Re: your third question....
To add players outside of woosah's editor - you could use the excel editor.
First, you would need to know their db index id in hex. (First 2 bytes)
For example, the db index (in hex) for Jonny May is 05 50. (Which translates to 5005, as the second byte is read first)
By understanding the structure of the roster in hex - you can manually add this db index into the 'new ros' spreadsheet in the corresponding team and position. The teams part of the roster is the top part (The first 149 rows if you set width to 100 bytes per row in your hex editor).
How the teams part of the roster is structured. (I tried to colour code them in the 'Edit' spreadsheet to cross reference)
There are 104 bytes allocated for each team.
Bytes 0 - 60: The db indexes for all the players in order from 1 - 30 (use their jersey numbers as a reference).
* 2 bytes per player db index.
Byte 61: The team id
Bytes 62, 63, 64: Null (00 for each)
Bytes 65 & 66: Captain 2 bytes (db index once again)
Bytes 67 & 68: Vice Captain
Bytes 69 & 70: Long GK
Bytes 71 & 72: Short GK
Bytes 73 & 74: Long P
Bytes 75 & 76: Short P
Bytes 77 & 78: Kick Off Taker
Byte: 79: Attacking
Byte 80: Defending
Byte 81: Scrums
Byte 82: Lineout
Byte 83: Rucks
Byte 84: Kicking
Byte 85: Technique
Byte 86: Stamina
Byte 87: Flair
Byte 88: Overall
Bytes 89 & 90: Stadium ID
Byte 91: Null (00)
Byte 92: Performance Rating (1 (Highest) - 5(Lowest)). This is reversed for WL mode.
Byte 93: Commentary ID
Bytes 94, 95, 96, 97: Set Plays (Up, Down, Left, Right)
To add players outside of woosah's editor - you could use the excel editor.
First, you would need to know their db index id in hex. (First 2 bytes)
For example, the db index (in hex) for Jonny May is 05 50. (Which translates to 5005, as the second byte is read first)
By understanding the structure of the roster in hex - you can manually add this db index into the 'new ros' spreadsheet in the corresponding team and position. The teams part of the roster is the top part (The first 149 rows if you set width to 100 bytes per row in your hex editor).
How the teams part of the roster is structured. (I tried to colour code them in the 'Edit' spreadsheet to cross reference)
There are 104 bytes allocated for each team.
Bytes 0 - 60: The db indexes for all the players in order from 1 - 30 (use their jersey numbers as a reference).
* 2 bytes per player db index.
Byte 61: The team id
Bytes 62, 63, 64: Null (00 for each)
Bytes 65 & 66: Captain 2 bytes (db index once again)
Bytes 67 & 68: Vice Captain
Bytes 69 & 70: Long GK
Bytes 71 & 72: Short GK
Bytes 73 & 74: Long P
Bytes 75 & 76: Short P
Bytes 77 & 78: Kick Off Taker
Byte: 79: Attacking
Byte 80: Defending
Byte 81: Scrums
Byte 82: Lineout
Byte 83: Rucks
Byte 84: Kicking
Byte 85: Technique
Byte 86: Stamina
Byte 87: Flair
Byte 88: Overall
Bytes 89 & 90: Stadium ID
Byte 91: Null (00)
Byte 92: Performance Rating (1 (Highest) - 5(Lowest)). This is reversed for WL mode.
Byte 93: Commentary ID
Bytes 94, 95, 96, 97: Set Plays (Up, Down, Left, Right)