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Editing Tecmo NBA attributes


Knobbe

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Just on kind of a whim I decided to see if I could find the attributes section of the rom. Thanks to the similarity to TSB, it didn't take me too

 

The rom starts at 9E99 and the first player is 19-B4-89-50-67-62 (Rumeal Robinson)

The rom ends at A630 and the last player is 16-BA-06-2D-1A-65 (Greg Foster)

The six sets of numbers seem to stand for the six attributes, which are Running Speed, Jumping, Stealing, Blocking, Shooting Range, and Stamina.

Running Speed seems to range from 1C at the highest to 14 at the low end. The fastest guys are Jordan and Barkley. Guys a step slower include Kevin Johnson and John Stockton. The Super Slow guys are Mark Eaton and Manute Bol.

More on the upper and lower bounds when I get to them.....

Edited by Knobbe
no one removes the header when editing. updated to reflect this.
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I could use some help though as I've only played TNBA about 6 times in my life.

Could someone send me the names of players that are at the upper and lower spectrums of Stealing, Blocking, Shooting Range, and Stamina. The numbers of these attributes don't seem quite as easy to figure out. Along with 1 upper and 1 lower guy 4-6 middle range guys and the relative order would be great as well.

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I've had some more time to work on it, and the attributes are laid out a little differently than I thought.

1-2 Running Speed

3-4 Jumping

5 - Race

6 - Shooting Range

7-8 Stamina

9-10 Stealing

11 - Face

12 - Blocking

Running speed ranges from 00 to 1F while the game uses from 14 (mark eaton, Manute Bol) to 1C (Jordan and Barkley)

Jumping ranges from to 90 to D3. The game uses from AA to C5. AA would be Mugsey Bogues and C5 would be David Robinson.

Shooting Range ranges from 0 to A while the game uses from 3 to A. 3 would be Mark Eaton and Manute Bol while A would be Michael Jordan and Larry Bird.

Stamina ranges from 00 to 64 while the game uses from 1E for NY's Tim McCormick to 5A players like Kevin Johnson.

Stealing ranges from 00 to C8 while the game uses from S.A's John Copa at 06 to John Stockton at 80

Blocking ranges from 0 to C while the game uses from 1 (Kevin Johnson among many other guards) to B (David Robinson)

0-7 will be a white player while 9-16 will be a black player.

There are 16 different white players and 16 different black players that range from 0-F. 9, C and F aren't used in the game. 9 looks like bearded 70's Bill Walton, C looks like Wooderson in Dazed and Confused, and F is Tom Cruise with a beard for lack of a better description.

The next thing to figure out will be the pointer system that the rom uses so that you can edit names easily.

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From Scott....

------------------

Tecmo NBA percentages and weights are moved up and down in increments of 4. Each hex value has a corresponding percentage number, and they are the same for both weights and percentages. After each player name and separating value (space between the last letter of the last name and first value of info) the order of hex values is this:

1st - Jersey Number

2nd - Height, value 61 = 6'1", value 6A = 6'10", value 6B = 6'11" etc

3rd - Weight

4th - Field Goal %

5th - Free Throw %

6th - Three Point %

Percentages Conversion Table

Hex Value - Percentage

00 - .000

01 - .004

02 - .008

03 - .012

04 - .016

05 - .020

06 - .024

07 - .028

08 - .032

09 - .036

0A - .040

0B - .044

0C - .048

0D - .052

0E - .056

0F - .060

10 - .064

11 - .068

12 - .072

13 - .076

14 - .080

15 - .084

16 - .088

17 - .092

18 - .096

19 - .100

1A - .104

1B - .108

1C - .112

1D - .116

1E - .120

1F - .124

20 - .128

21 - .132

22 - .136

23 - .140

24 - .144

25 - .148

26 - .152

27 - .156

28 - .160

29 - .164

2A - .168

2B - .172

2C - .176

2D - .180

2E - .184

2F - .188

30 - .192

31 - .196

32 - .200

33 - .204

34 - .208

35 - .212

36 - .216

37 - .220

38 - .224

39 - .228

3A - .232

3B - .236

3C - .240

3D - .244

3E - .248

3F - .252

40 - .256

41 - .260

42 - .264

43 - .268

44 - .272

45 - .276

46 - .280

47 - .284

48 - .288

49 - .292

4A - .296

4B - .300

4C - .304

4D - .308

4E - .312

4F - .316

50 - .320

51 - .324

52 - .328

53 - .332

54 - .336

55 - .340

56 - .344

57 - .348

58 - .352

59 - .356

5A - .360

5B - .364

5C - .368

5D - .372

5E - .376

5F - .380

60 - .384

61 - .388

62 - .392

63 - .396

64 - .400

65 - .404

66 - .408

67 - .412

68 - .416

69 - .420

6A - .424

6B - .428

6C - .432

6D - .436

6E - .440

6F - .444

70 - .448

71 - .452

72 - .456

73 - .460

74 - .464

75 - .468

76 - .472

77 - .476

78 - .480

79 - .484

7A - .488

7B - .492

7C - .496

7D - .500

7E - .504

7F - .508

80 - .512

81 - .516

82 - .520

83 - .524

84 - .528

85 - .532

86 - .536

87 - .540

88 - .544

89 - .548

8A - .552

8B - .556

8C - .560

8D - .564

8E - .568

8F - .572

90 - .576

91 - .580

92 - .584

93 - .588

94 - .592

95 - .596

96 - .600

97 - .604

98 - .608

99 - .612

9A - .616

9B - .620

9C - .624

9D - .628

9E - .632

9F - .636

A0 - .640

A1 - .644

A2 - .648

A3 - .652

A4 - .656

A5 - .660

A6 - .664

A7 - .668

A8 - .672

A9 - .676

AA - .680

AB - .684

AC - .688

AD - .692

AE - .696

AF - .700

B0 - .704

B1 - .708

B2 - .712

B3 - .716

B4 - .720

B5 - .724

B6 - .728

B7 - .732

B8 - .736

B9 - .740

BA - .744

BB - .748

BC - .752

BD - .756

BE - .760

BF - .764

C0 - .768

C1 - .772

C2 - .776

C3 - .780

C4 - .784

C5 - .788

C6 - .792

C7 - .796

C8 - .800

C9 - .804

CA - .808

CB - .812

CC - .816

CD - .820

CE - .824

CF - .828

D0 - .832

D1 - .836

D2 - .840

D3 - .844

D4 - .848

D5 - .852

D6 - .856

D7 - .860

D8 - .864

D9 - .868

DA - .872

DB - .876

DC - .880

DD - .884

DE - .888

DF - .892

E0 - .896

E1 - .900

E2 - .904

E3 - .908

E4 - .912

E5 - .916

E6 - .920

E7 - .924

E8 - .928

E9 - .932

EA - .936

EB - .940

EC - .944

ED - .948

EE - .952

EF - .956

F0 - .960

F1 - .964

F2 - .968

F3 - .972

F4 - .976

F5 - .980

F6 - .984

F7 - .988

F8 - .992

F9 - .996

FA - .000

FB - .004

FC - .008

FD - .012

FE - .016

FF - .020

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I've figured out how pointers work so that you can change the length of players names and team names in the game.

First, you must take into account that every Rom has 16 bytes added to the front of it so that it may be identified by an emulator. Thus, you need to remove the first 16 bytes to be able to easily follow along with this or else add 16 bytes to every pointer.

Anyway, the data section starts in the 8000 section of the rom. 7FFF-8000 have the value 01 02. I have no idea if this means anything. The next values in 8001-8002 are 6B 80. This corresponds to the pointer 806B. 806B is the location where the Atlanta Hawks player data starts. 8003-8004 have the values 78 81. This corresponds to the location 8178 where the next team, Boston, starts. There are 27 of these shortcuts corresponding to the 27 teams. Be advised that though the pointers are in alphabetical order that the team data is not all in order.

The last pointer is for Washington at 8035 and 8036. This value is "6A 95"

Next are some more pointers before we get to the team data.

To be continued when I have more time to type....

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  • 2 weeks later...

I updated the last post a little from when I last made it.

The next two values are 3B80 5380. These indicate where the pointers for the players on the All-star team are. 803B is where the West All-stars start. 8053 is where the East All-stars start. Once again these are 4 digit references to the location in the rom where the player data is located.

After all 24 all-stars are listed (12 east/ 12 west), the Atlanta Hawk data starts. As I said before, this data starts at 806B. The data starts with 12 pointers. These pointers indicate where each name on the roster starts. After the pointers the Players Names are next. Each player name is followed by 7 more values. The first Value is the Player Position. This is either Guard, Forward, or Center. I'll elaberate more on this as I find out more. Next are Jersey Number, Height, Weight, FG%, FT%, and 3 pt%. These are elaborated on earlier in this post.

After the data for all 27 teams are listed, we start with another series of data pointers. These pointers start at 9B6E. There are 29 of them to point to the city names of all 27 teams plus "east" and "west" for the all-star teams. Immediately following the city name pointers are the city names. Every city name is followed by a "FF" to seperate them.

Next are 29 more pointers that point to the teams' nicknames. These pointers start at 9CAB. They point to all 27 team nicknames plus the last two pointers point to the same place, at the nickname "all-stars"

Once again I'll start up agian later....

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  • 2 months later...

hi. i am new, do not play in any online leagues, or anything like that, i just love the tecmo games and wanted to chime in on the nba thing you got working. first off: thank you. its about time this game got some love. on one hand its the most frustrating game ever invented, but its one of the few basketball games made (past and present) thats worth a damn. i dont know anything about hacking roms or anything, but if you need help with determining proper attributes, rosters, all-stars, or whatever, i'll be more than happy to help cause i cant wait to see this made. thanks.

-dan the man

[email protected]

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  • 3 weeks later...
  • 2 weeks later...
  • 1 month later...

to my knowledge Rod sent all the information he had found and I had found and others have found to a programmer, but I haven't heard about that for a while. I recently began making a new rom in the fashion of the one I put out last year that got the ball rolling on this project, but so far I've only made (alphabetically) atlanta through detroit.

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  • 12 years later...

Wow, this is an old topic! I was looking at mapping all the attributes for this game to make a better editor and got the uniform and court palettes completed. 

http://tecmobowl.org/forum/topic/68361-tecmo-nba-basketball-mapping-project/?_fromLogin=1

 

I'll be using Rod's info for the rest.  Thanks Rod, as always...

 

If anyone has any information on how the sim data works, please let me know...

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  • 4 months later...

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