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Knobbe

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Posts posted by Knobbe

  1. There is a rumor floating around out there that part of the reason that Tecmo Koei has been remaking the 1993 SNES version of Tecmo Super Bowl is in part due to them not being able to locate the original source code to the cult classic 1991 NES release of Tecmo Super Bowl.  Today I'm happy to report that a decompiled version by @bruddog has been released to Github, making the source code for the original game available to anyone with interest in digging into the secrets of the game.

     

    For those unfamiliar, Nintendo Entertainment System games are written in 6502 assembly code which is then optimized into kilobyte sized files that a NES can execute. In some ways, trying to interpret them as a human is akin to taking a book run through a shredded and taping the paper back together shred by shred.  Per the release, this is "An exhaustive disassembly of the NES game Tecmo Super Bowl into a byte-for-byte re-build of the original game".  @bruddog has gone through the trouble of "every last instruction and memory location" while even guessing at unused code in the game.

     

    Due to the licensed images and characters in the game you will need to secure your own copy of TSB in order to complete the data required to compile a new game.  This operation will also create a decompiled and commented source code. For most, the tools we have more modifying the current game will be adequate and this will simply be a curiosity. For others, this will be a way to more effectively create modifications without needing to tediously try and decipher source code.  Perhaps this will one day you'll see a new retro type game release that plays exactly like the old NES Tecmo Super Bowl.

     

    You can find the release at https://github.com/bruddog/Tecmo_Super_Bowl_NES_Disassembly

    You'll need to have a Windows machine or else bring your own version of a 6502 compiler to the party.

    I've not only verified that this works but also that if you're having trouble it's because you haven't taken the time to fully read through the build instructions.


    View full article

  2. 8 hours ago, jstout said:

    The design section acts different than a true pointer. The first byte is checked for if >x80, then >xA0, then >xC0, then >xE0 with each moving to a different branch of code. So when the design starts with xCC, the branch of >xC0 and <xE0 is ran and that part of the code subtracts x20. When the design starts with xB0, the branch of >xA0 and <xC0 is ran and that part of the code keeps the value intact. Short answer without a lot of details but hopefully that helps clarify why.

     

    For face 02 you have
    CA50CF36CDDF9FCE7E80CFA4B074 which breaks into

     

    CA50 (Hair)

    CF36 (Eyes)

    CDDF (Ears)

    9F CE7E 80 (Mouth)

    CFA4 (Bottom background)

    B074 (Top Background)
     

    From what I can decipher, there are various 'command codes' for lack of a better descriptor that tells me i'm going to do something special, which is eventually followed by a '80' to signify i'm going to back normal.

     

    It looks like at some point if I have a 81, 82, or 83, eventually I'll have a 80 to end that command.

    Otherwise I have a 9E or 9F, which also seems to be escaped out of with a 80.

     

    What do 81, 82, 83, 9E and 9F do?

     

     

     

  3. On 8/31/2015 at 4:10 PM, pjfoster13 said:

    Quickness is not a USER-functioning attribute but rather an input into the sim itself when you simulate seasons on SKP v SKP. It controls the distribution of Sacks and Interception yards (and TD) under simulated conditions

     

    This is not accurate.  Quickness doesn't do anything in SKP vs SKP season simulation.  There are separate defensive sim stats that control this.

  4. 6 hours ago, War6 said:

    No worries. I also noticed that you have the Colts sim data offense set to zero & KC's sim is set at 0 for OFF/1 for DEF is that accurate?

     

     

    You need an updated version of TSB Tool.  The sim settings are wrongly identified in earlier versions

     

    Offensive sim settings are based on individual players.

    The settings control Rush and pass defense, respectively

     

    image.png

  5. 38 minutes ago, SBlueman said:

    I think the other differences between yours and mine is the Titans mini helmet doesn't have a stripe on the top, the aforementioned Giants mini-helmet logo and the Browns facemask on the mini helmet. 

     

    Was really going back and forth on the Titans helmet because there is a line on the top but after looking at other helmets, a line isn't exactly a stripe

    image.png  image.png

     

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