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Tecmo Super Bowl II - Hacking/Resource Documentation


GameplayLoop

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Hey Tecmo Super Bowl II fans,

I don't play the SNES/Genesis versions of this game, or later generations after NES TSB, in general. In fact, I can't think of anyone that prefers Tecmo Super Bowl II over any other version of this game. It's kind of the bastard child of the original three. Not as bad as Star Wars: Episode III, but close.

Thanks to Xplozv, there IS some documentation for TSB II hacks, however. If someone will volunteer rounding up all of the hacking documentation that's been written, I'll be happy to pin the thread in this forum.

Good luck and God Speed.

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  • 5 years later...

 

I think I am the only person on the entire internet who has a love for TSB II. It's just something about this game that draws me to it above every other version. One of the things being the harder difficulty, along with better chances of returning interceptions for touchdowns, and the whole 3 year mode with rosters. 

 

Some day I would like to do my own hacked ROM of this game, and do a complete 3 year mode. My pick would be the 1989, 1990 and 1991 seasons. The main reason being that it would be a prelude before where this game starts (with the 1992 season) and I think it could be done with minimal requirements of graphics updates. (Only the Patriots old white and red uniforms I think would have to be tweaked in here). 

 

Some other things I would like to fix in this game - 

 

One major thing I'd like to tweak is turning off the 2 point conversion entirely, or at least tweaking it how the COM don't stupidly go for 2 every time they're down only by 7 points in the second half of games. (Because I would use seasons before 1993, the 2 point conversion should be eliminated for accuracy). 

 

Graphics fix and this is just a minor thing that gets under my skin. I would like to some how, some day, set the uniforms accurately for teams that wear white at home. This would be the Cowboys, Redskins and I think the Eagles from time to time used to wear white at home during these years. It would be a nice little fix there, to at least have the Cowboys and Redskins wearing the white jerseys at home. Would like to also fix this how the AFC winner can wear colored uniforms in the SB instead of always white. 

 

 

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  • 2 months later...

I own the original TSB II Special Edition SNES cartridge. I'm looking for the manual In pdf form or any downloadable form for that matter. Any idee of where I can find it ? Getting nowhere with google. Any  info would be greatly appreciated.

 

Thank you 

Edited by Chris75
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  • 5 weeks later...
On 2/6/2018 at 9:34 PM, _DEBERG said:

 

I think I am the only person on the entire internet who has a love for TSB II. It's just something about this game that draws me to it above every other version. One of the things being the harder difficulty, along with better chances of returning interceptions for touchdowns, and the whole 3 year mode with rosters. 

 

Some day I would like to do my own hacked ROM of this game, and do a complete 3 year mode. My pick would be the 1989, 1990 and 1991 seasons. The main reason being that it would be a prelude before where this game starts (with the 1992 season) and I think it could be done with minimal requirements of graphics updates. (Only the Patriots old white and red uniforms I think would have to be tweaked in here). 

 

Some other things I would like to fix in this game - 

 

One major thing I'd like to tweak is turning off the 2 point conversion entirely, or at least tweaking it how the COM don't stupidly go for 2 every time they're down only by 7 points in the second half of games. (Because I would use seasons before 1993, the 2 point conversion should be eliminated for accuracy). 

 

Graphics fix and this is just a minor thing that gets under my skin. I would like to some how, some day, set the uniforms accurately for teams that wear white at home. This would be the Cowboys, Redskins and I think the Eagles from time to time used to wear white at home during these years. It would be a nice little fix there, to at least have the Cowboys and Redskins wearing the white jerseys at home. Would like to also fix this how the AFC winner can wear colored uniforms in the SB instead of always white. 

 

 

I love the game and all the rosters

It's just really hard

U can be kicking A## and be 4-0 and

Then lose out of nowhere..and 

I mean everything fall apart in season play...but I do love it

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On 6/3/2018 at 8:48 AM, tecmoalpha said:

I love the game and all the rosters

It's just really hard

U can be kicking A## and be 4-0 and

Then lose out of nowhere..and 

I mean everything fall apart in season play...but I do love it

 

That's what makes it so amazing though. It's the only Tecmo game with jacked up difficulty to make it challenging. 

 

If you're struggling with TSB 2, I'd recommend trying TSB 3. The difficulty is much lower and it can help you master the plays better. 

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  • 7 months later...
On 6/10/2018 at 11:20 PM, tecmoalpha said:

Oh yea I'm just getting into tsb2

I played tsb3 religiously because I went from playing tsb1 snes straight to 3 and 3 was my fave. It was because I could never find 2 anywhere to buy or rent back then so I bought 3 and have played since 95

 

I've been playing these games for almost a decade now. I didn't find them until 2010. 

 

Since buying TSB 2, I have played it more than the other 2 on SNES. It's my favorite of the bunch and where I keep going back to when I need to play Tecmo. As I've said before many times on here; it sticks out cause it's the one Tecmo game where anything can go wrong and the COM can really punch you in the gut at any given opportunity. 

 

I had a game just last week between Buffalo and the Jets in the 1992 season. I subbed Ken O'Brien at QB earlier in the season but for this game I was Buffalo. Despite going up 21-10 early, Thurman Thomas fumbled 3 times which nearly lost me the game. The Jets scored a TD, stupidly went for 2 and did not get it, but they were OK even after I kicked a field goal to make it 24-16. Next drive, I try to extend the play with Kelly for a deep pass, but the ball is tipped and then intercepted, ran back for a TD. This time, they get the 2 point conversion and we're tied at 24-24. End of game, Thurman Thomas fumbles, they get the ball and score a TD to go 31-27. With 11 seconds left, I threw a bomb to Don Beebe for a 76 yard TD. 

 

What made it hilarious is that the Jets ran a dime and the coverage was spot on with 2 guys covering Beebe, whom I beat for the TD. I jumped out of my chair and had to go Wooooo like Ric Flair. The Tecmo games are the only football games I've ever played that give off a feeling like that. I wish I had known of these games existence back in my youth, I would've gave up Madden back in the 90s. 

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  • 7 months later...

Knobee was asking me if I might be interested in making an editor for TSB2 and I studied  the ROM a bit and found the following locations (SNES):

1992 Player Name string table: 0x1e8038

1992 Player Attributes start: 0x1ec800

 

1993 Player Name string table: 0x1f0038

1993 Player Attributes start: 0x1f4800

 

1994 Player Name string table: 0x1f8038

1994 Player Attributes start: 0x1fc800

 

Team Name, city, abbrv. String table: 0x7000

 

EDIT:

schedule_start_1992 = 0x16f00c; 
schedule_start_1993 = 0x16f204; 
schedule_start_1994 = 0x16f418; 

 

For a player's attributes it starts with: RS RP MS HP crammed into the first 2 bytes.

The 3rd byte (the Face attribute in nes TSB) contains race in the first nibble (0=white, 8=black) and something else in the second nibble; not sure what.

Anyone know what is supposed to be held in the 3rd byte second nibble?

 

Here's a listing of the TSB2 '92 bills:

TEAM = bills
TEAM_ABB=BUF.,TEAM_CITY=buffalo,TEAM_NAME=BILLS
QB1,jim KELLY,Face=0x00,#12,69,25,13,13,63,81,69,69,75,13,
QB2,frank REICH,Face=0x00,#14,69,25,13,13,44,44,44,56,50,13,
RB1,hb BILLS,Face=0x8f,#34,69,38,69,19,56,56,63,
RB2,kenneth DAVIS,Face=0x87,#23,69,44,44,38,81,25,31,
RB3,carwell GARDNER,Face=0x84,#35,69,38,19,56,56,19,13,
RB4,eddie FULLER,Face=0x82,#33,69,25,31,19,56,25,31,
WR1,james LOFTON,Face=0x88,#80,69,31,19,13,63,56,19,
WR2,andre REED,Face=0x8c,#83,69,38,56,13,44,69,50,
WR3,don BEEBE,Face=0x06,#82,69,25,63,13,56,44,25,
WR4,steve TASKER,Face=0x06,#89,63,38,50,38,69,13,38,
TE1,keith MCKELLER,Face=0x86,#84,69,25,38,44,56,44,25,
TE2,pete METZELAARS,Face=0x06,#88,56,19,13,63,50,31,13,
C,kent HULL,Face=0x0b,#67,69,44,25,69,13,
LG,jim RITCHER,Face=0x08,#51,69,31,25,63,13,
RG,glenn PARKER,Face=0x09,#74,69,31,25,56,13,
LT,will WOLFORD,Face=0x0c,#69,69,25,19,75,13,
RT,howard BALLARD,Face=0x8b,#75,69,25,25,69,13,
RE,de BILLS,Face=0x8d,#78,50,38,63,69,19,75,13,
NT,jeff WRIGHT,Face=0x06,#91,31,44,38,44,19,38,13,
LE,phil HANSEN,Face=0x07,#90,44,31,44,50,19,56,13,
RE2,keith WILLIS,Face=0x85,#93,38,38,31,44,19,38,13,
NT2,mark PIKE,Face=0x04,#94,38,25,19,44,19,31,13,
LE2,mike LODISH,Face=0x03,#73,25,38,25,38,19,25,13,
ROLB,c. BENNETT,Face=0x8d,#97,56,38,69,56,19,75,25,
RILB,carlton BAILEY,Face=0x87,#54,38,38,44,56,19,50,19,
LILB,shane CONLAN,Face=0x09,#58,44,38,50,56,31,63,19,
LOLB,darryl TALLEY,Face=0x8c,#56,44,50,56,69,25,69,19,
LB5,marvcus PATTON,Face=0x84,#53,19,38,31,50,19,25,19,
RCB,nate ODOMES,Face=0x88,#37,50,44,50,13,50,50,44,
LCB,kirby JACKSON,Face=0x86,#47,50,38,38,13,38,31,44,
FS,james WILLIAMS,Face=0x85,#31,44,44,38,13,38,25,44,
SS,clifford HICKS,Face=0x84,#27,44,25,44,13,13,38,44,
DB1,henry JONES,Face=0x8c,#20,44,44,56,63,69,63,25,
DB2,mark KELSO,Face=0x0a,#38,44,38,50,56,63,50,25,
DB3,matt DARBY,Face=0x85,#43,31,25,31,38,38,19,25,
K,steve CHRISTIE,Face=0x08,#2,81,56,81,31,75,56,50,13,
P,chris MOHR,Face=0x09,#9,81,25,44,31,44,69,13,

 

 

Edited by BAD_AL
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I'll have to look through but I wonder if it's sim values because the QBs also have byte 7 that aren't attributes and the RBs have the 2nd bit of byte 5 also not used.

 

My best guess just looking through for 5 minutes based on what I might expect from the Bills

 

QB bits - RS, RP, MS, HP, race, Sim Run, PS, PC, PA, AR, Sim Pocket, Cool, BB, Sim Pass

RB/WR/TE bits - RS, RP, MS, HP, race, Sim Run, Bc, Rec, sim rec

 

I'll try and shore this up by looking at guys who should be dominant, especially running QBs

 

Edited by Knobbe
had them out of order
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Slight modification to knobbes theory since boday blance is defeinitely in the last byte so sim pocket and pass cant both be in the last byte.

 

Definitely possible they included the sim values with the player data. Although kind of an awkward way to organize them if they did but who knows. 

Nibble:

 

1. RS

2.RP

3 MS

4 .HP

5.race

6 hex value =  0 Sim Run?

7. PS

8. PC 

9 PA

10 AR 

11 ? hex value = 2 sim pocket? 

12 Cool

13 BB

14 hex value = C Sim pass? 

 

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11 hours ago, Knobbe said:

QB bits - RS, RP, MS, HP, race, Sim Run, PS, PC, PA, AR, Sim Pocket, Cool, BB, Sim Pass

 

John Elway

A3 45 00 B6 8B 79 3E

 

It turns out that bit 6 for every single QB is 0 so its possible it's unused.

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10 hours ago, bruddog said:

QBs

 

1. RS

2.RP

3 MS

4 .HP

5.race

6 hex value =  Always 0, maybe nothing

7. PS

8. PC 

9 PA

10 AR 

11 ? hex value = Seems like Sim pocket or some sort of QB rushing value.  Dan Marino is 0, QB Eagles is B 

12 Cool

13 BB

14 hex value = Is this sim passing? Might not be if the other sim stats are elsewhere. Maybe is trade value but seems like 1994 is the trade mode season

 

 

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If it helps you study at all, I'm attaching the listing for all 3 seasons.

It'll list out stuff like the following:

# Key 
# Attribute Order
# QBs   RS RP MS HP PS PC PA AR CO BB
# Skill RS RP MS HP BC RC BB
# OL    RS RP MS HP BB
# DEF   RS RP MS HP PI QU BB
# K     RS RP MS HP KP KA AB BB 
# P     RS RP MS HP KP AB BB

YEAR 1
TEAM = bills
TEAM_ABB=BUF.,TEAM_CITY=buffalo,TEAM_NAME=BILLS
QB1,jim KELLY,Face=0x00,#12,69,25,13,13,63,81,69,69,75,13,|a3 11 00 9c aa 2b 1c 
QB2,frank REICH,Face=0x00,#14,69,25,13,13,44,44,44,56,50,13,|a3 11 00 66 68 47 16 
RB1,hb BILLS,Face=0x8f,#34,69,38,69,19,56,56,63,|a5 a2 8f 88 9f

In the text, the stuff after the '|' is the raw bytes of the player's attribute section. 

TSB2_extract_9-23-2019.7z

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In TSB nes and TSB1 SNES the the Sim PI & SIM Pass Rush of a defensive Team add up to 255 each.

If they use the same formula for defensive sim data as they did for the TSB NES and TSB1 SNES, then the following logic should find the possible locations for Defensive Sim data:

			for (int i = 0; i < Tool.OutputRom.Length -50; i++)
			{
				tmp = Tool.OutputRom[i] + Tool.OutputRom[i + 1] + Tool.OutputRom[i + 2] + Tool.OutputRom[i + 3] + 
                  Tool.OutputRom[i + 4] + Tool.OutputRom[i + 5] + Tool.OutputRom[i + 6]
					+ Tool.OutputRom[i + 7] + Tool.OutputRom[i + 8] + Tool.OutputRom[i + 9] + Tool.OutputRom[i + 10];
				tmp2 = Tool.OutputRom[i + 0xB] + Tool.OutputRom[i + 0xB + 1] + Tool.OutputRom[i + 0xB + 2] + 
                  Tool.OutputRom[i + 0xB + 3] + Tool.OutputRom[i + 0xB + 4] + Tool.OutputRom[i + 0xB + 5] + Tool.OutputRom[i + 0xB + 6]
					+ Tool.OutputRom[i + 0xB + 7] + Tool.OutputRom[i + 0xB + 8] + Tool.OutputRom[i + 0xB + 9] + Tool.OutputRom[i + 0xB + 10];
				if (tmp == 255 && tmp2 == 255)
				{
					Console.WriteLine("Possible Location:" + i.ToString("X") + "\n");
				}
			}

Running that logic on TSB2.smc yields 113 possible locations (Attached File). It's more than the 84 (28 teams*3) I was hoping for, but it might get us closer to finding the Sim data.

 

 

TSB2_possible_sim_locations.txt

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With more thought from the previous idea that we might look for consecutive spans of 11 bytes that add up to 255 to look for the defensive simdata...

If they use the same method for TSB2, then we should find places where those locations are 48 bytes apart.

But in the data I extracted, I found no locations that were 48 bytes apart. :( 

I think I'll concentrate on implementing the player editor so more experiments can be run.

 

Anyone found the playbooks yet?

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9 hours ago, bruddog said:

The 1994 sim data is at 0x1FE038 to 0x1FEB5F with the team sim data pointers at 0x1FE000 to 0x1FE037. Each Team sim data is 102 bytes long.  its pretty to find the other two seasons given that. 

 

Yup each season sim data pointers start 1800 after each team attributes starts so 

 

1992 0x1EE000

1993 0x1F6000

1994 0x1FE000

 

All of the pointers for all 3 years are identical.  (starts 38 E0 93 EO 04 E1)  This is the case even for 1993 where you might expect it to be 38 60 93 6O 04 61

 

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On 9/25/2019 at 11:31 PM, BAD_AL said:

Well, that was fast. You wouldn't yet know how it's divided up among players would you? 

 

My rough working theory based on messing with the sim data:

qb - 3 bytes (6 total) (bit 5 = passing, bit 6 = scramble)

rb/wr/te - 4 bytes (40 bytes)

18 defenders - 3 bytes each (sacks/int/tackles) (unlike TSB NES they are grouped per player) (54 bytes) - **CONFIRMED** 

kicker/punter/rush defense yards allowed /pass defense yards allowed  (last 4 bits/2 bytes) - **CONFIRMED** 

 

That gets me to 102

 

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Playbooks

 

Start at E5D20

First 6 bytes are pointers to 92,93,94

Each playbook slot has 16 options.  Each team has 2 playbooks with 8 plays (16)

Each team is represented by 8 bytes in the order of PBrun1, PBpass1, PBrun2, PBpass2

Thus the playbook for the 92 bills is 62 60 40 48 05 E3 3E 39

 

The order goes

28 teams from 92

Pro Bowl Teams

28 teams from 93

28 teams from 94 (the end is 01 D8 F0 07 50 5C 34 2C for the 94 49ers)

 

 

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