

- #Ps3 save game data nba2k13 how to
- #Ps3 save game data nba2k13 mod
- #Ps3 save game data nba2k13 update
#Ps3 save game data nba2k13 how to
maybe (it isn't the same files strucures i know) but maybe he got some ideas how to do it. someone on youtube did it pretty well on xbox. good news AST editor can extract files like " SCOTTIE_PIPPEN_HOME_BODY_DIF.DAT " or " SCOTTIE_PIPPEN_HOME_HEAD_DIF.DAT ".
#Ps3 save game data nba2k13 mod
I already know how to mod the android version thanks to all the infos shared.īut files here are totally different. i don't have to plug my xbox360 anymore lol. Here are the save files: !zUk0WSQI!rfW6whpIKkNt. If you have any experience with checksums, please take a look and reach out to me if you have any questions. But I've already put many hours into this, and I'd be lying if I didn't say that I'm burning out and might quit soon. Once this can be edited, I have a few projects lined up.
#Ps3 save game data nba2k13 update
It would be great if someone could help with getting past the security of this roster update save file. Other than these checksums, I don't see anywhere else where the file could be protected. I can't find a range with CRC32 or BZIP2 CRC that equals this.

I bet this is just for the first payload, but I haven't found anything yet that matches this. It looks like there's another checksum immediately before the list of XML files, at 0圆0-0圆3 ("D9B6E58F"). There is at least one checksum in SYS-DATA, at 0x10. The problem seems to be the security of 'SYS-DATA'. The extraction/decompession/recompression process seems to work fine, as I can extract a file from SYS-DATA, decompress it, recompress it, and get the same CRC as the compressed file. The problem is that when the save file is modified, the game says that file is damaged and can't be loaded. I've also tried modifying the "RC" files, as they can be successfully changed in the base game. For testing, I'm simply changing one player rating. It defines changes to be applied to the roster database. 'ROSTERUPDATE' is the XML roster update file. If the two payloads are split into separate files, they can be extracted with 'nbajamfire.bms' using QuickBMS. All files within are compressed with deflate/zlib. The second is at 0xb90a and contains graphics and other types of files (e.g. The first is at 0x20 and contains XML files the last XML file is the roster update file and the rest are Road Trip (campaign mode) matchup definitions. 'SYS-DATA' has two payloads (It has two "BGFA1.05" headers). PARAM.SFO (PS3 system file, contains system protections but not protection within the game - doesn't seem useful) ICON0.PNG (save file image - not useful) This save 'NPUB305580200' contains three files: I think the first thing to solve is the downloadable roster update save. But most of what I have right now is one-off hacks that doesn't accomplish what everyone really wants: to be able to change all of the ratings, rosters, logos, jerseys, and courts in the game. I could tease you with screenshots of LeBron and AD on the Lakers, wearing Lakers jerseys, with updated headshots. This isn't to say that nothing has been accomplished. I'm currently at a mid-way point where I know exactly what I want to change, where it is stored, and how it is stored - but most of it can't be changed because of file protections. Recently I've been putting a lot of time into hacking NBA Jam On Fire Edition for PS3. Help would be MUCH appreciated, as I have sunk many hours into this and am at risk of quitting. There seems to be another one at 0圆0, but I haven't figured out what it is or what it's calculated from. TLDR: Editing the roster update save file "corrupts" the file - even after updating the CRC32 at 0x10.
