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jstout

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Everything posted by jstout

  1. Here is a simple test song for those having problems (the commas in the hex below are just to help those see some breakup of the parts and notes). I'll find my notes and answer some of the questions in this thread soon. POP GOES THE WEASEL: (Put at x3A155 and play sound 4 on the sound test screen) $A145: (SET SONG DATA POINTERS) 04 52A1, 05 90A1, 06 20A2, 07 20A2, FF $A152: (SET SQUARE 1 VARIABLES) E2 30, E3 01, E0 1E $A158: (SQUARE 1 MUSIC) E9 77A1, 8E 20, 88 20, 8E 22, 88 22, 92 24, 92 20, E9 77A1, 92 29, 8E 22, 88 25, 92 24, 92 20, E8 58A1 $A177: (COMMON MELODY) 8E 20, 88 20, 8E 22, 88 22, 88 24 27 24, 92 20, EA $A186: (FILLER) FF FF FF FF FF FF FF FF FF FF $A190: (SET SQUARE 2 VARIABLES) E2 30, E3 01, E0 1E $A196: (SQUARE 2 MUSIC) E9 F8A1, E9 FFA1, EB 03, E9 F8A1, EC, E9 FFA1, EB 03, E9 F8A1, EC, E9 FFA1, EB 02, E9 F8A1, EC, 88 F3 10 15 19, F4, E9 FFA1, EB 02, E9 F8A1, EC, E9 06A2, E9 12A2, EB 02, E9 06A2, EC, E9 12A2, EB 03, E9 06A2, EC, E9 12A2, EB 02, E9 06A2, EC, 88 10, 84 F3 15 19, F4, F3 15 19, F4, E9 12A2, EB 02, E9 06A2, EC, E8 96A1 $A1F8: (COMMON MELODY) 88 F3 10 14 17, F4, EA $A1FF: (COMMON MELODY) 88 F3 0B 15 17, F4, EA $A206: (COMMON MELODY) 88 10, 84 F3 14 17, F4, F3 14 17, F4, EA $A212: (COMMON MELODY) 88 0B, 84 F3 15 17, F4, F3 15 17, F4, EA $A21E: (FILLER) FF FF $A220: (SET TRIANGLE AND NOISE VARIABLES) E2 30, E3 0F, E0 1E $A226: (TRIANGLE AND NOISE MUSIC) 88 00, E8 26A2
  2. Feel free to use any of this. The files have the entire game part of TSB with the code and data fully separated. However, it needs a huge amount of formatting, labels, comments, and variables to be entered (even known data isn't necessarily marked yet). TSB_Code.zip
  3. The logo needs to be around 24x24 pixels. Generally 16-32 pixels is the norm but the wide ones can be up to 40. Below will be a blank helmet you can use for sizing.
  4. Just take my Possession-style Overtime notes and do some editing. Everything is essentially there but needs checks added and adjusted.
  5. The regular playbooks and the pro bowl playbooks are written in different manners. The Pro Bowl is written slot by slot as a value of x00 = Play 0 to x3F = Play 63 and the Regular is written as two slots like x00 = Play 0 in Slot 1 and Play 8 in slot 2 to x70 = Play 7 in Slot 1 and Play 8 in Slot 2. That is actual practice, theoretically you could rewrite the code to function as one or the other. Regular Playbooks are x1D310-1D37F and NFC West x1D390-x1D39F Pro Bowl Playbooks are x1D380-x1D38F
  6. All the numbers are known and what they do, just check my post a in this topic for exacts. viewtopic.php?f=5&t=7668
  7. The flashing controller on the Team Data Play Book screen is x1AE76 (Pink) x1AE79 (White) The flashing buttons on the Game Play Select screen is x274C8-x274CF
  8. Yeah, that is what I meant. Scale of x00-xFF where x00 would have the defense select from the 4 pass play slots, x80 is 50/50, and xFF would have the defense select from the 4 run play slots.
  9. I wrote the code up earlier and had the computer doing a weighted run/pass playcalling correctly. Is it enough to make a variable like x80 be 50/50 run/pass or would you need each slot weighted by itself?
  10. 1. Yes 2. The CPU still has the standard 1 in 8 chance of picking your play in Normal mode 3. Depends on the style you want and team skill but I found making teams above 50%, 75%, 75% defense to be often be tough on the field on the original. 4. Not currently, but I could add that easy. My CIFL version made the defense choose pass plays more but I could set it with a team variable.
  11. Ok. In this example at the play-call screen the offense chooses Pass Play #1 and the CPU Defense chooses Pass Play #3. Every time you select a play at the play-screen the following process will be done. The Logic code now kicks in to be run and the CPU defense is checked for "JAILBREAK" mode. Each team has 3 numbers (Overall, Run, Pass). For example purposes lets make these x80 (50%), x40 (25%), xC0 (75%). The Overall defense is checked vs a random and if greater moves on else heads to "NORMAL" mode, in this case a 50% chance. If we moved on then the Pass defense is checked vs a random and if greater then the defense would changes its play call to Pass Play #1 else heads to "NORMAL" mode, so a 75% chance of changing to the offensive play call. Using the math odds, this teams chance of changing its play on a run would be .5*.25 = 12.5% and on a pass play .5*.75 = 37.5%. If we got exited back to "NORMAL" mode, the defensive then has a 50% chance of keeping Pass Play #3 and a 50% chance that it changes its play call to the most used Pass Play so far in the game. Now the plays for each team are set and the offensive play call is recorded and the game field is loaded. Yes, you would need to set the numbers to get "JAILBREAK" mode going. Currently the 0s would always kick the CPU to "NORMAL" mode and would be run in the lone style.
  12. From the other post: The defensive logic is similar to TSBUltra. Roughly, each team has a rating of how good their overall, run, and pass defense is. The Computer checks a random number and if their overall is better is goes to "JAILBREAK" mode else "NORMAL" mode. "JAILBREAK" mode, the computer checks its Run/Pass defense value (run vs run or pass vs pass) vs a random and if better is given the offensive play call. If not, then heads back to a "NORMAL" mode. In "NORMAL" mode, the computer checks whether it called a run or pass where 50% of the time will keep the play call and 50% of the time will change the call to the run/pass play the offense has called most during the game (run changes to most called run and pass changes to most called pass). I'll check to make sure my rom copy doesn't have the year messed up but I'd assume there was some code in one of the affected areas changing your year. I can always take a look if you send a copy of the original rom.
  13. I believe it can be effective in a CPU-based ROM. In fact, during testing I set "JAILBREAK" numbers for each team and could see a difference in even CPU vs CPU games on your rom. I attached a zip with an IPS patch (patch a copy of the rom to be safe) for the 32-team ROM (was near impossible to find some usable SRAM but I think I found the only safe area left). If for any reason I need to move the added code I can do that with little problems. Changes are at xFC90-xFE65, x21414-x21418, x21D79-x21DA9, x255FF-x25615, and x25671-x25687. The "JAILBREAK" mode I mentioned is all set to 0 (xFF is best and x00 is worst) in the patch. Those numbers are located at xFCC0-xFD25 where the first 34 bytes are Overall, next 34 is Run, and last 34 is Pass defense with the normal team order of AFC East to West, NFC East to South, Pro Bowl teams, NFC West. There is quite a bit of code but I can paste it all if anybody really wants to view it in text. TSB32_Ultra_Logic.zip
  14. In the CIFL rom, I created some defensive logic similar to TSBUltra. Roughly, each team has a rating of how good their overall, run, and pass defense is. The Computer checks a random number and if their overall is better is goes to "JAILBREAK" mode else "NORMAL" mode. "JAILBREAK" mode, the computer checks its Run/Pass defense value (run vs run or pass vs pass) vs a random and if better is given the offensive play call. If not, then heads back to a "NORMAL" mode. In "NORMAL" mode, the computer checks whether it called a run or pass where 50% of the time will keep the play call and 50% of the time will change the call to the run/pass play the offense has called most during the game. I'm sure something like that could be tweaked even without the blitzes to give the different computer teams some more skill.
  15. BG Color, Text: Passing: x1A870, x1A240-x1A24F Receiving: x1AB00, x1A380-x1A38F Rushing: x1A880, x1A250-x1A25F Scoring: x1A890, x1A260-x1A26F Punting: x1A8A0, x1A270-x1A27F Interceptions: x1A8B0, x1A280-x1A28F Sacks: x1A8C0, x1A290-x1A29F Punt Returns: x1A8E0, x1A2B0-x1A2BF Kickoff Returns: x1A8D0, x1A2A0-x1A2AF The BG player coloring follows the BG colors
  16. The game has code that checks positioning for the players and the ball. From my field notes: Top of Field (Movement): x3DB0E Bottom of Field (Movement): x3DB05 Top Sideline (Out of Bounds): x25118 Bottom Sideline (Out of Bounds): x2511C Back of the Endzone (Movement): Player 1: x3DB33/x3DB37 Player 2: x3DB48/x3DB4C Back of the Endzone (Pass): Player 1: x2A88F/x2A88C and x2A89E/x2A898 Player 2: x2A8CB/x2A8C8 and x2A8DA/x2A8D4 Back of Endzone (Fumble): Player 1: x2DC6E/x2DC6A Player 2: x2DC78/x2DC74 *#/# is Hi Byte/Lo Byte
  17. Yes, the number of playoff teams can easily be the size of the original or smaller.
  18. Yes, this overtime is on my CIFL 7-on-7 rom currently.
  19. Yes, the NES-TKROM-10 can handle it. Kirby's Adventure uses the same cart as TSB but with double the program and character rom space.
  20. It is a windows exe (coded in C). The program extracts from Nesticle/VirtuaNes as before as well as Nestopia and has added support for partials (sta taken during the game before the blue screen). TSBStatExtractor.zip
  21. My game stat extractor has an update for 1.39 and 1.40 of Nestopia. If you would like it then hit me up.
  22. The game uses tables for all the stats however you wouldn't need to make new tables if you set the attribute value = to the table value. An ugly idea is to take those 0-255 range values and convert them to a 6-100 skill scale (or the like) only when displaying them on the player data screen. Before the play it stores the most often used table values into RAM (each player has an array containing various info). I don't have the entire array but x08 is player number value, x09-x0A is play design pointer, x0F is RP/RS attribute byte, x10 is RP table value, x11 is RS table value, x12 is MS table value, and x1C is HP table value. The Grapple Hack uses the HP table value RAM spot if you want something to work off of.
  23. The problem is actually the skin color. The players are drawn using 3 colors with 1 being the skin and 2 being the uniform, helmet, and pants. In order to use all 3 colors on the uniform, helmet, and pants then the player has no skin color (you have to use one of the 3 as the skin).
  24. It is the same spot as the "full coverage hack". It is a change to how the play design command xC8 is coded. What is really happening in the hack is you are telling the xC8 command to always run and it is used in both run and pass coverages. So the xC8 command and the COM Juice make the players on the field faster and react better.
  25. From the top of my head the code would look like this: (placed depending on what you wanted done like in place of the juice check at x28B3F) JSR CODE CODE: LDA $70 BMI :++ ; PLAYER 2 DEFENSE LDX $6D LDA $78 CMP #$04 BCS :+ ; OFFENSE IS RUN PLAY LDA RUN_SKILL,X RTS ; OFFENSE IS PASS PLAY : LDA PASS_SKILL,X RTS ; PLAYER 1 DEFENSE : LDX $6C LDA $79 CMP #$04 BCS :+ ; OFFENSE IS RUN PLAY LDA RUN_SKILL,X RTS ; OFFENSE IS PASS PLAY : LDA PASS_SKILL,X RTS RUN_SKILL: .BYTE $00,$00,$00,$00, $00,$00,$00,$00, $00,$00,$00,$00, $00,$00,$00,$00 ; AFC EAST-WEST .BYTE $00,$00,$00,$00, $00,$00,$00,$00, $00,$00,$00,$00 ; NFC EAST-SOUTH .BYTE $00,$00 ; PRO BOWL .BYTE $00,$00,$00,$00 ; NFC WEST PASS_SKILL: .BYTE $00,$00,$00,$00, $00,$00,$00,$00, $00,$00,$00,$00, $00,$00,$00,$00 ; AFC EAST-WEST .BYTE $00,$00,$00,$00, $00,$00,$00,$00, $00,$00,$00,$00 ; NFC EAST-SOUTH .BYTE $00,$00 ; PRO BOWL .BYTE $00,$00,$00,$00 ; NFC WEST
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