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jstout

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jstout last won the day on May 20 2013

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About jstout

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    Tecmo Super Champion
  • Birthday 10/27/1980
  1. Whoa, hopefully everyone can remain civil. I really appreciate the sentiment Buck. Obviously, its nice to be mentioned but I've had little issue with what I've seen so far. bruddog is a great intelligent guy and is often mentioned instead of me as he answers or explains things for these articles where I haven't really ever talked to keithisgood (in fact keithisgood has never messaged me). I've never been one to seek credit and accolades and honestly very few will even care that I did this or that. Everything I've ever done for this site at the core was for my own entertainment and if it helped others than all the better. When I first arrived, TSB rom hacking was mostly data and graphics and I was a mere beginner to 6502 ASM being inspired to learn because of the hacker DahrkDaiz. As I learned and shared, others on the site also stepped up to produce incredible hacks and knowledge as well. The TSB rom hacking these days is quite incredible. It is always enjoyable to drop by and see new hacks and roms that make me wish I had done that. So please just carry on and keep the amazing things coming.
  2. I watched the show and its definitely setup to benefit the hunters. The show was fairly blah and the couples all did the stupidest things while trying to not get caught. If you really want a real chance to win then you take that dang $500 ATM card and throw it in the garbage immediately, family and friends are no use to you so ignore them like the plague, and anything personal like cell phones and cars must be discarded immediately. You really must find help from strangers that don't ask questions or go to the most non-populated area and camp out.
  3. I don't remember all the changes but finding them should be extremely simple. Set breakpoints for offense of reads to: Special Teams/Formation Pointers (11 Pointers): $A000-$A1E3 Play Pointers (11 Pointers): $A400-$ABE7 Extra Pointers (12 Pointers): $AE00-$AF7F Set breakpoints for defense of reads to: Play Pointers (11 Pointers): $A000-$B5E9 Extra Pointers (12 Pointers): $B600-$B77F After a fast check: (remember your extra pointers need 8 pointers for the 7 players like my CIFL rom had) The pointers needs the X index changed from x0B to x07 at x2573B and at x25810. Could be it or even a few more spots but you should be able to figure it out with breakpoints.
  4. Attached is a rom stripped down to only display the TSB Game Field with the source code. I'm only posting this since it might make it easier for someone to edit the game field. Controller: Pressing left and right will make the field scroll and pressing up and down will change the crowd animations. Animations are 0 = cheerleaders and no crowd movement, 1 = cheerleader celebration and crowd movement, 2 and 3 = cheerleaders and crowd movement then the next animation cycles back to 0. The game field data is located at x2010-x2B38 and needs to be pasted to x2C419-x2CF41 in an actual TSB rom. The graphics would need to be copied over as well. **Note the rom does absolutely nothing but display the game field using code from the actual game. GameField.zip
  5. I had an issue with the latest FCEUX 2.2.2 where when you loaded a rom that already had a .deb file then the emulator would crash. To fix the problem, I had to go into the debugger and deselect the .DEB files and then save the config. This may or not be your problem but if not then I'd try checking the emulator settings.
  6. Hopefully, I'll be able to get some new stuff up soon. Primis, for your questions. Yes, you can put a trap onto any specific object. Though it might be quite a hindrance to try and tackle a ballcarrier you can't see because you are watching a receiver downfield. For the NTSC/PAL, this is less a NES issue than a TV standards issue. NTSC, PAL, and SECAM are the Analog TV Standards where NTSC and PAL have different size standards. So the TVs produced in the PAL countries simply have a different display size to support the standard. The PAL standard however also has a slower refresh causing some flickering that doesn't exist on a NTSC display.
  7. I stumbled across a hidden debug option. During the Intro Screens, any screen before the Game Start Screen, if you press down exactly 7 times it activates a slow motion debug option. For those using a debugger, RAM $06F6 will need to be #$07. Once activated, to use you have to hold the Select+B buttons for slow motion and hold the Select+A buttons for a full stop. The game will still use the button presses on screens they are used. I'm not sure how useful this can be but I was entertained for a while playing around with this.
  8. Yes, the code would look nearly the same with just RAM locations changed and ability to use 16-bit numbers. I'll see about writing it up when I get the chance. BTW, I do have a ROM with the Radial code but need to find it on my hard drive (or recompile) and then I'll post it.
  9. Your FF wouldn't work here because the B8 32 needs to be reversed. The Address Lo Byte should be first and the Address Hi Byte second.
  10. That isn't true. You can do a simple copy and paste in translhextion. Select Block x2C590 to x2CF41 and it will highlight the block. Copy or Ctrl+C Open the Rom to Paste to Jump to x2C590 Paste or Ctrl+V and set to overwrite and 1 time and it will show the data being pasted in the new color Save the Rom Check the Field Tile Map above the field is the same as you can rearrange the field blocks with those.
  11. I'll see what I can do Buck with making some of the demos like TSB. I wanted to try to make the demos flowing so the entire code setup was vastly overhauled with each segment as TSB does a lot of advanced techniques with some that aren't even possible without the MMC3 mapper.
  12. I have a feeling your post is off-topic as editing only TSB isn't the main subject. From the image, its obvious that you know where things are located from yours/others findings and the notes attached. But what else do you know about that info that you understand?
  13. I'm hoping the links work as this would be cleaner than having a few dozen posts thrown all about. This is still a work in progress with more in the future and the below files are still subject to changes/improvements as I'm not happy with all of them. All demos should contain source files for the ca65 assembler and a working rom. For those that read these please let me know of things that are good, bad, and need much more clarification. Complete Folder 6502: Number Formats Registers Processor Status Flags Opcodes - Transfer Operations Opcodes - Other Operations Opcodes - Programming Model Addressing Modes Complete Opcodes Basic Math NES Programming: Memory Map NES Header PPU Registers Skeleton ROM Palettes Demo Sprites Demo Controllers Demo Backgrounds Demo Scrolling Demo Sprite 0 Hit Demo Animated Sprites Demo Camera Window Demo Collision Detection Demo MMC3 Demo
  14. Passing loft is just part of creating the arc you see in the game. The Arc needs to know other things like velocity to create a pass that will hit the mark. But if test or watch the video then you'll see the xFF loft is a straight line and the x01 has some upward movement but nothing that would be comical so all the x30 values will look fairly similar. >http://www.youtube.com/watch?v=KsFvQ8MwaNc
  15. I've learned more about the code since then. The original code is below: x2869E: LDY #$08 ; PLAYER ID INDEX LDA ($AE),Y ; PLAYER ID TAX LDA $70 AND #$1C CMP #$10 BCS @TACKLED CMP #$08 BCS @KR_PR ; KR/PR TXA EOR $70 BMI @QB_OL_PR TXA AND #$0F ; PLAYER # BEQ @QB_OL_PR ; QB CMP #$06 BCS @QB_OL_PR ; OL TXA JSR L_DD8D JMP @SKILL ; SKILL PLAYER@KR_PR: CMP #$0A BCS @QB_OL_PR ; PR EXIT ORA #$10 ; GET KR ID STA $45 TXA AND #$80 ORA $45 JSR L_DD98@SKILL: LDY #$86 ; GET PLAYER BALL CONTROL JSR L_DDAA TAY LDA $3D ; RANDOM CMP BALL_CONTROL_VALUES,Y ; BALL CONTROL SKILL BCS @TACKLED ; TACKLED? JMP @FUMBLED ; FUMBLED@QB_OL_PR: LDA $3D ; RANDOM CMP #$0C ; 44 SKILL BCS @TACKLED ; TACKLED?@FUMBLED: ; FUMBLE ROUTINE LDY #$01 LDA ($AE),Y AND #$DF STA ($AE),Y JSR L_21_BA47 JMP L_21_85A6@TACKLED: ; TACKLED ROUTINE LDA $71 ORA #$80 STA $71 JMP L_21_85A6BALL_CONTROL_VALUES:.BYTE $12,$11,$10,$0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03The hack posted here uses the first lines LDY #$08 as the PRs skill index (which was 56 skill) for the CMP BALL_CONTROL_VALUES,Y line. The QB kept the branch listed about for the skill value. Its quite possible to hack this using tables for a team's QB and PR ball control value. Or even to have the PR use their own ball control skill.