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ren6175

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Everything posted by ren6175

  1. Ok, that's sort of what I thought although I appreciate the explanation. I didn't realize the how the 1kb banks were split into 4 different sections. I was looking at the tiles in the PPU viewer, but the tile number I was looking for said 80. I thought the number had to be between 00-3f so I was confused. The 2KB banks will be split into tiles 00-7F and 80-FF. The 1KB banks will be split into tiles 00-3F, 40-7F, 80-BF, and C0-FF. This sentence was very helpful. As usual, you gave me a quick, helpful answer. Thank you.
  2. Ok, I learned alot of this from asking questions and reading the romhacking.net docs. I know where all the pointers and data are stored for the large helmets. So, lets say I want to put the logo in for a team that isn't there already. I know how to use tile editor to insert the logo. I also understand how the grid works so that I can determine the locations and order for putting together the logo. I know there are 5 banks for storing the large helmet logos. Consider this example taken from jstout's large helmet editing sticky... Example: Lets change Houston's logo. Replace their line with: 9E 3D 1E 01 34 05 36 9F 3D 1F 01 35 05 37 80 3D 39 01 3C 05 3D FF. The logo should have the base legs to the right of the upper section. Go ahead and put it back after you looked. How did he know that tile 1E, tile 34, tile 36, etc were the correct tiles within that bank? My question is how do I determine the tile number within each bank? Or also, how do I determine where each bank starts? (I know they are numbered 00 to 3F) Tile editor gives me an absolute hex address within the ROM, but when I am looking at the tiles I need to know which one contains my image so I can draw it using the grid. Thanks.
  3. Working on a "greatest college teams ever" ROM. I've pieced together every team I need except this one. I've looked through Wikipedia, USC website, other peoples ROM's, CFBdatabase, and several other college football websites. I do know the QB's, Lynn Swann, and the RB's, but everyone else is missing. Any ideas?
  4. Ok, that is a little over my head, but I can follow your steps. I really appreciate you taking the time to explain it. Many people edit the title screen (where it says "Start Game"). They may add there own name or something like that. Did they actually go through all those steps to determine the address that needed to be changed? You (I mean specifically you) make it sound so easy when someone asks for an address or offset and you come up with it in about 2 seconds. I suppose that is just your experience, but it really is incredible. Thanks again.
  5. Ok, I read several threads about using nesticle or fceued to determine hex addresses. Several of the threads have comments by GRG and the links are broken. So here is my question. I open up fceued and load the rom. I start the name table and the pattern table viewers. I see for example when I hover over "S" that it is found at tile 53 in the pattern table. If I want to change that "S" to a "T" then I know I need to point to tile 54. How do I determine the address that tells the game to point to tile 54? I see in the name table viewer that there is a "PPU address". Is that what I need to use? If so what math do I need to use? I know that with the large helmet addresses I had to add 10 and 60 then reverse the numbers to find the location. Is this similar? I really did try to find the answer myself. Thanks.
  6. Great. Thank you very much. Sorry I didn't look hard enough to find the answer myself.
  7. Thank you very much. That was exactly what I needed to know. Good answer.
  8. I get this error when I try to use the GetBytes feature: #Problem with input line '' #correct format = -,byte width #example: 0x12345-0x12355,0x10 1. I load a rom 2. I type 0x23BC6-0x23C51,0x5 3. I hit enter and it asks me to choose a file to save to? (I presume) 4. I create a *.txt file called whatever and hit save 5. I get the above output Sorry, but what am I doing wrong?
  9. If you are editing a ROM with a custom playbook. (Someone else created it) How do you assign plays to teams without changing it within the game? If you use TecmoToolSupreme it loads the original playbook and not the custom one. I found the playbook editor on this site to pull playbooks out of a ROM, but can these be applied somehow to be used by TecmoTool?
  10. I answered the first part of my question. Using jstout's awesome table I was able to easily shift the helmets around to the spots I wanted. (I had never used a hex editor before yesterday.) The special designs are marked at x23C52 to x23C60 and are designed at x23C61 to x23CE8. Now to the second part of my question. Referencing the above addresses. If I load someone else ROM, should I be able to go to x23C61 to find the special tiles where the logos are stored? Again, say I want to find a helmet for BYU or Boise St. that someone else has made. I am guessing the game "looks" at x23C52 to see where to go to find the special logos. Then "goes" to the logos which are stored from x23C61 to x23CE8. Is this at all how it works?
  11. So, if I go to these address x23C61 to x23CE8 in someone else's ROM those should be the designs for the different helmets? More specifically, I have found several college ROM's with well designed helmets. I want to move some teams around, so I need to move the helmet. I know that the design is already there. So, can if I copy the hex values of the team I want over to the address of the slot I want to move the team to will it look right? (Actually, I will just try this I think) Getting more detailed would I use a tile editor to pull the tiles out of a different ROM? Say someone has designed a helmet for Boise St. If I look at the ROM to find which team Boise St. is assigned to, then I should be able to find the address of tiles associated with that helmet by looking in the address from x23C61 to x23CE8? Then can I "copy" those tiles somehow? Using a tile editor? Am I anywhere close to understanding this or am I speaking gibberish?
  12. I have read through the stickys and threads that talk all about mini-helmets and hex addresses. On a basic level is it possible to "pull" a helmet out of one rom and insert it into another rom using hex editing? It seems from what I've read that this is impossible because each rom has its own tiles. I want to take some of the college helmets that people have made to use in my college dynasty rom. Do I need to make them myself? Thanks.
  13. Great. Thank you. I knew there had to be a way to at least insert the commas automatically. Just that helps. I will keep working on it.
  14. Sorry I'm very uninformed but what is a "standard in"? I want to find an easy way to put excel spreadsheet data into TSBtoolsupreme. What I mean is I want to avoid manually adding all the commas and formatting? Maybe I need to work with Excel to determine a better way to output the file. Thanks.
  15. I am working on a 32 team all-time college football team ROM. I have my player data laid out in an excel spreadsheet. I realize I can use TecmoToolSupreme to enter the information, but is there an easy way to convert that data into a form usable by the program? So far the only thing I can think of is: 1. Copy Excel data to txt file 2. Manually add all necessary commas, team headings, and other miscellaneous data 3. Load txt file into the tool 4. Apply to ROM I want to skip step 2 or make it automated somehow because formatting all the text will be time consuming. Thanks.
  16. Incredibly awesome job. I have been working on a rom just like this for the past week. It is very hard to find the old rosters. Major props to you. I managed to piece together some of the older teams like 71 Nebraska and 72 USC, but it wasn't easy. Instead of combining teams, I gave some schools more than one team on the rom. I will finish it soon and post it. Good job, again. I know it is hard work.
  17. No problem about the delay, it seemed like no one even posted for about a week there anyway. Thanks again.
  18. I love this discussion. You seem intelligent. Point, counterpoint. I will have to disagree about your "last years stats" argument because I was making a dynasty ROM, so if I picked the 78 Steelers then those were ratings from that years results not the year before. Just like if you picked the 84 Rams. There are two ways to make the entire game though. You can either make a ROM based on THAT seasons stats ALONE, or you can base it on historical performance. For example, Bo Jackson's rating in the original was probably based on that season, as probably were Neal Anderson, Ottis Anderson, and even Jim Kelly to some extent. I would have to think that Mike Singletary and some of the older players ratings were based more on history because I don't remember Mike have a huge year in 90. I chose to rate my ROM mostly based on one season's statistics, but really I tried to be historically accurate as much as possible. For example, Jamal Anderson had 1800 yards in 98 and Terrel Davis had over 2000. Those are two of, I'm guessing, the top ten seasons totals ever? Davis' is top five maybe? They certainly gained more yards than Payton did in 1985 or probably any of his seasons. (I don't really know for sure). Now, according to the ratings I was using Madden rated those three players fairly equally with SPD and ACC all close to 99. In my ratings for the ROM I rated Patron higher though because historically he is probably one of the top three backs ever if not the best (Barry, Jim Brown?) Anderson and Davis had career years but will either of them even make it to the Hall? (Davis probably will because of two Rings) Anyway, I think I rated Davis in the top five and Anderson was probably in the top ten in my ROM. Thus, I tried to balance historical and seasonal data. BTW you should be able to tell from this that I did use the actual stats. I sat in front of my TV with my computer on, my PS2 running Madden, a printed table of my ratings, and a printed copy of the teams' stats for that year. It was a mess. Took forever.
  19. If I were trying to use Madden for TSB3, then I think I totally agree that it just wouldn't work. I would have used AGI for agility of course, but I would have had no idea what to do with body balance. Unless I just used STR for HP, and BTK for BB. Actually, that might have worked...oh well, who cares. Let's just play and have fun. Sappy aren't I?
  20. I sort of did what you did and made this elaborate spreadsheet formula for each position and each rating. Then made a table relating the Madden stats to the TSB ratings in the original game. Again, I said loosely. You have to know who is good and who isn't also. Many of Madden's ratings are screwed up, wrong players, wrong numbers, second string QB's with all the same ratings. Heck Tom Brady isn't even on the roster. Difficult to differentiate ratings like catching ability for DB's, things like that weren't good from Madden. I just got basic stats. Here is an example. I had a tough time with linebackers because Madden rated the Ravens' linebackers as like the 3 best ever. Well, I believed that Mike Singletary, Jack Ham, Jack Lambert, Lawrence Taylor and others were just as good if not better. At least better than Jamie Sharper and Peter Boulware, Ray Lewis is pretty good. So I got basic ratings from my chart, then entered them into the game. Then I sorted the linebackers by overall rating and edited the numbers to make them more realistic. I think LT was the best linebacker in the original and he was one of the best ever, so no one was rated higher than him. Ray Lewis, Jack Lambert, and Mike Singletary were all rated very high too. Then I went down from there. I followed similar steps for all the positions. The hardest part was determining what skills in Madden matched what ratings in Tecmo. Some were obvious like Speed, I used str and Btk for hitting power for offense. I also used awareness to determine some stats for QB's and for DB's. I tried to make the system as objective as possible but you are right to some extent Madden is impossible to use, so there had to be some subjectivity. But overall I would say you can use Madden because I had to. I would have had no idea how to rate some of these obscure playrs like a CB for the 81 chargers or a punter from the 69 chiefs. Take a look at my ROM when you can. I think that for the most part it is fairly well balanced. On average the players are better than the original, but that is because it is the best teams. Sometime I will rate the 84 Rams with my system and compare it to your 84 Rams. The only problem is that you are using TSB3 and I prefer the original, so they might not match up as well.
  21. 5 minutes after I e-mailed you (Sblueman and Rod Woodsen), I noticed that I left the entire Green Bay offense white. Sorry about that. You can fix it yourself or I will e-mail you a corrected copy.
  22. Does this go here or on the general board? As I mentioned in previous post, please give some credit to Sblueman for half the players names and numbers. I would like feedback on the ROM if anyone has time to try it. Mainly I want to know if I made any huge mistakes or if statistical innaccuracies occur often in simulated seasons or if there are serious errors in positioning, skin color, or if I put a player on a team when he shouldn't be on that team. Or if you want just tell me if it is fun to play or boring as snot. Or you can argue with me about the teams I chose Oh and if anyone wants to fix the the helmets for me that would be great. I didn't know how to change Pats or Browns. Also, I think it uses Sblueman's custom palette so visit his website if you need to get that palette. Plus, he has a bunch of other great ROMS on his site. I really want to have a ROM that is as accurate as possible. The ROM should be up on this site in a few days, or you can e-mail me for a copy at [email protected]. Thanks.
  23. Real quick (sarcasm) here I the teams I finished with: 90 Bills, 72 Dolphins, 95 Colts (cuz I lived in Indy that year), 01 Pats, 68 Jets, 78 Steelers, 91 Oilers (I wanted to use 80 because of Earl Campbell, but there defense sucked), 88 Bengals, 00 Ravens, 98 Broncos, 81 Chargers (great offense), 69 Chiefs, 76 Raiders, 83 Seahawks, 77 Cowboys, 83 Redskins, 75 Cards, 90 Giants, 80 Eagles, 85 Bears, 91 Lions (just for Barry), 98 Vikings, 2001 Bucs (good on paper, plus I love Alstott), 96 Packers (tough choice between them and 66, but I wanted Favre), 89 49ers, 91 Saints, 98 Falcons, and 2001 Rams. I loosely based the stats on Madden 2002, but then I modified them to fit the ratings from the original game. Some players have outlandish stats but no category goes over the max number for that stat. Like Payton stats are 56 69 69 31 81 69. He is the best RB in my version although Faulk, Sanders, Dorsett, Riggins, and Harris are all good too. I edited the sim code as well, playbooks, and team colors. The only thing I havn't done yet is edit all the players skin colors. Also, I didn't know how to add the Ravens helmet instead of the Browns. It sims fairly well I think. 49ers, Steelers, Bears, and Dolphins win there divisions almost every year, but no one goes 16-0. Usually 10-6 wins a division. Ravens are rated 3 offense, but 15 defense at one extreme and 81 Chargers are rated 15 offense, 3 defense the other way. I didn't give any team 15-15. I will e-mail it to whomever wants a copy. Anyone can put it on there website also. Remember to give some credit to Sblueman for most of the player names and jersey numbers. Thanks. You can also e-mail me if you want it at [email protected]. One more thing. If anyone finds any big mistakes, or if someone wants to tinker more with the sim code please let me know.
  24. Does it matter how the screen lists it because the plays don't change. What I mean is that the FB runs certain routes on any given play. So if you put in a receiver in that spot he will still run the same route. If you want Beebe blocking for Thomas then put him in the FB slot. Just be careful which plays you pick so he doesn't have to block. Even if you have one RB and 3 receiver then one of those receivers has to run the FB's route because the plays don't change. Likewise with houston not having a TE. The 4th receiver just runs the TE's routes. No big deal.
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