Thanks - that's a decent workaround. The other thing I was trying was changing around the default order of a team's season roster (the team season data is stored just like the regular team info) while keeping their accumulated stats correctly referenced. I wasn't able to test this though because of other edits I had made to the .sav file that wrecked the checksum. I think if I'm just switching around the order of the player pointers though it should keep the checksum the same. I'll post the results.
I also know which bytes represent the checksum but I haven't been able to find out which values are used to calculate it yet. Would you know what type of checksum it would be?
Most of my previous hex editing was done with Super BBSIM - mostly because the season stats are more elaborate and simulation is faster... although why they never tracked runs scored is beyond me!
A few other things:
The 10 bytes before the team info stores information about the team's individual won-lost records versus the other teams in season mode. This is only populated in the stored season info for a team though. The first 5 bytes are the wins, the second 5 bytes are the losses.
.SAV file offsets:
~$4B = Season Team Info (including accumulated vs W-L records)
$240 = Batter accumulated season stats (AB, H, HR, RBI); 2 bytes per stat, 8 bytes total per player. Includes pitcher batting data.
$700 = Pitcher accumulated season stats (?, W, L, S, OUTS or IP*3, R) + 2 Bytes 0; 8 bytes per pitcher; I think ? might be related to freshness?
At the end of each team's player data set, it seems to keep the sum values from the last time you looked at the team stats screen.*
In general I would increase pitcher stamina. IIRC, BBSIM uses 1 stamina per "unmodified" pitch and 2 points for any pitch that is modified (fastball, changeup, curve). A starter with 60 stamina would throw about 40ish pitches before starting to tire - which is typically 4-5 innings in the game. I would also use IP/start versus total IP to provide a baseline for their stamina.
I've done a few 60 game seasons and HRs in general are quite high for some players or a bit low in other cases and not all of it is due to Space stadium! A few I have seen are errors in hex data versus your excel sheet (ie JOSE and EDWN on Toronto) but others are a bit high. I know in Super BBSIM that the player's stance had a big impact on power numbers. I'll run a longer season (165gp) to see if I can spot some trends.
Some other things I would like to achieve:
Change the AI's use of pitchers so the first 3 slots were starters and the last 3 are relievers. Right now they cycle through slots 1356-2456-3156-4256 over each 4 game stretch. I'd prefer 1-456; 2-456; 3-456 type system where starters don't show up in relief.
Alter season length or schedule? I know where all accumulated stats are stored, so maybe I can do a hex comparison and identify where the schedule position is tracked?
Alter stadium dimensions?
Thanks again for your efforts. I go through a phase ever couple years where I relive my childhood playing seasons of BBSIM/Super BBSIM and was glad to find this rom hack.