NFS ProStreet: Car Codes

Discuss editing Need for Speed ProStreet.
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888Veyron
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Re: NFS ProStreet: Car Codes

Post by 888Veyron »

prince1142003 wrote:dlcpatchrelease is for the US/Mexico versions.
DLCPatchEuropeRelease is for the European English versions
DLCPATCHEuropeFrGerItalRelease is for the European French, German, and Italian versions.
Where Do you save it? nothing happened to my game plese help me ive waited 9H for the patch
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Re: NFS ProStreet: Car Codes

Post by powerof1000 »

888Veyron wrote:
prince1142003 wrote:dlcpatchrelease is for the US/Mexico versions.
DLCPatchEuropeRelease is for the European English versions
DLCPATCHEuropeFrGerItalRelease is for the European French, German, and Italian versions.
Where Do you save it? nothing happened to my game plese help me ive waited 9H for the patch
Um, it doesn't matter where you save it. Just download it and install the patch that is for your game.
www.soundcloud.com/spyre
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Re: NFS ProStreet: Car Codes

Post by 888Veyron »

powerof1000 wrote:
888Veyron wrote:
prince1142003 wrote:dlcpatchrelease is for the US/Mexico versions.
DLCPatchEuropeRelease is for the European English versions
DLCPATCHEuropeFrGerItalRelease is for the European French, German, and Italian versions.
Where Do you save it? nothing happened to my game plese help me ive waited 9H for the patch
Um, it doesn't matter where you save it. Just download it and install the patch that is for your game.
Really im serious nothing happened
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Re: NFS ProStreet: Car Codes

Post by prince1142003 »

cparty wrote:
prince1142003 wrote:I feel it's high time for a NFS ProStreet hex-editing guide. Anyone want to help me?
Sure, we could assemble another Wiki page, what do you think?
I'm not doing the wiki coding again... that was a pain. I've started on a guide, and I've gotten decently far (only have the car slot so far, lol). I really would appreciate your help in deciphering what most of the codes mean.
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Re: NFS ProStreet: Car Codes

Post by powerof1000 »

888Veyron wrote:Really im serious nothing happened
Well the only problems that I can think of are that your patch download is corrupt or that you have the wrong version :? Check your PM, I responded :D.
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Re: NFS ProStreet: Car Codes

Post by baumaxx1 »

Is there a save file with the collectors edition cars available for the 1.1 patch?
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Re: NFS ProStreet: Car Codes

Post by prince1142003 »

Yes, look on page 10.
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Re: NFS ProStreet: Car Codes

Post by 888Veyron »

real patch is out
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Re: NFS ProStreet: Car Codes

Post by powerof1000 »

888Veyron wrote:real patch is out
Where may we find it?
www.soundcloud.com/spyre
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Re: NFS ProStreet: Car Codes

Post by 888Veyron »

powerof1000 wrote:
888Veyron wrote:real patch is out
Where may we find it?
http://www.ea.com/prostreet/downloads.jsp
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Re: NFS ProStreet: Car Codes

Post by powerof1000 »

Well, I see they've added new photos, but it still says "Coming Mid-December" and no link etc :(
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Re: NFS ProStreet: Car Codes

Post by LUGNUT1P »

cparty wrote:
peterfaj wrote:Though I have no idea how to actually get these cars, but it is getting somewhere.
When I found the new codes, I simply added the codes in the carslot section to make them available in the carlot. This section looks pretty much the same as in MW or Carbon, Customization section has changed (quite a bit) and has 3 subsection (one for each blueprint), I haven't looked into vinyls and other stuff yet.
Something else which is quite cool is that you can still unlock the pretuned cars contained in the savegame for the carlot by adding the 0x01 to the 'category' where the cars shows up. And if you buy it, it will NOT loose it's tuning as it was the case with previous NFS titles. This means you can just buy the AI car you like :) Alltogether makes about 190 cars in the carlot. However since those are pre-tuned cars you cannot edit the blueprint.
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Greets
cparty
Could you show a step by step illustration on how to unlock the pre tuned cars in the savegame folder and the category location ...thanks
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Re: NFS ProStreet: Car Codes

Post by agentwilbur »

Yo cparty i'm just waitin 4 the vinyl codes ... i broke my head through some massive hex-editing but failed to find the codes......

what i figured out through hex editing are as follows..
revised the car slots to where the car appears....
like
01 - Stock cars
02 - career Garage
04 - Online Blue print for Purchase
10 - Custom Cars (cars which are available for freestyle Raceday)
08 - Bonus Cars (Cars From team Sessions like Battle Machine, React, super promotion)
82 - Won Cars or rewarded cars, pre tuned car in garage.
42 - Pink slip car(Like from Nfs Carbon the code still works)
09 - Custom car available for purchase in car lot( like what cparty did in his save game)

Few things which i figured out... i'm on 1.0 version
i loaded cparty's savegame i purchased pre-tuned cars from the car lot...was unable to have more than 17 pre-tuned cars in the car-lot.
what i did -----
i changed the codes of all cars in the garage from 82 to 42(ie pink slip car)... well later i was able to purchase more pre tuned cars from the car lot.....huh intresting na..???
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Re: NFS ProStreet: Vinyl Codes

Post by Albtraum »

these values are actually binary tables
01 = 0001 (car lot)
02 = 0010 (garage)
04 = 0100 (blueprint)
08 = 1000 (bonus)
and so on...
09 = 1001 means bits are set for bonus and car lot
don't know what combinations would work...
maybe if you set a garage car to 03 it will show up in car lot too?
so maybe you could buy that car again for a different mode?

the maximum of 17 pre-tuned cars would explain, why i'm unable to buy more pretuned cars in prince's savegame.
so if i change 49 cars to 02 and 13 to 82, rest to 42, i could fill the garage in this save with either 4 pre-tuned or stock or a mix of them. nice.
80 is the absolute maximum of blueprints in the savegames, as the 81th blueprint gets truncated by some kind of reservation table.
________________________________________________________
@vinylcodes
did you mean vinyl codes for the 'unique slot' or the 'normal vinyls'?
Here are all 'normal' Vinyls. Although some are 'Special' and normally not available ingame.
ImageImageImage
ImageImageImage
Don't ask how i got them :wink: (dxanalyzer and a modified savegame)
The images should be read like this:
Column + Row + Image## = Vinyl Code
eg: the skin of the Yellow Grip Runners Escort is in Column D, Row 7 on Picture 04. The Vinylcode would be D704

This is the Vinyl Section of my Lancia Delta: (Offsets refer to the first byte of its Blueprints)
Image
20 Vinyls slots, 26bytes each
Vinyls mirrored (binary)
Vinyl count
20 Decals slots, 14bytes each
Decals mirrored (binary)
Decal Count
Unique Texture Slot

Vinyl Slots are built like this:
2byte Vinylcode
2byte*2 for Move X & Y
1byte*4 for Rotation, Scale X & Y, Skew
4byte*4 for Colors
=26bytes
Same for Decals, but with just one Color (=14bytes)

more information on this stuff earlier in this thread:
how to change colors of stock vinyls
unique texture vinyl codes
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Re: NFS ProStreet: Vinyl Codes

Post by prince1142003 »

Albtraum wrote:these values are actually binary tables
01 = 0001 (car lot)
02 = 0010 (garage)
04 = 0100 (blueprint)
08 = 1000 (bonus)
and so on...
09 = 1001 means bits are set for bonus and car lot
don't know what combinations would work...
maybe if you set a garage car to 03 it will show up in car lot too?
so maybe you could buy that car again for a different mode?
Yes, the values are additive. i.e., 02+01=03, which would make a car show up in the garage and the carlot.
Albtraum wrote:the maximum of 17 pre-tuned cars would explain, why i'm unable to buy more pretuned cars in prince's savegame.
so if i change 49 cars to 02 and 13 to 82, rest to 42, i could fill the garage in this save with either 4 pre-tuned or stock or a mix of them. nice.
80 is the absolute maximum of blueprints in the savegames, as the 81th blueprint gets truncated by some kind of reservation table.
Just for clarification, does this mean 80 blueprints, or 80 cars x 3 blueprints each = 240 blueprints?
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Re: NFS ProStreet: Car Codes

Post by Albtraum »

umm yeah, with 80 blueprints i meant 80 car customization slots or whatever you may call it. sorry.
so 80x3=240 single blueprints.

edit:
did you know that almost any data after the carlist has a fixed location relative to the carlist?
if you take the first pretuned car as base offset, the following things can be located:
0 - Car List (in all cases i've seen, the first car was the 78563412 33C8098E RX7)
+9840(2670h) Customization Slots
+510320(7C970h) Reservation Table for Cust.Slots
+592012(9088Ch) Money
+599360(92540h) Career# for Autosave (01/02/03)
Somewhere between Cash and Career# i also found the names of custom racedays.
I guess Personal Records/Car Stats should be there somewhere too.
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Post by RDS »

How 2 Unlock Car in V1.1 ?
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Re: NFS ProStreet: Car Codes

Post by Racing M3 GTR »

I don't get the changing vinyls to decals thing, it's probably answered already, but can anyone give me a quick tutorial on that?
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Re: NFS ProStreet: Car Codes

Post by baumaxx1 »

This is the Vinyl Section of my Lancia Delta: (Offsets refer to the first byte of its Blueprints)
Does that mean you can transfer cars from one file to another?
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Re: NFS ProStreet: Car Codes

Post by Albtraum »

@baumaxx
Sure. 8)
Just Copy&Paste the whole Customization Slot (without the first id - dunno about that)
or you could just copy a single blueprint or just the vinyls or even the whole garage.
Whole Garage is easy - just copy anything from the Car Slots to the End of the File.
That way you could rescue them precious car from a damaged Savegame to a new one (or backup).
I've done that for a lot of people on nfsplanet forum :wink:

@Racing M3 GTR
I'll try...
I wrote:This is the Vinyl Section of a modified Evo: (Offsets refer to the first byte of its Blueprints)
Image
20 Vinyls slots, 26bytes each
Vinyls mirrored (binary)
Vinyl count
20 Decals slots, 14bytes each
Decals mirrored (binary)
Decal Count
Unique Texture Slot

Vinyl Slots are built like this:
2byte Vinylcode
2byte*2 for Move X & Y
1byte*4 for Rotation, Scale X & Y, Skew
4byte*4 for Colors
=26bytes
Same for Decals, but with just one Color (=14bytes)
Well the Lancia may be a bad example. I'll do it on 'not-anymore-ryos-evo' :twisted:
*note that there only 1 Vinyl and 2 Decals on this Car, the others are just remains of old stuff.

So the Vinyl is a Shape23 that fully Covers the Car:
1F04 0000 FBFF 00 99 F1 00 5906FFC0 FFFF0000 FFFF0000 FFFF0000
It has the exact color of the red RYO labels, so they won't be visible anymore. (Can't Hit that Color with Paint)

The Decals are:
8E01 0000 0000 00 FF FF 00 4B063B20 - Special 231 (Ryo Skin as Vinyl)
6603 3C00 2C00 C3 14 02 00 590600FF - Number00 placed over the Ryo Wannabe label on the Rear Side Window.

Now i replace the 6603 code of Number00 with that of Shape23 (1F04) so it looks like this:
1F04 3C00 2C00 C3 14 03 00 59060000 - (had to scale it a bit and the color should be black, of course)
Now Ryo's Name isn't visible anymore on that Car.
Before->After pic:
Imageand a full view of that car: http://img523.imageshack.us/img523/5548 ... evopy4.jpg

Well thats it... but maybe you wanna know how to get to the Vinyl Section of your Car...
You could do the calculation thingy on page8 or so or, way easier, just search for the blueprint codes of that car.
They must be here somewhere...
-> http://forum.nfsunlimited.net/viewtopic ... 75#p320565
Searching for these will bring you to the end(!) of each blueprint, so you have to scroll a bit back from there.
Image
too lazy to take another pic, this was for E46 MW Unique, marked are Unique Vinyl Slot and E46 BPCode.
edit*note: the zeroes between Unique Vinyl and Blueprint Code don't have to be zeroes, as there are Tuning and Autosculpt Settings inbetween, that E46 was just an unmodified example.

Offset to First Byte of Blueprint:
23Ch/572 - First Vinyl
56Ch/1388 - Unique Vinyl (end of vinyl section)
7B4h/1972 - Blueprint Code
so you have to go 1400bytes back from there.
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Re: NFS ProStreet: Car Codes

Post by Racing M3 GTR »

Bloody hell, this is darn confusing, I'm not exactly good at hex-editing. The most I ever did was change vinyl codes around on NFSC.
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Re: NFS ProStreet: Car Codes

Post by prince1142003 »

If I understand it correctly, it's pretty simple. Basically, every blueprint has a section for vinyl codes and a section for decal codes. However, vinyl codes and decal codes are interchangeable. This means that if you put a vinyl code in the decal section, it will have the properties of a decal (i.e. on the windows, etc.).
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Re: NFS ProStreet: Car Codes

Post by alan140 »

i tryed the codes but i cant get them to work on my ps3 how did yous get them to work?
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Re: NFS ProStreet: Car Codes

Post by powerof1000 »

Because these are for PC not PS3.
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Re: NFS ProStreet: Car Codes

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