cxrom Posted March 4, 2007 Share Posted March 4, 2007 known bugs:1. anything to do with season mode/sram2. the action sequence palettes3. the coin-toss screen in Pro-Bowl mode4. etc.TSBe - beta1.zip Quote Link to comment Share on other sites More sharing options...
Jack Bauer Posted March 4, 2007 Share Posted March 4, 2007 wow incredible! Quote Link to comment Share on other sites More sharing options...
COA Elway Posted March 5, 2007 Share Posted March 5, 2007 EXCELLENT!!!!!! Very amazing stuff cx! Quote Link to comment Share on other sites More sharing options...
edisaurusrex Posted March 5, 2007 Share Posted March 5, 2007 Very nice bud, should have this online community in an uproar if you can pull this thing off. If you do, I'll be first in line to buy your new book on how you did it. Quote Link to comment Share on other sites More sharing options...
buck Posted March 5, 2007 Share Posted March 5, 2007 nice, looks promising. thanks. Quote Link to comment Share on other sites More sharing options...
kingsoby1 Posted March 5, 2007 Share Posted March 5, 2007 Cool.What's up with the graphics problems in the team data screen? Are those easily remedied? Quote Link to comment Share on other sites More sharing options...
left_in_shame Posted March 5, 2007 Share Posted March 5, 2007 cant believe this is actully happening. I thought it would die out like almost all large undertakings in hombrew communities. anyway your the greatest, dont ever give up hah Quote Link to comment Share on other sites More sharing options...
TomTupa Posted March 5, 2007 Share Posted March 5, 2007 nice jobyou the man! Quote Link to comment Share on other sites More sharing options...
Ignarant Posted March 5, 2007 Share Posted March 5, 2007 hot damn! Quote Link to comment Share on other sites More sharing options...
BAD_AL Posted March 5, 2007 Share Posted March 5, 2007 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 preference3. Offensive formation4. Playbooks5. player attributes6. player sim attributesOr do these currently map to a original team's attributes?I'd like to modify TSBTool to support this ROM. Quote Link to comment Share on other sites More sharing options...
cxrom Posted March 5, 2007 Author Share Posted March 5, 2007 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 romTexans: .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 TEXANSENDJaguars: .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 JAGUARSENDTitans: .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 TITANSENDPanthers: .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 PANTHERSENDall 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. no2. no3. no4. yes (sram issues make this kinda screwy)5. yes6. 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? Quote Link to comment Share on other sites More sharing options...
BAD_AL Posted March 6, 2007 Share Posted March 6, 2007 1. Team sim offense & defense.2. run/pass preference3. Offensive formation6. 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; Quote Link to comment Share on other sites More sharing options...
cxrom Posted March 7, 2007 Author Share Posted March 7, 2007 BAD_AL:the new team order is gonna be:BUF MIA N.E. JETSCIN CLE BAL PITIND HOU JAX TENDEN K.C. OAK S.D.WAS GIA PHI DALCHI DET G.B. MINT.B. N.O. ATL. CAR.S.F. RAMS SEA ARZi 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. Quote Link to comment Share on other sites More sharing options...
BAD_AL Posted March 8, 2007 Share Posted March 8, 2007 BAD_AL:the new team order is gonna be:BUF MIA N.E. JETSCIN CLE BAL PITIND HOU JAX TENDEN K.C. OAK S.D.WAS GIA PHI DALCHI DET G.B. MINT.B. N.O. ATL. CAR.S.F. RAMS SEA ARZi 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? Quote Link to comment Share on other sites More sharing options...
cxrom Posted March 8, 2007 Author Share Posted March 8, 2007 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. Quote Link to comment Share on other sites More sharing options...
cxrom Posted March 10, 2007 Author Share Posted March 10, 2007 1. Team sim offense & defense. 2. run/pass preference 3. Offensive formation 4. Playbooks 5. player attributes 6. player sim attributes 1. still not done2. 0x27FDB (4bytes)3. still not done4. 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. Quote Link to comment Share on other sites More sharing options...
BAD_AL Posted March 12, 2007 Share Posted March 12, 2007 Ok, sounds good.I won't be able ato start on it until next week. I'm on vacation now. Quote Link to comment Share on other sites More sharing options...
looked Posted March 15, 2007 Share Posted March 15, 2007 Interesting glitch, on the pro bowl team Trent Dilfer plays the bottom outside linebacker by default. Quote Link to comment Share on other sites More sharing options...
BAD_AL Posted March 19, 2007 Share Posted March 19, 2007 cxrom,Can you upload the new ROM so I can start the work on TSBTool? Quote Link to comment Share on other sites More sharing options...
cxrom Posted March 21, 2007 Author Share Posted March 21, 2007 done.the only difference from the last one is the new data and some early reworking of the divisions.TSBe - R3.zip.zip Quote Link to comment Share on other sites More sharing options...
BAD_AL Posted April 3, 2007 Share Posted April 3, 2007 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? Quote Link to comment Share on other sites More sharing options...
shanfu0 Posted April 5, 2007 Share Posted April 5, 2007 wow, impressive stuff!one small issue- the "hut hut hut" sound doesn't sound like "hut hut hut" anymore. but perhaps there's something wrong with my emulation (fceu). Quote Link to comment Share on other sites More sharing options...
cxrom Posted April 6, 2007 Author Share Posted April 6, 2007 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. Quote Link to comment Share on other sites More sharing options...
BAD_AL Posted April 6, 2007 Share Posted April 6, 2007 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? Quote Link to comment Share on other sites More sharing options...
kefkaroth Posted April 7, 2007 Share Posted April 7, 2007 anyone working on a tsb1 for genesis tsb 2 or tsb 3 tool editor yet similiar to the one on snes and nes Quote Link to comment Share on other sites More sharing options...
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