hi, guys ,is there anyone who also work on this patch! I will post what I have find, hopefully you can get some help.
here is the picture:
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[1] Associated with how long the start player will play in a game, lower this value will increase minutes for the start player. There is no big change for player when it goes up until 7F, then the player will play almost 48mins for each game.
[2]It is just like above one, but you should increase the value to extend play minutes, but player will refuse to play when above 5.
[3] Associated with which position may get more FGA, when the value of 0018 00 increase, it seems like Guards will get more FGA, while the C or PF will just contribute for defense. For the 0018 01, the situation is just reverse. I think a good balance should be there, which can make players share the ball attempts. However, I can not find it.
[4] Associated with how many FGA in a game, there are also other cell can adjust FGA, but I think this one is more effective, I always change when I need to balance other dates. Increase the value will let the team shot less than before.
[5] The balance between the foul and turnover
[6] Relationship between foul and free throw, but I think the cell may mean more than I think, when you increase the number, it is just like reduce the playtime sometimes, all dates will reduce except the foul and free throw.
[7] The steal ability, but when you increase you also increases the number of turnover
[8] The amount of turnover, this cell seems like the addition turnover except the turnover made by steal.
[9]3points shoot percentage, the lower the less3 points attempts in the first cell, for the second one, it is also associated with 3 points attempts, but the detail is not simple.
[10]Field goal made percentage, the value 47 is best value for this unit, because this can make the 3 points goal made percentage is around 30%-40%, for FGM% is around 40%-50%. Lower the value will reduce both 3 points made % and FGM%.
[11] Associated with FT%
[12] This is particular one; it seems associated with relationship between FGM% and the Position. I am not sure for this, but when you change the value in this cell, you may increase the FGM% of C or PF, but reduce the FGM% of guards. This is most difficult cell but important one; I think some one can find a good value which can give realistic FGM% for all five positions. Maybe I am totally wrong in this cell, it has nothing with position but use to balance shoot outside (normally lower FGM% and shoot in side (higher FGM %) for all players. It also affects the distribution of block.
[13]2 points FGM%, can adjust FGM% slightly.
[14]FTM%, lower the value will reduce the FTM%
[15] The block ability, increase this value also increases the foul number, and free throws number
[16]0198 03 means the rebound ability for C, the next cell (0198 04) is like rebound ability for PF, while 0198 05 seems like how many rebound Guards can get, lower this value the more rebound give to guards; 0198 06 and 0198 07 seems like the distribution of rebound between PG and SG.
[17] The percentage how many field goals made can be taken as assist.
[18] Another particular cell, 60 is the best value for this cell; it will make assist give to player who has high rating on pass and offense.
[19] Associated with assist concentration. The value of FF means more assist give to guards, but lower than AA, about 50% assist will give to C
[20] It should be associated with assist also, but I can not figure it out.
[21]3 points FGM%, lower the value will increase FGM%
[22]Distribution of block, I cannot figure out details.
[23] Associated with foul number
0000 07 is like [2] used to adjust the player time
0000 02/03/04/05/06/07 used to adjust attampt field goal for different positon. I don't really figure out how it works but when you change the value, C/PF will become more active, they will shot more, and also get more block, but for some another value, the sg/pg will shoot more than before and get more block and steal. it is hard to get a good value for these position
00a8 02/03/04/05/06/07/08/09/0a/0b likely control the which positons will shot more 3 points.but only few value can put here, because lots value will lead crash.
0140 0E/0E use to adjust the 3points%, but unsuitable value will led crash.
0198 12/13 can use to adjust the assist too, increase value will likely increase the asssit from C.
I am not 100% sure about this, but you can take it as reference,
If you make any progress, please please let me know, I really want to make it better.
Any question, just post it, i try to answer.