cxrom Posted October 21, 2006 Share Posted October 21, 2006 has there ever been any documentation released as to how data is stored in the rom and where it is located. i looked at the specs of the MMC3, and tsb only utilizes half the prg and chr space available. through proper bank switching it is highly possible to add the expansion teams. the process would go alot faster if i didnt have to figure out the data structures, but if there is no info then i got a lot of work ahead of me.i dissassembled each prg-bank and have begun working on getting the game to go back to the play select screen after TDs so the play can either go for the 2point or choose a field goal(which would be adjusted to an extra point). Quote Link to comment Share on other sites More sharing options...
Knobbe Posted October 21, 2006 Share Posted October 21, 2006 yeah, it's on here somewhere but I can't seem to find it right now.the Player team definitions are defined right at the start of the game.It starts with the team pointers, then the player pointers, then the players and attributes.When I have a little more time I either find the stuff or otherwise document it. Quote Link to comment Share on other sites More sharing options...
bruddog Posted October 21, 2006 Share Posted October 21, 2006 I have a lot of locatoins written down. I need to post them again. Most of the locations are listed in the hacking documentation forum but they are in a lot of different threads. Jstout123 on aim probably has a lot of the info you need as well. Quote Link to comment Share on other sites More sharing options...
cxrom Posted November 1, 2006 Author Share Posted November 1, 2006 well here's an update on progress...i've added two teams to the select screen. right now the names are blank and i have them pointing to the 49ers and Cardinals, so not too usefull yet. im working on adding slots for the rest, but because of the way the game loads the right team pointers, i have to rework the NFC/AFC loading routines to load NFC/AFC or a regular team based on user choice. what i need, if anyone knows, is any info on player attributes (location in rom, length of bytes per player, anything!?!?, etc.). i looked through the documentation forum to no avail. Quote Link to comment Share on other sites More sharing options...
jstout Posted November 1, 2006 Share Posted November 1, 2006 What i need, if anyone knows, is any info on player attributes (location in rom, length of bytes per player, anything!?!?, etc.). i looked through the documentation forum to no avail.The player attributes are at x3010 to x3CDB (immediately after the section with the player names) with the positions having a different length depending on what stats they require. There is info out there on this if you look or I could point you to the stuff.Anything else you need? Quote Link to comment Share on other sites More sharing options...
cxrom Posted November 1, 2006 Author Share Posted November 1, 2006 yeah a link would be great Quote Link to comment Share on other sites More sharing options...
bruddog Posted November 1, 2006 Share Posted November 1, 2006 Here is a link to some links. Not sure how helpful they'll be.http://www.tecmobowl.org/forum/viewtopic.php?t=8342#66835Also I have this which is incomplete but has a lot:000-6D0: iNES header information6D0-2E2C: Player Names2E2D-3010 Dead Space3010-3CD0 Player Attributes and Data3CDC-4010 Dead Space4010-41F3 Play Formations positioning41F4-440F: Dead Space4410-4BF6 Offensive play pointers to specific actions for each player in the play4BF8-4e09 Dead Space~8000-9FFF Specific offensive commands for players~A000-BFFF Specific defensive commands for players18163 to 1869F Simulation code1D310 Team Default playbooks1D410-1DA10 Play names and pointers1DC10 Defensive reaction pointers27506 Play Graphics pointersFirst 256K is Rom data. Last 128K is graphic. Quote Link to comment Share on other sites More sharing options...
GRG Posted November 1, 2006 Share Posted November 1, 2006 Did you check this out already: http://www.tecmobowl.org/forum/index.php?page ... ile_id=104This doc will help you understand the basics of where player data and attributes are stored in the ROM, as well as how to recalculate the pointers of each player Quote Link to comment Share on other sites More sharing options...
cxrom Posted November 19, 2006 Author Share Posted November 19, 2006 status pagenothing playable yet, workin on atts and large helmet for texans and jaguars Quote Link to comment Share on other sites More sharing options...
snatches Posted November 20, 2006 Share Posted November 20, 2006 status pagenothing playable yet, workin on atts and large helmet for texans and jaguarsThis is pretty impressive, I never thought that you could enable those blank spots as teams. If I could also offer some freindly advice: figure out if it's even possible to incorporate all of the team data and game play before you concentrate on the graphics. They just aren't important until you get the functionality working.One more suggestion. If you were able to make those blank spots selectable as 2 teams, what's stopping you from using the 2 pro bowl teams to include TEN and CAR? Quote Link to comment Share on other sites More sharing options...
Knobbe Posted November 20, 2006 Share Posted November 20, 2006 Please document and post your findings either as you go along or when you are finished. Looking forward to this one! Quote Link to comment Share on other sites More sharing options...
cxrom Posted November 21, 2006 Author Share Posted November 21, 2006 Please document and post your findings either as you go along or when you are finished.i am, but this needs to be cleaned up so it'll be awhile.If you were able to make those blank spots selectable as 2 teams, what's stopping you from using the 2 pro bowl teams to include TEN and CAR?the pro-bowl teams are staying in. there is an array of (Y,X) for the team select screen for the white pointer to position itself based on user input. there are still 4 unused spots to the right of NFC and AFC and above CIN and DEN. those top 6 spots load data differently because they are assumed NFC or AFC, not regular teams. im just gonna have that loading routine redirect the PC based on the (Y,X).figure out if it's even possible to incorporate all of the team data and game play before you concentrate on the graphics.so far all four expansion teams have names, numbers and palettes inserted. the space for attributes and large helmets has been allocated, but its all set to $00. Quote Link to comment Share on other sites More sharing options...
kingsoby1 Posted November 21, 2006 Share Posted November 21, 2006 i will for sure start rating roms again if this goes through.one big question...would this be compatible with the current editor most of us use? http://www.emuware.com -- TSB Manager 2000 Quote Link to comment Share on other sites More sharing options...
cxrom Posted November 22, 2006 Author Share Posted November 22, 2006 probably not unless you have the source Quote Link to comment Share on other sites More sharing options...
bruddog Posted November 22, 2006 Share Posted November 22, 2006 Noty a big deal to make the ratings in emuware port them to rom and then just copy the hex to the proper location. Quote Link to comment Share on other sites More sharing options...
BAD_AL Posted November 22, 2006 Share Posted November 22, 2006 i will for sure start rating roms again if this goes through.one big question...would this be compatible with the current editor most of us use? http://www.emuware.com -- TSB Manager 2000I can modify TSBTool to work with this new ROM.I'll just need the locations of the new teams. Quote Link to comment Share on other sites More sharing options...
cxrom Posted November 30, 2006 Author Share Posted November 30, 2006 anyone have insight for prg-ram (aka sram or *.sav files)?I can modify TSBTool to work with this new ROM. hopefully you hard coded as few pointers as possible, because alot of data is being shifted around. Quote Link to comment Share on other sites More sharing options...
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