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adscl84

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Everything posted by adscl84

  1. Oh wow. So I assume there is code for rush offense and pass offense then. Where can that be found?
  2. Are you willing to share the spreadsheet? I'd like to try it out.
  3. Editing the end zone and midfield logo isn't terribly difficult, but it is quite time consuming. Someone who has never done it will take a lot of trial and error to make sure the new tiles are laid properly, and it can be a pain. You might be able to get the XFL logo in red since the original NFL logo has red in the letters, but IIRC, you can get red only to appear in the same tiles that the NFL logo had them. I may be wrong, it's been years since I messed with that. You should also be able to get them in the end zone because you'd just have to redraw the big TECMO letters that are there now. I'm pretty sure your com v com coverage issues have been addressed by other hacks, but I think the game plays rather well without the receivers being covered all the time in that the final score is usually pretty reasonable. Check out this thread and find the hacks you want to apply. Some of the threads linked from that page have the hack buried within the discussion so you'll have to read through the posts. I'd help you out, but I'm trying to nail down the last few issues on my own rom I quit working on two years ago. Plus, you're looking at many hours of work. I'm surprised no one has done an XFL rom with the graphics fixes you want that you could use as a base for your other changes. Upload what you've got and maybe some kind soul will take you up on your offer.
  4. I've been messing with this because I'm trying to eliminate selecting the pro bowl teams altogether, but I can't figure out how to get the cursor to show up properly and have everything work. I figured out how to get the cursor to show up, but when I selected the first team, it opens up the all stars. Maybe if I can learn how the game accesses the all stars screens, I can figure out what I want. In a stripped rom, I found the following at x22c31: AABD26AC6000050901060A02070B03080C04000D0E13000F141810151911161A12171B We already know this is the area that tells the game which team to display on the team data screen. The first option is BUF (x00). The bit of code before that must have to do with loading the team data screens, as setting it to xff crashes the game if you try to select any team...except the all stars. I tried putting other values in place of x00, with undesirable (but sometimes amusing) results. So, where is the code related to opening the all stars screens?? x23b49 begins the cursor positioning for the team data screen. The first two bytes are for the appearance of the cursor. The next two (x2020) are the position of the afc all stars. Then, we have xffff because the next two columns do not exist on that row. The x3020ffff is for the nfc all stars row. After that is the rest of the league. Interestingly, we can change the position of the cursor, but it will still load the team that used to be there. For example, if we change x23b4d (where the cursor points to the afc all stars) to x4820 (where the cursor points to BUF), it will still load the afc all stars. If you move the cursor, it will go to the nfc all stars and then back to BUF. At this point, it will correctly load BUF's team data. Somewhere in the code the game is saying the cursor must appear next to whatever is entered at x23b4d. I made two stripped roms: one in which I opened the afc all stars, and one in which I opened the nfc all stars. I opened the hex editor to compare for differences. This is what I found: afc rom: at x1fc48 there is x60bd64 nfc rom: at x1fc4a there is x64bd68 (this has to do with the red/white/blue stars at the top of the all-star team data screens) afc rom: has x2e bytes of code starting at x20ef0 nfc rom: has x2e bytes of code starting at x20f1e nfc rom: at 20fb7 there is x18693c (there is nothing here in the afc rom and I can't find a corresponding set of code elsewhere)
  5. It should be noted that the addresses you gave are for the 32 team rom only. I had to go to x239f2 (rather than x3f9f4) to change the number of options on the original rom. To get the former pro bowl option to go to the team data screen was at the same place, though (x200f3). At x1fa63 there is a huge block of xff, and I can't seem to find it using the code logger. I compared the two roms and found the following: x1e110 and x1e114 are what should be changed to x07. x1e121 and x1e124 are what should be changed to x04 and x12 respectively x1e117 is what should be changed to x05 To change the "pro bowl" to "team data", enter the following at x1e14a: 5445414D20444154418F000000000000000000 This is needed because "team data" is longer than "pro bowl" so you have to tell it to put the line for the box somewhere else, and then remove the word "team data" from where it was originally. Also, when you return from the team data screen, you have to hit up twice to move the cursor. Probably because we put "70" in there twice, but if you get rid of the last one, the cursor is gone altogether. Very strange... At x239ef we have x000028 The first byte is the image used for the cursor. The third byte is the horizontal position of the cursor on the screen. You would think the 2nd byte would be the vertical position, but changing it does nothing or causes the cursor to be mirror-imaged. Now, if only I could figure out how to make the cursor show up on the team data screen after removing the all star options... Edit: I almost figured it out... I realized the x0c03 at x23b4b probably referred to the number of rows and columns on the screen. I changed the x0c03 to x0802 (my rom has only 16 teams: 8 in each conference, four in each division) and then immediately placed the cursor positions for each team. The screen loads with the cursor on the first team and it can immediately be moved in any direction. However, this messes with which team loads when you select the option...
  6. I just started messing with TSB Tool to mess with the sim stats and it seems the auto updater takes only speed into account for the last two, as it considered them to be kick and punt return ability. I had a high skill RB with awful hands (think Okoye or Bo) getting 60+ catches in a season while a speedy, sure-handed receiver on the same team (think Jerry Rice) got nothing (the 32 points were used up before it got to him due to his spot on the roster). If you want a "quick" fix: what I did for RBs, was to use the same number for the reception skills (2nd) in the 4th number and then halved the 3rd number so they wouldn't get a huge yards per catch. These numbers actually ended up being pretty close to what you'll see for RBs in the original rom. For WRs, I averaged the 2nd and 3rd numbers to come up with their 4th. This resulted in very good WRs generally having a value of 12-13 and mediocre receivers being about 7-8. Teams with crap receivers will randomize many catches, which makes sense because there isn't any dominant receiver the QB would be focusing on. This resulted in the best WRs in the league generally leading the league in receptions over many simmed seasons. My trouble comes with the defense ratings. Bruce Smith in the original rom is at 127 (IIRC) for pass rush. From my understanding, the entire team cannot go above 255. This means Bruce Smith should get about half of his team's sacks. It seems that the auto updater will equally spread the pass rush numbers out based on speed. The fastest guys will have the highest value, but they won't be significantly higher than slow guys. I don't have any advice right now for quickly editing these. Is there a way to export data from TSB Tool into a spreadsheet and then import it back? I feel like there probably is, and I could edit my stuff a lot faster in Excel.
  7. Go to "View" from the toolbar and select "Show Colors". They will show up underneath the playbook info for each team. Double click anywhere within the color info.
  8. You can use an editor such as TSB Tool Supreme. I prefer the "General Manager" (v.09) because I feel like I can visualize the changes I'm making a little better. If you hate yourself and want to do it by hand, look at the last two posts on the page linked below for advice:
  9. You'll want to have the second part 2b070, or you can change the first part to 4c60bf. The reason the original hack location seems "off" is because the first byte after the 4c is f0. If you add x10 to that, its like going from 90 to 100. Since in hex you get only two digits, you have to carry the third digit into the rest of the address. Thats why the bf becomes c0. If you've ever messed with the large helmet graphics that should make sense, or if you understand that you should easily be able to edit them if you so desire.
  10. If it's glitching, it's possible you have another hack in the same area and now the code is messed up. It may also be that using the PA/PC switch hack along with this is causing issues, but I don't think that's as likely. All this hack was meant to do was give a use to the quickness attribute. The PA/PC switch just uses the PA attribute number for determining completions and interceptions instead of PC. If you record a movie with your emulator, you'll see that the game can get out of sync when you play if back after messing with relevant player's attributes, so the hack must do something.
  11. It is. You just have to change the hex after the jmp (4c) commands to go somewhere else in the rom. Find somewhere in the rom that is a big bunch of xff because there's no data there. It has to be in the same bank though (e.g. x20000 to x2ffff). For example, the first one is "4C BA BF EA". This says to jump (4c) to location x2bfca. I forget how the pointers work exactly, but there is a pattern to it. I think bf refers to 2bf??, bceause we're in in the 20000-2ffff bank. ba = ca for some reason. "ea" is the code for "no-op", which i think just tells the processor to do nothing. (Edit: Forgot perhaps the most important part. It's probably easier to move the no fumbles after td hack because it takes up less space than this one.) I don't know what the no fumble after td command was originally, but I went with this: 28698: 4C60BFEAEAEA 2BF70: A5732920D00BA5712910C910F0034C8E864CE886 That moves it to just before this hack, but you'll have to make sure an existing hack you use isn't in that spot. As you can see after the 4c, we have 60bf, which is why the rest of it starts at 2bf70.
  12. I don't know how good you are with 6502, but here is a stripped ROM. All you can do without glitching is get to the AFC All Stars screen. When the ROM loads, immediately get to the main menu. You'll have to press "up" to get to the team data screen (pressing down glitches the screen and the cursor can't move). You can select AFC all stars, but can't do anything else. If you try moving the cursor, the screen glitches. If you try to select any all stars, it boots you out to the team select screen. I stripped the ROM so it would be easier to sift through the code (everything not involved with starting the game and navigating the AFC all stars screen should be x00) I tried running the code logger in fceux while doing nothing but selecting the AFC all stars to see what part of the ROM file is being used to do that in hopes I could figure out where the command to load the all stars screen is, but there is too much code highlighting and I simply don't know what's what. Tecmo Super Bowl (USA) stripped.nes
  13. Just found something else. "There are 4 palettes: 00 = pink, silver-blue, and white 01 = grey, orange, and black 02 = white, dark blue, and yellow 03 = green, aqua, and white" Starting at x1a150 is what determines these colors. Each string of four bytes starts with "11" and it seems changing that does nothing. However, the three bytes after that are where the colors come from. So, you could change the four main palettes to suit your tastes. I imagine the special palettes are nearby as well, and I'll edit this post if I find it. I'm not even looking for this stuff, but rather stumbling upon it while using the code logger in trying to help TheRaja with his question here:
  14. I found some interesting stuff at x1a840. I searched the forums for that address and saw that jstout mentioned this area in this thread, but I didn't see any explanation about it. Anyway, these change the colors of the following: 1a840 - background color 1a841 - eagles wing/facemask 1a842 - green in sehawks logo 1a843 - vikings helmet 1a845 - redskins helmet 1a846 - jets facemask 1a847 - orange in dolphins/bears logo 1a849 - yellow in steelers stripe and packers/49ers/saints helmets 1a84a - red in steelers logo 1a84d - white in browns stripe and buccaneers helmet 1a84e - falcons logo 1a84f - browns facemask and rear corner of helmet Whatever hex code you put at these addresses directly corresponds to a color if you're looking at a hex chart of colors (0F is black, 30 is white, etc.). What's strange is that 1a840 = 11, which changes the background color. Every 5th byte is 11 as well, but changing those other ones does nothing as far as I can tell. I'm not sure where in the other mini helmet code this stuff gets accessed, but maybe someone smarter than me can figure it out...if it's even significant. At the very least, if you design custom logos, you could replace the stuff mentioned here with particular things and then be able to modify the colors of those without having to worry about what palette you used for other stuff.
  15. Correct. Sorry to dig up an old thread. I got busy with life and stopped tinkering with ROMs for a while. I'm casually getting back into it for now, but forgot most of what I learned two years ago. I just hate to leave a question unanswered.
  16. If you use fceux, go into the ppu viewer under the debug menu before a snap. It will show you the tiles used to draw the field. The number tiles include part of the yard lines, so if you make the number yellow by editing the palette, that part of the yard line will also be yellow. To do what you'd want, you'll have to use a tile editor. Even then you'll have a hard time since you only get three colors. One is for the field, one for the numbers, the other for the blue stripe. You'd probably eliminate the blue stripe (you'd lose them at the 20s as well) and use that color for the numbers only. Not only that, but half of the 0 is shared among all of the other numbered lines so you'd have to find a way around that as well. Even doing this, you'd have to make a palette to use for those specific tiles only. It's probably not impossible, but would be a lot of work.
  17. Editing the logos from scratch is tedious and time consuming. I don't think anyone is going to do it for a rom they're not personally invested in. Fortunately jstout wrote an excellent tutotial that makes it pretty easy to figure out. The mini helmets aren't nearly as bad, unless you need to use a lot of the special designs because you're using a lot of unique colors. Not going to be a factor on an 8 team rom though. Fortunately theres a really informative thread about how to do that as well.
  18. I don't have set commands because i don't use tsbtoolsupreme very often. Also, the changes depend on how many conferences, divisions, and wild cards you want in your rom so they're not universal. I'm sure the changes could be made to a 32 team rom, since the same process carther described would take place. You would just need to eliminate all of the wildcards. I've never tried to edit a 32 team rom though so i don't know how much the code differs. Like carther, i plan to post the notes i made while figuring out how the code worked at some point. I'm no expert and I'm sure i don't understand it as much as i think, so I'm hoping carther or someone will be able to tell me where I'm wrong. Regardless, i was at least able to an 8 team playoff with the wild cards sorting properly and getting the correct symbol on the standings screen without copy/pasting anyone elses code. Making the bracket correct is way over my head though.
  19. I'm assuming you need logos drawn? I've done helmet editing (big and small), so maybe I can help. Tell me which ones you need and I'll draw one up. If you like it, I'll do more for you. If you need something else, I'll see what I can do.
  20. Does anyone know if code exists that determines the relationship between a kickers distance, the alignment of the arrow, and the super suspenseful overhead cut scene playing? Iirc correctly, some really low ability kickers can get that scene to show up as close as extra points if the arrow is far enough away from "center". What id ultimately like to know is the closest a kicker can be for that cut scene to trigger (based on their ability), so that i can either tweak that code or adjust the arrow distance to my liking.
  21. That's good to hear. I'm hoping that since it's more a matter of changing the existing code to get the game to do different things, rather than creating the game from scratch, it won't be as daunting as i first thought. We'll see... I have a few ideas for (hopefully simple) things i may want to try to implement just to see if i can. I'll make a new thread when i start looking into them so they don't get lost in here.
  22. I've started reading those as well some other stuff I've found through google searching. I have no background in programming and am trying to learn this stuff on my own, outside being able to ask questions here. I have no real expectations of being able to do anything remotely close to what bruddog, jstout, xplozv, or some of the others can do to this game. But, if it's possible to self teach myself enough to be able to make minor tweaks to the gameplay, that'd be pretty cool.
  23. Holy cow. I remember messing around with editing TSB roms back in the fall of 2000. IIRC, this used to be knobbe.org (and Knobbe was known as Rod Woodson on the old forums). I only mention that because TSB rom editing/hacking has therefore been going on for at least 15 years. How long did it take for you to have a reasonable understanding of 6502 as it relates to TSB?
  24. I agree that it'd be silly to apply the quickness = coverage hack without changing that value for players. It's nice to be able to have DBs that can't get INTs but don't allow receptions or DBs that either get an INT or allow a catch. I really like the idea of quickness = pursuit, like in xplozv's JBI rom. I think that's probably the closest thing that it was intended to be; but, I don't know if that hack works properly as I've tried changing the code that appears to correspond with attribute values with no effect whatsoever.
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