buck Posted June 12, 2015 Share Posted June 12, 2015 The displayed attribute values for each players ratings are stored in a table form, at 0x3115c, right after the team attribute background color locations. 0600130019002500310038004400500056006300690075008100880094 so, in theory, you could go in and change the whole 6,13,19, (% of 16ths) "scale" to display whatever you want. DFM, Bodom, brookstonfowler and 1 other 4 Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 12, 2015 Share Posted June 12, 2015 Nice. Quote Link to comment Share on other sites More sharing options...
Bodom Posted June 13, 2015 Share Posted June 13, 2015 Nice find! Definitely a cool way for people to personalize their own roms. Quote Link to comment Share on other sites More sharing options...
buck Posted June 13, 2015 Author Share Posted June 13, 2015 (edited) proof of concept. I changed the normal 6 thru 100 to 1 thru 16. grogan was given 6,13,19,25,31,38,44,50 as his ratings in sequential order. wilson was given 56,63,69,75,81,88,94,100 as his ratings in sequential order. see attached screens. Edited June 13, 2015 by buck Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 14, 2015 Share Posted June 14, 2015 Trying to think of how i would change it up. The og way is pretty good with it being a percent of max. I guess one could go with the madden scale though im not sure its any better where ~50 is the worst rating for the ratings that matter for a position. 52555861646770737679828588919497100 buck 1 Quote Link to comment Share on other sites More sharing options...
buck Posted June 14, 2015 Author Share Posted June 14, 2015 (edited) *yeah Tecmonster could use the "madden" scale since he rates his TSB roms off of madden. also, you could bump the displayed scale up to a max of 999. so, maybe make it start at 0 or 1. for visual effect. even though there are only 16 increments. here is something off the top of my head...again, not so much logical, but for "visual effect". notice how the scale compresses at the ends and stretches out in the middle. it might be better if it compresses at the middle instead? I'm just fooling around here. 6/ 113/ 5019/ 10025/ 15031/ 20038/ 30044/ 40050/ 50056/ 60063/ 70069/ 75075/ 80081/ 85088/ 90094/ 950100/ 999 I agree that the original scale is pretty solid. I was just always thinking that the intervals should be even between increments. But once I understood that it was a percentage, I was no longer confused. by now, I am so used to the attribute scale that I think it would make my brain explode to think of it any other way. Edited June 14, 2015 by buck Quote Link to comment Share on other sites More sharing options...
Knobbe Posted June 15, 2015 Share Posted June 15, 2015 added to the hacking page Quote Link to comment Share on other sites More sharing options...
Martin Posted June 26, 2015 Share Posted June 26, 2015 Would it be possible to remove the numbers by changing the values there? Quote Link to comment Share on other sites More sharing options...
MartinFN Posted September 9, 2015 Share Posted September 9, 2015 After messing around with this hack a bit, it is possible to erase the number displayed. But it does cost you a tile. If you change all the numbers needed to FF and then edit tile $3F to a blank... it will erase the number display. BUT the tile $3F is used by the game next to the time and score text display on top of your play call screen. Quote Link to comment Share on other sites More sharing options...
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