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BAD_AL

TSB Editor - TSBTool Supreme - Season Generator

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Thanks for the list jstout. :wink:

I'd like to know where the mini helmet (large too) palette data is stored, for each team (don't some teams share palettes? If so, can the sharing be changed?)

It'd be nice to GETBYTES-copy and paste mini (and large) helmets from various roms. But we probably need the palette value locations to tweak them.

Oh, and the graphics location for the large helmets - in some cases, I'd like to just 'blank them out' - like SET all the appropriate bytes to FF or whatever.

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Buck's spreadsheet works fine except for the NFC West teams.

I don't think it is working right, can others verify?

Ok, So I figured out what was wrong.

It turns out that there are 2 sets of data to update when updating uniform usage (uniform1 vs. uniform 2).

There is one for the in-game uniforms and 1 for the action sequences. I was only updating the one for the in-game uniforms.

Updated ==> http://www.tecmobowl.org/forum/viewtopic.php?f=34&t=6941&start=141

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check out how it's set currently...you just define the return team:

RETURN_TEAM rb1, wr1, db1

KR db1

PR db1

this means that your return team is rb1, wr1, and db1 and your starter for both returners is db1. Be careful though, some positions cause the game to wig out and mess with positions...make sure you work off of backups...

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Just a note.....you can only designate a DB as a return man with the SNES version, not the NES version.

just a quick idea - if I want a DB as a return man I use his first initial and last name in the WR4 or RB4 spot, since most depth charts don't need to be that deep. If using WR4 it's a good idea to give him at least 50hp but 6rec so it's obvious he's a returner.

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BAD_AL, after testing it seems the NFC West is the only division with issues when it comes to the uniform editor now.

BTW, did the sim code issue with the NFC West teams taking on the AFC East teams' attributes get fixed?

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- There are no options to choose alternate uniforms vs the Seahawks or Cardinals

Yes, I know. The data used to select alt uniforms is 32 bits long. The seahawks and cardinals represent the 33rd and 34th teams on the ROM (the AFC and NFC are 29,30), so we would overwrite the next team's uniform data if I allowed selecting those teams.

I wonder if any of the hex guru's might know of a way to expand the rom or do something where the game can jump to a new section of code like they did with the KR/PR Dedicated Return Man Issue. Or can the AFC and NFC Pro Bowl rosters swap with the Seahawks and Cardinals?

Just another note.....it seems selecting the alternate uniform is not working for any NFC West team and the cut scenes are not in sync for NFC West teams either.

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I wonder if any of the hex guru's might know of a way to expand the rom or do something where the game can jump to a new section of code like they did with the KR/PR Dedicated Return Man Issue.

I have an expanded TSB Rom (contains double the program space and the most allowed to be able to put back onto a cartridge).

I can also tell the game to jump to new code areas (anywhere in the rom) but you must know how much info you can keep and have some room to write a snippet of code (assuming you don't write a snippet that can handle just variables in charge of the jumps).

For a simple jump you need to use 4C XXXX or 20 XXXX where 4C jumps to a new code and 20 writes a return address to the stack and jumps to the new code until a 60 RTS command returns it.

For anywhere in the game:

Minimum needed is this (must not be in the changed bank):
A9 06 or 07 LDA #$06 or 07
8D 00 80 STA $8000
A9 XX LDA #$XX ; New Bank
8D 01 80 STA $8001
4C YY YY JMP $YYYY ; Go to New Code
A9 06 or 07 LDA #$06 or 07
8D 00 80 STA $8000
A9 XX LDA #$XX ; Old Bank
8D 01 80 STA $8001
4C YY YY JMP $YYYY ; Back to Normal Code

Change bank: 06 = $8000-$9FFF and 07 = $A000-$BFFF
XX = New Bank. Each number is x2000 more so bank 00 is x10 to x200F, 01 is x2010 to x400F, etc
You may need to preserve registers, stack pointers, flags, or values so added code to get the game to return as normal.
LDA/STA may be changed to LDX/STX or LDY/STY

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- There are no options to choose alternate uniforms vs the Seahawks or Cardinals

Yes, I know. The data used to select alt uniforms is 32 bits long. The seahawks and cardinals represent the 33rd and 34th teams on the ROM (the AFC and NFC are 29,30), so we would overwrite the next team's uniform data if I allowed selecting those teams.

Why does AFC and NFC need an ALT jersey? They can't play anyone except each other. Couldn't the AFC & NFC bits be used as the Seahawks or Cardinals alt jersey code? Maybe cxrom can swap them?

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This an absolutely amazing editor, and the rom is beyond what I was looking for when I originally came here.

Is it possible to make it so the rom can switched back and forth between juiced mode, depending if you want to play like the original format or up the difficulty level, in game?

btw, the in-game playbook editor is amazing, and can't say enough about the rom editor

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Easiest way is to just use the set commands in the tool to switch back. There's no in-game juice options...your other option, and basically the way I do it is to keep a normal copy and a juiced copy and just pick which one I want to play...

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#Super Juiced

SET(0x2699a,0x03040609090304060909030406090903040609090304060909030406090903040609090304060909030406090903040609090304060909030406090903040609090304060909030406090903040609090304060909)

#Original Juice

SET(0x2699a,0x00010000000102010101010201020201020103020202020303020202040302020204040202020504020203050502020306050202040606030204070603030407070303050807030305080803030509080304060909)

Paste either of these commands in the text area after you've loaded a rom and then apply it to the rom you want juiced or unjuiced.

These are for the SNES...I don't have the exact location for the nes, I'd have to look it up in my notes, but I'm sure someone on here has it in the meantime.

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#Super Juiced

SET(0x1DF10,0x03040609090304060909030406090903040609090304060909030406090903040609090304060909030406090903040609090304060909030406090903040609090304060909030406090903040609090304060909)

#Original Juice

SET(0x1DF10,0x00010000000102010101010201020201020103020202020303020202040302020204040202020504020203050502020306050202040606030204070603030407070303050807030305080803030509080304060909)

There's the NES ones, works for 32 team rom as well as the original...

You don't put it in with the regular text (the stuff that comes up when you click "view contents").

Just load the rom, don't click "view contents," just paste it into the white text area and then apply it.

It's really that easy, thanks to BAD_AL. Otherwise you'd have to manually type that shit in a hex editor.

Just an FYI, only use one set command or the other, don't use them both at once, because they will override each other. If you want original, use the second one. If you want super juice, use the first one.

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You don't put it in with the regular text (the stuff that comes up when you click "view contents").

Just load the rom, don't click "view contents," just paste it into the white text area and then apply it.

You can put SET commands in with the regular text in tsbTOOL.

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I'm enjoying tinkering with this rom, what am I missing out on? What are set commands?

SET commands are explained in the TSBTool README.

Basically, they are scripted hex edits. Take a look at this thread where jstout explains how to use the SET command to change the "1991 Rosters" display that occurs when you win the Superbowl. http://www.tecmobowl.org/forum/viewtopic.php?f=5&t=83

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