GameplayLoop Posted January 14, 2010 Share Posted January 14, 2010 Anybody know anything about how fumbled balls / players going out of bounds works? It seems to me like the horizontal line indicating out of bounds isn't aligned properly. Anyone else curious about this? Quote Link to comment Share on other sites More sharing options...
jstout Posted January 14, 2010 Share Posted January 14, 2010 Anybody know anything about how fumbled balls / players going out of bounds works? It seems to me like the horizontal line indicating out of bounds isn't aligned properly. Anyone else curious about this?The game has code that checks positioning for the players and the ball.From my field notes:Top of Field (Movement): x3DB0EBottom of Field (Movement): x3DB05Top Sideline (Out of Bounds): x25118Bottom Sideline (Out of Bounds): x2511CBack of the Endzone (Movement):Player 1: x3DB33/x3DB37Player 2: x3DB48/x3DB4CBack of the Endzone (Pass):Player 1: x2A88F/x2A88C and x2A89E/x2A898Player 2: x2A8CB/x2A8C8 and x2A8DA/x2A8D4Back of Endzone (Fumble):Player 1: x2DC6E/x2DC6APlayer 2: x2DC78/x2DC74*#/# is Hi Byte/Lo Byte buck 1 Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted January 14, 2010 Author Share Posted January 14, 2010 :thumbsupCaptain: Quote Link to comment Share on other sites More sharing options...
buck Posted December 18, 2016 Share Posted December 18, 2016 (edited) how does this end zone stuff work? the "hi/low" byte? I am helping a guy with that Canadian Football rom, where the field is 110 yards, and players can't even run deeper than 5 yards into the end zone. also, if you take a pitch or snap deeper than this 5 yards = automatic safety. So, I have been trying all kinds of movement* values and I don't see anything change. I always get stopped 5 yards deep - no matter what values I put in here*. could it be a scroll thing? I want to increase the amount that a player can go the direction "into the end zone", by five more yards. It's funny, because I was able to figure out the sidelines out of bounds stuff and all that with my "street" roms, but this particular endzone thing is baffling. Back of the Endzone (Movement): Player 1: x3DB33/x3DB37 Player 2: x3DB48/x3DB4C Back of the Endzone (Pass): Player 1: x2A88F/x2A88C and x2A89E/x2A898 Player 2: x2A8CB/x2A8C8 and x2A8DA/x2A8D4 Back of Endzone (Fumble): Player 1: x2DC6E/x2DC6A Player 2: x2DC78/x2DC74 *#/# is Hi Byte/Lo Byte Edited December 18, 2016 by buck SBlueman 1 Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 18, 2016 Share Posted December 18, 2016 @buck Here are the values for the endzone locations in the OG rom: Left endzone Front : high =0x06, low = 0x70 Left endzone Back : high =0x06, low = 0x20 Right endzone Front : high =0x09, low = 0x90 Right endzone Back : high =0x09, low = 0xE0 Each high byte = 32 yards. Each 0x08 of the low byte = 1 yard and thus every 0x10 of the low byte = 2 yards.Everything is referenced from the left back endzone. Why they chose 0x0620 to be the back of the endzone I have no clue. The TOTAL field map is actually big enough for a field double the size. So maybe they had a bigger field at first and scrapped that idea. Who knows. 0x990(right endzone) -0x670(left endzone)= 0x320 = [3 * 32 yards = 96 yards] + [(0x20/0x08) = 4 yards] = 100 yards Yay for math. The locations you need aren't even listed in your post hence why you are having a problem... Check for TD or past front of right endzone () low byte: 0x25046, default value=0x90 high byte: 0x2504B, default value=0x09 Check for TD or behind front of left endzone () low byte: 0x25059, default value=0x71 high byte: 0x2505e, default value=0x06 Check for touchback in left endzone () low byte: 0x2506A, default value=0x71 high byte: 0x2506E, default value=0x06 Check for touchback in right endzone () low byte: 0x25083, default value=0x90 high byte: 0x25087, default value=0x09 Check for safety in left endzone () low byte: 0x250DF, default value=0x71 high byte: 0x250E3, default value=0x06 Check for safety in right endzone () low byte: 0x250EF, default value=0x90 high byte: 0x250F3, default value=0x09 There is also a couple of checks so that the first down markers aren't drawn in the endzone. You can see if those are broken or not. So it looks like at least the left endzone safety location needs to be moved back 5 yards = 0x08 x 5= 0x28 Check for safety in left endzone () low byte: 0x250DF, new = (0x71 -0x28) =0x49 SBlueman and buck 2 Quote Link to comment Share on other sites More sharing options...
buck Posted December 18, 2016 Share Posted December 18, 2016 thanks a lot, bruddog. I will take a look at this and get back with results. Quote Link to comment Share on other sites More sharing options...
buck Posted December 18, 2016 Share Posted December 18, 2016 (edited) actually, I was wrong. by default, in this CFL ROM, the endzones are only 7 yards big.... so, the player movement only goes about 3 yards deep into endzone. here's an example, when the line of scrimmage is at the one yard line, your QB lines up out of the back of the endzone when in Shotgun. so, to make this good, the endzone needs to be drawn bigger along with allowing more movement like I am looking to do. anyways, bruddog, the first part of your post you mention locations but I don't see any. I just see " Left endzone Front : high =0x06, low = 0x70 Left endzone Back : high =0x06, low = 0x20 Right endzone Front : high =0x09, low = 0x90 Right endzone Back : high =0x09, low = 0xE0 " is that just info or are there supposed to be other 0x locations along with that? sorry, I am just a bit confused right now. Edited December 18, 2016 by buck SBlueman 1 Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 18, 2016 Share Posted December 18, 2016 Whoops sorry that's just information. I will edit the post. Quote Link to comment Share on other sites More sharing options...
buck Posted December 18, 2016 Share Posted December 18, 2016 ok, lol. so where is the location to actually set the field size? your info says: "Left endzone Front : high =0x06, low = 0x70 Left endzone Back : high =0x06, low = 0x20 Right endzone Front : high =0x09, low = 0x90 Right endzone Back : high =0x09, low = 0xE0 " but which particular locations are associated with these values? it doesn't seem like any of the locations listed by you or jstout correspond with this info. again, I am just straight up confused right now. I hope to figure it out soon. Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 18, 2016 Share Posted December 18, 2016 There are NO locations that correspond to those values to set the field size. Those locations are for reference only. They are just determined/inferred by loooking at the compare values in the check for touchdowns, safeties, touchbacks, player at back of endzone... There is a field drawing map with like 3 levels of "zoom" that determines what tiles are drawn where. This effectively sets how big your field is but there is no value/location that says the field is X yards long. The locations were determined based on where the tiles are drawn on the map. Is the drawn field correct in the 110 yard rom? Or do you need to edit all the field tiles still to make it 110 yards? Quote Link to comment Share on other sites More sharing options...
buck Posted December 18, 2016 Share Posted December 18, 2016 (edited) no, the field is not exactly drawn correct. the field of play (green grass) is OK, at 110 yards. but the endzones are only about 7 yards deep. and player movement is restricted to the initial ~3 yards into these endzones. in a perfect/realistic world, the endzones would be 20 yards! but that just seems crazy. I don't know a whole lot about CFL, I am just doing a couple of favors to help this guy with the rom. I got to playing it and am totally annoyed by being stopped ~3 yards into the endzone. so I was looking into it. another weird thing about CFL is touchbacks - they are kinda like safeties except they give the defense +1 point (rogue). lol If we could at least get the End Zone to 10 yards (to stop side effect of QB/punter being out of bounds) and more importantly open up player movement to go further into the endzone, it would be cool. but this is pretty crazy. no matter what I change I cannot get the player to go deeper into the end zone. Edited December 18, 2016 by buck SBlueman 1 Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 18, 2016 Share Posted December 18, 2016 If you PM me or post the rom I can probably fix the player movement, punter issue into the endzones. Is it broken for both sides or just P1? What about punts into the endzone? I will note the changes and explain what was done. I don't wan't to spend time fixing the graphics because that is more involved although it MIGHT be intertwined with the problem overall. Quote Link to comment Share on other sites More sharing options...
buck Posted December 18, 2016 Share Posted December 18, 2016 (edited) PM'd it. See what you think. It is probably messed up for P2, but I never got that far to test P2. I would assume it needs to be fixed. Edited December 18, 2016 by buck Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 18, 2016 Share Posted December 18, 2016 Looks like the front of the left endzone in the CFL rom is 0x0648 front of the left endzone in the CFL rom is 0x09B8 buck 1 Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 18, 2016 Share Posted December 18, 2016 Other locations. Where field scrolling should stop... Stop scrolling field MAX RIGHT FIELD SCROLL LOCATION 0x3D65A low byte 0x3D65E high byte or 0x7D65A,0x7D65E MIN LEFT FIELD SCROLL LOCATION 0x3D67A low byte 0x3D67E high byte or 0x7D67A,0x7D67E buck 1 Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 18, 2016 Share Posted December 18, 2016 Rom fixed with nice big endzones... buck 1 Quote Link to comment Share on other sites More sharing options...
tiredtonsofclay Posted May 24, 2017 Share Posted May 24, 2017 (edited) Are these entered into the TSB tool or by some other method? Edited May 24, 2017 by tiredtonsofclay Quote Link to comment Share on other sites More sharing options...
tiredtonsofclay Posted May 24, 2017 Share Posted May 24, 2017 On 12/18/2016 at 3:08 PM, bruddog said: Other locations. Where field scrolling should stop... Stop scrolling field MAX RIGHT FIELD SCROLL LOCATION 0x3D65A low byte 0x3D65E high byte or 0x7D65A,0x7D65E MIN LEFT FIELD SCROLL LOCATION 0x3D67A low byte 0x3D67E high byte or 0x7D67A,0x7D67E Quote Link to comment Share on other sites More sharing options...
SBlueman Posted May 26, 2017 Share Posted May 26, 2017 (edited) On 5/23/2017 at 9:25 PM, tiredtonsofclay said: Are these entered into the TSB tool or by some other method? check out this thread, it will help in how to use a hex editor, which will come.in handy to apply the code: This code isn't something to just copy and paste. Some edits will require you to edit the game with a hex editor so you can set your custom values as per your desired result. Just out of curiosity...would it be possible to "stretch" the field so the distance between each yard is larger? And if it is possible, would changes to stat tracking be required to calculate the stats correctly? Edited May 26, 2017 by SBlueman Quote Link to comment Share on other sites More sharing options...
bruddog Posted May 26, 2017 Share Posted May 26, 2017 @SBlueman you'd have to actually draw new field tiles if you wanted to "stretch" the field SBlueman 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.