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Total Control Manager 2003 Editing
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The Basics you need to know

Ok. Here we go.

Certain ways you will want to search for:

  • the Exact Value - e.g. for your cash value
  • Sequence of Values - for a player's morale, then fatigue, then fitness
  • Range of Values - if you don't know the exact number you want
  • Unknown Value - if you don't know your number at all
  • Encoded Value - if you don't know your number at all

Now, let's say you have chosen which search method you want. You will then do the search. If you have a large number of choices returned, then you will need to seive the results. This will involve playing a few more game days and then coming back to artmoney. You should have different numbers or maybe the exact same ones. Seive using these numbers, and you should reduce the number of choices available. Repeat this seiving process until you are happy and are down to the one possible value OR you can choose from the final few selections to find the one you want.

You should be able to choose the one you want, and can re-name it as shown when you have it on the right hand side.

The Editor function with Artmoney will be invaluable. This will allow you to see the different data positions, as most of these are going to match other patterns. These pages will show you examples of the patterns which you should be able to copy.

The Date
This is a really tricky side of the data. It's not in a format you would be able to count in your head.
It is based on three of the hex values to create one long number. And it is calculated in days.
The date 00.00.0000 would actually translate to: 1721024 (or C0 42 1A)
The date 13.03.1978 would actually translate to: 2443581 (or 3D 49 25) The '25' will be synonymous in most date values.
The date 30.06.2010 would actually translate to: 2455378 (or 52 77 25)

The reason '25' will be synonymous is because if you change that by 1 or 2 (24,26) then you add or take 100 years from the number.

On to editing You as the Manager

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Total Control Manager 2003 Editing
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You, The Manager

Right, so you're now either an experienced user of Artmoney OR you've read the first page and are starting to have an idea how this all works. So, what are you possibly looking to change as the manager.

  1. Your contract - you'll want a longer one.
  2. Your wage - more money but don't make your club bust.
  3. Your bonuses - but again don't make your club bust.
  4. Your manager points - Get you to the next level.
  5. Your languages - Be fluent.
  6. Your skills - be the best manager possible.

How are we going to do this? Well...
Assuming you used your own date of birth for you as the manager, we can look for this. There won't be that many people with your birth date.

The way I suggest getting your own date value is to find a player or member of staff and change their birth date with different values (up or down) until you get to yours. Write down the number, restore the players (if you want) and then search for the number that you got.

Or if you aren't comfortable with that, why not check your manager points. Then, search for them using the sequence of values option. Choose 4 values, and enter in the values for your skills in the order you read them down.
Motivation, Coaching, GK Coaching and Motivation. You should then get your results, and I don't think there will be that many.

I am going to show the next picture as if you went for the birthday option, because you will see the rest of the data BELOW the date ones.

The most important thing to know about the manager: Your contract is on a yearly basis. It will ALWAYS run out at the end of the year. The value for your contract is in years, not a specific date as all other contracts are calculated with.

Birthday Value = In the specific date format
Wage = Exact number, will be rounded up/down in game.
Win Bonus = Exact number.
Contract Years = The difference from players. It is the number of years left.
Automatic Salary Increase = Exact value, shown as percentage in game. (Don't make your club bust)
Contract Options = These are currently being worked on. I advise not to change.
Special Bonus Value = Depending on how you negotiated your contract will affect what this value is for. Can't find the value for the bonus type yet.
Manager Points = Exact Value. Self-explanatory.
Languages = Try adding a language in the career stats page, then look back in artmoney, you should see the new values appear. Then add the "0F" value (15) after it, and voila, you have a new language.
Manager Skills = Finally, there they are at the bottom. Exact values, just change them as you see fit.

Back to The Basics - On to editing The Players

The Players

Ok...right about now, you should be really getting into the hang of this. However, the players naturally have the most values that can be edited AND they are little more complex. Again, what will you be looking to change:

  1. Contracts - You'll want them for longer or shorter.
  2. Wages - Pay them less. (They may complain in time)
  3. Bonuses - Make them smaller.
  4. Skills - Get them playing better football.
  5. Training - Anyone can learn how to dribble in day surely!
  6. Nationality - Possibly.
  7. Experience - Both Nationally, and Internationally.
  8. Player Age - Make him go a few more years possibly.
  9. Morale, Fatigue and Fitness (M-F-F) - You want them at the top of their game.
  10. Form - Still working on it.
  11. STAR LEVEL - Without a doubt. Make it worthwhile keeping that youngster.

Where-O-where are we going to start with these guys. There's a lot to get thru.
Ok. Morale - Fatigue - Fitness.
If you know the values (or even just one of the values) you are going to be able to find a player. WARNING - Fitness is an odd value, so I wouldn't put all your hopes on that one.

Let's say your player has a morale of 100, a fatigue of 35, and fitness of 99. We start, as always, choosing how we are going to search for the data. This time we will need to use "Sequence of Values". Search for 3 values, and enter them in the order of MORALE - FATIGUE - FITNESS. They are ALWAYS in this order. However, sometimes there is a seperating value between either Morale and Fatigue or Fatigue and Fitness. Don't let that put you off. If the values you are looking for don't come up, don't worry. Try searching for two of the values.
HANDY HINT - If you are searching for your entire team, and you've never bought or sold anyone, then their data will all be found around the same area of the code. However, new youth players brought in will be at the end of the database (when they are created) and players bought from other teams will be around their original teammates, so after a couple of seasons, you may have to get creative.
Go through all the seiving process as previously described until you have found your man. Then, when you use the memory editor, it should all be in the same pattern as you are about to see.

This a great place to start. First thing - look for the red line. That's where M-F-F is located. I've opened up the editor using FATIGUE as my access point - the 05 in the picture above. All my pictures are based on this principle.
Ok, we've found our player...on to the editing.

  • Contract End - the Purple line is, as you can see, directly above M-F-F. This is in the wierd date format. Examples are back in the basics page.
  • Contract Start - this is when your player joined. Change it if your desire is to have players at the top of the loyalty list.
  • Contract Options - I'm working on them. However, if you change the underlined value (01) to 04, then you will make the player's contract include the 1yr club option I believe.
  • Fixed Transfer Fee (FTF) - This is how much you are asking for your player. It is the exact number. Change this if your board won't let you.
  • Bonus Type - Do you want to pay your players for Promotion or for goal/clean sheets. Haven't worked out the values.
  • Bonus Values - From RIGHT to LEFT from Bonus Type
    • 94 - This is the Promotion Bonus value.
    • 03 - This is the Match Appearance Bonus
    • A4 - This is the Win Bonus.
  • Wage - This is a tricy value, which I haven't quite matched yet. Imagine you are paying someone £20,000 per week. The value of 27 (in hex - real value 39) represents £20,000 and each reduction of that value is like losing £200 off the total wage. My advice is play with it (safely) and reduce your players wage. The 62 value (line above at the other end which is actually one point before) might well have something to do with it, but the 27 value will do a find job on it's own.

That's the first picture dealt with. On to the more challenging 2nd picture.

Let's crack on. For the above picture, again it is taken from the Fatigue value. And if you compare the bottom of this puicture with the one above, you will see that it correllates with the one above. Look for 7B 6A 25 00 9A on the top picture, and you will realise the 9A is the start of the Contract End, meaning that M-F-F is on the line just below what is visible.

  • Player Age - Again in that difficult date format. I will hopefully provide a converter or someone else (please) will before we can create the editor.
  • Nationality - Found straight after Player Age. Please refer to the Nationalities List for what the values represent. Your started for ten - 0E = England.
  • Player Level - I am working on exactly how this is calculated, because it seems to have an effect on the training towards the playing level. Hmm... You are welcome to try it out. I'll give you some pointers. The 23 value represents Goalkeeping & Tackling. The 1B value is for Midfielding and Attacking. If you were to change the 1B value by one, you would add a midifeld point, change it by another one and you add another point to midfield skill. However, once you hit 7 in Midfield value, when you add the next one (maybe 1F) at this time, you will add one to the ATTACKING level, and midfield will revert to 0. Add another one (now maybe 20) and you are starting to add to midfield again. And so the pattern continues.
  • Player Attributes - Again, like manager attributes, I am still working on these. Patience and I will hopefully get there.
  • Experience - The 38 01 in Light Blue represents National Experience. And the 32 00 in Light Green is for International Experience. I believe one point is added to these after every game your player plays, and the game works out the +/- values each time a certain level is reached.
  • Training Values - These range from 300 --> 500 (real numbers) in regards to what value is 100% in the game. And it's not just for different training. For some players Passing can be 300, while for another player Passing is 500. Experiment, and keep referring back to the game. And don't worry, if you make him have his skill trained to 175%, it's not going to crash the game. (I've always found what is 100% and haven't tried to leave him on 175 - your call). The order of the training is: Passing, Heading, Shot Power, Shot Accuracy, Acceleration, Speed, Tackling, Dribbling, Technique, Crossing, Reflexes, Flying Saves, Aerial Control, 1-on-1, Goal Kicks, Throw Outs. These are always a "2-Integer Type" number followed by two 00 values and then the next training value. Passing is found where the first brown underline is.
  • Finally - STAR RATING - This is found in the box after Nationality. 00 = Star Level of 1. And 04 = Star Level of 5. If you set this value to 5, you will probably crash the game. You have been warned.


Back to You, The Manager - On to editing your Staff

The Staff

Well, if you've managed to crack the players, then the Staff should be a doddle.

Again, what are we looking to change.

  1. Contracts - Again, you'll want them for longer or shorter.
  2. Wages - Pay them less. (They won't complain)
  3. Bonuses - Make them smaller.
  4. Skills - Change what they train.
  5. Level - Buy a Level 1, and make him a level 6.
  6. Efficiency - Make him a super-coach with an increase of 250% of his training skill.
  7. Player Age - Make him go a few more years possibly.
  8. Morale, Fatigue and Fitness (M-F-F) - You want them at the top of their game.
  9. Form - Still working on it.
  10. STAR LEVEL - Without a doubt. Make it worthwhile keeping that youngster.

First things first. Hire the damn staff. You can't change them unless you've hired them.
HANDY HINT - When you hire a member of staff, give them great wages, but make their wage (and maybe their bonus) NOT a round number. Go for 84,500 (For a level 1 coach) for his wage packet. This should make it easier to find him later. Do the same with the bonus

So, how are we going to find the staff. The good news is that they are normally situated towards the END of the memory area, and I do mean 'normally'.

Also, whether you hire them in your first season or your seventh season, they are going to be bunched together - isn't that nice.

Ok, for this you are going to need to go to your Staff Page. Choose your staff member that you've just hired. Now, he will be costing you around £2,321 per week. This is NOT the number we want. Go to his info screen, and you will see that he actually costs you (as you followed my advice) £84,500 per YEAR. It is this yearly value we are after. Go to the search mode and search. You should find your staff around the 0B100000 mark in the memory. If you can't be sure you've got him, try offering your staff member an extra year on his contract, he'll want a raise, and then all you do is seive with the new yearly value, and I guarantee you will find him if you've done the steps correctly.

Open the editor and you should see something like this: (without the colours and key on the side)

  • Wage: This is where the RED line is. If you opened the memory editor using the wage value, it should ALWAYS look like this. This number is exactly the amount as it appears yearly in the game.
  • Bonus: Again, appears exactly as it is in the game
  • Role: I do not advise changing this. If you change this, you will make your assistant manager a Marketing Manager and then he'll be no use to you.
  • Level: As with the players. Level 1 = 00, and Level 6 is 05. I have made a level 7 coach by accident and it didn't crash the game, but I'll be damned if I know whether it would make a difference. I'm tempted to try it with my youth coach tho, and see if he talks to the players more often.
  • Percentage: This will be tricky. Some "Job Types" will use this figure, and others won't. Also, the maximum you can set this value to is 255. Sorry to anyone who wanted to have 2000%.
  • Job Type: What does your Assistant Manager actually do? This is where you change him. If you want to know what values are equal to what, then check out Job Types.
  • Contract: Sorry I forgot to highlight this one, but I found it later than the others. So, let's see if you can find it. You should have learnt how the date format works by now, so you should be able to find it. I'll give you a clue: It is in the picture above somewhere, and will be when you are editing your staff.
    • If you really get lost - just ask on the forum.

And that's your lot so far. I am now working on finding more data, to allow me to create an editor. Any help is appreciated, and if there is anything wrong just ask me: George

Back to The Players - On to editing your Team