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iyiiki

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    Baltimore, MD

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  1. The best web site I've seen for stats & jersey numbers is http://www.nflarchives.com/. It's not complete & has some errors on it, but it's a good start. Finding tackle data is not easy. It's not an officil NFL stat because teams record them differently. So they're not too widely available. On the web, I've been able to find stuff as far back as '92, though it took a good bit of work to find anything prior to '99. For anything else you'd probably have to find old magazines, newspapers, etc.
  2. I have a rom with the NFL endzones at this website. Sorry it took so long to put it out. It didn't take long to do. It was done a while ago, I just forgot to put it up before I got distracted by other things. There is one little problem with it, though. In the original game, in LA's endzone they have an area in their logo that is empty. (The upper right section of the L.) For some reason, the code for this section is all 00's instead of 02's, which are used for blank spaces in other cases. What this means is that the game doesn't even bother to read in any data for that section. So even if you put data in to replace the 00's, nothing is changed. Here are screen shots of a normal endzone and LA's endzone. It looks like we'd have to find the pointers to what data each team uses to fix that. Or if anyone else has an idea for something else to put in each endzone that wouldn't be affected by the blank spot, I could put something else out. Also I made rom's with the playoff teams from the past two years. They're at the same site as above. The defenses are a little faster than in the original game, but it's still not too difficult a play. I did these before the Emuare editor came out. I haven't really looked into that yet, so I don't know if it supports anything more than the simple text and player ratings in the game. In these roms, the team names on the Touchdown screen and the Newspaper screen after each are correct, which I don't know if the editor supports. I not 100% sure that all the graphics are all right. Let me know if you see any glitches or have any other thoughts.
  3. I did some more work with the endzones and there's no easy way to give each team it's own unique endzone. I'm not completely through working on it, but here's what I've found so far. It looks like the code for the endzone tiles begins around address 11454 and runs through address 11C29. Things are stored in groups of 17 bytes. Each group begins with either 55 or FF. It looks like groups beginning with 55 are for the right endzone, FF groups are for the left endzone. So that leaves 16 bytes in each group. Each byte represents 1 tile. The tiles that are used are at addresses in the 30xx0 range. (In Tile Layer Pro, offset 30010. So a B9 byte is address 30B90. The same tiles are also at addresses beginning 31, 32, and 33.) Each group of 16 gives you a 4x4 square. The tiles are laid out left to right, top to bottom. The letters in the endzone are 8 tiles high (left to right on the screen) and span 9 tiles across (top to bottom). So each team needs 6 4x4 squares to define its endzone. But each team does not have 6 lines solely for the, some squares are reused. So the data that makes the M for Miami is also used for Minnesota, Dallas and Denver share the D, etc. So it would be difficult to change teams around and still get things to match up. If we found the code that defines what lines each team uses, then it would be possible to change things around to give each team their own letters. But even this would take a good bit of planning because unless you know how to add data into the rom, it looks like you have to reuse some squares due to space restrictions. In the meantime, I'm putting together something that will put the letters NFL in all of the endzones. I'll post a link to that rom when it's ready. If anyone wants to know more specifics, let me know.
  4. I've done a little bit of work on this. I did find where the code for this is, but it is a somewhat scrambled. I've figured out most of how the pieces fit together, but there is still some work to do regarding the order that things are in. I'll do some more work on it this weekend and try to put together something that's not too hard to understand.
  5. Unfortunately, no. There's four values assigned to each player. On each team line, the first four values on the line are for white players, the second four are for black players. The first one (0F) is not used. The second is the value for the helmet, pants, shoes and wristbands. The third value is the skin color. The fourth value is the jersey, socks and stripe on pants. With the Indy example, the first 30 is the white parts of the white players, the second 30 is the white parts of the black players. If you used different numbers, the white players would have one type of uniform, the black players a different type. And that's just weird looking.
  6. The place to edit team uniform colors begins at address 10350. That line is for Indianapolis. Miami begins at 10360, Cleveland at 10370, etc. Indy's line breaks down like this: 0F 30 36 11 0F 30 15 11 0F 19 12 30 The first four bytes are four white players. The second four are for black players. The third four are for the field. You can use the TSB Manager to get the hex values for each color. If you go to where you edit team colors you get a 4 x 16 chart. The four rows represent the first digit, beginning with 0. The 16 columns represent the second digit, also start with 0. So Dark Gray is 00, Green is 0A, White is 30, Black 8 is 3F. The green numbers are for the team's helmets & pants. The blue numbers are for the team's jerseys. The red numbers are for the players' skin color. 36 is used for all white players. Black players have 15, 05, or 0F depending on the team. The violet numbers are for the team's end zone. This is generally just a variation on one of the uniform colors, but not exactly the same, or else players would partially disappear. The other numbers are constant for all teams. 0F is black, the first two times this appears in each team line does not seem to affect anything. The third 0F is for the black parts of the field. The 19 is green, the color of the field. The 30 is the white part of the field. Another place you might want to edit is the data for the touchdown screen, where the players jump & high-five each other. This begins at address 12510 and each team has one line, beginning with Indy. Their line looks like this: 30 11 0F 30 21 11 0F 36 21 11 The green numbers are again for the players' helmets. The first two blue numbers are for the players' jerseys. The third occurrence seems to be one of the colors in the background crowd. All the other numbers are constant for all teams.
  7. I did a little testing on the max speed numbers for the defense. They do apply. I set up Dallas' defense to all have 90 0C 30 00, except Jeffcoat, who was 90 xx 30 80, so everyone has the same initial speed and delay, and Jeffcoat is the only player with dark skin, so he's easy to single out. This way I could test how different values in the max speed area would affect a single player. There is a difference, though it isn't as noticable as it is for an offensive player. Often, this is because the defender gets blocked and never gets into the open field. A low hitting power strongly hinders any advantage in max speed. And it seems that the speed of the player you control is more dependent on you hitting the A button, rather than the players max speed rating. But moving the rating really high up can clearly show you the difference. There is a limit, though. The value can go up to FF and they'll be ridiculously fast. They'll sack the QB just about every time. But once they get into the open field and into full speed, if they're too fast, when they make contact with somebody, they'll disintegrate. So far, it looks like anything 40 or above can cause them to disappear. I've haven't yet lost anybody in the 30s. Enjoy BBuser
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