pmeth

Player stats/abilities for Bad News Baseball

51 posts in this topic

Yeah, I made that site years ago to track games my brother and I would play against each other.  I'd like to turn it into something bigger and better if I ever get time!


Share this post


Link to post
Share on other sites

Just an update, I'm working on an NL Mirror mode, which basically replaces all the American League teams with duplicates of the National League teams so that you can play against the same team. My brother and I have found these matchups to be especially competitive as there's no difference in stats (no arguments like 'Of course you won, you were the Dodgers'). Most of our games have been 1-run nail-biters and there's something cool about having your team's best pitcher playing against their own lineup.


 


So far all the teams are set, lineups and logos. I've rearranged the order of all the teams so that each mirror team shows up next to its partner. The logos have alternate colors. The team uniforms have been changed so that they are different. I'm still tweaking some of the colors to look as good as possible. A couple logo colors need to be fixed. The end game screen still calls out the original team instead of the team that won (like LA sweeps! when it's really SF). And the end game picture of the player doesn't have perfect uniform color. I'll try to make a few more fixes and then release the rom here in a few weeks. Naturally an American League Mirror Mode would be in order as well, just going to take some time to get to it.


Share this post


Link to post
Share on other sites

Hi guys. I was wondering if anymore work has been done on this. Since this is the best baseball game on the NES, to have MLB teams and updated rosters that would be amazing. I'd love to try to help out by updating the rosters where I could too!

Share this post


Link to post
Share on other sites

Posted (edited)

Reviving this post from the dead, has anybody determined the locations that determine a batter's RH/LH?  I'm working on a Calculator that will make hex-editing a breeze for this ROM, and for batters, it's the only major thing I'm missing.  To go along with this, I'm working on a 2017 MLB edition of the ROM, as well.

 

 

judgebnb.png

BNBCALC.png

Edited by Baron von Lector

Share this post


Link to post
Share on other sites

love the work already done! if I had any hex editing knowledge... thank you for this!

Share this post


Link to post
Share on other sites

Just fumbling around, I found where you can edit the pitcher's throwing speed.  It was fun watching Madison Bumgarner's fastballs range from 53 MPH all the way to 113 MPH.

Share this post


Link to post
Share on other sites

Baron, very excited to see this. Please keep us posted on your progress. Some ways this will be very cool:

 

1. I've created an NL Mirror mode where the AL teams are replaced with NL teams so you can play LA vs LA, etc, but with different uniforms. All the hex editing took awhile, so this would make an AL Mirror mode easier to accomplish.

 

2. Certainly this makes it easier to put real, current lineups in there.

 

3. Creating a more challenging version of the game with faster runners and better pitching would be awesome. Also, permanently eliminating the forkball from all pitchers would be great.

Share this post


Link to post
Share on other sites

Good news since the last post... I solved the Divinci Code of Bad News Baseball.  I figured out how to create RH and LH batters.

 

I've been reading that folks hate the Forkball.  I was thinking of possibly removing it, but thought against it while maybe giving it only to staff aces or elite pitchers.

 

At the moment, I have 4 teams 100% complete and am looking for a release date of Friday or Monday at the latest.

 

Also, I simmed a game earlier between Chicago and New York.  Is this HR production the norm?

 

18920220_1937746643159597_8369151956331160517_n.png

Share this post


Link to post
Share on other sites
17 hours ago, wilef said:

3. Creating a more challenging version of the game with faster runners and better pitching would be awesome. Also, permanently eliminating the forkball from all pitchers would be great.

 

I just did some research via Google and FanGraphs.com, and it looks like there are no pitchers today that use a forkball.  So, in keeping with a shed of accuracy, unless another pitcher comes around that uses the pitch, considered it scrapped for my ROM.

 

Share this post


Link to post
Share on other sites

Good to hear. Ever since childhood we had outlawed the use of the forkball as it looks just like a slow pitch but then dips and is unhittable. It's always a ball, but you wouldn't know whether to swing or not so it was a crapshoot. If someone accidentally pitched a forkball, they would have to serve up a straight pitch with no curve or speed on the next pitch.

Share this post


Link to post
Share on other sites
1 hour ago, Baron von Lector said:

 

I just did some research via Google and FanGraphs.com, and it looks like there are no pitchers today that use a forkball.  So, in keeping with a shed of accuracy, unless another pitcher comes around that uses the pitch, considered it scrapped for my ROM.

 

 

Sad face.

 

This isn't a baseball sim. Forkball is very BNB!

 

...and no, 20-17 games with 27 homeruns is not normal. lol

Share this post


Link to post
Share on other sites
17 minutes ago, davefmurray said:

 

Sad face.

 

This isn't a baseball sim. Forkball is very BNB!

 

...and no, 20-17 games with 27 homeruns is not normal. lol

 

I'm curious, how do you get around the fact that the forkball is unhittable and indistinguishable from a changeup? We always hated that pitch.

Share this post


Link to post
Share on other sites
1 hour ago, davefmurray said:

 

Sad face.

 

This isn't a baseball sim. Forkball is very BNB!

 

...and no, 20-17 games with 27 homeruns is not normal. lol

 

What do you mean this isn't a baseball sim?  How are intergalactic moon-shots NOT sim?  I see what you mean.  I'll probably flip-flop on this until I release the final product.  All the pitchers, with the exception of the speed rating and stamina, all seem pretty cookie cutter.  I guess giving a Clayton Kershaw or Masahiro Tanaka (pre-2017) "special" pitches might seem necessary.

Share this post


Link to post
Share on other sites
41 minutes ago, Baron von Lector said:

 

What do you mean this isn't a baseball sim?  How are intergalactic moon-shots NOT sim?  I see what you mean.  I'll probably flip-flop on this until I release the final product.  All the pitchers, with the exception of the speed rating and stamina, all seem pretty cookie cutter.  I guess giving a Clayton Kershaw or Masahiro Tanaka (pre-2017) "special" pitches might seem necessary.

 

intergalactic moon-shots are a real thing... look at Judge and his boomstick!

Share this post


Link to post
Share on other sites

I have to second @davefmurrayon this one. This was IMO the best baseball game for the NES and the forkball was part of the fun, especially vs a friend. Also, the HRs in the simmed game are way over what you would normally get. It would be a high total if both teams ended up with the total of just one of the teams in the simmed game.

Share this post


Link to post
Share on other sites

I guess my forkball experience was different. It led to a lot of arguments and long periods of not playing the game as it was considered an unfair pitch. Am I missing something regarding the pitch? There's no way to hit it right? And the speed and sound of the pitch are the same as the changeup (right until the 'dink' on the plate when it's too late to decide whether to swing or not), right?

Share this post


Link to post
Share on other sites

Posted (edited)

2 hours ago, SBlueman said:

Also, the HRs in the simmed game are way over what you would normally get. It would be a high total if both teams ended up with the total of just one of the teams in the simmed game.

 

I have an explanation for the high run/HR output... Bad News Baseball, by the look of the animations, is played by kids.  We'll assume they're Little Leaguers.  Being Little Leaguers, it's also safe to assume they're playing on a Little League field.  So, what happens when you replace those Little Leaguers by full-grown Major League men on a Little League field?  Lots of runs and homeruns!

Edited by Baron von Lector

Share this post


Link to post
Share on other sites

More runs in a fun high speed baseball game I'm ok with. 

As for the forkball controversy, I see it as a slow curve that hits the ground before it hits the plate, which happens all the time. The forkball pitch was more unhittable in games like RBI because it would almost dribble across home plate. But in Bad News, throwing a pitch while pressing up on the D pad really just changed pitch speed. I've never had the bottom fall out so much that the pitch was unhittable in Bad News. But maybe I'm throwing it wrong. 

Either way, I'm super excited about the release and thank you for all your hard work on it!

Share this post


Link to post
Share on other sites

I'm essentially done with the ROM but won't release it until Monday.  I want to fine-tune some of the defensive ratings.  Using the game's A-B-C scale, I was comparing a player's fielding percentage against the league average at that position.  If a player was similar or above the league average, I awarded a B.  If a player was considerably below average, I awarded a C.  If the player was ever a gold-glove winner at his position, I awarded an A.  The problem with this method was that there weren't enough As.  When simming a game, it wasn't out of the ordinary for a team to commit 8-10 errors a game.  So, I'm going to adjust my scale a bit.

Share this post


Link to post
Share on other sites

I have a nice animated instruction manual if you want more info about the game: http://www.badnewsbaseball.com/bad-news-baseball-instructions/

 

There are some nuggets in there, such as pitchers have a B fielding ability across the board.

 

In terms of fielding, in real BNB, you pretty much put only As in each position, with the occasional B if their hitting is superb. Never a C, unless it's a pinch hitting situation. Your fielding errors will get pretty bad if you don't have mostly As in the field.

 

One version of BNB I've made has optimal starting lineups so we don't have to change rosters every time we play. There are obvious changes to make from the standard starting lineups with a few 'personal preference' changes depending on speed, arm strength, and hitting.

Share this post


Link to post
Share on other sites

Also, I'd love a copy of your calculator whenever it's finished. Would make editing a breeze. My hacks have focused on changing out graphics (better team logos) and colors (night mode, better uniform colors).

Share this post


Link to post
Share on other sites

all of a sudden, Bad News Baseball is quickly becoming the next RBI Baseball! Momentum!!! 

Share this post


Link to post
Share on other sites
10 minutes ago, neidl32 said:

all of a sudden, Bad News Baseball is quickly becoming the next RBI Baseball! Momentum!!! 

 

Which is great news because (and I'm sure this is blasphemy), I think RBI kind of sucks. BNB is better in every way and I just don't see the appeal with those little fat ballplayers ;)

Share this post


Link to post
Share on other sites
On 6/9/2017 at 7:05 AM, Baron von Lector said:

I'm essentially done with the ROM but won't release it until Monday.  I want to fine-tune some of the defensive ratings.  Using the game's A-B-C scale, I was comparing a player's fielding percentage against the league average at that position.  If a player was similar or above the league average, I awarded a B.  If a player was considerably below average, I awarded a C.  If the player was ever a gold-glove winner at his position, I awarded an A.  The problem with this method was that there weren't enough As.  When simming a game, it wasn't out of the ordinary for a team to commit 8-10 errors a game.  So, I'm going to adjust my scale a bit.

Where's that ROM? And any chance I can get my hands on that calculator tool???

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

  • Similar Content

    • By davidjoshualightman
      I've always been amazed by the Tecmo fan community and after many years of enjoying the fruits of your labor, I've been inspired to try hacking a game which I've loved since childhood - Little League Baseball for NES.
       
      I first started hacking this ROM in 2007 but gave up after realizing that the data wasn't as easy to manipulate as I'd first thought.  Basically, I was thrown off by a row of FF's in the ROM which seemed to present the team data in a nice little table, but I was a few rows offset from truly grasping how it was laid out.  I'm back now and have made some great strides, but still need a bit more to make the game as custom as I'd like.  To me, this was always the baseball game I compared to Tecmo Super Bowl.  I realize its similar in style and gameplay to some other more popular NES games such as the Baseball Stars series, but it resonated with me much more for some reason.  The game play is easy to learn but difficult to master, and thanks to the disparity in team abilities and the ruthless nature of the CPU, you can continue to challenge yourself for many games.  It's also super fun as a multiplayer game.
       
      I have posted on the romhacking subreddit already on Reddit, but I am posting here as well, to try and give back to the community and to also see if anyone is interested in collaborating on making this game as customizable as possible.  I've done as much as I can with my limited knowledge of hex editing and by using the FCEUX tools as best as I can, and my progress is starting to stall.
       
      Without further ado, here is all the documentation I've come up with so far on editing the ROM.  I've included some RAM values as well, as I've been trying to use them as a jumping off point for possibly pinpointing some of the data from the ROM that I'm missing.
       
      ---
       
      Little League Baseball: Championship Series
       
      RAM Addresses:
      0x0004F9 - Away Team Pitcher’s Value 4 (see ROM info)
      0x0004FA - Home Team Pitcher’s Value 4 (see ROM info)
      0x0004FB - Away Team Pitcher’s Stamina Remaining (value 2)
      0x0004FC - Home Team Pitcher’s Stamina Remaining (value 2)
      0x0004FD - Away Team Pitcher’s position in the lineup (00 thru 08)
      0x0004FE - Home Team Pitcher’s position in the lineup (00 thru 08)
       
      ROM Addresses:
      0x010430 to 0x01054F - Japan’s team player information
      0x010550 to 0x01066F - Arizona’s team player info
      etc.
       
      You can follow this pattern to get all the team’s player information.  As far as I can tell so far, the teams are always listed in the same order in the ROM.
       
      Team order in the ROM:
      JAPAN, ARIZONA, PENNSYLVANIA, CHINESE TAIPEI, KOREA, NEW YORK, CALIFORNIA, TEXAS, HAWAII, SPAIN, PUERTO RICO, MEXICO, CANADA, ITALY, ILLINOIS, FLORIDA
       
      Player information guide - 
      Each player’s information is on a single line of 16 hex characters as follows
      1 thru 6 - Player’s name
      7 - Player type (batting handedness and size) This is always 00, 01, 02, 80, 81, 82.  First digit of 0 is Right handed, first digit of 8 is left handed.  Second digit of 0 is tall, 1 is fat, 2 is short.
      8 - always FF
      9 - Unknown to me at this time, possible has to do with helping the CPU choose subs
      10 - Hitting power (00 is low and DF is highest in the game, but I assume that it goes up to FF in theory)
      11 - Some sort of player speed.  This goes from 00 low to FF high.  It DEFINITELY corresponds to baserunning speed and it has some sort of relationship with the player’s defensive skills but I’m not sure to what extent.
      12 - the player’s printed Skill ability when they’re up to bat.  00 to 04 being Skill 1 thru Skill 5.  Strangely, PARK on team KOREA is a 07, but I have no idea if this actually affects hitting ability.
      13 - This designates the team’s pitchers.  Each team has 3 pitcher types per team, but you can assign as many pitchers per team as you want.  The values are always 08, 10, 18, or 00 (not a pitcher).  This corresponds to values I will go over later on, it does not have any known effect on the pitcher’s ability or style.
      14 - Always 00
      15 - Always 00, 02, 03, 04.  I don’t have data to back this up, but I believe it is some sort of batting ability / power multiplier because it typically is given to players in the “meat” of the lineup.
      16 - always 00

      Pitcher information - each team’s pitcher information is found in the two rows of 16 values found AFTER the row of FF’s that follow each team.  Each pitcher appears to have 8 values attached to them, with the first starting at the 9th value on the 1st line, the second at the 1st value on the 2nd line, etc.  So, any pitcher marked on your lineup (above) as 08 on your roster will have the same attributes as the first, any pitcher marked as 10 will have the same attributes as the 2nd, and 18 would be your final pitcher definition.
       
      The eight values for pitchers are as follows:
      1 - This is always either 00, 01, 02, 80, 81, or 82.  Just as your batters, the first digit is right or left handed, and the second digit is normal throw, hard throw, or side arm delivery.
      2 - This value is tied to stamina, but there is some sort of calculation happening in the background.  You’ll notice that a value of FF for instance does not equal FF in the stamina RAM addresses I provided above.  FF appears to be the highest you can set, but you can manually change the RAM to allow for a greater stamina than the game allows.  Stamina in this game is very interesting because it appears to be based mostly on the length of time you attempt to control a pitch, with a longer press taking away more stamina until your pitcher has 0 remaining… at which point I assume your pitcher’s overall ability to throw is based on their other stats… which brings us to… their other stats.
      3 - This value is unknown to me.  It must be a good thing for a pitcher to have a higher rating, as Italy has the lowest values, but I’m not skilled enough at ROM hacking to figure it out.  
      4 - Again, this is unknown to me.  The values only range from 02 to 0F.  Still need to figure this one out.
      5 - always 00
      6 - always 00
      7 - this is the pitcher’s printed Skill Level when they’re on the mound.  I do not know what (if any) correlation it has to their stats.
      8 - Always 00 or 02.  On assumption only, I’m guessing this MIGHT be some sort of multiplier in the same way that value 15 appears to be in the above player data.
       
      Other data:
      Lines 0x01FAD0 and 0x01FAE0 - these are the colors each team wears both on the field and in the bat throwing cut scene.  There are two colors for each team and they follow the team order as shown above.
       
      Starting at address 0x0116DA and continuing until 0x011769 are the starting positions for each player in your lineup, following the team order mentioned above.  So, for instance, Japan is 08 16 29 31 42 57 65 73 84.  The first digit is the order in the line up (0 thru 8 aka 1 thru 9) and the second digit is their position on the field.  The position numbers follow normal baseball scoring numbering… so 1 is pitcher, 2 is catcher, 3 is first base, etc.
       
      Starting at address 0x01176a is the FLAG data for each team, for the flag that appears on the team select screen, in the team order we’ve come to know and love.  48 is USA, the others you can figure out by just writing them out.
       
      Team names and abbreviations are fairly easy to find.  I haven’t mapped out specifically which correlates with each screen yet, as that will be the easy part once this is all done.  Also, I am pretty sure that the sliding bars on the POWER ANALYSIS screen are controlled by the values starting at 0x00F234, in team order.
       
      What I feel is missing to make a truly custom version of this game:
      If you grew up loving this game like I did, you probably know the in’s and out’s of a lot of the teams, even without having the ROM available to look at the player stats… BUT I feel that I cannot truly customize this game without knowing the following - and I’m listing them in their order of importance.

      1 Defensive abilities - is throwing speed variable or team/player dependent?  Is the baserunning attribute the only thing that controls speed in the field?
      2 The unknown pitching stats need to be concretely defined although it IS amazing to be able to make a whole team of sidearm pitchers finally!
      3 Changing team locations on the map - somewhat of a dream at this point, but probably not out of the question.
      4 Other color and text changes - maybe changes to certain screens text, player hair color is clearly tied to each team in some way, etc.
       
      --- 
    • By whimworks
      I have a question for everyone/anyone. Don't want to sound like that annoying nagging person that always expects people to hack and/or update roms. Is it possible to update Ken Griffey Jr. Baseball on SNES?
       
      I've seen some roster updates and have even played around with the KGB editor myself. But I was wondering if it would be possible to not only update rosters but also team logos, uniforms, etc. Also would it be possible to add in Arizona and Tampa Bay? Baseball is my favorite sport and this is my favorite baseball game of all time. Having a true update would be a dream come true for me.
       
      Would love to to learn how to do this if it's possible but just not sure where to start. Any advice, info or words of wisdom would be much appreciated.
       
      Thank you.
    • By TecmoSuperFan
      I recently got back into this on the Genesis and was wondering if there were any other fans of this or the other WSB titles on the Sega around. I was debating doing a season with trades
    • By Baron von Lector


      View File RBI Negro League Baseball 1943
      Taking a break from the RBI Baseball re-releases, here is a new ROM that showcases Negro League Baseball from 1943.
       
      The teams featured on the ROM are the Homestead Grays, New York Cubans, Baltimore Elite Giants, New York Black Yankees, Newark Eagles, Cleveland Buckeyes, Chicago American Giants, Cincinnati Clowns, Memphis Red Sox, and the Kansas City Monarchs.
       
      Legends and Hall of Famers featured in the ROM include Satchel Paige, Josh Gray, Cool Papa Bell, Buck Leonard, Larry Doby, and Buck O'Neil.
      Submitter Baron von Lector Submitted 01/19/2016 Category RBI Baseball
    • By Baron von Lector
      Taking a break from the RBI Baseball re-releases, here is a new ROM that showcases Negro League Baseball from 1943.
       
      The teams featured on the ROM are the Homestead Grays, New York Cubans, Baltimore Elite Giants, New York Black Yankees, Newark Eagles, Cleveland Buckeyes, Chicago American Giants, Cincinnati Clowns, Memphis Red Sox, and the Kansas City Monarchs.
       
      Legends and Hall of Famers featured in the ROM include Satchel Paige, Josh Gray, Cool Papa Bell, Buck Leonard, Larry Doby, and Buck O'Neil.
  • Recently Browsing   0 members

    No registered users viewing this page.