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Tecmo Super Bowl II - Hacking/Resource Documentation

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2 hours ago, Knobbe said:

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)

 

 

Cool!

I'll get that into the editor pretty soon. Probably work on schedule too.

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On 9/26/2019 at 10:51 AM, Knobbe said:

 

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

 

Nice that we have the info on the defense.

Did you confirm by simulating seasons and making edits and simulating again, code inspection, other?

 

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The code/data logging combined with editing/testing values and what we know about how sim mode works for the nes version was how this was determined. 

 

 

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49 minutes ago, BAD_AL said:

Did you confirm by simulating seasons and making edits and simulating again, code inspection, other?

 

4 minutes ago, bruddog said:

The code/data logging combined with editing/testing values and what we know about how sim mode works for the nes version was how this was determined. 

 

Yup had the spots identified and went through changing them one by one to determine/verify.  I've been busy since then and need to see if the attributes sum to 255 like in TSB NES, sum to a different value, or do not sum at all.

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2 hours ago, Knobbe said:

or do not sum at all.

 

The defensive sim numbers do not seem to sum up to any particular number

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It's amazing just how similar the ROM structure for TSBII and TSBIII (SNES) are.

The differences I found so far:

  • QB1 bills name pointer is 8 bytes higher
  • there are 2 more teams
  • Each player has a new 'agility' attribute
  • qbs have 1 more byte of attributes assigned to them.
  • The schedule has different indexes for the teams, but the schedule is in the same place.

So do we know about how TSBIII assigns Sim data?

I'm guessing that would be the same for TSBII

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This is the Info I'm going with for Simulation for TSBII & TSBIII.

 

Sim data Guide
https://tecmobowl.org/forums/topic/2968-simulation-hex-values-for-tsb-iii-snes/
FYI: nibble = hex digit
Free Agent Value (TSB3 only): Is used in simming. Higher is better. 
    It is the second nibble of 'Face'. Example: Face=0x89 --> Free Agent value = 9
*********QBs*********
QB byte 1 Sim Carries [00-1C]: Higher value => More rushes & less pass attempts
QB Byte 2 Sim Rushing ability[00-08]:  00=> Marino, 08=> Steve Young
QB byte 3, nibble 1 Passing ability (completion %)[1-F]: 1 => Scott Zolak, F => Steve Young
QB byte 3, nibble 2 sim scramble[0-3]: 0 => Dan Marino, 3 => Randall Cunningham

*********Skill Players*********
Byte 1: Rushing Ability [00-AD]
Byte 2: Sim Carries [00-0B]
Byte 3: Sim Return  ????
Byte 4 nibble 1: Sim yards per catch
Byte 4 nibble 2: Sim catches 

*********Defense*********
Byte 1: Sim Sacking 
Byte 2: Sim Interception
Byte 3: Sim Tackling 

*********K/P*********
Nibble 1: Kicking/punting ability


Gonna work on formulas to 'Auto Update' the Sim Data. I'll incorporate it into the editor, with a possible chance to have it user configurable.

Also gotta work on a converter for TSBII <--> TSBIII data.

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