jstout
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jstout got a reaction from SBlueman in 2024 TSB 32-Team Base Rom with updated helmets (not complete)
This should have NYJ with the white facemask. I reused KC's top right for ease but if it has to be changed in the future than tile 92 can be edited to split the 2 apart.
TSB Base 32-Team ROM 2024.nes
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jstout got a reaction from GameplayLoop in I'm back to make a VERY SPECIAL ROM, and I need your guidance!
Very nice and highly detailed for a small helmet. I can recall all the planning required to match all the teams colors, making logos, and still trying to keep enough detail to look nice.
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jstout got a reaction from SBlueman in I'm back to make a VERY SPECIAL ROM, and I need your guidance!
Very nice and highly detailed for a small helmet. I can recall all the planning required to match all the teams colors, making logos, and still trying to keep enough detail to look nice.
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jstout got a reaction from VGifted in TSB with both 34 and 43 defenses
I setup TSB to allow specific teams to be set as 34 or 43 defenses. Only gameplay on the field and the Defensive Starters page have been edited. The roms have been tested fairly well but let me know if any glitch happens or if any of the plays (offense or defense) vs the 43 need adjustments.
The 43 teams on the original rom are:
CHI, DAL, HOU, MIN, NYJ, PHI, RAI, SEA, WAS
The 43 teams on the 32 team rom are:
ARZ, ATL, BUF, CAR, CHI, CIN, DET, GB, HOU, JAX, KC, MIA, MIN, NO, NYG, OAK, PHI, SEA, STL, TB, WAS, and both the AFC and NFC Pro Bowl teams
TSB_2D.zip
TSB32_2D.zip
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jstout got a reaction from kamphuna8 in RS, RP, MS on Defense
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.
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jstout got a reaction from Will Sams in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Holy cow Bruddog. You are still working on those files I created like a decade ago. I'll be really interested in seeing what you created in all this time.
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jstout got a reaction from BO FB Offtackle Left in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Holy cow Bruddog. You are still working on those files I created like a decade ago. I'll be really interested in seeing what you created in all this time.
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jstout got a reaction from kamphuna8 in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Holy cow Bruddog. You are still working on those files I created like a decade ago. I'll be really interested in seeing what you created in all this time.
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jstout got a reaction from arncoem in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Holy cow Bruddog. You are still working on those files I created like a decade ago. I'll be really interested in seeing what you created in all this time.
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jstout got a reaction from Slippery Nips in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Holy cow Bruddog. You are still working on those files I created like a decade ago. I'll be really interested in seeing what you created in all this time.
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jstout got a reaction from SBlueman in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Holy cow Bruddog. You are still working on those files I created like a decade ago. I'll be really interested in seeing what you created in all this time.
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jstout got a reaction from SBlueman in RS, RP, MS on Defense
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.
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jstout got a reaction from Tundrayeti311 in Recording Tackles
Here is some code for recording the number of tackles for each defensive player during a played game (NOT a simmed game). I've been using this for testing play design coding but it has a few bugs. I thought someone might find it useful or be able to expand upon it. I haven't checked the erase code location for 100% correctness thoroughly though I expect no problems. *Added code for the Pro Bowl game, changed entry point to start of stats not cleanup to fix a bug, changed back fumble code, and added code to fix previous bugs*
Note: Do not use this on cxrom's 32-team rom as locations listed are being used and you'll ruin the rom. Also I'm not aware of the exact SRAM locations he used.
The Bugs are:
[Previous Bugs are fixed using this code.]
1. Fumble tackles are not recorded (defender fumbles back to the offense caused problems with checking for lost fumbles)
2. Not a Bug but no Special Team tackles are recorded
x25AE9
Jump to New Code:
4C 90 FF JMP $FF90
EA NOP
EA NOP
EA NOP
EA NOP
x3FFA0
Change Banks for Tackle Code:
A9 06 LDA #$06
8D 00 80 STA $8000
A9 01 LDA #$01
8D 01 80 STA $8001
20 E0 9C JSR $9CE0 ; Go to Tackle code
A9 06 LDA #$06
8D 00 80 STA $8000
A9 12 LDA #$12
8D 01 80 STA $8001
; RE-ENTER NORMAL CODE
A5 70 LDA $70
10 03 BPL :+
4C 3E 9C JMP $9C3E ; Go back to Player 2
4C E0 9A : JMP $9AE0 ; Go back to Player 1
x3CF0
Record Tackles:
; ENABLE SRAM
A9 80 LDA #$80
8D 01 A0 STA $A001
; CHECK FOR OUT OF BOUNDS
A5 73 LDA $73
C9 80 CMP #$80 ; Out of Bounds
F0 39 BEQ :+++++
; CHECK FOR A FUMBLE
29 20 AND #$20 ; Fumbled
D0 35 BNE :+++++
; CHECK FOR A RUN OR PASS PLAY
A5 71 LDA $71
C9 8C CMP #$8C ; Run Play
F0 11 BEQ :++
C9 AC CMP #$AC ; Pass Play
F0 07 BEQ :+
C9 CD CMP #$CD ; Sacked QB
F0 09 BEQ :++
4C 24 9D JMP :+++++
; CHECK FOR A COMPLETED PASS
A5 72 : LDA $72
C9 20 CMP #$20 ; Completion
D0 1E BNE :++++
; TACKLED
A5 B5 : LDA $B5
C9 40 CMP #$40 ; Player 1
90 18 BCC :+++
C9 C0 CMP #$C0 ; Player 2
B0 05 BCS :+
; PLAYER 1
29 0F AND #$0F
4C 1A 9D JMP :++
; PLAYER 2
29 0F : AND #$0F
18 CLC
69 0B ADC #$0B
; RECORD TACKLE
A8 : TAY
B9 80 7F LDA $7F80,Y
18 CLC
69 01 ADC #$01
99 80 7F STA $7F80,Y
; DISABLE SRAM
A9 C0 : LDA #$C0
8D 01 A0 STA $A001
; EXIT
60 RTS
x21D7E
Jump to Erase Code:
4C E0 BF JMP $BFE0
EA NOP
x23FF0:
Erase Tackles:
A9 00 LDA #$00
A0 16 LDY #$16
99 7F 7F : STA $7F7F,Y
88 DEY
D0 FA BNE :-
A0 0E LDY #$0E
4C 72 9D JMP $9D72
x21419
Jump to Pro Bowl Erase Code:
A2 01 LDX #$01
A0 06 LDY #$06
84 44 STY $44
4C EF BF JMP $BFEF
EA NOP
x23FFF
Pro Bowl Erase Tackles:
A9 00 LDA #$00
A0 16 LDY #$16
99 7F 7F : STA $7F7F,Y
88 DEY
D0 FA BNE :-
A9 05 LDA #$05
A0 64 LDY #$64
4C 13 94 JMP $9413
If a league ever uses this then the tackles are for player 1 at $7F80 to $7F8A (x1F80 to x1F8A) and player 2 at $7F8B to $7F95 (x1F8B to x1F95) in SRAM.
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jstout got a reaction from Ghost in Stat Extractor
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
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jstout got a reaction from kamphuna8 in Other Hacked/Homebrew NES ROMs
DahrkDaiz's Mario Adventure is definitely a must play. That game is the reason I attempted hacking games in the first place. I don't play video games too often anymore and a lot of the good ones are on the list already but I'll load up a simple pong game I created for NES to waste a few minutes now and then.
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jstout got a reaction from tiredtonsofclay in Editing Large Helmets
I didn't see any documentation on editing the large helmets in Tecmo Super Bowl for the NES so here is some basic info. Some knowledge of hexidecimal is helpful here.
I'll start with the locations of where the logos are told to be placed.
Team Offset Pointer
Buffalo x1008C C0A6
Indianapolis x1008A B2A6
Miami x1008E CEA6
New England x10090 DCA6
NY Jets x10072 F3A5
Cincinnati x10074 01A6
Cleveland x10076 0FA6
Houston x10078 1DA6
Pittsburgh x1007A 2BA6
Denver x1007C 39A6
Kansas City x1007E 47A6
LA Raiders x10092 EAA6
San Diego x10094 F8A6
Seattle x10084 88A6
Washington x1009A 22A7
NY Giants x10088 A4A6
Philadelphia x10096 06A7
Phoenix x10098 14A7
Dallas x10086 96A6
Chicago x1009C 30A7
Detroit x1009E 3EA7
Green Bay x100A0 4CA7
Minnesota x100A2 5AA7
Tampa Bay x100A4 68A7
San Francisco x100AC A0A7
LA Rams x100A8 84A7
New Orleans x100AA 92A7
Atlanta x100A6 76A7
Example: Lets swap Buffalo and Indianapolis. At x1008A, put C0 A6 B2 A6. The Buffalo and Indianapolis logos should have been switched. Go ahead and put it back now.
Thats not really what we are looking for so lets move on to what is being pointed to.
I'll use Cleveland and Houston for later examples so lets calculate their offset. Cleveland 0FA6, ("0F" + 10) ("A6" + 60) = 1F 06, then swap and add a x1 for x1061F. Same for Houston and you get x1062D.
Cleveland points to the line:
F6 70 FF FF FF FC 08 F8 36 42 92 22 AB 17
Houston points to the line:
F6 70 FF FF FF FC 09 F8 37 3A 92 2B AB 17
From here what we are interested in is Cleveland's "36 42 92 22" and Houston's "37 3A 92 2B". The first hex moves the teams logo up and down. The second hex moves the teams logo left and right. The final two hexes direct us to the design of the logo.
Example: Lets move Houston's logo. Change "37 3A 92 2B" to 30 30 92 2B. Houston's logo should be almost off the helmet now. Go ahead and put it back now.
Thats a little useful but we want the actual design so lets find that location. For Cleveland 92 22, ("92" + 90) ("22" + 10) = 1232, add a x1 to that a we have x11232. Same for Houston and we get x1123B.
Houston's logo has more data so lets check that out. The line directed from above will be:
9F 39 1E 3D 34 01 36 05 3C 80 39 1F 3D 35 01 37 05 3D 81 05 39 FF
Now the helmets are drawn on a grid, main columns are 9E 9F 80 81 82 but a few logos have been moved so far right like Cleveland that 9B 9C 9D could be used. The main rows are 39 3D 01 05 09 0D 11 or by using 79 7D 41 45 49 4D 51 the tiles will be mirrored. Now we know the grid numbers lets read Houston's logo.
Column 9F Row 39 Place Tile 1E, Row 3D Place Tile 34, Row 01 Place Tile 36, Row 05 Place Tile 3C, Column 80 Row 39 Place Tile 1F, Row 3D Place Tile 35, Row 01 Place Tile 37, Row 05 Place Tile 3D, Column 81 Row 05 Place Tile 39 and Stop using FF
Looking at a more advanced design like:
9E 3D 00 01 02 05 08 9F 3D 01 01 03 05 09 80 3D 04 01 06 05 0C FC 36 81 3D 0A FF
Everything is going smooth until you reach the FC. FC tells it the following locations (Column 81 Row 3D Tile 0A) will be shifted to place 36. I haven't tested the shifts thoroughly yet.
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.
Ok, that was great but many of you now want to know if you can use tiles from other teams especially if they go unused.
Example: Lets take a tile away from Cleveland and give the rom space to Houston and at the same time use a tile from Indianapolis. At x11232, change the line to:
9F 3D 3B 80 3D 3E FF 9F 09 1E 39 09
Those paying real attention would have noticed that the location of Houston's starting point changed. We need to go back above to x1062D and edit our direction spot to "92 29". Go ahead and put it back when done.
Now to edit the colors. Starting at x23D79 is 30 16 12 10 30 30 12 26 which is the colors of Buffalo. The first three colors are the helmet palette, the next two are the facemask palette, and the final three are the logo palette. Teams will be in order from Buffalo to Atlanta.
Well thats the basics on editing the large helmets. The big trick seems to be planning the rom space and selecting the proper tiles to get placed.
Unfortunately, since I've been busy I've yet to find how some teams like Cincinnati and the LA Rams get the background objects on their helmets (Cincinnati's stripes for example) or how the tiles get numbered for the helmets. But I'm sure this is enough info for now.
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jstout got a reaction from kamphuna8 in Editing Large Helmets
I didn't see any documentation on editing the large helmets in Tecmo Super Bowl for the NES so here is some basic info. Some knowledge of hexidecimal is helpful here.
I'll start with the locations of where the logos are told to be placed.
Team Offset Pointer
Buffalo x1008C C0A6
Indianapolis x1008A B2A6
Miami x1008E CEA6
New England x10090 DCA6
NY Jets x10072 F3A5
Cincinnati x10074 01A6
Cleveland x10076 0FA6
Houston x10078 1DA6
Pittsburgh x1007A 2BA6
Denver x1007C 39A6
Kansas City x1007E 47A6
LA Raiders x10092 EAA6
San Diego x10094 F8A6
Seattle x10084 88A6
Washington x1009A 22A7
NY Giants x10088 A4A6
Philadelphia x10096 06A7
Phoenix x10098 14A7
Dallas x10086 96A6
Chicago x1009C 30A7
Detroit x1009E 3EA7
Green Bay x100A0 4CA7
Minnesota x100A2 5AA7
Tampa Bay x100A4 68A7
San Francisco x100AC A0A7
LA Rams x100A8 84A7
New Orleans x100AA 92A7
Atlanta x100A6 76A7
Example: Lets swap Buffalo and Indianapolis. At x1008A, put C0 A6 B2 A6. The Buffalo and Indianapolis logos should have been switched. Go ahead and put it back now.
Thats not really what we are looking for so lets move on to what is being pointed to.
I'll use Cleveland and Houston for later examples so lets calculate their offset. Cleveland 0FA6, ("0F" + 10) ("A6" + 60) = 1F 06, then swap and add a x1 for x1061F. Same for Houston and you get x1062D.
Cleveland points to the line:
F6 70 FF FF FF FC 08 F8 36 42 92 22 AB 17
Houston points to the line:
F6 70 FF FF FF FC 09 F8 37 3A 92 2B AB 17
From here what we are interested in is Cleveland's "36 42 92 22" and Houston's "37 3A 92 2B". The first hex moves the teams logo up and down. The second hex moves the teams logo left and right. The final two hexes direct us to the design of the logo.
Example: Lets move Houston's logo. Change "37 3A 92 2B" to 30 30 92 2B. Houston's logo should be almost off the helmet now. Go ahead and put it back now.
Thats a little useful but we want the actual design so lets find that location. For Cleveland 92 22, ("92" + 90) ("22" + 10) = 1232, add a x1 to that a we have x11232. Same for Houston and we get x1123B.
Houston's logo has more data so lets check that out. The line directed from above will be:
9F 39 1E 3D 34 01 36 05 3C 80 39 1F 3D 35 01 37 05 3D 81 05 39 FF
Now the helmets are drawn on a grid, main columns are 9E 9F 80 81 82 but a few logos have been moved so far right like Cleveland that 9B 9C 9D could be used. The main rows are 39 3D 01 05 09 0D 11 or by using 79 7D 41 45 49 4D 51 the tiles will be mirrored. Now we know the grid numbers lets read Houston's logo.
Column 9F Row 39 Place Tile 1E, Row 3D Place Tile 34, Row 01 Place Tile 36, Row 05 Place Tile 3C, Column 80 Row 39 Place Tile 1F, Row 3D Place Tile 35, Row 01 Place Tile 37, Row 05 Place Tile 3D, Column 81 Row 05 Place Tile 39 and Stop using FF
Looking at a more advanced design like:
9E 3D 00 01 02 05 08 9F 3D 01 01 03 05 09 80 3D 04 01 06 05 0C FC 36 81 3D 0A FF
Everything is going smooth until you reach the FC. FC tells it the following locations (Column 81 Row 3D Tile 0A) will be shifted to place 36. I haven't tested the shifts thoroughly yet.
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.
Ok, that was great but many of you now want to know if you can use tiles from other teams especially if they go unused.
Example: Lets take a tile away from Cleveland and give the rom space to Houston and at the same time use a tile from Indianapolis. At x11232, change the line to:
9F 3D 3B 80 3D 3E FF 9F 09 1E 39 09
Those paying real attention would have noticed that the location of Houston's starting point changed. We need to go back above to x1062D and edit our direction spot to "92 29". Go ahead and put it back when done.
Now to edit the colors. Starting at x23D79 is 30 16 12 10 30 30 12 26 which is the colors of Buffalo. The first three colors are the helmet palette, the next two are the facemask palette, and the final three are the logo palette. Teams will be in order from Buffalo to Atlanta.
Well thats the basics on editing the large helmets. The big trick seems to be planning the rom space and selecting the proper tiles to get placed.
Unfortunately, since I've been busy I've yet to find how some teams like Cincinnati and the LA Rams get the background objects on their helmets (Cincinnati's stripes for example) or how the tiles get numbered for the helmets. But I'm sure this is enough info for now.
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jstout got a reaction from kamphuna8 in HEX EDITING.....Please be kind...Remember when you were NEW.
No, it doesn't matter unless they made code changes for any locations (there is no way this got changed though). From the previous post, it is obvious that you are not in the right area at all and are in the defensive player design section. Go to x1A850 and not xA850
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jstout got a reaction from bruddog in The evolution of reverse engineering TSB
That is highly impressive Bruddog. The time it took for me to get the original disassembly was a huge pain by itself.
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jstout got a reaction from buck in New Base NES ROM (32-Team Original TSB Gameplay)
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.nes
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jstout got a reaction from gojiphen malor in New Base NES ROM (32-Team Original TSB Gameplay)
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.nes
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jstout got a reaction from SBlueman in New Base NES ROM (32-Team Original TSB Gameplay)
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.nes
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jstout got a reaction from Tunnelrunner in CPU Logic for Play Selection?
For the most part, the offensive and defensive play calling is totally random but there are a few situational logic calls like right near the goal line it will call run more than pass. There is a lot of logic on whether to kick a field goal, punt, or go for it. I attached all the relevent game code (it is quite long and goes every which way).
I'm quite sure code can be written to adjust the computer to whatever you wanted. On a side note, I wrote some defensive code that works in the same way as TSB Ultra that actually is on the CIFL rom.
*Code now has notes to help follow along
tsb_play_call.zip
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jstout got a reaction from DFM in Game Field Only Rom for editors
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
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jstout got a reaction from SBlueman in Jstout 'Logic' Modifier
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