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Removing Teams from the Menu


cxrom

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***Knobbe 5/6/2011*** - I merged two topics here so it might now flow well

***This is for "Team Data" menu***

order: Bills, Bengals, Broncos, Colts, Browns, Chiefs, Dolphins, Oilers,

Raiders, Patriots, Steelers, Chargers, Jets, (blank1), Seahawks,

Redskins, Bears, (blank2), Giants, Lions, 49ers, Eagles, Packers,

Rams, Cardinals, Vikings, Saints, Cowboys, Buccaneers, Falcons

(blank1) = not used (between Steelers and Bears)

(blank2) = not used (between Seahawks and 49ers)

RAM offsets

-----------

$E3 = cursor current Y position

$E4 = cursor current X position

ROM offsets

-----------

22C36 - 22C53 [offset] (uses "order")

23B4B Y dimension

23B4C X dimension

23B4D - 23B4E AFC [YX]

23B4F - 23B50 not used

23B51 - 23B52 not used

23B53 - 23B54 NFC [YX]

23B55 - 23B56 not used

23B57 - 23b58 not used

23B59 - 23B94 rest of teams [YX] (uses "order")

Notes

-----

[offset] is an index to identify the team thats being manipulated.

00 = Bills

... ...

04 = Jets

05 = Bengals

... ...

1B = Falcons

1C = AFC

1D = NFC

1E - 21 = Reserved (Expansion Teams)

22 - FF = Unknown results

the Y and X dimensions tell the game how many cursor coordinates the

current menu has (for this screen, the defaults are $0C $03).

[YX] is 2 bytes per entry and defines coordinates to set the cursor to

Layout

------

00 [01] [02]

03 [04] [05]

06 07 08

09 10 11

12 13 14

15 16 17

18 [19] 20

21 22 [23]

24 25 26

27 28 29

30 31 32

33 34 35

[xx] = not used

Explanation...

--------------

when the player chooses the "Team Data", $E3 and $E4 are initialized to

$00 and $00. this has the effect of setting the cursor to "AFC Team Data."

every frame, a subroutine is called (i'll post the addressess when i get

home) to compute which index into the [YX] array to use for the cursor.

moving the cursor changes $E3 and $E4. when a team is selected, another

subroutine is called to compute which index into [offset] is needed. this

[offset] value is used for indexing/indirection.

i've expanded the size of the menu, and im looking into how the mini-helmets

and abbreviated team names are positioned so i can redesign the team select

screen (to possibly keep the teams grouped by division). all the other menus

follow a similar format, but i've only messed with the "Team Data" one so far.

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i like Fceuxdsp because it also has symbolic debugging and conditional breakpoints.

***Preseason***

mostly the same order as "Team Data"

23E93 Y dimension of "Preseason"

23E94 X dimension of "Preseason"

23E95 - 23E96 Bills

23E97 - 23E98 Bengals

23E99 - 23E9A Broncos

23E9B - 23E9C Colts

23E9D - 23E9E Browns

23E9F - 23EA0 Chiefs

23EA1 - 23EA2 Dolphins

23EA3 - 23EA4 Oilers

23EA5 - 23EA6 Raiders

23EA7 - 23EA8 Patriots

23EA9 - 23EAA Steelers

23EAB - 23EAC Chargers

23EAD - 23EAE Jets

23EAF - 23EB0 not used

23EB1 - 23EB2 Seahawks

23EB3 - 23EB4 Redskins

23EB5 - 23EB6 Bears

23EB7 - 23EB8 49ers

23EB9 - 23EBA Giants

23EBB - 23EBC Lions

23EBD - 23EBE Rams

23EBF - 23EC0 Eagles

23EC1 - 23EC2 Packers

23EC3 - 23EC4 Saints

23EC5 - 23EC6 Cardinals

23EC7 - 23EC8 Vikings

23EC9 - 23ECA Falcons

23ECB - 23ECC Cowboys

23ECD - 23ECE Buccaneers

23ECF - 23ED0 not used

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0x1E943 - 0x1E960 Text position and pointers

there are 6 text data "groups" (1 for each division, 5 bytes each):

the 1st and 2nd bytes control positioning of the text

the 3rd byte is control character (default: $FD), not sure what it does though

the 4th and 5th bytes are pointers to "Text values and formatting"

0x1F8B5 - 0x1F90A Text values and formatting

this data structure is variable length and is $FE terminated. so:

D6 00 B1 D6 01 B1 D6 02 B1 D6 03 B1 D6 04 FE

is:


BUF

IND

MIA

N.E.

JETS

$D6 is a control character. changing this value can achieve some

cool effects or glitch the game...just have to test it out. $Bx is

another control character that moves the target screen position down

"x" rows. changing all $B1 to $B2 gives you:


BUF


IND


MIA


N.E.


JETS

the values between the $D6 and $B1 bytes is the index to which team

name should written at the current position.

if you change the length of any stream (there are 6 total) you must

update the pointers in the 0x1E943 - 0x1E960 data.

tsb2006_TDS.JPG

all 32 teams work, i just need to put some finishing touches on the display. then onto preseason...

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sav file location listed (during game must add x6000 to value)

During a game (Stats Format is different from below, I'll detail later):

x406 to x50A = Player 1 Stats, Injuries, and Conditions

x50B to x60F = Player 2 Stats, Injuries, and Conditions

x69B to x6B6 = Team player type (Season)
x00 = MAN
x01 = COA
x02 = COM
x03 = SKP

x6BE = SAV File Checksum

x758 = Current Game Week (Season)

x759 = Current Game # (Season)

x75A to x775 = Current Week Matchups (Team #s in hex)

Team Start Locations:

BUF = x7AE

IND = x87E

MIA = x94E

NE = xA1E

JETS = xAEE

CIN = xBBE

CLE = xC8E

HOU = xD5E

PIT =xE2E

DEN = x1002

KC = x10D2

RAI = x11A2

SD = x1272

SEA = x1342

WAS = x1412

GIA = x14E2

PHI = x15B2

PHX = x1682

DAL = x1752

CHI = x1822

DET = x18F2

GB = x19C2

MIN = x1A92

TB = x1B62

SF = x1C32

RAMS = x1D02

NO = x1DD2

ATL = x1EA2

Buffalo Bills Info:
QB1:
x7AE = Passing Attempts (x00 to xFF) (Passing Attempts + Modifier displayed)
x7AF = Passing Completions (x00 to xFF) (Passing Completions + Modifier displayed)
x7B0 = Passing TDs and Passing Attempts Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
x7B1 = Passing INTs and Passing Completions Modifier (x00 to xFF)
x00 = 0 INTs and Modifier 256 * 0
x01 = 0 INTs and Modifier 256 * 1
x02 = 0 INTs and Modifier 256 * 2
x03 = 0 INTs and Modifier 256 * 3
x04 = 1 INTs and Modifier 256 * 0 ...
x7B2 = Passing Yards (x00 to xFF) (Passing Yards + Modifier displayed)
x7B3 = Rushing Attempts (x00 to xFF)
x7B4 = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier displayed)
x7B5 = Passing Yards Modifier and Rushing Yards Modifier (x00 to xFF)
x00 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 0
x01 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 1
x02 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 2
x03 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 3
x04 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 4
x05 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 5
x06 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 6
x07 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 7
x08 = Passing Modifier 256 * 1 and Rushing Modifier 256 * 0 ...
x7B6 = Rushing TDs (x00 to xFF where x00 to x03 = 0, x04 to x07 = 1, ...)
QB2:
x7B7 = Passing Attempts (x00 to xFF) (Passing Attempts + Modifier displayed)
x7B8 = Passing Completions (x00 to xFF) (Passing Completions + Modifier displayed)
x7B9 = Passing TDs and Passing Attempts Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
x7BA = Passing INTs and Passing Completions Modifier (x00 to xFF)
x00 = 0 INTs and Modifier 256 * 0
x01 = 0 INTs and Modifier 256 * 1
x02 = 0 INTs and Modifier 256 * 2
x03 = 0 INTs and Modifier 256 * 3
x04 = 1 INTs and Modifier 256 * 0 ...
x7BB = Passing Yards (x00 to xFF) (Passing Yards + Modifier displayed)
x7BC = Rushing Attempts (x00 to xFF)
x7BD = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier displayed)
x7BE = Passing Yards Modifier and Rushing Yards Modifier (x00 to xFF)
x00 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 0
x01 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 1
x02 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 2
x03 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 3
x04 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 4
x05 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 5
x06 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 6
x07 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 7
x08 = Passing Modifier 256 * 1 and Rushing Modifier 256 * 0 ...
x7BF = Rushing TDs (x00 to xFF where x00 to x03 = 0, x04 to x07 = 1, ...)
RB1:
x7C0 = Receptions (x00 to xFF)
x7C1 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
x7C2 = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
x7C3 = Kick Returns (x00 to xFF)
x00 = 0 Returns
x01 = 0 Returns
x02 = 1 Returns ...
x7C4 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
x7C5 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 1 TDs and Modifier 256 * 0 ...
x7C6 = Punt Returns and Rushing Yards Modifier (x00 to xFF)
x00 = 0 Punt Returns and Modifier 256 * 0
x01 = 0 Punt Returns and Modifier 256 * 1
x02 = 0 Punt Returns and Modifier 256 * 2
x03 = 0 Punt Returns and Modifier 256 * 3
x04 = 1 Punt Returns and Modifier 256 * 0 ...
x7C7 = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
x7C8 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 0 TDs and Modifier 256 * 8
x09 = 0 TDs and Modifier 256 * 9
x0A = 0 TDs and Modifier 256 * 10
x0B = 0 TDs and Modifier 256 * 11
x0C = 0 TDs and Modifier 256 * 12
x0D = 0 TDs and Modifier 256 * 13
x0E = 0 TDs and Modifier 256 * 14
x0F = 0 TDs and Modifier 256 * 15
x10 = 1 TDs and Modifier 256 * 0 ...
x7C9 = Rush Attempts (x00 to xFF)
x7CA = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
x7CB = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
RB2:
x7CC = Receptions (x00 to xFF)
x7CD = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
x7CE = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
x7CF = Kick Returns (x00 to xFF)
x00 = 0 Returns
x01 = 0 Returns
x02 = 1 Returns ...
x7D0 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
x7D1 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 1 TDs and Modifier 256 * 0 ...
x7D2 = Punt Returns and Rushing Yards Modifier (x00 to xFF)
x00 = 0 Punt Returns and Modifier 256 * 0
x01 = 0 Punt Returns and Modifier 256 * 1
x02 = 0 Punt Returns and Modifier 256 * 2
x03 = 0 Punt Returns and Modifier 256 * 3
x04 = 1 Punt Returns and Modifier 256 * 0 ...
x7D3 = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
x7D4 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 0 TDs and Modifier 256 * 8
x09 = 0 TDs and Modifier 256 * 9
x0A = 0 TDs and Modifier 256 * 10
x0B = 0 TDs and Modifier 256 * 11
x0C = 0 TDs and Modifier 256 * 12
x0D = 0 TDs and Modifier 256 * 13
x0E = 0 TDs and Modifier 256 * 14
x0F = 0 TDs and Modifier 256 * 15
x10 = 1 TDs and Modifier 256 * 0 ...
x7D5 = Rush Attempts (x00 to xFF)
x7D6 = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
x7D7 = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
RB3:
x7D8 = Receptions (x00 to xFF)
x7D9 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
x7DA = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
x7DB = Kick Returns (x00 to xFF)
x00 = 0 Returns
x01 = 0 Returns
x02 = 1 Returns ...
x7DC = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
x7DD = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 1 TDs and Modifier 256 * 0 ...
x7DE = Punt Returns and Rushing Yards Modifier (x00 to xFF)
x00 = 0 Punt Returns and Modifier 256 * 0
x01 = 0 Punt Returns and Modifier 256 * 1
x02 = 0 Punt Returns and Modifier 256 * 2
x03 = 0 Punt Returns and Modifier 256 * 3
x04 = 1 Punt Returns and Modifier 256 * 0 ...
x7DF = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
x7E0 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 0 TDs and Modifier 256 * 8
x09 = 0 TDs and Modifier 256 * 9
x0A = 0 TDs and Modifier 256 * 10
x0B = 0 TDs and Modifier 256 * 11
x0C = 0 TDs and Modifier 256 * 12
x0D = 0 TDs and Modifier 256 * 13
x0E = 0 TDs and Modifier 256 * 14
x0F = 0 TDs and Modifier 256 * 15
x10 = 1 TDs and Modifier 256 * 0 ...
x7E1 = Rush Attempts (x00 to xFF)
x7E2 = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
x7E3 = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
RB4:
x7E4 = Receptions (x00 to xFF)
x7E5 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
x7E6 = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
x7E7 = Kick Returns (x00 to xFF)
x00 = 0 Returns
x01 = 0 Returns
x02 = 1 Returns ...
x7E8 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
x7E9 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 1 TDs and Modifier 256 * 0 ...
x7EA = Punt Returns and Rushing Yards Modifier (x00 to xFF)
x00 = 0 Punt Returns and Modifier 256 * 0
x01 = 0 Punt Returns and Modifier 256 * 1
x02 = 0 Punt Returns and Modifier 256 * 2
x03 = 0 Punt Returns and Modifier 256 * 3
x04 = 1 Punt Returns and Modifier 256 * 0 ...
x7EB = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
x7EC = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 0 TDs and Modifier 256 * 8
x09 = 0 TDs and Modifier 256 * 9
x0A = 0 TDs and Modifier 256 * 10
x0B = 0 TDs and Modifier 256 * 11
x0C = 0 TDs and Modifier 256 * 12
x0D = 0 TDs and Modifier 256 * 13
x0E = 0 TDs and Modifier 256 * 14
x0F = 0 TDs and Modifier 256 * 15
x10 = 1 TDs and Modifier 256 * 0 ...
x7ED = Rush Attempts (x00 to xFF)
x7EE = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
x7EF = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
WR1:
x7F0 = Receptions (x00 to xFF)
x7F1 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
x7F2 = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
x7F3 = Kick Returns (x00 to xFF)
x00 = 0 Returns
x01 = 0 Returns
x02 = 1 Returns ...
x7F4 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
x7F5 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 1 TDs and Modifier 256 * 0 ...
x7F6 = Punt Returns and Rushing Yards Modifier (x00 to xFF)
x00 = 0 Punt Returns and Modifier 256 * 0
x01 = 0 Punt Returns and Modifier 256 * 1
x02 = 0 Punt Returns and Modifier 256 * 2
x03 = 0 Punt Returns and Modifier 256 * 3
x04 = 1 Punt Returns and Modifier 256 * 0 ...
x7F7 = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
x7F8 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 0 TDs and Modifier 256 * 8
x09 = 0 TDs and Modifier 256 * 9
x0A = 0 TDs and Modifier 256 * 10
x0B = 0 TDs and Modifier 256 * 11
x0C = 0 TDs and Modifier 256 * 12
x0D = 0 TDs and Modifier 256 * 13
x0E = 0 TDs and Modifier 256 * 14
x0F = 0 TDs and Modifier 256 * 15
x10 = 1 TDs and Modifier 256 * 0 ...
x7F9 = Rush Attempts (x00 to xFF)
x7FA = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
x7FB = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
WR2:
x7FC = Receptions (x00 to xFF)
x7FD = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
x7FE = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
x7FF = Kick Returns (x00 to xFF)
x00 = 0 Returns
x01 = 0 Returns
x02 = 1 Returns ...
x800 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
x801 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 1 TDs and Modifier 256 * 0 ...
x802 = Punt Returns and Rushing Yards Modifier (x00 to xFF)
x00 = 0 Punt Returns and Modifier 256 * 0
x01 = 0 Punt Returns and Modifier 256 * 1
x02 = 0 Punt Returns and Modifier 256 * 2
x03 = 0 Punt Returns and Modifier 256 * 3
x04 = 1 Punt Returns and Modifier 256 * 0 ...
x803 = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
x804 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 0 TDs and Modifier 256 * 8
x09 = 0 TDs and Modifier 256 * 9
x0A = 0 TDs and Modifier 256 * 10
x0B = 0 TDs and Modifier 256 * 11
x0C = 0 TDs and Modifier 256 * 12
x0D = 0 TDs and Modifier 256 * 13
x0E = 0 TDs and Modifier 256 * 14
x0F = 0 TDs and Modifier 256 * 15
x10 = 1 TDs and Modifier 256 * 0 ...
x805 = Rush Attempts (x00 to xFF)
x806 = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
x807 = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
WR3:
x808 = Receptions (x00 to xFF)
x809 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
x80A = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
x80B = Kick Returns (x00 to xFF)
x00 = 0 Returns
x01 = 0 Returns
x02 = 1 Returns ...
x80C = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
x80D = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 1 TDs and Modifier 256 * 0 ...
x80E = Punt Returns and Rushing Yards Modifier (x00 to xFF)
x00 = 0 Punt Returns and Modifier 256 * 0
x01 = 0 Punt Returns and Modifier 256 * 1
x02 = 0 Punt Returns and Modifier 256 * 2
x03 = 0 Punt Returns and Modifier 256 * 3
x04 = 1 Punt Returns and Modifier 256 * 0 ...
x80F = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
x810 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 0 TDs and Modifier 256 * 8
x09 = 0 TDs and Modifier 256 * 9
x0A = 0 TDs and Modifier 256 * 10
x0B = 0 TDs and Modifier 256 * 11
x0C = 0 TDs and Modifier 256 * 12
x0D = 0 TDs and Modifier 256 * 13
x0E = 0 TDs and Modifier 256 * 14
x0F = 0 TDs and Modifier 256 * 15
x10 = 1 TDs and Modifier 256 * 0 ...
x811 = Rush Attempts (x00 to xFF)
x812 = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
x813 = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
WR4:
x814 = Receptions (x00 to xFF)
x815 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
x816 = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
x817 = Kick Returns (x00 to xFF)
x00 = 0 Returns
x01 = 0 Returns
x02 = 1 Returns ...
x818 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
x819 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 1 TDs and Modifier 256 * 0 ...
x81A = Punt Returns and Rushing Yards Modifier (x00 to xFF)
x00 = 0 Punt Returns and Modifier 256 * 0
x01 = 0 Punt Returns and Modifier 256 * 1
x02 = 0 Punt Returns and Modifier 256 * 2
x03 = 0 Punt Returns and Modifier 256 * 3
x04 = 1 Punt Returns and Modifier 256 * 0 ...
x81B = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
x81C = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 0 TDs and Modifier 256 * 8
x09 = 0 TDs and Modifier 256 * 9
x0A = 0 TDs and Modifier 256 * 10
x0B = 0 TDs and Modifier 256 * 11
x0C = 0 TDs and Modifier 256 * 12
x0D = 0 TDs and Modifier 256 * 13
x0E = 0 TDs and Modifier 256 * 14
x0F = 0 TDs and Modifier 256 * 15
x10 = 1 TDs and Modifier 256 * 0 ...
x81D = Rush Attempts (x00 to xFF)
x81E = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
x81F = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
TE1:
x820 = Receptions (x00 to xFF)
x821 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
x822 = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
x823 = Kick Returns (x00 to xFF)
x00 = 0 Returns
x01 = 0 Returns
x02 = 1 Returns ...
x824 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
x825 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 1 TDs and Modifier 256 * 0 ...
x826 = Punt Returns and Rushing Yards Modifier (x00 to xFF)
x00 = 0 Punt Returns and Modifier 256 * 0
x01 = 0 Punt Returns and Modifier 256 * 1
x02 = 0 Punt Returns and Modifier 256 * 2
x03 = 0 Punt Returns and Modifier 256 * 3
x04 = 1 Punt Returns and Modifier 256 * 0 ...
x827 = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
x828 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 0 TDs and Modifier 256 * 8
x09 = 0 TDs and Modifier 256 * 9
x0A = 0 TDs and Modifier 256 * 10
x0B = 0 TDs and Modifier 256 * 11
x0C = 0 TDs and Modifier 256 * 12
x0D = 0 TDs and Modifier 256 * 13
x0E = 0 TDs and Modifier 256 * 14
x0F = 0 TDs and Modifier 256 * 15
x10 = 1 TDs and Modifier 256 * 0 ...
x829 = Rush Attempts (x00 to xFF)
x82A = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
x82B = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
TE2:
x82C = Receptions (x00 to xFF)
x82D = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
x82E = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
x82F = Kick Returns (x00 to xFF)
x00 = 0 Returns
x01 = 0 Returns
x02 = 1 Returns ...
x830 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
x831 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 1 TDs and Modifier 256 * 0 ...
x832 = Punt Returns and Rushing Yards Modifier (x00 to xFF)
x00 = 0 Punt Returns and Modifier 256 * 0
x01 = 0 Punt Returns and Modifier 256 * 1
x02 = 0 Punt Returns and Modifier 256 * 2
x03 = 0 Punt Returns and Modifier 256 * 3
x04 = 1 Punt Returns and Modifier 256 * 0 ...
x833 = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
x834 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 0 TDs and Modifier 256 * 4
x05 = 0 TDs and Modifier 256 * 5
x06 = 0 TDs and Modifier 256 * 6
x07 = 0 TDs and Modifier 256 * 7
x08 = 0 TDs and Modifier 256 * 8
x09 = 0 TDs and Modifier 256 * 9
x0A = 0 TDs and Modifier 256 * 10
x0B = 0 TDs and Modifier 256 * 11
x0C = 0 TDs and Modifier 256 * 12
x0D = 0 TDs and Modifier 256 * 13
x0E = 0 TDs and Modifier 256 * 14
x0F = 0 TDs and Modifier 256 * 15
x10 = 1 TDs and Modifier 256 * 0 ...
x835 = Rush Attempts (x00 to xFF)
x836 = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
x837 = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
x00 = 0 TDs and Modifier 256 * 0
x01 = 0 TDs and Modifier 256 * 1
x02 = 0 TDs and Modifier 256 * 2
x03 = 0 TDs and Modifier 256 * 3
x04 = 1 TDs and Modifier 256 * 0 ...
RE:
x838 = Sacks and INT Modifier (x00 to xFF)
x00 = 0 Sacks and Modifier 16 * 0
x01 = 0 Sacks and Modifier 16 * 1
x02 = 1 Sacks and Modifier 16 * 0 ...
x839 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
x83A = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
NT:
x83B = Sacks and INT Modifier (x00 to xFF)
x00 = 0 Sacks and Modifier 16 * 0
x01 = 0 Sacks and Modifier 16 * 1
x02 = 1 Sacks and Modifier 16 * 0 ...
x83C = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
x83D = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
LE:
x83E = Sacks and INT Modifier (x00 to xFF)
x00 = 0 Sacks and Modifier 16 * 0
x01 = 0 Sacks and Modifier 16 * 1
x02 = 1 Sacks and Modifier 16 * 0 ...
x83F = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
x840 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
ROLB:
x841 = Sacks and INT Modifier (x00 to xFF)
x00 = 0 Sacks and Modifier 16 * 0
x01 = 0 Sacks and Modifier 16 * 1
x02 = 1 Sacks and Modifier 16 * 0 ...
x842 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
x843 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
RILB:
x844 = Sacks and INT Modifier (x00 to xFF)
x00 = 0 Sacks and Modifier 16 * 0
x01 = 0 Sacks and Modifier 16 * 1
x02 = 1 Sacks and Modifier 16 * 0 ...
x845 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
x846 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
LILB:
x847 = Sacks and INT Modifier (x00 to xFF)
x00 = 0 Sacks and Modifier 16 * 0
x01 = 0 Sacks and Modifier 16 * 1
x02 = 1 Sacks and Modifier 16 * 0 ...
x848 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
x849 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
LOLB:
x84A = Sacks and INT Modifier (x00 to xFF)
x00 = 0 Sacks and Modifier 16 * 0
x01 = 0 Sacks and Modifier 16 * 1
x02 = 1 Sacks and Modifier 16 * 0 ...
x84B = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
x84C = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
RCB:
x84D = Sacks and INT Modifier (x00 to xFF)
x00 = 0 Sacks and Modifier 16 * 0
x01 = 0 Sacks and Modifier 16 * 1
x02 = 1 Sacks and Modifier 16 * 0 ...
x84E = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
x84F = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
LCB:
x850 = Sacks and INT Modifier (x00 to xFF)
x00 = 0 Sacks and Modifier 16 * 0
x01 = 0 Sacks and Modifier 16 * 1
x02 = 1 Sacks and Modifier 16 * 0 ...
x851 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
x852 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
FS:
x853 = Sacks and INT Modifier (x00 to xFF)
x00 = 0 Sacks and Modifier 16 * 0
x01 = 0 Sacks and Modifier 16 * 1
x02 = 1 Sacks and Modifier 16 * 0 ...
x854 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
x855 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
SS:
x856 = Sacks and INT Modifier (x00 to xFF)
x00 = 0 Sacks and Modifier 16 * 0
x01 = 0 Sacks and Modifier 16 * 1
x02 = 1 Sacks and Modifier 16 * 0 ...
x857 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
x858 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
K:
x859 = XP Attempts (x00 to xFF) *Repeats over at x64
x85A = XP Made (x00 to xFF)
x85B = FG Attempts (x00 to xFF) *Repeats over at x64
x85C = FB Made (x00 to xFF)
P:
x85D = Punts (x00 to xFF)
x85E = Punt Yards (x00 to xFF) (Punt Yards + Modifier is displayed)
x85F = Punt Yards Modifier (x00 to xFF)
x00 = Modifier 256 * 0
x01 = Modifier 256 * 1
x02 = Modifier 256 * 2
x03 = Modifier 256 * 3
x04 = Modifier 256 * 4
x05 = Modifier 256 * 5
x06 = Modifier 256 * 6
x07 = Modifier 256 * 7
x08 = Modifier 256 * 8
x09 = Modifier 256 * 9
x0A = Modifier 256 * 10
x0B = Modifier 256 * 11
x0C = Modifier 256 * 12
x0D = Modifier 256 * 13
x0E = Modifier 256 * 14
x0F = Modifier 256 * 15
x10 = Modifier 256 * 0 ...
Team:
x860 = Number of Wins (x00 to xFF) *Repeats over at x64
x861 = Number of Losses (x00 to xFF) *Repeats over at x64
x862 = Number of Ties (x00 to xFF) *Repeats over at x64
x863 = Number of Pts (x00 to xFF) (Pts + Modifier is displayed)
x864 = Number of Pts Modifier (x00 to xFF) *After 999 the display messes up
x00 = Modifier 256 * 0
x01 = Modifier 256 * 1
x02 = Modifier 256 * 2
x03 = Modifier 256 * 3 ...
x865 = Number of Opp Pts (x00 to xFF) (Opp Pts + Modifier is displayed)
x866 = Number of Opp Pts Modifier (x00 to xFF) *After 999 the display messes up
x00 = Modifier 256 * 0
x01 = Modifier 256 * 1
x02 = Modifier 256 * 2
x03 = Modifier 256 * 3 ...
x867 = Defensive Pass Yards Allowed (x00 to xFF) (Pass Yards Allowed + Modifier is displayed)
x868 = Defensive Pass Yards Allowed Modifier (x00 to xFF)
x00 = Modifier 256 * 0
x01 = Modifier 256 * 1 ...
x869 = Defensive Rush Yards Allowed (x00 to xFF) (Rush Yards Allowed + Modifier is displayed)
x86A = Defensive Rush Yards Allowed Modifier (x00 to xFF)
x00 = Modifier 256 * 0
x01 = Modifier 256 * 1 ...

x85B to x86E is the playbook. Each hex nibble is a play in each play slot. The order is Run1, Run2 // Run3, Run4 // Pass1, Pass2 // Pass3, Pass4.

x86F to x872 are the starters. Each hex nibble is a player where 0 = QB1, 1 = QB2, 2 = RB1, 3 = RB2, 4 = RB3, 5 = RB4, 6 = WR1, 7 = WR2, 8 = WR3, 9 = WR4, A = TE1, and B = TE2. The order goes QB, RB1 // RB2, WR1 // WR2, TE // KR, PR.

x873 to x875 are the injuries. The numbers are broken down into bits where a 00 = Healthy and 11 = Injured. The first hex is QB1, QB2, RB1, RB2. The second hex is RB3, RB4, WR1, WR2. And the third hex is WR3, WR4, TE1, TE2.

x876 to x87D are the conditions. The numbers are again broken down into bits where 00 = Bad, 01 = Average, 10 = Good, and 11 = Excellent. Order goes QB1, QB2, RB1, RB2 // RB3, RB4, WR1, WR2 // WR3, WR4, TE1, TE2 // C, LG, RG, LT // RT, RE, NT, LE // ROLB, RILB, LILB, LOLB // RCB, LCB, FS, SS // K, P. The final nibble always appears to be 5.

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  • 2 months later...

NFL Standings menu

-----------------------

this is the code that loads the correct teams for each division on the "NFL Standings" screen.


.org $AF34 ; @ 0x22F44 in rom
LDA $45 ; *1
ASL
TAY
LDA $BF5D,Y ; *2
LDX $BF5E,Y ; *3
STX $90
JSR $B3EC

*1 = get the division index (00=AFC-E; 05=NFC-W)

*2 = get the starting team index

*3 = get the number of teams in the division


0x23F6D - 0x23F78 (12bytes)

these are the bytes that control the setup (pointed to by *2 and *3)

so:

$00, $04 = division starts at BUF and ends with N.E.

the length byte has to be $04 or $05 or the screen will stay black, but it won't crash. it'll still let you back out to the main menu.

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  • 2 months later...

i know we all want a 32 team rom... but...

any idea how to remove teams?

from the main menu, team data, playoffs, everything...

(dont want them useable)

remove them totally...

i wanted to make a rom with 12 teams

any ideas?

thanks...

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starting at 0x23B4B is the dimensionY, dimensionX for "Team Data." followed by all the Y, X coordinates for the cursor. turn those into $FF $FF to make them unreachable. the "Preseason" and "Team Control" table is located at 0x23E93.

editing the schedule is explained somewhere around here.

this segment of code is the control loop for loading small helmet data for "Team Data", "Preseason", and "Team Control."


.org $A85F ; 0x2286F
LDA $8E
CLC
ADC #$02
STA $8E
LDA $8F
ADC #$00
STA $8F
INC $90
LDA $90
CMP #$1C
BCC #$D4
JMP $A81E

the rest of the menus/playoffs would require more assembly hacking.

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  • 4 years later...
  • 4 months later...

Team Start Locations:

BUF = x7AE

IND = x87E

MIA = x94E

NE = xA1E

JETS = xAEE

CIN = xBBE

CLE = xC8E

HOU = xD5E

PIT =xE2E

DEN = x1002

...

After PIT's stats, there are 260 bytes of x00 before DEN's stats start. Does anyone have any idea how/why that works? Is something pointing to these locations (ex. PIT's xE2E or DEN's x1002)?

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Also, does the save state store negative values somehow? These "multipliers" that are used for multiple stats (Passing TDs and Passing Attempts Modifier) confuse me a bit. When looking at the hex in the save state, it looks like the save state does not store negative values in the "Season Stats" section. Am I correct about that?

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  • 2 weeks later...
  • 11 months later...

I was playing around with this last night. I found the preseason and team control areas by searching for 0A03. The team control is at 328F3, if you haven't found it already.

Can somebody please tell the locations for the rest of the "TEAM CONTROL" screen. I just cant find them.

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  • 1 month later...

x328F3 - is for the CURSOR COORDS.

x23CE9 - this are the coordinates for the MINI HELMETS (coords. also for the helmets on the PRESEASON screen )

and x1F8B5 - is for the TEAM ABBR. (TEXT in PRESEASON and TEAM DATA screens also) but..

where are the locations for the "SKP,MAN,COA,COM" ??

I too am looking for the locations for "SKP MAN COA COM" So I can move them around in the Team Control window. Anyone know where this is???

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  • 4 weeks later...
  • 3 weeks later...
  • 3 years later...
On 10/24/2011 at 10:47 AM, averagetsbplayer said:

 

Anyone ever understand those 260 bytes of x00?

 

@averagetsbplayer

This is an ancient thread but  it appears to just be unused SRAM space on the 28 team ROM . As to why it comes between denver and pit probably not even the programmers know anymore. The pointers to all the season team stats are in the last bank so there is no programming reason for that empty space. 

 

In fact the 32 team rom utilized this empty space to help fit 4 more teams worth of season stats in SRAM. 

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