Jump to content

fgqb#19nyj

Members
  • Posts

    123
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by fgqb#19nyj

  1. Figured I'd update this info to cover the 32 team rom, too.

     

    TEAM DATA screen:

    x1E943 - x1E960 - TEXT POSITION and pointers (this however is set by Divisions) adjusts position of an entire division on screen.

    x1F8B5 - x1F95F - TEXT FORMAT (***affects all menus!) Every 3 bytes correspond to a team. First offset is for the format, next is the team shown, and the final offset is for the "space" between texts. This data structure is in a variable length and is FE terminated. So, inputting FE will close the DIVISION, thus removing any text from that point. **THIS IS BUF-ATL ORDER; first all AFC, then NFC. *This will also affect the TEXT on the TEAM CONTROL/ PRESEASON screens! This area also covers the 32 team rom.

    x22C36 - x22C53 - TEAM SELECTED ROSTER shown when "accessed", ordered by "ROWS": 00 05 09...in this order (EAST/ CENTRAL/ WEST) / 32 team order 00 04 08 0C...(EAST/NORTH/SOUTH/WEST) / 32 team (13=Dal. 17=Min. 1B=Car. 21=Ari.) rom locations start at x3F896 - x3F899...same hex locations as PRESEASON MENU!

    x23B4B - x23B94 - CURSOR SETUP (X:Y coordinates) Every 2 bytes correspond to a team. First offset "X", and the following the "Y". (AFC: x23B4D, NFC: x23B53) Teams start at offset x23B59, ordered by "ROWS" (E/ C/ W) / 32 team (Dal. Min. Car. and Ari.) rom locations start at x3F87A - x3F881.

    x23D21 - x23D58 - MINI HELMET coordinates. Every helmet uses 2 bytes (Y:X). The X seems to be multiplied by 2 to get the actual placement coordinate. **THIS IS BUF-ATL ORDER; first all AFC, then NFC. / 32 team rom locations - all NFC WEST team locations start at x3F6E7 - x3F6EE (S.F. Stl. Sea. Ari.).

     
    PRESEASON screen:

    x1E23F - x1E25C - TEXT POSITION and pointers (this however is set by Divisions) adjusts position of an entire division on screen.

    x22C13 - x22C30 - TEAM SELECTED. Team that will appear on field, ordered by "ROWS": 00 05 09...(EAST/ CENTRAL/ WEST) / 32 team order 00 04 08 0C...(EAST/NORTH/SOUTH/WEST) / 32 team (13=DAL. 17=Min. 1B=Car. 21=Ari.) rom locations start at x3F896 - x3F899...same hex locations as TEAM DATA MENU!

    x23CE9 - x23D20 - MINI HELMET coordinates. every helmet uses 2 bytes (Y,X). the X seems to be multiplied by 2 to get the actual placement coordinate **THIS IS BUF-ATL ORDER, first all AFC, then NFC. (***this will also affect the MINI helmets on the TEAM CONTROL screen!) / 32 team rom locations - all NFC WEST teams start at x3F6EF - x3F6F6 (S.F. Stl. Sea. Ari.).

    x23E95 - x23ED0 - CURSOR SETUP (X:Y coordinates) Every 2 bytes correspond to a team. First offset "X", and the following the "Y". ordered by "ROWS" (E/ C/ W) / 32 team (Car. Ari.) rom locations start at x3F882 - x3F885.

     
    TEAM CONTROL screen:

    x1E345 - x1E362 - TEXT POSITION and pointers (this however is set by Divisions) adjusts position of an entire division on screen.

    x325BF - x325D9 - TEAMS ORDER, ordered by "ROWS" (E/ C/ W) Team that will appear on field ordered by "ROWS": 00  05 09...(EAST/ CENTRAL/ WEST) / 32 team order 00 04 08 0C...(EAST/NORTH/SOUTH/WEST) / 32 team (1B=Car. 21=Ari.) rom locations start at x32C63 - x32C64.

    x328F3 - x3292E - CURSOR SETUP (X:Y coordinates) Every 2 bytes correspond to a team. First offset "X", and the following the "Y". ordered by "ROWS" (E/ C/ W) / 32 team (Car. and Ari.) rom locations start at x3F886 - x3F889. 

    x3292F - x32966 - SKP/MAN/COM/COA TEXT coordinates. First offset "X", and the following the "Y". BUT it is set into Tile-BLOCKS. **THIS IS BUF-ATL ORDER, first all AFC, then NFC. / 32 team rom locations - all NFC WEST teams (S.F., Stl., Sea. and Ari.) start at x32C4B - x32C52.
     

  2. On 10/4/2022 at 3:11 PM, Knobbe said:

     

    Can you expand on how this works?

    This pertains only to the 32 team rom, mind you. Also, this is only to correct the menus consisting of Team Data, Preseason and Team Conrol screens...The Standings and Team Rankings screens will not be affected whenever there's a change. 

     

    It's basically the only way to alter a helmet's color whenever a team modifies their helmet design, or if you want to move a team into another division. For some reason, a helmet color won't change even though you had switched the last digit of the hex address. So, changing hex code at x23BF3 (which is HOU) from 8F 89 8A 8B 1D to 8F 89 8A 8B 1E might not work entirely. If you wanted to fix the Texans' helmet color completely from black to dark blue, like the Broncos and Rams have, then you would have to change either the first or second digit on both of their hex numbers to whatever main color palette you need it to be. The section in the rom that allows you to do this starts at x425A. So, switching the 5 to an A in this area will change the Texans' helmet to dark blue, instead of black. Note: This may all depend on how the helmet is designed graphically, and so only parts of the helmet may be altered. So, please keep that in mind, too.

     

    0 = pink, silver-blue and white   

    5 = gray, pale orange and black   

    A = white, dark blue and yellow   

    F = dark green, aqua and white   
     

  3. Thanks. Yeah, I only changed the wording on the playoff screen in both roms. The playoffs themselves are still based on the 32 team rom. The standings and team rankings is something that may or may not be fixable. I see that CXRom was able to have the game ignore the pro bowl teams in rankings. And so it might be feasible to have this done in standings, too? How he was able to do this I could only guess. The six team division setup I have in the game is also a problem, as you pointed out it duplicates teams in the playoffs, and so I tried to minimize the teams in both screens. I wonder if it's possible to make 3 to 5 teams in each division instead of the two choice method, which are 3 to 4 team or 4 to 5 team sizes. At least that way there won't be any duplicate winners in the playoffs.

     

    I tried to chop off the first two teams in the 32 team rom to address the rankings screen, but ran into a problem with the individual leaders stat screens. It would display distorted stats and names and so I had to abandon that idea. If anyone knows where the hex location of the cut off point of where it would split the AFC and NFC teams concerning stats it could address this issue with team rankings, too. I think it has something to do with playoff sorting, but I'm not sure.

  4. On 10/4/2021 at 12:19 PM, Knobbe said:

     

    Pro Bowl teams are essentially teams 29/30.  I think the move would be to make them teams 27/28 because then you're set up for both a 30 and 31 team rom. Given how this particular screen relies on the teams being in sequential order, it's probable that there are some/many things that would break elsewhere with the teams no longer being in order.

    Just wondering...How did he manage to have the game ignore the pro bowl teams in team rankings? If he was able to do that, maybe there's a way in the game that allows you to do the same in the team standings screens as well? Just a thought.

  5. On 10/1/2021 at 10:33 AM, Knobbe said:

    Just going through this recently and grouping the NFC West Teams graphically into a 5 man division is problematic because they're segmented in order and inbetween the end of the 28 teams and the last 4 teams are the ProBowl teams.

     

    unknown.png

     

    The simplest workaround is to just not show all the teams in the NFC West

    Do you happen to know the location of where those pro bowl teams' win/loss and point stats are kept in the rom? Whenever I sim a season, one of the pro bowl teams occasionally make the playoffs, and I think it's because of these results. Any help would be appreciated.

  6. Here's the 1968 rom's menu screen I've edited. It's not great looking, but it looks good enough I guess. As you can see, the one on the bottom has the correctly located helmets, but with distortions. This happens on the preseason and team control menus as well. Does anyone know how to fix that?

     

    Tecmo Super Bowl 1968 Season-screenshot.png

    Tecmo Super Bowl 1968 old align-screenshot.png

  7. Awesome, man! I knew about this attribute table thing, but I wasn't sure where to edit these particular settings. I have a problem with the 1966 to 1969 roms, which do that, too. I had to shift all teams to the left. Is there a way to fix that on the 28 team rom, or is this something that had to be changed in the 32 team rom and it's only possible because of this change that was made?

  8. I didn't think there was enough interest in this and so I gave up on it. Glad to see someone is up to the task again.

     

    Well, here are the last files I've worked on. There was a ton done to get it to where I would like it, but unless the playoff structure and the NFC West division can be fixed it's pretty much useless. I did edit the standings so that the NFC West has two division pointers, so make that what you will. And for some reason, re-aligning the divisions on the menus screw up the colors in some of the team texts - mainly the two central divisions. It might be an easy fix. Let me know if anyone can help with that as well. *edit...thanks to Knobbe, this problem is now fixed. I just had to edit one more hex to fix the gray colored star on the team control and preseason screens.

     

    697292124_TecmoSuperBowl1995Seasonalign.fixmain-screenshot.png.2ca30a910f1bc69a7bd8bc765470e15d.png

     

    Update: 6/2...Look down below for new uploads.

     

     

  9. I've used Carther's playoff codes to create these two roms, but I've only managed to clean up the graphics appearance on the playoff trees.

     

    The '67 rom sims two unnecessary AFL playoff matchups while using the same teams against each other before moving on to the desired playoff format.

     

    And the '69 rom unnecessarily sims two AFL and two NFL matchups with the same teams playing each other before moving on to the desired format as well.

     

    Does anyone know how to edit the roms, so that these extra games are skipped over? Both files were uploaded down below. I've shortened the schedules so that simming seasons would be a lot quicker, just to make it easier for testing. Any help would be appreciated.

    Tecmo Super Bowl 1967 Season Backup.nes Tecmo Super Bowl 1969 Season Backup.nes

  10. On 5/7/2019 at 10:03 PM, Justice Weller Colde said:

    I didn't even realize that the standings were displaying like that, and it was a simple too.

    I had to change x23F73 to 08 from 0C and x23F75 to 0C from 10.

     

    Now there is a slightly different issue with one team winning 2 duplicate divisions. Here is a shortened gif of what it looks like.

    kAw3cNT.gif

     

    It even plays the division cutscene twice over.

    I'll try changing the AFC and NFC and see what happens.

     

     

    Tecmo Super Bowl 16 Team 3-21-19 - Fix.nes 384.02 kB · 2 downloads

    Hey, did you ever figure out how to fix the duplicate standings issue?

×
×
  • Create New...