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Showing content with the highest reputation on 01/15/2017 in all areas

  1. Thanks to Kelvin and his dedication to the game, I've seemed to have figured out how to edit Ken Griffey Jr. baseball with the KGB Editor. Everything seems to save, I haven't really put anything into motion just yet, but all of the changes I've made, save, even putting in 10s in the attribute categories. I hope Kelvin doesn't object to those of us wanting to bastardize his rom, but if you go to his website and DL his 2014 rom, you should be able to make and save edits as you need on that ROM. I haven't tested it beyond saving a guy named F.UCKYOU lol, but it seems to work. Here is Kelvin K's site... http://kelvinlkoster.wix.com/gospelofgriffey Hope it sticks! Take care. Trevor Gonna be tracking my notes here as I find nuances... - Can't set ERA above 5.11 or else it will assume the ERA of the pitcher previous. Odd, because pitcher #17 S. Pelland (Russ Swan) on Seattle has a visible 9.15 ERA among several others. It shows his ERA in the KGB Editor as 5.05, the same as Tim Leary's, along with 3 others. I've also found this hiccup present in other hacks (i.e. the 2003 Pennant Race version...Denny Stark and Darren Oliver have the same ERA at 5.03, when Stark's final ERA was 5.83 - MAX pitcher rating (SP + CO + FA) is 30 (10-10-10) but you have to enter it as 1-10-10 to get it to come up that way. This is a weird editor lol. - MAX batter rating (BT + PO + SP + FD) iis 40 (10-10-10-10) and in order to get it, you have to enter 11-0-11-0. The way it works is say you have a batter that you want to rate as 8 BT and 10 PO, you have to do whatever BT number you want +1 and put 0 for PO...so your input would be 9-0 and the output would be 8-10...make sense?
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  2. Hi, all! My name is Keyz and I am addicted to "Bad News Baseball" (Hi, Keyz!!). I am also a huge fan of Tecmo Super Bowl and have enjoyed the mods for many wonderful hours. The work that has gone into that project has inspired me to modding and it is time for me to give something back. That I am doing in the form of a guide for team replacement for Bad News Baseball, which has been deemed by many to be not only the most enjoyable baseball video game on the NES, but in video gaming of all time! When it comes to changing stats, several members have come up with a comprehensive thread covering that located here (http://tecmobowl.org/forums/topic/51349-player-statsabilities-for-bad-news-baseball/), so I will not be rehashing that myself. This is purely for replacing team names, graphics, color, and player names. I will be posting (for lack of a better term) articles throughout the coming weeks as I am still working my way through my first complete mod. With that, here we go. STEP 1 - I LOVE IT WHEN A PLAN COMES TOGETHER This is something I really wish I had known before I started. It pays to PLAN! Before you change a single bit of hex code or change a single pixel, you will want to plan your new participation and how they are organized. Here is a spreadsheet I came up with for just that purpose. This is essentially the information you will want to have at the ready before you dig into the ROM. Here is a breakdown of what is going on here. POSITION - This is the number of the team position on the select screen. Position 1 is San Francisco (S.F.). When you press down on the cross, the Position 2 team is Toronto, Position 3 is Detroit, and so on. TEAM - This column lists the teams you are adding to the game. REPLACE - These are the original teams you will be replacing as they match up with their Position in the team select screen. 8 CHAR. NAME - This column give you a place to come up with an 8-character version of the team name that will represent the new teams in the game. HELM. COLOR - This is the descriptive term for the players' helmet color as well as the color of the sleeves and shoes. You want this to be the darker of the two colors as it also represents the color of the "outlines". HELM. CODE - This is the hex code of the helmet/sleeves/shoes color according to the standard NES color palette (see below). UNI. COLOR - This is the descriptive term for the players' uniform color UNI. CODE - This is the hex code of the uniform color. When you review my spreadsheet, you may ask "Why do you have new Toronto in a different position than the original Toronto". Originally, this was because I noticed, when it came to coming up with the graphics for the "scoreboard", Tecmo though it was best to save bytes by recycling the first block over an addition team several times. Apparently, the game would have burst into flames had they done it any other way. Mmm-hmm. Anyway, there are 3 pairs of teams that share first-block scoreboard graphics: Toronto/Texas, Detroit/Boston, and Oakland/Chicago. THEN I also noticed that Detroit and Oakland share the second block graphic. C'mon, Tecmo! Quit trying to make things harder for us enthusiasts! Anyway, it turns out that it is a lots simpler to just alter a few graphics that aren't used and change some hex code than it is to try to plan the team placement around the graphic allocation. And about the Toronto question, I just didn't feel like reorganizing considering that changing team name text takes about 30 seconds anyway. Sorry, I tied sort of a long tail onto that kite. One last note about planning: When it comes to team colors, don't feel inclined to match player uniforms with the real life ones. Real life clothing is rarely anything other than white, gray, or black. With helmets being the only real distinguishing color left, there is a good chance you will end up with 2 teams that have the same color scheme. With that in mind, be creative. Incorporate teams' tertiary colors when needed. No one will fault you for not creating true to form counterparts. Leave that for the next-gen consoles. That about wraps it up for planning. My next article will be replacing team names, and after, planning and replacing team logos.
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  3. I figured I would whip one more out before the weekend... STEP 2 - A (PETE) ROSE BY ANY OTHER NAME This is going to be one of the easier steps with the right tools, so let's get them now. Before we do anything, we are going to have to get a copy of the original ROM. You can pick that up here (http://tecmobowl.org/applications/core/interface/file/attachment.php?id=11684). As for the tools, we will need an emulator with hex editing and a table creator. The program of choice for emulation in Windows is FCEUX (http://www.fceux.com/web/download.html) and TBLater makes a fine table creator (http://www.romhacking.net/utilities/56/). Once you get those, we can get to work. Start up FCEUX and select "File >> Open ROM" or press Ctrl + O. Open the "Bad News Baseball (USA).nes" file you just downloaded. The game will start right up. Hit Enter to go to the title screen, and hit Enter again to start a one player game. We won't need to go beyond this point so select "NES >> Emulation Speed >> Pause" or hit the Pause key on your keyboard to stop the game. Click "Debug >> PPU Viewer". This will open a new window with graphics in use on the current screen. At this point, we will make a table to find text easily in the game's hex code. Open TBLater and move the window so you can see both the PPU viewer and TBLater. In the PPU viewer, you will notice a set of alphanumerics in the right region. Hover over the capital "A" and below the graphics, you will see "Tile: $01". In the TBLater grid, place your cursor in the row 0/column 1 block. Since the alphabet is complete and in order for this particular screen, it is easy to populate the table. Click "Automation >> Auto ALPHABET (U)". The (U) designation is important for correct capitalization. Uppercase and Lowercase are definitely not the same when it comes to modding! Once the caps are filled in, the cursor will be in cell 1B. Go ahead and click "Automation >> Auto alphabet (L)" to add the lowercase letters since they are there too. Lastly, with the cursor in cell 35, hit the period (.) key. Click "File >> Save" (or ctrl + S) and save the table as "teamselect.tbl". DO add the ".tbl" extension, as for some reason, TBLater chose not to do that automatically. You can close TBLater now. Go back to FCEUX now and click "Debug >> Hex Editor". This will open up the powerhouse of code under the hood of every NES game. In the hex editor window, click "View >> ROM File". This will allow us to edit the actual hard coding of the game. Next, click "File >> Load *.TBL File" and select the "teamselect.tbl" file we just made. You will notice a change to the code on the far right of the editor. This is where we will locate our team names. Click "Edit >> Find" to open the search window. In the "Type" area, select "Text". Then type in any of the team names in the "Find What" box. I will use CHICAGO. Be sure to type in all caps, then click "Find Next". Notice the window jumps down to line 004050 when the first occurrence of "Chicago" is. You can see that all the team names are grouped together (highlighted below). All you need to do now is change the names. This is where your planner comes in handy. The name block starts with "S.F." and ends with "TORONTO". I realize that this is in reverse order than my spreadsheet. I was on the mind that clicking down on the cross meant the next team, not up. Sorry. An important thing to remember here before you start is that each team name uses exactly 8 characters including periods and spaces. With that in mind, click on the "S" in the "S.F." above the first Chicago entry. With your caps lock on (for consistency) type in the 8 character name of your corresponding replacement team. In my example, that is "UNIVERS.". Your cursor should be at the "L" in L.A. Continue typing with your next team. Mine is "TORONTO". Since Toronto only has seven letter, we need to include a space at the end. Since there are 4 spaces at the end of L.A., this is already taken care of. However, in the 3rd entry, I am changing "ATLANTA" to "BROOKE". When I finish typing I have "BROOKEA". This is easy to fix. There are 2 highlights in the hex editor: the one on the right we've been using, and the one to the left which highlights the corresponding hex code. In this particular case, blank spaces are represented by the hex code "00". All we need to do to add the blank space is to click on the hex highlight and type "00". Notice on the right that the "A" turned to a ".". The "." in this case represents a space. Periods are also represented by "." on the right which can be a bit confusing. When in doubt, look at the hex code. You will see spaces have the code "00", while periods are code "3A" (though in this section, they can also be "35" as we set up with TBLater). When you finish editing your team names, you will notice there is another set of original team names. All you need to do is repeat the process. You probably saw there are 2 other "team" names: "ULTRA" and "SUPER". These are simply the All-Star team names. If you like playing the All-Star mode, you can change these if you wish, but it isn't necessary if you play standard teams. Once you have changed both sets of team names, click "File >> Save ROM As". Give your ROM a new name so as not to save over the original, in case you need to go back to it at some point. Once saved, you can close FCEUX and reopen it, load your custom ROM, and see the changes. That does it for this part. Next, we will be hitting the team logo graphics.
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  4. I live in CT and would love to attend. I also have at least 1 friend that can make it also.
    1 point
  5. Most sub 50" HDTV displays(especially computer monitors) do not produce any significant input lag if the signal is fed captured from a digital source. The problem typically lies with the integrated composite input on the display, and it's shoddy up-scaling technology, converting analog to digital on the fly. The use of a dedicated hardware upscaler can produce a great result that can be played on. There are plenty of dedicated upscalers out there, with the best being the xRGB mini(Framemeister). Here's a link to a poor man's upscaler, which requires no modification to your consoles. http://www.monoprice.com/Product?p_id=9994&gclid=Cj0KEQiA_fy0BRCwiLaQ5-iFgpwBEiQA884sOTiiuU7QCdvBiVvSdiwqJ1DsEEBG9TqYMovYQiRfryQaAuR-8P8HAQ To further improve upon NES hardware image quality, and other retro consoles, this series by My Life In Gaming is a great watch. Here's the intro video to the process, and I'd encourage any retro enthusiast to have a looksy, as CRT displays won't last a lifetime.
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  6. Thanks meat I didn't know that existed. I swear I looked around for something like that. Do you know if it was created fairly recently? Here is the rom you can load on to a cart for testing the CRT's @manyo360. Here is the wiki page for it http://junkerhq.net/xrgb/index.php/240p_test_suite 240pee.nes
    1 point
  7. Just wanted to post an update on this since I'm working on it tonight...below is the post I made on Facebook regarding the hack. I hope to be done by the end of the month, however there is still a lot to be done, as you can/will see below. Take care. For those that may givadam, I will have all the pitchers stats, uniform numbers, ratings, and stances done by the end of the night for my 1996 hack of Ken Griffey Jr. Presents: Major League Baseball for the SNES...hack just meaning that I'm transforming all the rosters from the original 1993 game/rom into the rosters from 1996, being as accurate as possible in regards to lineups and pitching staffs. I still have a fair amount of work to do as far as the batters ago, all of the ratings needed to be decided and input (still not completely certain what I'm doing with SPEED or FIELDING), and I need to determine probably 100+ races/stances as well before this thing is ready for BADA...*ahem*...beta testing, though I feel it should be pretty close to a finished product when I trot it out, it might just need a few minor tweaks. I'll keep you posted and will let you know where you can dl the ROM/game when complete. Just a last little fun fact, I'm calling this project SWANGIN' (yes in reference to the Drake song that isn't the title lol) since 1996 was the first year since 1987? that the total MLB HR record was broken (I believe the season with the most HR to date is now 2000 tho). Ok done...have a good eve
    1 point
  8. I am also not that talented, just a wish. I would agree with you i had more fun with this baseball game then any other. I still play when i get a chance against friends. I was kind of joking about Bo not being on all time rom. just with this being a super tecmo forum and all, and knowing what a video game version of Bo can do. .
    1 point
  9. Link to the editor... http://tecmobowl.org/downloads/exes/kgb_editor.zip
    1 point
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