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TSBe - beta1


cxrom

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Great work cxrom,

Looking at the hex, I can see the jersey numbers and names, but the locations of their pointers isn't obvious to me.

Also, do you have the following for each of the new teams? :

1. Team sim offense & defense.

2. run/pass preference

3. Offensive formation

4. Playbooks

5. player attributes

6. player sim attributes

Or do these currently map to a original team's attributes?

I'd like to modify TSBTool to support this ROM.

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What's up with the graphics problems in the team data screen? Are those easily remedied?

it was fixed, but it glitched the palette for another screen, so i decided to comment it out untill it works correctly.

Looking at the hex, I can see the jersey numbers and names, but the locations of their pointers isn't obvious to me.

Also, do you have the following for each of the new teams? :

1. Team sim offense & defense.

2. run/pass preference

3. Offensive formation

4. Playbooks

5. player attributes

6. player sim attributes

Or do these currently map to a original team's attributes?

I'd like to modify TSBTool to support this ROM.

here is bank0:


.prgbank 0 ; insert at 0x00010 - 0x0400F
.org $8000
.include "Orig28Roster.asm"

.org $B000
.incbin "Attributes.bin"

; [PlayerPointers] for expansion teams
.org $BEA0 ; insert at 0x03EB0 in rom
Texans: .dw TEXANSQB1, TEXANSQB2
.dw TEXANSRB1, TEXANSRB2, TEXANSRB3, TEXANSRB4
.dw TEXANSWR1, TEXANSWR2, TEXANSWR3, TEXANSWR4
.dw TEXANSTE1, TEXANSTE2
.dw TEXANSC, TEXANSLG, TEXANSLT, TEXANSRG, TEXANSRT
.dw TEXANSLE, TEXANSNT, TEXANSRE
.dw TEXANSLOLB, TEXANSLILB, TEXANSRILB, TEXANSROLB
.dw TEXANSLCB, TEXANSRCB, TEXANSSS, TEXANSFS
.dw TEXANSK, TEXANSP
.dw TEXANSEND

Jaguars: .dw JAGUARSQB1, JAGUARSQB2
.dw JAGUARSRB1, JAGUARSRB2, JAGUARSRB3, JAGUARSRB4
.dw JAGUARSWR1, JAGUARSWR2, JAGUARSWR3, JAGUARSWR4
.dw JAGUARSTE1, JAGUARSTE2
.dw JAGUARSC, JAGUARSLG, JAGUARSLT, JAGUARSRG, JAGUARSRT
.dw JAGUARSLE, JAGUARSNT, JAGUARSRE
.dw JAGUARSLOLB, JAGUARSLILB, JAGUARSRILB, JAGUARSROLB
.dw JAGUARSLCB, JAGUARSRCB, JAGUARSSS, JAGUARSFS
.dw JAGUARSK, JAGUARSP
.dw JAGUARSEND

Titans: .dw TITANSQB1, TITANSQB2
.dw TITANSRB1, TITANSRB2, TITANSRB3, TITANSRB4
.dw TITANSWR1, TITANSWR2, TITANSWR3, TITANSWR4
.dw TITANSTE1, TITANSTE2
.dw TITANSC, TITANSLG, TITANSLT, TITANSRG, TITANSRT
.dw TITANSLE, TITANSNT, TITANSRE
.dw TITANSLOLB, TITANSLILB, TITANSRILB, TITANSROLB
.dw TITANSLCB, TITANSRCB, TITANSSS, TITANSFS
.dw TITANSK, TITANSP
.dw TITANSEND

Panthers: .dw PANTHERSQB1, PANTHERSQB2
.dw PANTHERSRB1, PANTHERSRB2, PANTHERSRB3, PANTHERSRB4
.dw PANTHERSWR1, PANTHERSWR2, PANTHERSWR3, PANTHERSWR4
.dw PANTHERSTE1, PANTHERSTE2
.dw PANTHERSC, PANTHERSLG, PANTHERSLT, PANTHERSRG, PANTHERSRT
.dw PANTHERSLE, PANTHERSNT, PANTHERSRE
.dw PANTHERSLOLB, PANTHERSLILB, PANTHERSRILB, PANTHERSROLB
.dw PANTHERSLCB, PANTHERSRCB, PANTHERSSS, PANTHERSFS
.dw PANTHERSK, PANTHERSP
.dw PANTHERSEND

all the attributes are in "Attributes.bin" (original 28 teams, HOU, JAX, TEN, CAR). you will have to put a check to make sure the expansion teams' player name/number data doesn't overrun into code that is being used.

1. no

2. no

3. no

4. yes (sram issues make this kinda screwy)

5. yes

6. isn't this bundled with #1?

i'd like to add 1-3 and 6 so how do those work? any other data fields i might be missing?

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1. Team sim offense & defense.

2. run/pass preference

3. Offensive formation

6. player sim attributes

1. Team Sim attributes are used when skipping games. In the original ROM (with ROM headder) they start at 0x27526. One byte per team (1st nibble = offense, 2nd nibble = defense, range = 00 - FF).

2. run/pass preference basically controls a team's offensive balance. In the original ROM (with ROM headder) the values start at 0x27526 (1 byte per team, range = 0-3 )

0 = Little more rushing, 1 = Heavy Rushing,

2 = little more passing, 3 = Heavy Passing.

3. Offensive formation, there are 3 offensive formations (2RB_2WR_1TE, 1RB_4WR, 1RB_3WR_1TE). In the original ROM most teams are 2RB_2WR_1TE, the falcons and oilers are 1RB_4WR and the Redskins and cardinals are 1RB_3WR_1TE. We can modify a team's offensive formation by editing the bytes starting at 0x21FE0 and 0x31E80. (1 byte per team, range = 0-2). I'll need to look into this farther, I appear to have missed something about this.

6. Player sim attributes these are different from a team's sim attributes. These control how a player's statistics turn out.

Here are the formulas I use for the locations for sim data:


int teamSimOffset = 0x30;
int billsQB1SimLoc = 0x18163;
int billsRESimLoc = 0x1817b;

QBSimData:
SkillPlayerSimData:
//QBs 2 bytes (3 nibbles used) [Sim rush, Sim pass, Sim Pocket]
//2 bytes, [Sim rush, Sim catch, Sim punt Ret, Sim kick ret]
int location = teamIndex*teamSimOffset + (positionIndex*2) +billsQB1SimLoc;

KickingPuntingSimData:
//1 byte, (kicking = 1st nibble, punting = 2nd nibble)
int location = teamIndex*teamSimOffset + billsQB1SimLoc + 0x2E;

DefensivePlayerSimData:
//2 bytes [Sim pass rush, Sim coverage]
int location = teamIndex * teamSimOffset + (positionIndex - 17)+ billsRESimLoc;

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BAD_AL:

the new team order is gonna be:

BUF MIA N.E. JETS

CIN CLE BAL PIT

IND HOU JAX TEN

DEN K.C. OAK S.D.

WAS GIA PHI DAL

CHI DET G.B. MIN

T.B. N.O. ATL. CAR.

S.F. RAMS SEA ARZ

i have to reorder the teams in the rom to get the new divisions to work. i appologize for any inconvenience this may cause. the locations should all be the same, its just whose data is stored in what spot that will change.

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BAD_AL:

the new team order is gonna be:

BUF MIA N.E. JETS

CIN CLE BAL PIT

IND HOU JAX TEN

DEN K.C. OAK S.D.

WAS GIA PHI DAL

CHI DET G.B. MIN

T.B. N.O. ATL. CAR.

S.F. RAMS SEA ARZ

i have to reorder the teams in the rom to get the new divisions to work. i appologize for any inconvenience this may cause. the locations should all be the same, its just whose data is stored in what spot that will change.

Ok that's cool.

Are you going to leave enough room for name modification?

I think in the original there are 16 bytes max allowed for name (and one for the jersey number, so 17 total per player).

If you want to make it really easy for the new teams, you could 'space pad' all the names so that they are all 16 bytes. That way there are no name pointers for the editor to mess with.

But if you can't do that, no worries.

Also, how the heck are you doing this?

Are you disassembling and reassembling the ROM?

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Are you going to leave enough room for name modification?

I think in the original there are 16 bytes max allowed for name (and one for the jersey number, so 17 total per player).

If you want to make it really easy for the new teams, you could 'space pad' all the names so that they are all 16 bytes. That way there are no name pointers for the editor to mess with.

in beta1 there is some empty space after the data, it just isn't padded with 00s or FFs, but with data that is never accessed. i'll make sure to pad the data segments to allow for 17 bytes per player and set the unused bytes to FFs.

Also, how the heck are you doing this?

Are you disassembling and reassembling the ROM?

sorta...i modified my assembler to first read in the original rom, then assemble my source over it. originally i was just using 6502sim to assemble chunks of code and pasting them in with a hex editor. that became way to tedious as the source became larger (it's somewhere in the range of 1800-1900 lines now). also updating labels and pointers can be a pain in the ass with a hex editor.

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1. Team sim offense & defense.

2. run/pass preference

3. Offensive formation

4. Playbooks

5. player attributes

6. player sim attributes


1. still not done
2. 0x27FDB (4bytes)
3. still not done
4. 0x1D390 (16bytes)
5. (listed in other post)
6. 0x199BF - 0x199C6: pointers to sim attributes (8 bytes:2 each)
0x199C7 - 0x19A86: sim attributes (all teams)

i can get you a rom with these updates so that TSB tool can support them if you need it. i'd like to use it to move data around for me.

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  • 2 weeks later...

Ok, I've started the work and I have a few questions.

1. Why did you seperate player names for the 4 teams?

2. Where is the end of the name/number section for the Panthers?

---It looks like it might end at 0x3ffbf, but I'm not sure.

3. about the 'sim attributes' (0x199C7 - 0x19A86: sim attributes (all teams) )

--- that's only 191 bytes. [ QB1-TE2, RDE-SS get 2 bytes each, punter and kicker get 1 each. So it's 48 bytes per team, you mean all 4 new teams?])

4. For Playbooks you gave the address '0x1D390' and this looks like playbook data, but it starts off with '1525 5370' which is not the texan's playbook. It looks like the texans are just using the bills playbook. So is this just the area you have set aside for playbook data?

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1. there's data in between that gets read.

2. at $3FFBF.

3. its 192 bytes for the new teams only.

4. yes thats just padded with valid data. all the stats and that kinda shit i'm not gonna worry about filling in accurately.

...the "hut hut hut" sound doesn't sound like "hut hut hut" anymore...

i dunno, i didn't mess with any sound stuff at all.

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1. there's data in between that gets read.

2. at $3FFBF.

3. its 192 bytes for the new teams only.

4. yes thats just padded with valid data. all the stats and that kinda shit i'm not gonna worry about filling in accurately.

About #1, what addresses are important to leave alone?

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