Hey guys, I almost feel bad for coming here and asking a bunch of questions. I've lurked the boards for a few months and finally have some time to set aside to ask some things. Please don't be offended by my newbiness.
A group of friends and I want to SIM football. We are Simmers, mostly we SIM Fire Pro Wrestling (before Returns and now Fire Pro Wrestling World). That community is much like this one, we've been making new memories using our favorite classic game (which is now having a rebirth with this new steam version).
Essentially we want to start out with the original 32 teams and rosters, pick our teams and simulate the games (one person would likely do the simming from their PC) the results would be posted. And we would come up with all kinds of other storylines and stuff that would make it more of an interactive story. We also want to track stats, assign awards etc, and then draft players and start a new season.
Is this possible with TSB?
If so, would anyone be able to point me in the direction of the stuff we need? I'm a bit overwhelmed by it all, and I want to make sure I get the right mods etc.
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
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)
0x010430 to 0x01054F - Japan’s team player information
0x010550 to 0x01066F - Arizona’s team player info
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.
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 Mike Gordan
Decided to make a topic covering this after I was unable to find a topic at hand here on the off-topic forum. Basically, I would like to go explore just who were the very best draft selections in each franchise's history. Of course, when tackling such a subject, I needed to establish a few things:
1. Said players had to have been drafted by and played for their respective franchises. Meaning John Elway with the Denver Broncos or Brett Favre with the Packers are gonna be out of the question, as well as traded, undrafted, or otherwise free agents.
2. They also had to be great players with the very teams they were drafted by.
3. For the record, I'm going to simply limit our selections to players that were playing while statistical records were being kept; if said statistics are difficult to come by, I personally am not going to include them--though I'm sure some of you might find something noteworthy out of players as far back as, say, 1940 perhaps?
4. Existing NFL franchises only. One could make an arguable exception--or perhaps even make the debate--for the Houston Oilers in relation to the Tennessee Titans.
With that, I'm sure we can discuss who the best drafted players in each franchise's history are. Many of them are of course gonna be pretty obvious, though I'm sure we can find some reasonable answers for every team regardless, even if we come to a general agreement on who is easily the best drafted player of a particular franchise (for example, do we need to debate the best drafted player in New England Patriot history?). After all, I'm sure there are still plenty of great players drafted by just about every team in franchise history that we could debate through thick and thin.
Season Three of TFO is about to begin! And this is the BIGGEST SEASON TO DAY!!!!
We have 28 Custom Tecmo Teams playing a 17 week schedule (with 1 bye week) to crown the Season 3 Champion in the TFO TITAN BOWL!!!!!!! They join 2014's Ifrit Bowl Champion the Normandy Defenders, and 2013's Shiva Bowl Champion the Westeros Guardians!!! WHO WILL BE THE TITAN BOWL CHAMPION?!?!?!
So how does TFO work? Well each team is owned by a real life person. That person received an RPG form to create their squad. They got to choose their player's stats, names, playbook, play style, team colors, team name, and even the logo on their helmets!!!! But after they create their team the owners cannot change anything and are forced to watch the season unfold as every game is COM vs COM!!!!!!
And NEW this season is our Alpha Test of TFO-FF; thats TFO Fantasy Football!!!! 8 players have become the first ever Fantasy Fantasy Football league!!!!
Check out our website for more info on this new season and archived history on our previous seasons.
Season 3 Kicks Off 2/5/2015 @ 6:30pm with the Cleveland Steamers taking on the Raider All-Stars. THATS TODAY FOLKS!!!!!
Can't wait to start this Titan Season. And SEE YOU NEXT TECMO!!!!!!!
Hey all, I am new to the forum but love playing NES TSB with your fantastic updated rosters. Beats the dumpster fire Madden has become. However, there are some cool aspects I would love to add to the game. Basically, I am posting this to get input on what the best way to accomplish some of my goals.
I will also preface this post with some apologies if need be since they may affect the usefulness of this post:
1. Sorry if this post is miscategorized or posted in the wrong place. I am not exactly a forum guy and especially don't know how this one works.
2. Maybe this exists somewhere (or something similar) but I have yet to find it. So I am sorry if I am wasting time trying to recreate the wheel.
3. I am inexperienced at modding but am looking to learn using the resources on the site and your collective expertise. If I have fundamentally misunderstood the capabilities of the game/modding I apologize.
4. I will also admit that I haven't played the game in a little while, so I may be misremembering/forgetting some of the features of the game I rely (or don't rely) on. So sorry for that as well.
Mainly, I am looking to add some sort of franchise mode to the game. This would include player progression, a rookie draft,and free agency spanning multiple seasons.
Months ago, I started the process (crudely) outside of the game by using Excel. Basically, my idea was to put every player and their TSB characteristics in an Excel document. Each player's age would be included for progression/retirement purposes. There would also be contracts and a salary cap to determine roster composition and player movement. From there, you would have each team's roster and a pool of free agents. Then you'd play season 1 and export the stats (this is where my plan stalled) and use the Excel doc to do the rest. The following are my ideas for how to do this.
With the stats and ages, run some sort of macro to progress/regress the universe of players based on age and stats (and pro bowl appearances, if that's a thing in the game - sorry it's been a while since I've played). The progression would bump players up/down however many notches. You could then export from the doc and put back in the roster editor (TSB Supreme, I think) for the next season.
At a certain age, players would become more likely to retire (maybe variable by position, if possible). For example, if a player turned 34, I would use random numbers or something to determine whether he'd retire and maybe there would be a 1 in 5 chance. The next year, when he was 35, 1 in 4 and so on. If a player retires, then it would leave a vacant roster spot you could fill via the draft or free agency.
In the doc, include a universe of free agents that could be added to teams based on expiring contracts and other veteran free agents. Not sure how computer teams would do this on their own as I don't know how to simulate AI to make correct roster moves. I also don't know if it is practical to do it mid-season or just have end of the year roster changes (more likely). Additionally, there would have to be some sort of contract component to determine when players become eligible to change teams.Without salary limitations, I think it would be even harder to make this functional because human players would just be able to add the best possible players and create great teams. Conversely, if you were to make a decent AI that picks up better players based on need, I can't see a way to restrict it from always doing this absent some sort of salary limitation.
Similar to free agency but add some sort of system to evaluate trades. Since trades are uncommon, I could go without this aspect or make it pretty restrictive where only the most fair/useful trades are accepted by some set of rules.
New players would be created by randomly mixing characteristics and stats from existing players. It's a cheap way of doing it, but it reminds me of how the NCAA games came up with new recruits. Then based on standings, a draft order would be created and you could draft players. Like free agency, I don't know how to make the AI work to draft the right player. There are also issues with number of rounds/players since the roster sizes are much smaller in the game. One option is having 53-man rosters in the doc and allowing teams to freely move players around within their roster and just import the starters to the game. This would probably be very time consuming because you'd have to do it weekly (which I don't know is even possible to change rosters mid-season, or if it is possible, to not lose statistics for those that are changed).
Other Ideas That Would Be Cool But I No Clue How To Do
1. Preseason mode: Progress rookies and others, evaluate players (based on the progression), make roster moves before the season, etc.
2. Madden 2003-like mini-games: Any way to mod the game to limit players on the field? You could do a 7 on 7 type thing for QBs and receivers, inside run drill, blocking/kicking drills all tied to player progression.
3. Offseason/carry over injuries: Could be random or based on game results, just to add another variable
4. Coaches/coordinators: Come with their own playbook that you'd adopt, affect player progression, have their own areas of expertise/weakness that would alter player attributes across the board (e.g. Trestman is the "QB whisperer" so all QBs on his team would bump up one notch, but D players go down one).
There are probably alot more issues than I can even think of, but here are some I don't know how to address:
1. Salaries - One of the most basic issues is not just being able to freely add/drop/trade players based solely on who is better. There would have to be some overarching salary system to add a necessary consideration to player movement.
2. Injuries - This is a wildcard for me. The game (I don't believe) doesn't give you a timetable on player injuries, so it would be difficult to respond accordingly both for humans and AI.
3. AI - As I've mentioned, this is purely theoretical. This is either impossible to simulate or would be very crude, set to either strict rules or random numbers that would make it potentially unreliable.
4. Rosters - Again, I hinted at this but I don't know how you'd simulate the full rosters. If you did limited rosters (and accordingly limited drafts/free agents), it would restrict who you could draft/sign because you'd need an open position to fill or have to move an existing player elsewhere.
5. The ROM - I would need to incorporate some of the modded roms to make this stuff work. Obviously, the 32-team version is necessary. But you'd also need to fix the returner speed issue (and others that I am either forgetting or don't know of) in order to appropriately value the universe of players in the doc. Also, I think I saw certain mods that allow for different interpretations of certain player ratings (e.g. run/pass blocking). Those may also be useful in making it more realistic.
6. Limitations: Right now, if this even works, I only foresee it working for one human player using one team against all computers. It would also take some legwork on the part of the user to do the custodial work necessary to integrate it with the actual game itself. Therefore, even when finished, it would still be a little messy to work with. On the other hand, some of the additional work may be worth it.
So there you have it. My grandiose idea that will probably never work. I think some aspects are more easily attainable than others (player progression should be do-able). I posted this to get feedback on features you all think would be good/easy to add, things that will never work, ways (or alternatives) to accomplish some of my ideas, or even a way to integrate some of these things into the game itself. You can even feel free to call me an idiot for even thinking this is possible. I know that this will take alot of work, especially for someone as inexperienced as me with some of the tools, modding, VBA, etc. But at the same time, I think this could be a great addition to the game we all love.
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