buck Posted June 24, 2014 Share Posted June 24, 2014 for you serious hackers that posses the strength of tecmo street knowledge: how do you limit the pointers that get called when a play is selected? for example, you pick run 1, play 1. the code goes and grabs 11 pointers each for offense and defense, and you know the rest. well, I only want the game to look at the first 7 player pointers (for any given play), and ignore the last 4. how do I accomplish this? (I have literally spent at least 4 hours messing with this. comparing and corrupting, etc.) Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 25, 2014 Share Posted June 25, 2014 Let me ask a side question. What is the problem if they are left in? I'm assuming there is one or you could just leave them in. Quote Link to comment Share on other sites More sharing options...
buck Posted June 25, 2014 Author Share Posted June 25, 2014 (edited) I don't know exactly what the problem is. On the recovery of turnovers/onsides, the game shits the bed (freezes, clock runs off). Regular plays are OK. I have all the playcodes in the right places, I believe. and even the x4000 range stuff, and the extra pointers. But I have FFFF for the "dead players" pointers. Running code logger I see that the FFFFs are getting hit. I am assuming that when a turnover/loose ball happens, these FFFF are causing trouble - making it so that the turnover code isn't getting hit....Because in the other rom that works - the rom (with the exact same playcode) where the FFFFs aren't accessed (made by jstout) this isn't a problem. It is sort of a mystery to me right now. I can post a rom. Edited June 25, 2014 by buck Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 25, 2014 Share Posted June 25, 2014 Hmm surprising that the regular plays work. Are the "dead" pointers are getting loaded for regular plays as well? Quote Link to comment Share on other sites More sharing options...
buck Posted June 25, 2014 Author Share Posted June 25, 2014 (edited) yeah, FFFFs getting hit. that's what I'm saying. I call up a play, FFFFs get hit, throw an int, game dies. on the other rom, FFFFs do not get hit, turnover, no problem. obviously, jstout knows how to do it (limit the pointers being called), because he did. and most stuff of his I have been able to trace/corrupt and trial and error figure out....but not this one. seems like it would be "easy", I just can't find the right byte. to see it in action, go grab a street rom or jstout's cifl rom. the pointers are limited to 7, and he uses FFFF for the remaining 4 pointers....but they don't called. Edited June 25, 2014 by buck Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 25, 2014 Share Posted June 25, 2014 can you post the rom... or PM it to me Quote Link to comment Share on other sites More sharing options...
buck Posted June 25, 2014 Author Share Posted June 25, 2014 (edited) sent rom in PM. thanks. it's the one that's messing up. Edited June 25, 2014 by buck Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 25, 2014 Share Posted June 25, 2014 At least in the fumble recovery code in the defensive extra pointers...i didn't check them all... there was no pointer for the man player control. In the orig rom all defensive "EXTRA" plays have 12 pointers. 11 commands for each player and then a command for whoever recovers the ball. Anyways there was no player take control or computer take control in the instructions that those pointers pointed to. I created one at 0xBF60. I replaced pointers 8 through 12. Not knowing which one the game might need. Either 8 or 12 I'm guessing. Seemed to work after that. Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 25, 2014 Share Posted June 25, 2014 AT 0x76DE paste in: 50BF50BF50BF50BF50BF At 0xBF60 paste in E4DFFEFF Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 25, 2014 Share Posted June 25, 2014 Ugh there is more than one that needs to be fixed...don't want to do all of them right now.... Quote Link to comment Share on other sites More sharing options...
buck Posted June 25, 2014 Author Share Posted June 25, 2014 donate button pressed... Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 25, 2014 Share Posted June 25, 2014 Your donation bought you 30 min of bruddog time....Used about 20 min of it. PMed you rom. Let me know how that works. Quote Link to comment Share on other sites More sharing options...
buck Posted June 25, 2014 Author Share Posted June 25, 2014 (edited) ok, still messed up, but seems to at least not be totally crashing. MAN v COM. MAN intercepts, some COM dude starts running with it to my endzone, for a safety. wait, onsides still broke. donate button pressed again. Edited June 25, 2014 by buck Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 25, 2014 Share Posted June 25, 2014 your donation has led to continued efforts. see PM. Quote Link to comment Share on other sites More sharing options...
jstout Posted July 6, 2014 Share Posted July 6, 2014 I don't remember all the changes but finding them should be extremely simple. Set breakpoints for offense of reads to:Special Teams/Formation Pointers (11 Pointers): $A000-$A1E3Play Pointers (11 Pointers): $A400-$ABE7Extra Pointers (12 Pointers): $AE00-$AF7F Set breakpoints for defense of reads to:Play Pointers (11 Pointers): $A000-$B5E9Extra Pointers (12 Pointers): $B600-$B77F After a fast check: (remember your extra pointers need 8 pointers for the 7 players like my CIFL rom had)The pointers needs the X index changed from x0B to x07 at x2573B and at x25810. Could be it or even a few more spots but you should be able to figure it out with breakpoints. buck 1 Quote Link to comment Share on other sites More sharing options...
buck Posted July 7, 2014 Author Share Posted July 7, 2014 I don't remember all the changes but finding them should be extremely simple. Set breakpoints for offense of reads to: Special Teams/Formation Pointers (11 Pointers): $A000-$A1E3 Play Pointers (11 Pointers): $A400-$ABE7 Extra Pointers (12 Pointers): $AE00-$AF7F Set breakpoints for defense of reads to: Play Pointers (11 Pointers): $A000-$B5E9 Extra Pointers (12 Pointers): $B600-$B77F After a fast check: (remember your extra pointers need 8 pointers for the 7 players like my CIFL rom had) The pointers needs the X index changed from x0B to x07 at x2573B and at x25810. Could be it or even a few more spots but you should be able to figure it out with breakpoints. Thanks. I don't really know how to run the debugger (well, I can set breakpoints, but I don't know what to do with the results). Usually I just run the code/data logger and go poke around. I tried the changes you suggest at x2573b and x25810 and so far so good. What about 32 team rom? Would there be any extra locations to tweak because of the NFC West? Quote Link to comment Share on other sites More sharing options...
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