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jstout

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Everything posted by jstout

  1. That is a lot of work. Your best bet would be to draw up some diagrams and rough play design then ask for someone to smooth things together. You don't see the GAM defense every day. All the guys I've seen that used to run that have gone to Steve Calande's 46 Gambler or the DC 46.
  2. Does Fantasy Draft using TSB Helper do what you need? Link below viewtopic.php?f=22&t=9441
  3. Doesn't make a difference if simmed or not. Checked it out myself and its an easy fix in the code. Change: x232A1 to x7F x3F770 to x77 x3F77D to x83 x3F785 to x7B
  4. Patching the rom won't work right. The simplest method is with a hex editor doing below. First make a copy of the 28_2D rom. COPY from YOUR ROM: x0 to x4000F PASTE to COPY OF 2D ROM: x0 to x4000F and SAVE COPY from YOUR ROM: x3C010 to x6000F PASTE to COPY OF 2D ROM: x7C010 to xA000F and SAVE CHANGE on COPY OF 2D ROM the following to be the same as the 28_2D rom then SAVE: x4 to x4 (1 bytes) x256E3 to x25709 (39 bytes) x25723 to x25736 (20 bytes) x25784 to x2578E (11 bytes) x257C4 to x257CE (11 bytes) x2802B to x28036 (12 bytes) x2889C to x288AD (18 bytes) x32412 to x32415 (4 bytes) x32425 to x32428 (4 bytes) x3246D to x32477 (11 bytes) x324B8 to x324B8 (1 bytes) x324BC to x324BC (1 bytes) x324C7 to x324C7 (1 bytes) x324CB to x324CB (1 bytes) x324D6 to x324D6 (1 bytes) x324DA to x324DA (1 bytes) x328BA to x328BA (1 bytes) x33F30 to x33F6C (61 bytes) x33F70 to x33F84 (21 bytes) x33F90 to x33FB2 (35 bytes) x33FC0 to x33FDD (30 bytes) x33FE0 to x3400B (44 bytes)
  5. All three will work like this. The plays selected determine Formation # (TB has set coordinates while the others have play strings) and the Play # for offense and defense. From those #s will grab pointers for each player and store the pointer location in the "player buffer". Each player has a "player buffer" that contains all relevant info for a play like their ability, field coordinates, who they are grappling with, and where in the play code they are. During the play, the game will grab the current location in the play code for the player and run the assembly code for that command until told to stop and update the "player buffer". Using this thread example: FC FF E0 31 FE FC The game would get from the "player buffer" that the current command is FC (Set to Grapple). The game would then jump to some assembly that tells the game how to perform the command. In the process, it would use the FF E0 bytes as needed info and when done would set the "player buffer" to the 31 (Block NT) command location. Then the next player would do their command. Some commands take long periods of time to perform (like movement). So the game will create a second pointer location in the "player buffer" and have the player do this assembly location until told that its done before going back to the main line.
  6. The FFE0 in this case is just a parameter of who to grapple with. There are times in which you'll use something other than FFE0 but mostly to allow some "ghost" movement by the OL at the snap. TSB has almost identical commands as the SNES so 99% of the time what is on SNES will go for TSB. TB however is nothing like the others as it has an entirely different group of commands.
  7. Did this in just a few minutes (TNBA for NES) so hopefully this will help. This will be the player stats during a season, subtract x6000 from the value to get the .sav location. Will have to compare to get the save state locations as each emulator is different. $705F STEALS $742B STEALS * 256 $71A3 BLOCKS $756F BLOCKS * 256 $72E7 REBOUNDS $76B3 REBOUNDS * 256 $65C9 FREE THROWS MADE $6D61 FREE THROWS MADE * 256 $670D FREE THROW ATTEMPTS $6EA5 FREE THROW ATTEMPTS * 256 $60B9 FIELD GOALS MADE $6851 FIELD GOALS MADE * 256 $61FD FIELD GOAL ATTEMPTS $6995 FIELD GOAL ATTEMPTS * 256 $6341 3 POINT MADE $6AD9 3 POINT MADE * 256 $6485 3 POINT ATTEMPTS $6C1D 3 POINT ATTEMPTS * 256 $6008 TEAM WON $7ACD TEAM LOST $7B38 TEAM GAMES $77F7 CONDITION
  8. You have no ability to magnify or shrink the background or objects so the quick answer is no. However you could redraw and code the game to have a one screen field but your players would now be like dots on the field (like a blimp view).
  9. The emulator FCEUX has the best NES debugger (every function you will ever need plus some). If you are going to work on this rom then hit me up and I can send you my source code files.
  10. Yes, though there might be unused space available now allowing you to keep all the stats as before plus the new teams.
  11. Mostly right, only error is RAM doesn't pull from the ROM but instead ROM pushes and pulls information to and from RAM and Save RAM with the assembly code. Save RAM and a save state are different but serve a similar purpose. If you were to open up a NES or SNES cartridge there would be an electronic board with chips and a battery, one of those chips holds the Save RAM while the battery gives it power to not forget the information (that is how it knows your stats and where you are in a season). A save state however is created by an emulator to know of an exact point of time so it contains more information than Save RAM. It will hold everything it needs like RAM, Screen info, where at in the code, etc. If you look at your files: a .smc is the ROM and .srm is Save RAM. To figure out info, you would just open up your Save RAM file in a hex editor then make a change that would affect Save RAM during game play and turn the game off, then compare the old Save RAM file to new one. Example of one change in TSB III, x457/x458 ($700457/$700458) is QB1 for BUF so if you change the starter this value will change. To add teams to the game, RAM and Save RAM will not give you a physical problem. As you add new information you'll alter the assembly code so the game knows how to use, push to, and pull from RAM and Save RAM. RAM and Save RAM have a limited amount of space and for adding teams you likely won't need to ever touch RAM (you might if it stores some type of all team array) but Save RAM you'll need space to store the extra info you need so space is a factor.
  12. For both NES and SNES, there is ROM, RAM, and Save RAM. ROM is the game, RAM is temporary information needed while the game is on, save RAM is information that needs to be recalled when the game is turned off and then on. So basically anything that needs to be stored for the game after a reset will be stored in Save RAM. I don't know much about TSB III but if you can figure out what it needs to store then it would be easy to figure out the basic format and how much space you need and whether that space is available. I wouldn't be surprised if there was some free space in Save RAM now. Yes, its possible to keep certain stats. You would need to just have code that save the values and how to load the values for whatever you want.
  13. I haven't spent much time looking at the SNES TSB games so I don't know too much about their workings. After reading this topic for the first time today, a quick look at TSB I shows that it is using just a fraction of the available Save RAM x2000 out of x8000 so the extra stats shouldn't be a problem and the rom is using x180000 out of x200000 marked by the game. SNES rom expansion is extremely easy and you'd be able to double the game in size (to x400000 bytes of ROM). TSB III is using just half the rom space but has all the Save Ram marked as being used. I don't know anything about the save ram format for this version so I don't know how much free space is available to be used or not for extra teams.
  14. I think you are overthinking this by a lot. The offense has 8 plays (4 slots for run and 4 slots for pass). Each play has an offensive byte for each slot and a defensive byte for each slot. Play: T FAKE SWEEP R Slot: Run 1 Formation: 04 Play #: 10, 10, 50, 10, 10, 50, 10, 10 <- Slot 1 to 8 Defense: 5B, 5A, 5A, 58, 58, 59, 59, 59 <- Slot 1 to 8 Using the example play, the offense chooses T FAKE SWEEP R and the defense chooses Pass 2 (Slot #6). The offensive play loaded is Slot 6: #50 and the defensive play loaded is Slot 6: #59.
  15. As Tecmoturd said I made the schedule on the rom using the actual 2010-2011 schedule where each team plays their actual schedule minus the first time you play in division (all division opponents are set on the second matchup). The last three games are the second then first best conference team you haven't faced (based upon Las Vegas Odds of winning the AFC or NFC) then you finish with the best out of conference opponent you haven't faced (based upon Las Vegas Odds of winning the Super Bowl). Passwords do work and you input them on the team select screen where you move to the Password option at the bottom and hit ok then you will be allowed to type in the password.
  16. Likely your save file is kicking in. Use the playbook reset on the team's playbook page or reset the season and the team's plays should be correct.
  17. x2AF53: .WORD $0080,$0040,$0020,$0010,$0008,$0004,$0002,$0001,$8000,$4000,$2000 Just from a quick look there are 4 routines that call this location (x2A1C3, x2A222,x2A293,x2A2E6). Being that there are 11 values, my assumption is that is likely is a value for each player on the field. I'll look deeper when I get some time.
  18. Receiving numbers are affected by the sim values for Receiving, Punt Returning, and Kick Returning (the return sim values were improperly named). The reason Westbrook is getting so many yards is the Kick Return sim value is too high (this actually is amount of times he'll be targeted by a pass). My posts in this topic will have more specific details for the Kick Return Sim Value: viewtopic.php?f=5&t=11924
  19. What you are describing is translation hacking. Quite common but usually done on rpg games. Normally what would be done is you replace the rom alphabet with the new language letters. Then the text in the rom (known as the script) you would change to the correct words. Because the words/sentences will be different sizes than the original you'll need to adjust the location of the text (so it fits on screen) and the pointers to the text (to adjust for the new space). Often you'll need to use the extra space to get more room for the text. If space becomes a major issue then it might require editing the text routines to do DTE/MTE (Dual Tile Encoding/Multi-Tile Encoding).
  20. 1. Already had in my notes: Loft of Snap - x28D0E and Speed of Snap - x28D12 Loft of Pitch - x2A9E8 and Speed of Pitch - x2A9EC 2. The player condition code is an utter mess and not really logical. But maybe something can be done. 3. The code has places that load player rating then add stored juice then stores the new player rating. Just a matter of editing the code to do so with the attributes you want.
  21. The player rating graphics are: x3115C-x3117B Each value is 2 bytes where x0600 = 6 to x0001 = 100
  22. Sound Test Song/Effect Table: x346D1-x3470C (In order of sound 1 to 60) To get the Song/Effect in the Music Pointer Table (x36EC0-x36F4F), multiple the Song/Effect by 2 then add the music pointer table start address (x36EC0). The location and pointers are: Song/Effect x00-x1F = located in x36010-x3800F ($8000-$9FFF) Song/Effect x20-x3C = located in x3A010-x3C00F ($A000-$BFFF) Song/Effect x3D-x47 = located in x38010-x3A00F ($A000-$BFFF) Examples: Song 4 = x3C x3C*2 = x78 x78+x36EC0 = x36F38 In the rom x36F38 = $A145 $A145 = x3A155 Song 5 = x3D x3D*2 = x7A x7A+x36EC0 = x36F3A In the rom x36F3A = $B2C9 $B2C9 = x392D9 ------------------- For the song data pointers it will be located as above (pointers will add x10 for the header). Examples: Song 4 - x3A155 04 $A275 05 $A45C 06 $A152 07 $A4F2 FF SQUARE 1 = x3A285, SQUARE 2 = x3A46C, TRIANGLE = x3A162, NOISE = x3A502 Song 5 - x392D9 04 $B3A4 05 $B46B 06 $B2D6 07 $B57F FF SQUARE 1 = x393B4, SQUARE 2 = x3947B, TRIANGLE = x392E6, NOISE = x3958F
  23. Interesting, never heard of that. If the notes are too fast then maybe 81 is a Sixty-fourth Note and you'll just need to bump the label tags up one. Someone with musical talent will likely know once they hear the length themselves.
  24. The sound lengths match to: A5 = Quadruple Whole Note 9E = Double Whole Note 96 = Whole Note 8E = Half Note 88 = Quarter Note 84 = Eighth Note 82 = Sixteenth Note 81 = Thirty-second Note I'm not musical so if there are inbetween notes then let me know and I can see if anything that will match up exactly.
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