other indicators to a created player besides 05. I searched 05 and 0005 in the proper column, but I don't see those players. Is there a way we can filter by the team. I have those players on the same team, but I don't notice any coding similarity, Also, I can't really find most of the generics. I 'll try erasing one of the 2 teams I have up. I reached the capacity of created player and I tried reducing the number to 5.
 
# 82 tpaterniti @ 02/10/11 03:47 PM
The 05 is not in the same column each time. That was my mistake when I started as well. Just find the 7s and go to the beginning of them and the 05 08 or whatever should be there, and the CAPs are all sequential with no spaces in between them.
 
# 83 turtl83 @ 02/10/11 11:43 PM
The first player you find will be in those last 2 columns. After that it moves over in a pattern like so:

The next player would be in the 3rd and 4th column from the LEFT and then the pattern repeats.
 
# 84 cjone03 @ 02/11/11 10:53 AM
The quarter back throwing power is located in the box i made
 
# 85 NFLHITMAN @ 02/11/11 04:41 PM
So since that is a bronze QB and 4b = 75 throwing power I wonder what a gold QB's throwing power is rated? I can also see that this QB doesn't even have rocket arm so if they have him rocket arm it only goes up to 80 out of a possible 127. Now we see why they pretty much suck lol.
 
# 86 NFLHITMAN @ 02/11/11 04:47 PM
That from my understanding is not throwing power. It is accuraccy. Throwing.g power is the same but its the next box over. Throw power is forth box from the speed box.
 
# 87 jyoung @ 02/16/11 01:08 PM
The ability list in the main post has been updated.

The one missing ability is:

Bullet Time - same space as jersey number / 89
 
# 88 Vegaskingpin @ 02/21/11 04:27 PM
Quote:
Originally Posted by tpaterniti
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.

That may be the case if your playing in all-pro where the idea of difficulty is to make everyone play as close as possible regardless of attributes. But if your difficulty setting was in rookie per se or maybe even pro than the effect of the attributes might resonate higher than the mere 5% you claim. Numerically on the attributes it appears as five but if the difficulty or slider is changed than it may increase or decrease the margin in game significantly.

A way to find this would be to start the game in all pro and make a copy of the data. Then change the difficulty, and make a copy of the data and compare the two to find the variance and location of slider/difficulty code. Is that possible within the hex-editor for it to locate changes between two sets of a file? Can two files be loaded simultaneously like explorer tabs and then compared to each other for locations of variance?

With this idea we can now increase or decrease player performance beyond the limitations of the slider possibly. Thereby altering CB play to cover supposed cheat routes better. Maybe, if the roster file contains all necessary data this could be a very real possibility. Or can we edit the setting file through a hex editor? has anyone tried?

If we could edit settings file maybe we can find default team playbook files too?

Just throwing this out there for anyone interested but will get to it myself after today. Too busy with life at the moment.
 
# 89 Vegaskingpin @ 02/25/11 05:47 PM
I want to mention an edit to the info in the tutorial. It claims "04" are Legend and "84" are created generic.

The "84" is correct as being stated created generic.

"04" actually represents any player on a default team Generic or Legend. As for the number that follows I am unsure but have a theory it represents depth on the chart. With "0A" being last string on and "01" being second to last.

New EDIT:

"84" Generic on created team
"05" Created Player (shows up on edit player screen)
"04" Legend or Generic on Default Teams that shipped with game
"80" - ? - Not sure, but I believe they represent Free agent Generics for created teams (Unassigned)
"01" - ?? - Untested, I hypothesize they may represent Default Legends or Twins of on Created teams

As for the second Hex number that follows player type here are my assumptions
"xx" representing any of the numbers mentioned above and that the second set of numbers represent depth chart position
"xx 08" - First Legend or Cap Starter (Star Player) - Absolutely positive
"xx 07" - Second Legend or Cap starter (Star Player) - Unsure but it fits
"xx 06" - First Generic Starter or 2nd string after 1st Star Player or 3rd string after 2nd Star Player (basically the best Generic)
"xx 01" - Second Best
"xx 0A" - Final Slot

have not seen other numbers but still looking. Feel free to comment or debate findings.
 
# 90 NFLHITMAN @ 02/26/11 02:14 AM
Quote:
Originally Posted by Vegaskingpin
I want to mention an edit to the info in the tutorial. It claims "04" are Legend and "84" are created generic.

The "84" is correct as being stated created generic.

"04" actually represents any player on a default team Generic or Legend. As for the number that follows I am unsure but have a theory it represents depth on the chart. With "0A" being last string on and "01" being second to last.

New EDIT:

"84" Generic on created team
"05" Created Player (shows up on edit player screen)
"04" Legend or Generic on Default Teams that shipped with game
"80" - ? - Not sure, but I believe they represent Free agent Generics for created teams (Unassigned)
"01" - ?? - Untested, I hypothesize they may represent Default Legends or Twins of on Created teams

As for the second Hex number that follows player type here are my assumptions
"xx" representing any of the numbers mentioned above and that the second set of numbers represent depth chart position
"xx 08" - First Legend or Cap Starter (Star Player) - Absolutely positive
"xx 07" - Second Legend or Cap starter (Star Player) - Unsure but it fits
"xx 06" - First Generic Starter or 2nd string after 1st Star Player or 3rd string after 2nd Star Player (basically the best Generic)
"xx 01" - Second Best
"xx 0A" - Final Slot

have not seen other numbers but still looking. Feel free to comment or debate findings.
0A is the OLB position and 01 means it was a previous cap player that was deleted.
 
# 91 Vegaskingpin @ 02/26/11 11:24 AM
Shoe Type - Code - - - Gold - - - Silver- - - Bronze
- #1 - - - - - F0 - - - - - 02 - - - - - 04 - - - - - 06 - -
- #2 - - - - - F0 - - - - - 4A - - - - - 4C - - - - - 4E - -
- #3 - - - - - F0 - - - - - 92 - - - - - 94 - - - - - 96 - -
- #4 - - - - - F0 - - - - - DA - - - - - DC - - - - - DE - -
- #5 - - - - - F1 - - - - - 02 - - - - - 04 - - - - - 06 - -
- #6 - - - - - F1 - - - - - 6A - - - - - 6C - - - - - 6E - -
- #7 - - - - - F1 - - - - - B2 - - - - - B4 - - - - - B6 - -
- #8 - - - - - F1 - - - - - FA - - - - - FC - - - - - FE - -

"F0 06"
most this info is irrelevant to determine whether or not a player is gold silver or bronze. The first hex position and the first digit in the second hex position can be ignored, all that matters is the final digit.

if it's
2 or A = Gold
4 or C = Silver
6 or E = Bronze
0 = Generic

If you count "back" 17 points from the Player Position (purple) location hex you will find this number. I Only point this out because the Bronze Legend Eugene Robinson does not have an F1 or F0 before his 96, it is a 50. Located at address 14380

NFL HITMAN - as for the 0A meaning outside linebacker if the 0A precedes the player type number as in the following
0A 0A 04 08 then yes it means outside linebacker but if it follows the number as in the following
10 10 04 0A then it means third string or less in depth chart
 
# 92 splicemode @ 03/03/11 06:54 PM
i can only find 3 of my created players does anyone know how i can find the rest??
 
# 93 Vegaskingpin @ 03/04/11 02:27 PM
I'd like to retract my comment concerning the hex number that precedes facial data and follows a players generic/legend or created status

04 "0A" 7F 7F......
04 "08" 7F 7F......
05 "01" 7F 7F......
05 "08" 7F 7F......
05 "0A" 7F 7F......

I initially reported that it represents depth chart position but have found that data as false and have now determined it to represent player skin tone on the field.

My apologies to the community for the inaccurate data. Hope this has not set anyone back.
 
# 94 Vegaskingpin @ 03/04/11 07:03 PM
Quote:
Originally Posted by buho1213
AHHHHHHH poop. You ruined my whole roster!!! Maybe that's what caused my RRD.
I am truly sorry man,

I came up with the false data report because it worked for the first two teams Cornerbacks and a couple legend Linebackers, they just happened to be black starters and white backups and Light Black/ Latino third stringers, purely coincidental.

I discovered the disparity when creating CAP'S based on Gold, Silver, Bronze, in the same position with different skin tones. Again I'm sorry for the false report.

Currently testing out a theory where I replace free agent generics with legends. The idea is to create a team of generics and get a random mix of legends in place of the generics normally assigned. So now when you design your team you actively choose which generic you want but get randomly assigned legends to fill the roster. Thought it would be a fun twist on the single player game.
 
# 95 derreckbercier @ 03/09/11 06:49 PM
helmet high tackles does not freeze the game
 
# 96 Vegaskingpin @ 03/10/11 12:22 PM
Quote:
Originally Posted by derreckbercier
helmet high tackles does not freeze the game
Where is the location of the helmet high tackle? And what is it's number?
 
# 97 theDude47 @ 03/19/11 11:27 PM
I really think this thread should be stickied. Also, here is a bookmark set for Hex Workshop that has the location of all the team logos and color palettes (both CPU and User).
 
# 98 NFLHITMAN @ 03/20/11 11:38 AM
Quote:
Originally Posted by Vegaskingpin
Where is the location of the helmet high tackle? And what is it's number?
12 spots before jersey number and the code is 02
 
# 99 jyoung @ 04/01/11 02:01 PM
Has anyone figured out if the team names that appear on your uniform can be edited?

I believe there are three spots the team name appears on the uniform:

-- Belt
-- Chest
-- Helmet

Has anyone figured out this data's lo***ion in the hex file?
 
# 100 NFLHITMAN @ 04/02/11 04:32 PM
A legend or cap will always have there attributes and rating unless you change there position, tier or edit there rating yourself. Editing generics is something totally different.

Inside my downloadable few that have 20 players I created with every player having 5 or more attributes and edited rating on key players like Vick and Deion sanders and none are on a team. They are there for to place on a team just like the legends are.
 


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