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Tundrayeti311 reacted to bruddog in NESTOPIA SAVE STATE LOCATIONS AND INFO
Solved via direct message on discord.
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Tundrayeti311 reacted to GameplayLoop in TSB ROM Hex Location Index
Information taken from Jstout knowledge about a TSB ROM HEX location index.
000-6D0: iNES header information
6D0-2E2C: Player Names
2E2D-3010: Dead Space
3010-3CD0: Player Attributes and Data
3CDC-4010: Dead Space
4010-41F3: Play Formations positioning
41F4-440F: Dead Space
4410-4BF6: Offensive play pointers to specific actions for each player in the play
4BF8-4e09: Dead Space
5010-6000 4x4 metatile drawing info for backgrounds 6010-75FF defensive play command pointers 7600-800F special defensive player pointers (fumble recovery, etc)
8000-9FFF: Specific offensive commands for players
A000-BFFF: Specific defensive commands for players
18163 to 1869F: Simulation code
1D310: Team Default playbooks
1D410-1DA10: Play names and pointers
1DC10: Defensive reaction pointers
27506: Play Graphics pointers
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Tundrayeti311 reacted to slim_jimmy7 in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
what was the "potential project"? Also, awesome
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Tundrayeti311 got a reaction from Knobbe in Roster Extractor 2 (32-team support)
Hello,
I wrote a version in Perl to also handle 32-team rosters (tested w/ 'Tecmo2019_rev1.nes') for the challenge of it and decided to post in case others may want to use it.
The original "Roster Extractor" is found here: http://www.tecmosb.com/Downloads/Editors/Roster Extractor.zip, but I wasn't involved, don't know who was, etc.
RosterExtractor2.pl
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Tundrayeti311 reacted to averagetsbplayer in Recording Tackles
After some investigation, it looks like the tackles are stored at the following locations for Nestopia 1.39 and 1.40:
Player 1 - x320f through x3219
Player 2 - x321a through x3224
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Tundrayeti311 reacted to bruddog in Recording Tackles
Update for 28 team rom league play.
TACKLE ERASE (not really needed for league play since RAM is intialized every game load but keeping in)
SET (0x21D7E, 0x4CE0BFEA)
SET(0x23FF0, 0xA900A016997F7F88D0FAA00E4C729D)
JUMP TO TACKLE LOGIC
SET (0x25aE9, 0x4C90FFEAEAEAEA)
TACKLE LOGIC
SET (0x3FFA0, 0xA9808D01A0A573C980F0392920D035A571C98CF011C9ACF007C9CDF0094CD4FFA572C920D01EA5B5C9409018C9C0B005290F4CCAFF290F18690BA8B9807F18690199807FA9C08D01A0A57010034C3E9C4CE09A)
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Tundrayeti311 reacted to jstout in Recording Tackles
Here is some code for recording the number of tackles for each defensive player during a played game (NOT a simmed game). I've been using this for testing play design coding but it has a few bugs. I thought someone might find it useful or be able to expand upon it. I haven't checked the erase code location for 100% correctness thoroughly though I expect no problems. *Added code for the Pro Bowl game, changed entry point to start of stats not cleanup to fix a bug, changed back fumble code, and added code to fix previous bugs*
Note: Do not use this on cxrom's 32-team rom as locations listed are being used and you'll ruin the rom. Also I'm not aware of the exact SRAM locations he used.
The Bugs are:
[Previous Bugs are fixed using this code.]
1. Fumble tackles are not recorded (defender fumbles back to the offense caused problems with checking for lost fumbles)
2. Not a Bug but no Special Team tackles are recorded
x25AE9
Jump to New Code:
4C 90 FF JMP $FF90
EA NOP
EA NOP
EA NOP
EA NOP
x3FFA0
Change Banks for Tackle Code:
A9 06 LDA #$06
8D 00 80 STA $8000
A9 01 LDA #$01
8D 01 80 STA $8001
20 E0 9C JSR $9CE0 ; Go to Tackle code
A9 06 LDA #$06
8D 00 80 STA $8000
A9 12 LDA #$12
8D 01 80 STA $8001
; RE-ENTER NORMAL CODE
A5 70 LDA $70
10 03 BPL :+
4C 3E 9C JMP $9C3E ; Go back to Player 2
4C E0 9A : JMP $9AE0 ; Go back to Player 1
x3CF0
Record Tackles:
; ENABLE SRAM
A9 80 LDA #$80
8D 01 A0 STA $A001
; CHECK FOR OUT OF BOUNDS
A5 73 LDA $73
C9 80 CMP #$80 ; Out of Bounds
F0 39 BEQ :+++++
; CHECK FOR A FUMBLE
29 20 AND #$20 ; Fumbled
D0 35 BNE :+++++
; CHECK FOR A RUN OR PASS PLAY
A5 71 LDA $71
C9 8C CMP #$8C ; Run Play
F0 11 BEQ :++
C9 AC CMP #$AC ; Pass Play
F0 07 BEQ :+
C9 CD CMP #$CD ; Sacked QB
F0 09 BEQ :++
4C 24 9D JMP :+++++
; CHECK FOR A COMPLETED PASS
A5 72 : LDA $72
C9 20 CMP #$20 ; Completion
D0 1E BNE :++++
; TACKLED
A5 B5 : LDA $B5
C9 40 CMP #$40 ; Player 1
90 18 BCC :+++
C9 C0 CMP #$C0 ; Player 2
B0 05 BCS :+
; PLAYER 1
29 0F AND #$0F
4C 1A 9D JMP :++
; PLAYER 2
29 0F : AND #$0F
18 CLC
69 0B ADC #$0B
; RECORD TACKLE
A8 : TAY
B9 80 7F LDA $7F80,Y
18 CLC
69 01 ADC #$01
99 80 7F STA $7F80,Y
; DISABLE SRAM
A9 C0 : LDA #$C0
8D 01 A0 STA $A001
; EXIT
60 RTS
x21D7E
Jump to Erase Code:
4C E0 BF JMP $BFE0
EA NOP
x23FF0:
Erase Tackles:
A9 00 LDA #$00
A0 16 LDY #$16
99 7F 7F : STA $7F7F,Y
88 DEY
D0 FA BNE :-
A0 0E LDY #$0E
4C 72 9D JMP $9D72
x21419
Jump to Pro Bowl Erase Code:
A2 01 LDX #$01
A0 06 LDY #$06
84 44 STY $44
4C EF BF JMP $BFEF
EA NOP
x23FFF
Pro Bowl Erase Tackles:
A9 00 LDA #$00
A0 16 LDY #$16
99 7F 7F : STA $7F7F,Y
88 DEY
D0 FA BNE :-
A9 05 LDA #$05
A0 64 LDY #$64
4C 13 94 JMP $9413
If a league ever uses this then the tackles are for player 1 at $7F80 to $7F8A (x1F80 to x1F8A) and player 2 at $7F8B to $7F95 (x1F8B to x1F95) in SRAM.
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Tundrayeti311 reacted to Knobbe in Site moved to new server
This should eliminate the 502 errors that have been popping up lately and is a well overdue OS upgrade on my part.
Hopefully this should be zippier as well.
If anything is broken let me know.
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Tundrayeti311 reacted to GRG in Working with pointers on NES, SNES, and GENS!?
Tecmo Turd prolly answered your question ok. I just wanted to add that pointers are just the modified offset of the start of the text. So you'd change it to reflect the new offset of the start of each text string.
BILLSDOLPHINS
so B is the first pointer and D is the second.
Did you read the mad hackers pointer doc
Its for nes, but pointers work the same for snes and prolly genesis.
snes is easier than nes from my experience because you usually dont have to subtract x000.
I posted the links because it kinda drives me nuts to ask hacking questions on a tecmo super bowl forum vs a hacking forum. (no offense, a lot of people do it) There are only a few people around here who can answer hacking questions.
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Tundrayeti311 reacted to hankthetank in Monona, WI - 5/4/19 - Tag Team Tecmo
Good News my job says I don't have to work that day! Bad news they also say i don't have to work any other day. Not that it was a tremendously great job but still i was possibly going to miss a Tecmo event IN WISCONSIN to work for them they clearly don't understand how much dedication i was willing to put in for them how dare they. New job set to start Monday with no weekends which means a lot of Tecmo. Anyway if there are enough people myself and Gats should be there.
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Tundrayeti311 reacted to PunkyQB in Monona, WI - 5/4/19 - Tag Team Tecmo
Just looking to keep the local embers glowing. Let me know if you have any questions...
Monona Tecmo is looking to kick things off Saturday, May 4th at 11:30 am at Village Lanes in Monona, WI. We are all greatly missing Tecmo Madison, so let's huddle up and play some games!
Our first event, Tag Team Tecmo, will be a very casual gathering. We hope to attract noobs, seasoned vets, and maybe even bring a an old legend or two out of retirement.
Tag Team Tecmo will pair players together on game day. No partner required! We want to team new players with vets, so the new players have a chance to learn something AND literally everyone has a chance at winning. Once teams have been assigned, sit down for a practice game with your partner before we start competitive play. In the event that an odd number of players are signed up, PunkyQB will leap over the top rope and get in the ring.
Before diving in much deeper, we are stressing the casual nature of this event. We literally have no idea how much interest this may generate, so don't be surprised if the details change a little bit on game day.
FORMAT
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Tag Team Tecmo. Players will be assigned two man teams. Each player must play half of the game. You can do this one of two ways: 1) One player plays offense and the other plays defense. 2) Play by quarters. Each player must play two quarters. Teams can split that however they like. If a game goes into Overtime, and the team selected quarters, either player can play the first Overtime, but the other player must play the second. This would continue to alternate until the game is won.
We'll jerk the curtain with an opening round of group play. The size of groups and number of group play games will depend on turnout.
At the conclusion of group play, teams will be seeded for bracket play. If the number of entrants is small enough, bracket play will be double elimination. If we have too many players for double elimination, PunkyQB, will announce this prior to group play beginning. Bracket play will continue until one team takes the strap.
RULES
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We will use the standard tournament rules that are used for the National Championships at Tundra Bowl. http://www.tundrabowl.com/official-rules.html
The team that is player 1, will have to declare their roles first - quarters or offense/defense. Player 2 will declare their roles thereafter.
COST
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Ten dollars per player. This ten dollars can be paid in cash on the day of the event, or the money can be sent via PayPal using the Friends and Family option to [email protected]. Please include a note with your name/tag.
PAYOUT
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One hundred percent of the entry fee will be paid out. Payout amount(s) will be based on turnout. If there is enough turnout we will payout beyond the champion.
SIGNUP
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Go ahead and click attending if you're game, but please complete this signup form: http://tinyurl.com/MTTagTeamSignUp
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Tundrayeti311 reacted to PunkyQB in Status of Tecmo Madison?
Looks like I’ll make the trip to Tomczak, if any other Madison folks wanna go, let me know!
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Tundrayeti311 reacted to Knobbe in Status of Tecmo Madison?
In my experience the people who live in Madison are very lucky to be within a 1:30 drive to the Tomczak Bowl because any time that @moulds33 and I can manage to get together we still talk about having our minds blown at the Tomczak Bowl.
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Tundrayeti311 reacted to Beef Juice in Status of Tecmo Madison?
Also if you want a smaller tournament and not spend $100 to play in it, Tomczak Bowl is $30 and only an hour and a half from Madison.
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Tundrayeti311 reacted to PunkyQB in Status of Tecmo Madison?
First and foremost, thanks to Chet, Josh and Dave for all the Great Madison Tecmo tournaments. You truly spoiled the Madtown faithful.
From the Hasselbeck announcement, it’s hard to tell what the long term future of Tecmo tournaments here truly is, but it seems fairly certain that there won’t be a tournament here this year.
Nonetheless, I’d like to see something continue to happen in my city. Thus, I’d be willing to help make that happen. If other folks feel the same, let’s follow the lead of Milwaukee and throw a smaller tourney here in the meantime.
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Tundrayeti311 reacted to justinpeters51 in Green Bay, WI - 10/20/18 - GBLAN Presents Full Nelson Hardcore Tecmo Super Bowl Tournament
Holla, I had a good time overall. I enjoyed the pizza and I liked the style of the swiss thing. It allowed for games to get going and get through. Im from out of town so i could have even done 8-9 rounds of that but 6 was good. Elimination round was like every other tourney, no game is easy and it is always a grind. I would like to say again i liked the pizza and seeing ahmand greene was cool. he sure was a little fela, i think i could tackle him easy. If i see him again i will try a one on one tackle drill to see if that is true. I was kind of sad that Hank had to work sunday and could not get drunk, that is one of my favorite things about tourneys. I would like to point out that JOEY GATS told me to stay in bounce to kill clock and it is that exact moment that my guy fumbled, so I blame all the loss on him only.
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Tundrayeti311 reacted to Knobbe in A couple noob questions
The point of making it harder to beat teams after winning is so that the game will become more challenging as you progress. This is what is referred to as "juice"
A "juiced rom" is where the difficulty is turned up all the time.
Attached is a rom, if I did this right, has "no juice".
No_juice.nes
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Tundrayeti311 reacted to Miles Prower in A couple noob questions
Welcome to TBorg.
I can look around for a ROM without juice, and as for the best current roster ROM, I recommend this:
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Tundrayeti311 reacted to Deleted Account in Chicago, IL - 09/22/2018 - Tecmo Players Championship
Saturday September 22, 2018
Start time 10 am
Where: Dmen tap 2849 W Belmont Ave, Chicago, IL 60618
Entry fee 150 (100% of prize money goes to prize pool.
1st place 1700. Plus pimp outfit as an official Tecmo Super Player Champion.
2nd place 800
3rd place 500
Pool play winners 300 each.
https://paypal.me/mort1237/150
You can also pay me in person. I will be at the Midwest tsb tournament and possibly New Orleans tecmo.
Max participants 36. Goal 24. All prizes based on 24. 12 minimum needed.
https://challonge.com/Tecmoplayerschamp2018/
Stream channel
https://www.youtube.com/channel/UC_b9V5HP0eJZyLuhuEmDf_g
Please add Tom's channel's if you have not added it. He will be doing the main stream including the championship series.
www.twitch.tv/retrosportsgamertom/
Format
Group Play. With 24 we will form two groups of 12. The 12 best players in attendance will form group 1. The next 12 will form group 2. Each attendee will be asked to rank the players coming 1-23. this will determine group placement.
You will play each person in your group once. The winners of each group will get there entry fee back. With 36 we will form 3 groups. 4 to 6 hours. (Also group play will add up to 11 games no matter the amount of participants)
24 to 36 single elimination tournament.
All rounds a best of 3 series. Byes will be based upon performance in group play. 4 to 6 hours.
Standard Madison rules except one tweak to the one matchup once rule. A player can only play in a matchup once during the tournament. It doesn't matter if he calls it or his opponent.
Now I am looking for the best 24 to 36 players I can find. Right now I am trying to gauge interest. If demand is high I will have to put together a selection committee to narrow the field. Otherwise I will start officially signing people up once the date is set.
If interested in playing please Email me at [email protected]
And pay with this link.
https://paypal.me/mort1237/150
Official entrants (15) max 36
..Mort
..Louis B
..RSG Tom
.Flo
..DPS
..Joseph Moore
..TecmoPsycho (D. Rubble)
.Retro nate
..Nos
..Hank
.Gats
..Troy gblan
.Kevin Carbello
..Matt O'Toole
.TecmoBo
Interested list.
Flo
Gats
Louis Buennagel
Mort
Rsg Tom
Joseph Moore
DPS
Sonofpatbeach
Tecmobo (chi)
Hank the tank
Nos
Excellent?? tsb player (orenga)
Tecmo psycho
Jimsocks
Darth Rockman
James Kuhn
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Tundrayeti311 reacted to bruddog in LB4 Lurch Best Linebackers
31 44 Lb's work but like Moe said its inconsistent. Worth the risk depending on the game situation.
Remember to tap B for better results. Don't just press it once.
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Tundrayeti311 reacted to vikingmoe02 in LB4 Lurch Best Linebackers
Thanks for the LB post @High Noon Honeycutt!!
Not sure about ranking, but I've found that a minimum Running Speed (RS) of 38 is necessary to consistently pull off the lurch. Remember that a player's RS is essentially their starting speed from a dead stop. Having 31 RS just doesn't work on a reliable basis (unless they go into good condition of course). Even if the LB has decent RP, it won't help much for lurching if the RS is below 38 in my experience.
So for the OG rom, someone like the Giants' LB4 Carl Banks would be the floor minimum for the LB4 lurch. So anyone with his stats or better will be consistently good at it (i.e. Haley, Greene, Childress, Bennett, Fletcher, etc.). Meanwhile, someone like Philly's Seth Joyner, who is a solid LB4 very similar to Banks, only has 31rs despite other decent stats - hence cannot be relied upon unless in good condition or better IMO. If they have only 25rs, just forget about it.
Keep in mind that only LT and DT have a RS of 44 in the game. Everyone else is 38rs or less. So if you're playing with the Rams and Kevin Greene goes into bad, he's no longer a reliable lurcher from his LB4 spot.
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Tundrayeti311 reacted to bruddog in Player Attribute Locations in Hex file
the pointers to the names start at
the names and numbers start at 0x6DA
the attributes + faces start at 0x03010. Each nibble of the byte is one attribute. The data is in the same order as the names.
0=6 skill
...
F=100 skill
Example QB Bills
A3 11 52 8C CC
A= Rushing power = 69
3= running speed = 25
1 = maximum speed =13
1 = hitting power = 13
52 = player face
8 = passing speed = 56
C = pass control = 81
C= accuracy of passing = 81
C = avoid pass block = 81
https://tecmobowlers.com/2016/08/hacking-tecmo-players-and-stats/
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Tundrayeti311 reacted to pambazos88 in Team Location Name/Mascot Length Pointer
I know there is a thread about the Pointers for this section (TEAMS' NAMES), but I dont know why the search for my browser sometimes freezes, So I could not find it in the Docs-Directory either.
I think we all got used to the TSB-TOOLS/EDITORS, since they do all the dirty work for us. I dont have to worry about these pointers anymore. You also can trust all these editors when you want to change something within this section of the rom.
These Editors help us creating some pointers "automatically". And most of these tools have been programmed so that you can not make mistakes when inputting the names. This means some editors wont let you "exceed" the "allowed" number for name's characters, simply because they will crash the game at some point. (If memory is exceeded or something like that..) Or maybe because the game was just not programmed that way:
You can see here that you can input a longer name, But it just doesnt make sense ON SOME OTHER SCREENS:
The game was programmed so that only 3 characters appear "correctly" on this screen.
The pointers for this section are just above the offset you mention: They start at offset x1FC10, where it says $F0 BC.
F0BC is the pointer for offset x1FD00. As you can see, pointers in this section "point" to their corresponding offset just by:
1. switching the bytes from the pointer: F0 BC -> BCF0,
2. then add the HEX value of 14010: BCF0+14010= 1FD00.
Now at offset 1FD00 is located the first "text" that the rom will read for this section, which is "BUF."
Right after the first pointer, comes the second pointer, it indicates F4BC, which points to offset 1FD04. On the "TEXT-window" from your HEX-Editor it reads "IND."
Now The lenght of these words is determined by the pointers themselves:
if you have F4BC (IND) and you have F0BC (BUF) You can see each pointer has a lenght of 4 characters; (BCF4 - BCF0 = 04) This means the game will read only 4 characters (letter, number, period, commas, etc) and then go to the next name to repeat the procedure.
The important thing here is that you to know that the game reads THE POINTERS first to know the lenght of each text. Because as you can see the "CITY NAMES" (starting at offset 1FD7C with "BUFFALO") are no longer 4 characters each. The LENGHT is based on the "difference" of 2 "consecutive-pointers":
If you want to change the length of the text BUFFALO you will first need to know its location. (you know that your TEXT-Window will show the offset just by clicking the first letter of your text):
This text: "BUFFALO" is located at offset x1FD7C, which means by reverting the process that the "pointer" you shall find is:
2. Substract hex14010: 1FD7C -14010= BD6C,
1. switch resulting bytes: BD6C -> 6C BD. This is the pointer that determines the text location: 6CBD. * (You can go to offset x1FC10 and "search/find" this pointer)
it is located at offset 1FC50. Now if you wanted to make text "BUFFALO" longer, simply add the number of letters you need to the NEXT/FOLLOWING POINTER. which is 73BD at offset x1FC52. I will re-name my city "BUFFALOES" so I will need 2 more letters:
It read 73BD (which was the pointer to start reading the next team: "INDIANAPOLIS"), but since I will be needing 2 more characters for BUFFALOES, it will now read 75BD. Then write "BUFFALOES" on the TEXT window.
**BUT by adding 2 characters to your first city, you also "shortened" the next city by 2 characters:
You will need "adjusments" for ALL THE REST OF THE TEAMS. This is why TSB-EDITORS are so widely used!.
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Tundrayeti311 got a reaction from gojiphen malor in The 2nd TSB Book of Armaments
@gojiphen malor me too - for a 32-team rom, you could generate a .csv roster extract (different format than Roster Extractor) from this tool - http://tecmobowl.org/forums/topic/11106-tsb-editor-tsbtool-supreme-season-generator/