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Here is some information which should help you hex-edit your savegame or memory. Of course not every detail is covered. If you aren't yet familiar with hex-editing you might want to read the, which is for MW though but also gives you some basic ideas about hex-editing a savegame. If you have any questions, comments, or concerns, please make a post. One of our resident hex editors will try to answer your question as soon as possible. WARNING This is advanced work and involves editing your profiles in a way EA never wanted you to.
Please understand that this is all done at your own risk. Before messing with savegames, always make a backup copy!
Contents • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • Overview The car data is stored in 5 blocks in the savegame: • Car slots: A car slot contains the car code, link to customization & career slot and some other stuff (like car category). There is space for 200 car slot entries. • Customization slots: A customization slot contains a link to the customization2 & vinyl slot and some customization like performance parts, autosculpt settings, car/rimpaint and ride height.
There is space for 75 customization entries. • Career slots: Your heat, impounds and other career related things are stored here. There is space for 10 career slots. Intel amt heci. • Customization2 slots: A customization2 slot contains the bodies, rims, spoilers, hoods, scoops, windowtint and sometimes a texture vinyl (Most Wanted style vinyl). There should be space for 75 customization2 slots.
• Vinylslots: These were newly introduced with Carbon. They will hold the vinyl code, color, size & stuff. There is space for 700 vinyl slots. With a total of 75 customization slots, this will leave you with 9.333 vinyls per car Savegame Structure Car Slot A single carslot uses 14h Bytes and is built like this: • Carslot number: This is the car slot number, it's usually a subsequent number. However, for some bonus cars it's a unique id. • Logocode: This is the code of the logo/name which will be displayed for your car (Sometimes this code is useless because the game uses the carcode to decide which logo/name to display). • Carcode: This is the actual car code identifying your car, check the last section for logo/carcodes.
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• Car membership: This identifies where the car will be available (01 = stock, 02 = career, 04 = my cars, 08 = bonus, 10 = custom, 20 = special, 40 = won car, 80 = wingman car). The second byte is usually 00, if you change it to 01 the car will show up in the Mazda Dealership and as another side effect it's price will be 0$ in the carlots (Thanks to STAT-X for this info). • Car category: This identifies which category a car will show up (01 = muscle, 02 = exotic, 04 = tuner (Note: Bonus & addon cars use 08/0F instead)). • Customizaion slot link: This is the customization slot link number.
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File:Example.jpg www.japanesesportcars.com/galleries/data/media/91/2f2f_17.jpg. There is a possibility to edit the game in a couple of ways. The most popular one is. Jul 31, 2014 So What is this site exactly? It's an exhibit of the original and only official Need for Speed Theories Forum ever created. Everything is frozen at the point when the site had to be shut down. File:Example.jpg www.japanesesportcars.com/galleries/data/media/91/2f2f_17.jpg. There is a possibility to edit the game in a couple of ways. The most popular one is.