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jstout

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Posts posted by jstout

  1. 2 hours ago, averagetsbplayer said:

    There's a bit of magic in here that I'm hoping someone can help me understand.

     

    I get in concept how x1C054 points to x1C3C9.

    - I don't really understand how the CC10 gets us to x1CC20 / $AC10, especially when the pattern is different for the B074 -> x1D084/ $B074.

    The design section acts different than a true pointer. The first byte is checked for if >x80, then >xA0, then >xC0, then >xE0 with each moving to a different branch of code. So when the design starts with xCC, the branch of >xC0 and <xE0 is ran and that part of the code subtracts x20. When the design starts with xB0, the branch of >xA0 and <xC0 is ran and that part of the code keeps the value intact. Short answer without a lot of details but hopefully that helps clarify why.

  2. On 10/14/2023 at 12:13 PM, furple73 said:

    I'm struggling with how to apply this code to the rom itself. I think I've looked around enough and not found the answer. Can anyone point me in the right direction?

     

    The entire code is in the rom from the following link. Its been a long long time but following the notes should help.

     

     

  3. On 7/20/2022 at 6:56 PM, bruddog said:

    @tecmo_ninja might be but no one has really broken down this version of the game code wise. Seems unlikely that its going to ever happen at this point. 

    Best bet would be to see if TecmoTurd still has the assembly code that I sent him.  I'm 99.9% sure I lost it when my computer died a few years ago.  The amount of code compared to Tecmo Super Bowl is extremely small.

  4. Nice work on the graphics.  Its been almost 15 years since I messed with the game but I helped slim_jimmy7 with graphics in the past.  I have no notes any longer but I can tell you the logo graphics are compressed in the game.  Back then, I wrote a program that decompressed the logos and was able to learn many of the commands through a text output which allowed me to write the new logos by hand into the game with a hex editor.  You'd have to ask slim_jimmy7 but possibly he still has a copy of my decompressor (if the code is still with it than it shouldn't be to hard to figure out from that).

  5. I appreciate the kind words from everyone.  I actually stopped by to find out what happened to Gridiron Heroes and ran into this thread.

     

    I feel a bit bad about disappearing from here.  A few years back, I had a hard drive crash where I lost countless notes.  Then I basically ran out of ideas for fun hacks and slowly stopped popping by.  I spent most of last year with a computer that would blue screen randomly a few times a day so doing anything became a massive headache.  But I do stop by now and then but usually not signed in.

  6. On 10/10/2018 at 1:07 PM, TecmoTurd said:

    Maybe. Last time I asked for something he was charging for it. Not sure it this would be something he'd charity. I asked @jstout via email, we'll see if he can get me the data and I'll write an editor. 

     

    What data are you looking for?  I use to play Tecmo NBA Basketball as a kid but it was too easy vs the CPU and later moved on to playing NBA Live 95.

  7. Yeah, I'm doing fine.  Bruddog is correct that its Games Played.  The "Adjuster" part is if you had some scrub that say played 1 game and had a star performance then you could set this value higher to cut down the final value to a more logical score.

  8. You guys might be way over complicating the mini helmets.  Detroit already uses the grey color so just remove the special byte that places the black facemask and instead use the standard grey facemask.  Cleveland has Black for the dark brown so if you recolor the tiles it should be good.  No need for changing pointers and such.  I got the following in just minutes.

    base-2017-update_mini.png

    base-2017-update.nes

  9. I don't remember all the changes but finding them should be extremely simple.


     


    Set breakpoints for offense of reads to:


    Special Teams/Formation Pointers (11 Pointers): $A000-$A1E3


    Play Pointers (11 Pointers): $A400-$ABE7


    Extra Pointers (12 Pointers): $AE00-$AF7F


     


    Set breakpoints for defense of reads to:


    Play Pointers (11 Pointers): $A000-$B5E9


    Extra Pointers (12 Pointers): $B600-$B77F


     


    After a fast check: (remember your extra pointers need 8 pointers for the 7 players like my CIFL rom had)


    The pointers needs the X index changed from x0B to x07 at x2573B and at x25810.  Could be it or even a few more spots but you should be able to figure it out with breakpoints.


     


  10. Attached is a rom stripped down to only display the TSB Game Field with the source code.  I'm only posting this since it might make it easier for someone to edit the game field.


     


    Controller: Pressing left and right will make the field scroll and pressing up and down will change the crowd animations.  Animations are 0 = cheerleaders and no crowd movement, 1 = cheerleader celebration and crowd movement, 2 and 3 = cheerleaders and crowd movement then the next animation cycles back to 0.


     


    The game field data is located at x2010-x2B38 and needs to be pasted to x2C419-x2CF41 in an actual TSB rom.  The graphics would need to be copied over as well.


     


    **Note the rom does absolutely nothing but display the game field using code from the actual game.


    GameField.zip

  11. I had an issue with the latest FCEUX 2.2.2 where when you loaded a rom that already had a .deb file then the emulator would crash.  To fix the problem, I had to go into the debugger and deselect the .DEB files and then save the config.


     


    This may or not be your problem but if not then I'd try checking the emulator settings.


  12. Hopefully, I'll be able to get some new stuff up soon.


     


    Primis, for your questions.


     


    Yes, you can put a trap onto any specific object.  Though it might be quite a hindrance to try and tackle a ballcarrier you can't see because you are watching a receiver downfield.


     


    For the NTSC/PAL, this is less a NES issue than a TV standards issue.  NTSC, PAL, and SECAM are the Analog TV Standards where NTSC and PAL have different size standards.  So the TVs produced in the PAL countries simply have a different display size to support the standard.  The PAL standard however also has a slower refresh causing some flickering that doesn't exist on a NTSC display.


  13. I stumbled across a hidden debug option.

     

     

     

     

    During the Intro Screens, any screen before the Game Start Screen, if you press down exactly 7 times it activates a slow motion debug option.  For those using a debugger, RAM $06F6 will need to be #$07.  Once activated, to use you have to hold the Select+B buttons for slow motion and hold the Select+A buttons for a full stop.  The game will still use the button presses on screens they are used.

     

     

     

     

     

    I'm not sure how useful this can be but I was entertained for a while playing around with this.

     

  14. jstout, would it be feasible to port this beautiful hack to SNES TSB 1?

     

    Yes, the code would look nearly the same with just RAM locations changed and ability to use 16-bit numbers.  I'll see about writing it up when I get the chance.

     

    BTW, I do have a ROM with the Radial code but need to find it on my hard drive (or recompile) and then I'll post it.

  15. Here's a successful triple option code I've been working on.

    QB (top):  D4 | D7 00 FB | F3 13 | 12 07 (meaning A to cancel handoff to RB at 07 random %) | FD 03 E0 (the information explaining this is noted above in the thread) | D7 F0 04 | CB F8 08 01 (tells the QB who to pitch to [01 = RB1] following the YY XX path) | DE 00 04 (the range within with you can pitch) | FF B8 32 (supposed to be "stand forever," but it's not working that way right now)

     

    Your FF wouldn't work here because the B8 32 needs to be reversed.  The Address Lo Byte should be first and the Address Hi Byte second.

  16. Thanks.  I finally realized that you can't just do a simple copy-and-paste like in most windows programs.  If you want to copy code from one rom into another in transhexlation, you have to highlight the code block and go Selection > Save Selection As... (filename.nes), then open your destination rom in transhex, highlight the code you want replaced, and go Selection > Fill Selection with... > choose File > choose Browse, then find filename.nes and click OK.

     

    So, anyway, I did all this and then started a game but the field was all jacked up, so obviously there's much more to the process than what I hypothesized.

     

    That isn't true.  You can do a simple copy and paste in translhextion.

     

    Select Block x2C590 to x2CF41 and it will highlight the block.

    Copy or Ctrl+C

    Open the Rom to Paste to

    Jump to x2C590

    Paste or Ctrl+V and set to overwrite and 1 time and it will show the data being pasted in the new color

    Save the Rom

     

    Check the Field Tile Map above the field is the same as you can rearrange the field blocks with those.

  17. all I was saying was that I was hoping that some of the examples would be TSB-based.  I wasn't trying to piss on the information given.  I just have a hard time taking this sort of stuff out of TSB context.  

     

    anyways, I deleted my post like a minute after I posted it, dick.

     

    I'll see what I can do Buck with making some of the demos like TSB.  I wanted to try to make the demos flowing so the entire code setup was vastly overhauled with each segment as TSB does a lot of advanced techniques with some that aren't even possible without the MMC3 mapper.

  18. This I understand:

    attachicon.gifMega Mario22.png

     

    You were always over my head. sorry..

     

    I have a feeling your post is off-topic as editing only TSB isn't the main subject.  From the image, its obvious that you know where things are located from yours/others findings and the notes attached.  But what else do you know about that info that you understand?

  19. I'm hoping the links work as this would be cleaner than having a few dozen posts thrown all about.  This is still a work in progress with more in the future and the below files are still subject to changes/improvements as I'm not happy with all of them.  All demos should contain source files for the ca65 assembler and a working rom.  For those that read these please let me know of things that are good, bad, and need much more clarification.


     


    Complete Folder


     


    6502:


    Number Formats


    Registers


    Processor Status Flags


    Opcodes - Transfer Operations


    Opcodes - Other Operations


    Opcodes - Programming Model


    Addressing Modes


    Complete Opcodes


    Basic Math


     


    NES Programming:


    Memory Map


    NES Header


    PPU Registers


    Skeleton ROM


    Palettes            Demo


    Sprites             Demo


    Controllers         Demo


    Backgrounds         Demo


    Scrolling           Demo


    Sprite 0 Hit        Demo


    Animated Sprites    Demo


    Camera Window       Demo


    Collision Detection Demo


    MMC3                Demo

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