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changing formations


bgiadam

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  • 8 months later...

Well this could be a big discovery, I figured out how to modify the teams formation but if I change Houston to a 2-Back set Givins is still a WR so obviously there is more to find. Anyway I came across this:

$9632:A0 02 LDY #$02

$9634:A5 6E LDA $6E

$9636:C9 0C CMP #$0C

$9638:F0 16 BEQ $9650

$963A:C9 0E CMP #$0E

$963C:F0 12 BEQ $9650

$963E:C9 11 CMP #$11

$9640:F0 0E BEQ $9650

$9642:88 DEY

$9643:C9 07 CMP #$07

$9645:F0 09 BEQ $9650

$9647:C9 14 CMP #$14

$9649:F0 05 BEQ $9650

$964B:C9 1B CMP #$1B

$964D:F0 01 BEQ $9650

$964F:88 DEY

$9650:84 8F STY $8F

This is x21642 to x21661 in the rom. I have already figured out that a 2 Back Set was 00, Run&Shoot was 01, and 3-Wides was 02. Buffalo was team 00 and Atlanta was team 1B (1C and 1D are the Pro Bowl teams).

So hopefully this comes out making sense. A0 02 loads 02 meaning 3-Wides, A5 6E loads the team #. Then this next part is what does the team formations.

C9 0C F0 16 says compare the team # to 0C (San Diego) if true move 16 spots down to $9650 (84 8F is the command that loads the Offensive Starters Page and Data). If not then press on to the next line. Same deal 0E is Washington and 11 is Phoenix.

88 takes the 02 from above and decreases to 01 meaning Run&Shoot. Same thing as the previous paragraph. 07 is Houston, 14 is Detroit, and 1B is Atlanta.

Then is decreases 01 to 00 meaning 2 Backs. And then just loads the page.

So for those confused, by changing the hex after the C9s it will change which team gets the formation. For the previous post, at x21652 enter C9 00 F0 0A 88. This will place Buffalo as a 3-Wide set and make Houston a 2 Back.

If this needs a better much description then ask.

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This is good news and bad news. Since each team isn't hard coded you are somewhat limited in how you change the formations.

Very true.

A few days ago I found the locations in the rom that changed each types Player Names Location, Cursor Location, Injury Marker Location, Formation Graphic, and the Position Labels. It is very messy to change this way. But if you wanted every 2-Back set to be a Run&Shoot that can be done through this method. I can find those spots in my notes again if you need or wanted that.

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Does this change the image at the top? If not -> http://www.tecmobowl.org/forum/viewtopic.php?t=863

Yes, the image at the top changes. The only thing that doesn't change is the players position on their data screen. I'm assuming it loads the players when you enter the team so it makes sense. Here are two images to show what appears:

BUF.GIFHOU.GIF

For the rom I'm working on I'm attempting to convert the Run&Shoot to a 2-TE set like Indianapolis (Clark and Pollard), Tennessee (Kinney and Wycheck), and Philadelphia (Smith and Lewis) have been running at times.

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A few days ago I found the locations in the rom that changed each types Player Names Location, Cursor Location, Injury Marker Location, Formation Graphic, and the Position Labels. It is very messy to change this way. But if you wanted every 2-Back set to be a Run&Shoot that can be done through this method. I can find those spots in my notes again if you need or wanted that.

Please post

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Wow, ok. I warned you that its messy.

 

All Labels in the codes are for a 2-Back set for easy clarity.

 

Formation Labeling:

2-Backs: x1F142 to x1F143

Run&Shoot: x1F14F to x1F150

3-Wides: x1F15C to x1F15D

 

And during game time

2-Backs: x1F169 to x1F16A

Run&Shoot: x1F167 to x1F168

3-Wides: x1F183 to x1F184

 

22 47=2-Backs, 02 54=Run&Shoot, 02 58=3-Wides

 

Name Positioning:

2-Backs: x21EB5 to x21ED0

Run&Shoot: x21ED1 to x21EEC

3-Wides: x21EED to x21F08

 

Names are placed as the following.

QB 85 21 QB 94 21
A5 21 B4 21
RB C5 21 D4 21
E5 21 RB F4 21
05 22 14 22
WR 25 22 34 22
45 22 54 22
65 22 74 22
TE 85 22 WR 94 22
A5 22 B4 22
C5 22 D4 22
E5 22 F4 22
KR 05 23 14 23
25 23 TE 34 23
PR 45 23 54 23

 

Formation Graphics:

2-Backs: x21F09 to x21F14

Run&Shoot: x21F15 to x21F20

3-Wides: x21F21 to x21F2C

 

Rod pointed out a post that describes changing this.

 

Injury Marking:

2-Backs: x21F2D to x21F48

Run&Shoot: x21F49 to x21F64

3-Wides: x21F65 to x21F80

 

Marker is placed as the following:

QB 60 20 QB 60 98
68 20 68 98
RB 70 20 70 98
78 20 RB 78 98
80 20 80 98
WR 88 20 88 98
90 20 90 98
98 20 98 98
TE A0 20 WR A0 98
A8 20 A8 98
B0 20 B0 98
B8 20 B8 98
KR C0 20 C0 98
C8 20 TE C8 98
PR D0 20 D0 98

 

Offensive Starter Cursor (The cursor movement has nothing to do where the players name is, yuck):

2-Backs: x23A4C to x23A58

Run&Shoot: x23A59 to x23A65

3-Wides: x23A66 to x23A72

 

QB 60
68
RB 70
78
80
WR 88
90
98
TE A0
A8
B0
B8
KR C0
C8
PR D0

 

Offensive Backup Cursor:

(All QBs are the same using one code which is immediately before the 2-Backs)

2-Backs: x23A7D to x23A85

Run&Shoot: x23A86 to x23A8E

3-Wides: x23A8F to x23A97

 

RB 78
80
88
90
98
WR A0
A8
B0
B8
C0
TE C8

 

KR and PR select starter cursor:

2-Backs: x23A98 to x23AA0

3-Wides: x23AA1 to x23AA9

Run&Shoot: x23AAA to x23AB2

 

RB 70
78
80
WR 88
90
98
TE A0

 

Game Change starter cursor:

2-Backs: x23AB3 to x23ABE

Run&Shoot: x23ABF to x23ACA

3-Wides: x23ACB to x23AD6

 

QB 60
68
RB 70
78
80
WR 88
90
98
TE A0
A8
B0
B8
KR C0
C8
PR D0

 

Data Screen Position Labels:

2-Backs: x3104B to x31054

Run&Shoot: x31055 to x3105E

3-Wides: x3105F to x31068

 

01=RB, 02=WR, 03=TE

 

Well that should cover everything you asked for

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In case anyone wants to make every team have a two back set, this can be done by simply changing the team codes to FF.

For example:

Where it says C9 OC FO 16 with the (OC meaning San Diego)

Simply change it to C9 FF FO 16

If you do that for San Diego, Washington, Phoenix, Houston, Detroit and Atlanta then all of the teams will have a two back set. This is very helpful when doing an older season.

It seems that there is a limit of 3 three wide reciever teams and 3 run and shoot teams. (does everyone agree on this?)

jstout: If you are trying to make more plays for a two tight end set all 1 setback plays can easily be converted, by changing the formation code for the plays. If you want help I can send you a list of about 20 - 30 plays that can be converted and still work properly.

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In case anyone wants to make every team have a two back set, this can be done by simply changing the team codes to FF.

For example:

Where it says C9 OC FO 16 with the (OC meaning San Diego)

Simply change it to C9 FF FO 16

If you do that for San Diego, Washington, Phoenix, Houston, Detroit and Atlanta then all of the teams will have a two back set. This is very helpful when doing an older season.

It seems that there is a limit of 3 three wide reciever teams and 3 run and shoot teams. (does everyone agree on this?)

Yes, you could do that if you wanted to do that, 1E-FF would produce that affect. But there isn't a 3 and 3 limit but instead any combo of 6. For example, you could do 1 Run&Shoot and 5 3-Wides and then the rest 2-Backs. Or you could do 2 2-Backs and 4 Run&Shoots with the rest 3-Wides.

Carther: Let me think about it some. Everything I was doing will be done this week. Then I was gonna look into really messing with plays and such. Currently, I only have plans for a few new plays and I have been using Run&Shoot sets for those 2 TE teams. The new formation set was annoying me so I'm likely gonna put them as 3-Wides with one WR a TE.

I was looking forward to your older rom when it comes out. I'm a football fanatic and actually have read a couple of books on college formations from the 50s. So I got some knowledge of the Notre Dame T and TCU Spread.

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Thanks for the information it is very helpful when trying to make older

season.

If you have any ideas about how to edit the playoff schedule it would be very much appreciated. I want to be able to schedule something like this.

1st Round

WC1 vs WC1

Div3 vs. Div3

Thus eliminating WC2 and WC3 from the playoffs.

Now that the 1968 season rom is done, I am working on 1979. I love that season TB almost made the super bowl.

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So if I make the changes in the pointers to make all teams become listed in the 2 RB fromation, Givins on the Oilers will be inserted as the second running back....got that.

Will he remain listed as a WR or will his profile now list him as a RB?

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So if I make the changes in the pointers to make all teams become listed in the 2 RB fromation, Givins on the Oilers will be inserted as the second running back....got that.

Will he remain listed as a WR or will his profile now list him as a RB?

His profile still lists him as a WR.

"Data Screen Position Labels:

2-Backs: x3104B to x31054

Run&Shoot: x31055 to x3105E

3-Wides: x3105F to x31068

01=RB, 02=WR, 03=TE" is the section that holds the players profile position. From what I've seen its loaded at a different point of time from this area. I believe once I actually saw the players getting loaded in ASM one by one when the team's page was loaded but I wasn't looking for anything close to this at the time.

I wanted to finish all major changes on my rom before looking into something so trivial but you never know when I will just stumble upon it. Currently I've got just the sim code for the backup RBs and about 6 play changes to do so I should be getting to look for this soon.

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  • 2 weeks later...

Here is the adjustment for the player position on the data screen that I didn't have before.

It is located at x30FF8 to x3101F and is a similiar deal to the formation change.

The ASM code:

$8FE8:A5 6E LDA $6E

$8FEA:C9 07 CMP #$07

$8FEC:F0 16 BEQ $9004

$8FEE:C9 14 CMP #$14

$8FF0:F0 12 BEQ $9004

$8FF2:C9 1B CMP #$1B

$8FF4:F0 0E BEQ $9004

$8FF6:C9 0E CMP #$0E

$8FF8:F0 10 BEQ $900A

$8FFA:C9 11 CMP #$11

$8FFC:F0 0C BEQ $900A

$8FFE:BD 39 90 LDA $9039,X

$9001:4C 18 90 JMP $9018

$9004:BD 43 90 LDA $9043,X

$9007:4C 18 90 JMP $9018

$900A:BD 4D 90 LDA $904D,X

$900D:4C 18 90 JMP $9018

Ok, it loads the team # from 6E. Just like with the formation change, C9 07 F0 16 compares the # to 07 (Houston) if true move down 16 spots to $9004 (BD 43 90 loads the positions then uses 4C 18 90 to jump back into the game code). If not then press on to the next line. Same deal for all the other teams. If none compare than $8FFE will load the 2-Backs positions and jump back into the game code.

So to change the the positions on the data screen for the team you will need to change the team # in the comparisons. Also you can adjust which location to jump down to so a different set would be used.

----------

Anyway, I realized this later and I haven't tried this myself. If someone wants more than just the 6 teams listed for the 3-Wide and Run&Shoot formations or data screen positions, it would be technically possible to jump to a null area at the end of the same rom bank and write more comparisons there. I haven't looked to do this but most of the banks in this game have plenty of null area to do such a thing.

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This is just for reference information, some may know it, others may not, but it's used along with the above methods (Which Work Great) if you wanna have all teams with 2-RB and 2-WR, well like normal.

Now after you do the method listed above to change the teams to 2 WR/RB and not 2 RB/3 WR, and load Tecmo, your gonna notice the teams you altered say that a player is a RB when he's actually a WR (This is In The Status Screen For The Player), Even if you edited the positions properly in TSBm, now to go around this, you could use the hex method above, or you can use the workaround that i found that involves no hex editing, but involves some careful observations.

Now When you load the rom in TSBm it's gonna have your positions right, even though in game, it'll say your RB is a WR and vice versa, now i found out what makes it do that, what it does is swaps your second edited RB for the third edited WR, so let's say you had the names below....

[Edited Roster loaded in TSBm]

Atlanta Falcons

RB1 - Joe Morrison

RB2 - Cris Carter (Listed As A WR in Tecmo)

RB3 - Jack Black

RB4 - Naomi Jefferson

WR1 - Cory James

WR2 - Dick White

WR3 - Donny Holiday (Listed As A RB In Tecmo)

WR4 - Joe Dirt

Now simply just swap the names of the players in the RB3 slot for the name in WR3 slot in the editor, and there you go, your players will display in their right positions in Tecmo Bowl.

You'll need to do this method for Atlanta, Detroit, Washington & Phoenix.

You do not have to do it with Sand Diego or Houston, for some reason all player positions are in-tact for them teams.

This method is for you who don't wanna use a hex editor all that much (or too lazy), or just wanna stick to using the editor for player names and positions.

I hope that wasn't confusing.

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  • 8 months later...

My first post here, and I just want it on record that this is a great f*cking board.

:thumbwayup:

My first ? is: Has anyone found the hex pointer for teams' base formations (O & D) in the TSB3 rom?

I've checked around the forums here and haven't seen anything...thanx in advance to anyone that can help out...

AM Rush

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  • 8 months later...

Elway7 has asked me to look into the TSB I SNES ROM to look for ways to change the formations in that version of the game. Unfortunately, I'm not very familiar with 65816 Assembly, so I'm a bit handicapped in my search. I haven't quite found what I need to, but I think I've made a little bit of progress and I'd like to post what I've found in case someone with more knowledge reads this so that he can pick up where I've left off.

At x16E3B in the ROM, there appears to be a series of comparisons very similar to those that deal with the formations in the 8-Bit TSB ROM:

C9 07 F0 30

C9 0C F0 2C

C9 12 F0 28

C9 11 F0 24

C9 14 F0 20

C9 18 F0 1C

Based on the Team Data screen in this game, 07 would refer to Houston (run & shoot), 0C would refer to San Diego (3-wide set), 12 would refer to Washington (3-wide set), 11 would refer to Phoenix (3-wide set), 14 would refer to Detroit (run & shoot), and 18 would refer to Atlanta (run & shoot).

When I first came across this, I thought that I had hit the jackpot. Unfortunately, just changing these numbers to other team numbers doesn't do anything. There's obviously more to the code. Furthermore, I can't find where the code distinguishes between run & shoot and 3-wide set. Like I said, I'm not familiar with the byte code for the SNES.

Anyway, anyone is welcome to pick up where I left off. I've looked around the hex for hours now, and I'm pretty much stuck at this point.

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  • 4 years later...

Does anyone know what the locations for this are for the 32-team rom?

Here is the adjustment for the player position on the data screen that I didn't have before.

It is located at x30FF8 to x3101F and is a similiar deal to the formation change.

The ASM code:

$8FE8:A5 6E LDA $6E

$8FEA:C9 07 CMP #$07

$8FEC:F0 16 BEQ $9004

$8FEE:C9 14 CMP #$14

$8FF0:F0 12 BEQ $9004

$8FF2:C9 1B CMP #$1B

$8FF4:F0 0E BEQ $9004

$8FF6:C9 0E CMP #$0E

$8FF8:F0 10 BEQ $900A

$8FFA:C9 11 CMP #$11

$8FFC:F0 0C BEQ $900A

$8FFE:BD 39 90 LDA $9039,X

$9001:4C 18 90 JMP $9018

$9004:BD 43 90 LDA $9043,X

$9007:4C 18 90 JMP $9018

$900A:BD 4D 90 LDA $904D,X

$900D:4C 18 90 JMP $9018

Ok, it loads the team # from 6E. Just like with the formation change, C9 07 F0 16 compares the # to 07 (Houston) if true move down 16 spots to $9004 (BD 43 90 loads the positions then uses 4C 18 90 to jump back into the game code). If not then press on to the next line. Same deal for all the other teams. If none compare than $8FFE will load the 2-Backs positions and jump back into the game code.

So to change the the positions on the data screen for the team you will need to change the team # in the comparisons. Also you can adjust which location to jump down to so a different set would be used.

----------

Anyway, I realized this later and I haven't tried this myself. If someone wants more than just the 6 teams listed for the 3-Wide and Run&Shoot formations or data screen positions, it would be technically possible to jump to a null area at the end of the same rom bank and write more comparisons there. I haven't looked to do this but most of the banks in this game have plenty of null area to do such a thing.

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  • 3 years later...

In case anyone wants to make every team have a two back set, this can be done by simply changing the team codes to FF.

For example:

Where it says C9 OC FO 16 with the (OC meaning San Diego)

Simply change it to C9 FF FO 16

If you do that for San Diego, Washington, Phoenix, Houston, Detroit and Atlanta then all of the teams will have a two back set. This is very helpful when doing an older season.

It seems that there is a limit of 3 three wide reciever teams and 3 run and shoot teams. (does everyone agree on this?)

jstout: If you are trying to make more plays for a two tight end set all 1 setback plays can easily be converted, by changing the formation code for the plays. If you want help I can send you a list of about 20 - 30 plays that can be converted and still work properly.

I noticed these codes are different for the 32-team rom.  How can I change every team in the 32-team rom to a standard pro set (2RB,2WR,1TE)?

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I noticed these codes are different for the 32-team rom.  How can I change every team in the 32-team rom to a standard pro set (2RB,2WR,1TE)?

I'm pretty sure you can just change it right in TSB Tool Supreme by changing the RB_WR_TE numbers....

 

TEAM = saints SimData=0xd43, OFFENSIVE_FORMATION = 2RB_2WR_1TE

PLAYBOOK R5755, P2537

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I'm pretty sure you can just change it right in TSB Tool Supreme by changing the RB_WR_TE numbers....

 

TEAM = saints SimData=0xd43, OFFENSIVE_FORMATION = 2RB_2WR_1TE

PLAYBOOK R5755, P2537

Unfortunately that function doesn't work in TSBToolSupreme, at least for the 32-team rom.

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Are you talking about the playbook numbers (R5755,P2537)?  I'm talking about the offensive formation.  If it's working for you, then I think you're the first person to get it to work.  Even Big Al, who designed the program, can't get it to work for the 32-team rom I sent him (Preseason version from here).  I've tried to understand how to do it in a hex editor, mainly by reading this thread, but I'm still lost.


 


I realize you can quasi "change" a team's formation by changing their playbook, which I plan to do, but it would be nice to design the roster so that the computer makes injury substitutions more logically. 


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Are you talking about the playbook numbers (R5755,P2537)?  I'm talking about the offensive formation.  If it's working for you, then I think you're the first person to get it to work.  Even Big Al, who designed the program, can't get it to work for the 32-team rom I sent him (Preseason version from here).  I've tried to understand how to do it in a hex editor, mainly by reading this thread, but I'm still lost.

 

I realize you can quasi "change" a team's formation by changing their playbook, which I plan to do, but it would be nice to design the roster so that the computer makes injury substitutions more logically. 

Not the playbook numbers - the numbers for RB_WR_TE that I bolded and highlighted in red in my previous post.

I literally just did it again and it worked.  You're talking about the below changes???

 

post-5893-0-69787500-1378147749_thumb.jp

 

post-5893-0-59007100-1378147758_thumb.jp

 

post-5893-0-11945100-1378147767_thumb.jp

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OK, wow, you're right, it does work but only if you DON'T change the numbers by using the drop-down box for each team.  You have to manually type them in because if you use the drop-down box, even though the numbers DO change in the text, it just doesn't "take" for some reason.  I don't even think Big Al knows this.


 


Thanks Bodom!


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