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jstout

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  1. Upvote
    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.
  2. Thanks
    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.
  3. Upvote
    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.
  4. Upvote
    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.
  5. Upvote
    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.
  6. Upvote
    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.
  7. Upvote
    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
  8. Upvote
    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.
  9. Like
    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
  10. Like
    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
  11. Upvote
    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
  12. Upvote
    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
  13. Upvote
    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
  14. Upvote
    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
  15. Upvote
    jstout got a reaction from bruddog 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
  16. Upvote
    jstout got a reaction from funknasty171 in TSB with both 34 and 43 defenses   
    Here is the code for the defensive starters screen


    x32412:
    ; GOTO DRAW SCREEN BACKGROUND
    4C 60 9F JMP $9F60
    EA NOP

    x33F70: ($9F60)
    A6 6E LDX $006E ; GET TEAM NUMBER
    BD AE 9F LDA $9FAE,X ; GET TEAM DEFENSE
    F0 07 BEQ :+
    ; 43 DEFENSE
    A9 1D LDA #$1D ; POINTER LOCATION
    A2 2F LDX #$2F ; BANK NUMBER
    4C 06 84 JMP $8406
    ; 34 DEFENSE
    A9 1D : LDA #$1D ; POINTER LOCATION
    A2 0F LDX #$0F ; BANK NUMBER
    4C 06 84 JMP $8406

    x32425:
    ; GOTO DRAW NUMBERS ON FORMATION
    4C 20 9F JMP $9F20
    EA NOP

    x33F30: ($9F20)
    A6 6E LDX $006E ; GET TEAM NUMBER
    BD AE 9F LDA $9FAE,X ; GET TEAM DEFENSE
    F0 2F BEQ :++
    ; 43 DEFENSE
    A0 00 LDY #$00
    A2 00 LDX #$00
    B9 E6 9F : LDA $9FE6,Y ; NUMBER LOCATION Y
    9D 10 02 STA $0210,X
    9D 14 02 STA $0214,X
    B9 E7 9F LDA $9FE6+1,Y ; NUMBER LOCATION X
    9D 13 02 STA $0213,X
    18 CLC
    69 08 ADC #$08
    9D 17 02 STA $0217,X
    A9 00 LDA #$00
    9D 12 02 STA $0212,X
    9D 16 02 STA $0216,X
    C8 INY
    C8 INY
    8A TXA
    18 CLC
    69 08 ADC #$08
    AA TAX
    E0 58 CPX #$58
    90 D8 BCC :-
    4C 41 84 JMP $8441
    ; 34 DEFENSE
    A0 00 : LDY #$00
    A2 00 LDX #$00
    4C 19 84 JMP $8419

    x3246D:
    ; GOTO DRAW NAMES
    4C 80 9F JMP $9F80
    EA NOP
    EA NOP
    EA NOP
    EA NOP
    EA NOP
    EA NOP
    EA NOP
    EA NOP

    x33F90: ($9F80)
    A6 6E LDX $006E ; GET TEAM NUMBER
    BD AE 9F LDA $9FAE,X ; GET TEAM DEFENSE
    F0 0E BEQ :+
    ; 43 DEFENSE
    A5 8E LDA $008E
    0A ASL
    AA TAX
    BC D0 9F LDY $9FD0,X ; NAME LOCATION LO
    BD D1 9F LDA $9FD0+1,X ; NAME LOCATION HI
    AA TAX
    4C 68 84 JMP $8468
    ; 34 DEFENSE
    A5 8E : LDA $008E
    0A ASL
    AA TAX
    BC EF 84 LDY $84EF,X ; NAME LOCATION LO
    BD F0 84 LDA $84EF+1,X ; NAME LOCATION HI
    AA TAX
    4C 68 84 JMP $8468

    x33FE0: ($9FD0)
    .BYTE B2,21, D2,21, 12,22, 48,22, 68,22, F2,21, 88,22, 0E,23, 2E,23, 4E,23, 6E,23
    x33FF6: ($9FE6)
    .BYTE 20,A0, 20,88, 20,50, 30,A8, 30,78, 20,68, 30,48, 38,D8, 38,18, 40,98, 40,60

    x33FBE: ($9FAE)
    .BYTE 01,01,00,00,01,00,00,00,00,01,01,00,00,01,01,00 ; AFC EAST-WEST
    .BYTE 01,01,01,00,01,01,01,01,01,01,01,01 ; NFC EAST-CENTRAL
    .BYTE 01,01 ; PRO BOWL
    .BYTE 00,01,01,01 ; NFC WEST

    ; VALUES USED TO PUT BLANK SPACES ON SCREEN
    x324B8,x324BA, x324BC,x324C0 ; LOCATION LO,LOCATION HI, Y LENGTH,X LENGTH
    x324C7,x324C9, x324CB,x324CF ; LOCATION LO,LOCATION HI, Y LENGTH,X LENGTH
    x324D6,x324D8, x324DA,x324DE ; LOCATION LO,LOCATION HI, Y LENGTH,X LENGTH

    ; IN EXPANDED AREA FOR 43 DEFENSE
    x5E04A:
    .BYTE 29,AA ; POINTER TO SCREEN TEXT and GRAPHICS
    x5EA39-x5EB16 ; SCREEN TEXT and GRAPHICS (copied and edited from x1EA39-x1EB16)
  17. Upvote
    jstout got a reaction from funknasty171 in TSB with both 34 and 43 defenses   
    On the original rom:
    For the defensive starters page:
    x33FC0-x33FDD where x00 = 34 and x01 = 43
    For the game field:
    x400E0-x400FD where x02 = 34 and x22 = 43

    Team order is BUF-ATL, AFC PRO BOWL, NFC PRO BOWL

    On the 32 team rom:
    For the defensive starters page:
    x33FBE-x33FDF where x00 = 34 and x01 = 43
    For the game field:
    x400DE-x400FF where x02 = 34 and x22 = 43

    Team order is BUF-CAR, AFC PRO BOWL, NFC PRO BOWL, SF-ARZ
  18. Upvote
    jstout got a reaction from buck in Out Of Bounds Zones   
    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
  19. Upvote
    jstout got a reaction from tommy2teeth in Different Players on the field for different formations   
    I'm satisfied with the code and believe everything should work right. It is fairly adjustable so if slight modifications need to be done it won't be that hard. Let me know what you guys think.
    Formation_Adjust.zip
  20. Upvote
    jstout got a reaction from Knobbe in TSB with both 34 and 43 defenses   
    On the original rom:
    For the defensive starters page:
    x33FC0-x33FDD where x00 = 34 and x01 = 43
    For the game field:
    x400E0-x400FD where x02 = 34 and x22 = 43

    Team order is BUF-ATL, AFC PRO BOWL, NFC PRO BOWL

    On the 32 team rom:
    For the defensive starters page:
    x33FBE-x33FDF where x00 = 34 and x01 = 43
    For the game field:
    x400DE-x400FF where x02 = 34 and x22 = 43

    Team order is BUF-CAR, AFC PRO BOWL, NFC PRO BOWL, SF-ARZ
  21. Upvote
    jstout got a reaction from tommy2teeth in CPU Find Open Receiver   
    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.
  22. Upvote
    jstout got a reaction from Knobbe in TSB with both 34 and 43 defenses   
    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)
  23. Upvote
    jstout got a reaction from buck in play/position pointer limiting?   
    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.

     

  24. Upvote
    jstout got a reaction from buck in Removing Teams from the Menu   
    The SKIP, MAN, COA, COM text placement locations are at x3292F-x32966
  25. Upvote
    jstout got a reaction from buck in Removing Teams from the Menu   
    sav file location listed (during game must add x6000 to value)

    During a game (Stats Format is different from below, I'll detail later):
    x406 to x50A = Player 1 Stats, Injuries, and Conditions
    x50B to x60F = Player 2 Stats, Injuries, and Conditions


    x69B to x6B6 = Team player type (Season)
    x00 = MAN
    x01 = COA
    x02 = COM
    x03 = SKP

    x6BE = SAV File Checksum

    x758 = Current Game Week (Season)
    x759 = Current Game # (Season)
    x75A to x775 = Current Week Matchups (Team #s in hex)

    Team Start Locations:
    BUF = x7AE
    IND = x87E
    MIA = x94E
    NE = xA1E
    JETS = xAEE
    CIN = xBBE
    CLE = xC8E
    HOU = xD5E
    PIT =xE2E
    DEN = x1002
    KC = x10D2
    RAI = x11A2
    SD = x1272
    SEA = x1342
    WAS = x1412
    GIA = x14E2
    PHI = x15B2
    PHX = x1682
    DAL = x1752
    CHI = x1822
    DET = x18F2
    GB = x19C2
    MIN = x1A92
    TB = x1B62
    SF = x1C32
    RAMS = x1D02
    NO = x1DD2
    ATL = x1EA2


    Buffalo Bills Info:
    QB1:
    x7AE = Passing Attempts (x00 to xFF) (Passing Attempts + Modifier displayed)
    x7AF = Passing Completions (x00 to xFF) (Passing Completions + Modifier displayed)
    x7B0 = Passing TDs and Passing Attempts Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    x7B1 = Passing INTs and Passing Completions Modifier (x00 to xFF)
    x00 = 0 INTs and Modifier 256 * 0
    x01 = 0 INTs and Modifier 256 * 1
    x02 = 0 INTs and Modifier 256 * 2
    x03 = 0 INTs and Modifier 256 * 3
    x04 = 1 INTs and Modifier 256 * 0 ...
    x7B2 = Passing Yards (x00 to xFF) (Passing Yards + Modifier displayed)
    x7B3 = Rushing Attempts (x00 to xFF)
    x7B4 = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier displayed)
    x7B5 = Passing Yards Modifier and Rushing Yards Modifier (x00 to xFF)
    x00 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 0
    x01 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 1
    x02 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 2
    x03 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 3
    x04 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 4
    x05 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 5
    x06 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 6
    x07 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 7
    x08 = Passing Modifier 256 * 1 and Rushing Modifier 256 * 0 ...
    x7B6 = Rushing TDs (x00 to xFF where x00 to x03 = 0, x04 to x07 = 1, ...)
    QB2:
    x7B7 = Passing Attempts (x00 to xFF) (Passing Attempts + Modifier displayed)
    x7B8 = Passing Completions (x00 to xFF) (Passing Completions + Modifier displayed)
    x7B9 = Passing TDs and Passing Attempts Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    x7BA = Passing INTs and Passing Completions Modifier (x00 to xFF)
    x00 = 0 INTs and Modifier 256 * 0
    x01 = 0 INTs and Modifier 256 * 1
    x02 = 0 INTs and Modifier 256 * 2
    x03 = 0 INTs and Modifier 256 * 3
    x04 = 1 INTs and Modifier 256 * 0 ...
    x7BB = Passing Yards (x00 to xFF) (Passing Yards + Modifier displayed)
    x7BC = Rushing Attempts (x00 to xFF)
    x7BD = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier displayed)
    x7BE = Passing Yards Modifier and Rushing Yards Modifier (x00 to xFF)
    x00 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 0
    x01 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 1
    x02 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 2
    x03 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 3
    x04 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 4
    x05 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 5
    x06 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 6
    x07 = Passing Modifier 256 * 0 and Rushing Modifier 256 * 7
    x08 = Passing Modifier 256 * 1 and Rushing Modifier 256 * 0 ...
    x7BF = Rushing TDs (x00 to xFF where x00 to x03 = 0, x04 to x07 = 1, ...)
    RB1:
    x7C0 = Receptions (x00 to xFF)
    x7C1 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
    x7C2 = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    x7C3 = Kick Returns (x00 to xFF)
    x00 = 0 Returns
    x01 = 0 Returns
    x02 = 1 Returns ...
    x7C4 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
    x7C5 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 1 TDs and Modifier 256 * 0 ...
    x7C6 = Punt Returns and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 Punt Returns and Modifier 256 * 0
    x01 = 0 Punt Returns and Modifier 256 * 1
    x02 = 0 Punt Returns and Modifier 256 * 2
    x03 = 0 Punt Returns and Modifier 256 * 3
    x04 = 1 Punt Returns and Modifier 256 * 0 ...
    x7C7 = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
    x7C8 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 0 TDs and Modifier 256 * 8
    x09 = 0 TDs and Modifier 256 * 9
    x0A = 0 TDs and Modifier 256 * 10
    x0B = 0 TDs and Modifier 256 * 11
    x0C = 0 TDs and Modifier 256 * 12
    x0D = 0 TDs and Modifier 256 * 13
    x0E = 0 TDs and Modifier 256 * 14
    x0F = 0 TDs and Modifier 256 * 15
    x10 = 1 TDs and Modifier 256 * 0 ...
    x7C9 = Rush Attempts (x00 to xFF)
    x7CA = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
    x7CB = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    RB2:
    x7CC = Receptions (x00 to xFF)
    x7CD = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
    x7CE = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    x7CF = Kick Returns (x00 to xFF)
    x00 = 0 Returns
    x01 = 0 Returns
    x02 = 1 Returns ...
    x7D0 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
    x7D1 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 1 TDs and Modifier 256 * 0 ...
    x7D2 = Punt Returns and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 Punt Returns and Modifier 256 * 0
    x01 = 0 Punt Returns and Modifier 256 * 1
    x02 = 0 Punt Returns and Modifier 256 * 2
    x03 = 0 Punt Returns and Modifier 256 * 3
    x04 = 1 Punt Returns and Modifier 256 * 0 ...
    x7D3 = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
    x7D4 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 0 TDs and Modifier 256 * 8
    x09 = 0 TDs and Modifier 256 * 9
    x0A = 0 TDs and Modifier 256 * 10
    x0B = 0 TDs and Modifier 256 * 11
    x0C = 0 TDs and Modifier 256 * 12
    x0D = 0 TDs and Modifier 256 * 13
    x0E = 0 TDs and Modifier 256 * 14
    x0F = 0 TDs and Modifier 256 * 15
    x10 = 1 TDs and Modifier 256 * 0 ...
    x7D5 = Rush Attempts (x00 to xFF)
    x7D6 = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
    x7D7 = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    RB3:
    x7D8 = Receptions (x00 to xFF)
    x7D9 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
    x7DA = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    x7DB = Kick Returns (x00 to xFF)
    x00 = 0 Returns
    x01 = 0 Returns
    x02 = 1 Returns ...
    x7DC = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
    x7DD = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 1 TDs and Modifier 256 * 0 ...
    x7DE = Punt Returns and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 Punt Returns and Modifier 256 * 0
    x01 = 0 Punt Returns and Modifier 256 * 1
    x02 = 0 Punt Returns and Modifier 256 * 2
    x03 = 0 Punt Returns and Modifier 256 * 3
    x04 = 1 Punt Returns and Modifier 256 * 0 ...
    x7DF = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
    x7E0 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 0 TDs and Modifier 256 * 8
    x09 = 0 TDs and Modifier 256 * 9
    x0A = 0 TDs and Modifier 256 * 10
    x0B = 0 TDs and Modifier 256 * 11
    x0C = 0 TDs and Modifier 256 * 12
    x0D = 0 TDs and Modifier 256 * 13
    x0E = 0 TDs and Modifier 256 * 14
    x0F = 0 TDs and Modifier 256 * 15
    x10 = 1 TDs and Modifier 256 * 0 ...
    x7E1 = Rush Attempts (x00 to xFF)
    x7E2 = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
    x7E3 = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    RB4:
    x7E4 = Receptions (x00 to xFF)
    x7E5 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
    x7E6 = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    x7E7 = Kick Returns (x00 to xFF)
    x00 = 0 Returns
    x01 = 0 Returns
    x02 = 1 Returns ...
    x7E8 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
    x7E9 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 1 TDs and Modifier 256 * 0 ...
    x7EA = Punt Returns and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 Punt Returns and Modifier 256 * 0
    x01 = 0 Punt Returns and Modifier 256 * 1
    x02 = 0 Punt Returns and Modifier 256 * 2
    x03 = 0 Punt Returns and Modifier 256 * 3
    x04 = 1 Punt Returns and Modifier 256 * 0 ...
    x7EB = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
    x7EC = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 0 TDs and Modifier 256 * 8
    x09 = 0 TDs and Modifier 256 * 9
    x0A = 0 TDs and Modifier 256 * 10
    x0B = 0 TDs and Modifier 256 * 11
    x0C = 0 TDs and Modifier 256 * 12
    x0D = 0 TDs and Modifier 256 * 13
    x0E = 0 TDs and Modifier 256 * 14
    x0F = 0 TDs and Modifier 256 * 15
    x10 = 1 TDs and Modifier 256 * 0 ...
    x7ED = Rush Attempts (x00 to xFF)
    x7EE = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
    x7EF = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    WR1:
    x7F0 = Receptions (x00 to xFF)
    x7F1 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
    x7F2 = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    x7F3 = Kick Returns (x00 to xFF)
    x00 = 0 Returns
    x01 = 0 Returns
    x02 = 1 Returns ...
    x7F4 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
    x7F5 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 1 TDs and Modifier 256 * 0 ...
    x7F6 = Punt Returns and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 Punt Returns and Modifier 256 * 0
    x01 = 0 Punt Returns and Modifier 256 * 1
    x02 = 0 Punt Returns and Modifier 256 * 2
    x03 = 0 Punt Returns and Modifier 256 * 3
    x04 = 1 Punt Returns and Modifier 256 * 0 ...
    x7F7 = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
    x7F8 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 0 TDs and Modifier 256 * 8
    x09 = 0 TDs and Modifier 256 * 9
    x0A = 0 TDs and Modifier 256 * 10
    x0B = 0 TDs and Modifier 256 * 11
    x0C = 0 TDs and Modifier 256 * 12
    x0D = 0 TDs and Modifier 256 * 13
    x0E = 0 TDs and Modifier 256 * 14
    x0F = 0 TDs and Modifier 256 * 15
    x10 = 1 TDs and Modifier 256 * 0 ...
    x7F9 = Rush Attempts (x00 to xFF)
    x7FA = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
    x7FB = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    WR2:
    x7FC = Receptions (x00 to xFF)
    x7FD = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
    x7FE = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    x7FF = Kick Returns (x00 to xFF)
    x00 = 0 Returns
    x01 = 0 Returns
    x02 = 1 Returns ...
    x800 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
    x801 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 1 TDs and Modifier 256 * 0 ...
    x802 = Punt Returns and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 Punt Returns and Modifier 256 * 0
    x01 = 0 Punt Returns and Modifier 256 * 1
    x02 = 0 Punt Returns and Modifier 256 * 2
    x03 = 0 Punt Returns and Modifier 256 * 3
    x04 = 1 Punt Returns and Modifier 256 * 0 ...
    x803 = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
    x804 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 0 TDs and Modifier 256 * 8
    x09 = 0 TDs and Modifier 256 * 9
    x0A = 0 TDs and Modifier 256 * 10
    x0B = 0 TDs and Modifier 256 * 11
    x0C = 0 TDs and Modifier 256 * 12
    x0D = 0 TDs and Modifier 256 * 13
    x0E = 0 TDs and Modifier 256 * 14
    x0F = 0 TDs and Modifier 256 * 15
    x10 = 1 TDs and Modifier 256 * 0 ...
    x805 = Rush Attempts (x00 to xFF)
    x806 = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
    x807 = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    WR3:
    x808 = Receptions (x00 to xFF)
    x809 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
    x80A = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    x80B = Kick Returns (x00 to xFF)
    x00 = 0 Returns
    x01 = 0 Returns
    x02 = 1 Returns ...
    x80C = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
    x80D = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 1 TDs and Modifier 256 * 0 ...
    x80E = Punt Returns and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 Punt Returns and Modifier 256 * 0
    x01 = 0 Punt Returns and Modifier 256 * 1
    x02 = 0 Punt Returns and Modifier 256 * 2
    x03 = 0 Punt Returns and Modifier 256 * 3
    x04 = 1 Punt Returns and Modifier 256 * 0 ...
    x80F = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
    x810 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 0 TDs and Modifier 256 * 8
    x09 = 0 TDs and Modifier 256 * 9
    x0A = 0 TDs and Modifier 256 * 10
    x0B = 0 TDs and Modifier 256 * 11
    x0C = 0 TDs and Modifier 256 * 12
    x0D = 0 TDs and Modifier 256 * 13
    x0E = 0 TDs and Modifier 256 * 14
    x0F = 0 TDs and Modifier 256 * 15
    x10 = 1 TDs and Modifier 256 * 0 ...
    x811 = Rush Attempts (x00 to xFF)
    x812 = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
    x813 = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    WR4:
    x814 = Receptions (x00 to xFF)
    x815 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
    x816 = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    x817 = Kick Returns (x00 to xFF)
    x00 = 0 Returns
    x01 = 0 Returns
    x02 = 1 Returns ...
    x818 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
    x819 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 1 TDs and Modifier 256 * 0 ...
    x81A = Punt Returns and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 Punt Returns and Modifier 256 * 0
    x01 = 0 Punt Returns and Modifier 256 * 1
    x02 = 0 Punt Returns and Modifier 256 * 2
    x03 = 0 Punt Returns and Modifier 256 * 3
    x04 = 1 Punt Returns and Modifier 256 * 0 ...
    x81B = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
    x81C = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 0 TDs and Modifier 256 * 8
    x09 = 0 TDs and Modifier 256 * 9
    x0A = 0 TDs and Modifier 256 * 10
    x0B = 0 TDs and Modifier 256 * 11
    x0C = 0 TDs and Modifier 256 * 12
    x0D = 0 TDs and Modifier 256 * 13
    x0E = 0 TDs and Modifier 256 * 14
    x0F = 0 TDs and Modifier 256 * 15
    x10 = 1 TDs and Modifier 256 * 0 ...
    x81D = Rush Attempts (x00 to xFF)
    x81E = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
    x81F = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    TE1:
    x820 = Receptions (x00 to xFF)
    x821 = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
    x822 = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    x823 = Kick Returns (x00 to xFF)
    x00 = 0 Returns
    x01 = 0 Returns
    x02 = 1 Returns ...
    x824 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
    x825 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 1 TDs and Modifier 256 * 0 ...
    x826 = Punt Returns and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 Punt Returns and Modifier 256 * 0
    x01 = 0 Punt Returns and Modifier 256 * 1
    x02 = 0 Punt Returns and Modifier 256 * 2
    x03 = 0 Punt Returns and Modifier 256 * 3
    x04 = 1 Punt Returns and Modifier 256 * 0 ...
    x827 = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
    x828 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 0 TDs and Modifier 256 * 8
    x09 = 0 TDs and Modifier 256 * 9
    x0A = 0 TDs and Modifier 256 * 10
    x0B = 0 TDs and Modifier 256 * 11
    x0C = 0 TDs and Modifier 256 * 12
    x0D = 0 TDs and Modifier 256 * 13
    x0E = 0 TDs and Modifier 256 * 14
    x0F = 0 TDs and Modifier 256 * 15
    x10 = 1 TDs and Modifier 256 * 0 ...
    x829 = Rush Attempts (x00 to xFF)
    x82A = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
    x82B = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    TE2:
    x82C = Receptions (x00 to xFF)
    x82D = Receiving Yards (x00 to xFF) (Receiving Yards + Modifier displayed)
    x82E = Receiving TDs and Punt Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    x82F = Kick Returns (x00 to xFF)
    x00 = 0 Returns
    x01 = 0 Returns
    x02 = 1 Returns ...
    x830 = Kick Return Yards (x00 to xFF) (Kick Return Yards + Modifier displayed)
    x831 = Kick Return TDs and Kick Return Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 1 TDs and Modifier 256 * 0 ...
    x832 = Punt Returns and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 Punt Returns and Modifier 256 * 0
    x01 = 0 Punt Returns and Modifier 256 * 1
    x02 = 0 Punt Returns and Modifier 256 * 2
    x03 = 0 Punt Returns and Modifier 256 * 3
    x04 = 1 Punt Returns and Modifier 256 * 0 ...
    x833 = Punt Return Yards (x00 to xFF) (Punt Return Yards + Modifier displayed)
    x834 = Punt Return TDs and Receiving Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 0 TDs and Modifier 256 * 4
    x05 = 0 TDs and Modifier 256 * 5
    x06 = 0 TDs and Modifier 256 * 6
    x07 = 0 TDs and Modifier 256 * 7
    x08 = 0 TDs and Modifier 256 * 8
    x09 = 0 TDs and Modifier 256 * 9
    x0A = 0 TDs and Modifier 256 * 10
    x0B = 0 TDs and Modifier 256 * 11
    x0C = 0 TDs and Modifier 256 * 12
    x0D = 0 TDs and Modifier 256 * 13
    x0E = 0 TDs and Modifier 256 * 14
    x0F = 0 TDs and Modifier 256 * 15
    x10 = 1 TDs and Modifier 256 * 0 ...
    x835 = Rush Attempts (x00 to xFF)
    x836 = Rushing Yards (x00 to xFF) (Rushing Yards + Modifier is displayed)
    x837 = Rushing TDs and Rushing Yards Modifier (x00 to xFF)
    x00 = 0 TDs and Modifier 256 * 0
    x01 = 0 TDs and Modifier 256 * 1
    x02 = 0 TDs and Modifier 256 * 2
    x03 = 0 TDs and Modifier 256 * 3
    x04 = 1 TDs and Modifier 256 * 0 ...
    RE:
    x838 = Sacks and INT Modifier (x00 to xFF)
    x00 = 0 Sacks and Modifier 16 * 0
    x01 = 0 Sacks and Modifier 16 * 1
    x02 = 1 Sacks and Modifier 16 * 0 ...
    x839 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
    x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
    x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
    x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
    x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
    x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
    x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
    x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
    x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
    x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
    x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
    x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
    x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
    x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
    x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
    x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
    x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
    x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
    x83A = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
    NT:
    x83B = Sacks and INT Modifier (x00 to xFF)
    x00 = 0 Sacks and Modifier 16 * 0
    x01 = 0 Sacks and Modifier 16 * 1
    x02 = 1 Sacks and Modifier 16 * 0 ...
    x83C = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
    x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
    x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
    x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
    x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
    x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
    x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
    x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
    x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
    x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
    x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
    x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
    x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
    x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
    x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
    x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
    x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
    x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
    x83D = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
    LE:
    x83E = Sacks and INT Modifier (x00 to xFF)
    x00 = 0 Sacks and Modifier 16 * 0
    x01 = 0 Sacks and Modifier 16 * 1
    x02 = 1 Sacks and Modifier 16 * 0 ...
    x83F = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
    x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
    x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
    x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
    x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
    x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
    x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
    x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
    x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
    x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
    x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
    x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
    x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
    x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
    x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
    x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
    x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
    x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
    x840 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
    ROLB:
    x841 = Sacks and INT Modifier (x00 to xFF)
    x00 = 0 Sacks and Modifier 16 * 0
    x01 = 0 Sacks and Modifier 16 * 1
    x02 = 1 Sacks and Modifier 16 * 0 ...
    x842 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
    x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
    x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
    x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
    x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
    x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
    x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
    x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
    x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
    x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
    x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
    x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
    x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
    x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
    x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
    x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
    x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
    x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
    x843 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
    RILB:
    x844 = Sacks and INT Modifier (x00 to xFF)
    x00 = 0 Sacks and Modifier 16 * 0
    x01 = 0 Sacks and Modifier 16 * 1
    x02 = 1 Sacks and Modifier 16 * 0 ...
    x845 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
    x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
    x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
    x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
    x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
    x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
    x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
    x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
    x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
    x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
    x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
    x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
    x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
    x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
    x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
    x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
    x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
    x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
    x846 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
    LILB:
    x847 = Sacks and INT Modifier (x00 to xFF)
    x00 = 0 Sacks and Modifier 16 * 0
    x01 = 0 Sacks and Modifier 16 * 1
    x02 = 1 Sacks and Modifier 16 * 0 ...
    x848 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
    x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
    x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
    x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
    x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
    x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
    x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
    x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
    x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
    x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
    x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
    x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
    x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
    x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
    x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
    x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
    x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
    x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
    x849 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
    LOLB:
    x84A = Sacks and INT Modifier (x00 to xFF)
    x00 = 0 Sacks and Modifier 16 * 0
    x01 = 0 Sacks and Modifier 16 * 1
    x02 = 1 Sacks and Modifier 16 * 0 ...
    x84B = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
    x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
    x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
    x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
    x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
    x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
    x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
    x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
    x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
    x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
    x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
    x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
    x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
    x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
    x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
    x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
    x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
    x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
    x84C = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
    RCB:
    x84D = Sacks and INT Modifier (x00 to xFF)
    x00 = 0 Sacks and Modifier 16 * 0
    x01 = 0 Sacks and Modifier 16 * 1
    x02 = 1 Sacks and Modifier 16 * 0 ...
    x84E = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
    x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
    x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
    x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
    x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
    x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
    x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
    x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
    x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
    x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
    x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
    x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
    x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
    x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
    x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
    x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
    x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
    x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
    x84F = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
    LCB:
    x850 = Sacks and INT Modifier (x00 to xFF)
    x00 = 0 Sacks and Modifier 16 * 0
    x01 = 0 Sacks and Modifier 16 * 1
    x02 = 1 Sacks and Modifier 16 * 0 ...
    x851 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
    x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
    x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
    x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
    x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
    x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
    x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
    x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
    x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
    x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
    x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
    x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
    x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
    x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
    x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
    x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
    x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
    x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
    x852 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
    FS:
    x853 = Sacks and INT Modifier (x00 to xFF)
    x00 = 0 Sacks and Modifier 16 * 0
    x01 = 0 Sacks and Modifier 16 * 1
    x02 = 1 Sacks and Modifier 16 * 0 ...
    x854 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
    x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
    x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
    x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
    x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
    x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
    x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
    x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
    x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
    x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
    x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
    x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
    x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
    x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
    x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
    x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
    x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
    x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
    x855 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
    SS:
    x856 = Sacks and INT Modifier (x00 to xFF)
    x00 = 0 Sacks and Modifier 16 * 0
    x01 = 0 Sacks and Modifier 16 * 1
    x02 = 1 Sacks and Modifier 16 * 0 ...
    x857 = INTs, INT TDs, and INT Yards Modifier (x00 to xFF) (INTs + Modifier is displayed)
    x00 = 0 INTs, 0 TDs, and Modifier 256 * 0
    x01 = 0 INTs, 0 TDs, and Modifier 256 * 1
    x02 = 0 INTs, 1 TDs, and Modifier 256 * 0
    x03 = 0 INTs, 1 TDs, and Modifier 256 * 1
    x04 = 0 INTs, 2 TDs, and Modifier 256 * 0
    x05 = 0 INTs, 2 TDs, and Modifier 256 * 1
    x06 = 0 INTs, 3 TDs, and Modifier 256 * 0
    x07 = 0 INTs, 3 TDs, and Modifier 256 * 1
    x08 = 0 INTs, 4 TDs, and Modifier 256 * 0
    x09 = 0 INTs, 4 TDs, and Modifier 256 * 1
    x0A = 0 INTs, 5 TDs, and Modifier 256 * 0
    x0B = 0 INTs, 5 TDs, and Modifier 256 * 1
    x0C = 0 INTs, 6 TDs, and Modifier 256 * 0
    x0D = 0 INTs, 6 TDs, and Modifier 256 * 1
    x0E = 0 INTs, 7 TDs, and Modifier 256 * 0
    x0F = 0 INTs, 7 TDs, and Modifier 256 * 1
    x10 = 1 INTs, 0 TDs, and Modifier 256 * 0 ...
    x858 = INT Yards (x00 to xFF) (INT Yards + Modifier is displayed)
    K:
    x859 = XP Attempts (x00 to xFF) *Repeats over at x64
    x85A = XP Made (x00 to xFF)
    x85B = FG Attempts (x00 to xFF) *Repeats over at x64
    x85C = FB Made (x00 to xFF)
    P:
    x85D = Punts (x00 to xFF)
    x85E = Punt Yards (x00 to xFF) (Punt Yards + Modifier is displayed)
    x85F = Punt Yards Modifier (x00 to xFF)
    x00 = Modifier 256 * 0
    x01 = Modifier 256 * 1
    x02 = Modifier 256 * 2
    x03 = Modifier 256 * 3
    x04 = Modifier 256 * 4
    x05 = Modifier 256 * 5
    x06 = Modifier 256 * 6
    x07 = Modifier 256 * 7
    x08 = Modifier 256 * 8
    x09 = Modifier 256 * 9
    x0A = Modifier 256 * 10
    x0B = Modifier 256 * 11
    x0C = Modifier 256 * 12
    x0D = Modifier 256 * 13
    x0E = Modifier 256 * 14
    x0F = Modifier 256 * 15
    x10 = Modifier 256 * 0 ...
    Team:
    x860 = Number of Wins (x00 to xFF) *Repeats over at x64
    x861 = Number of Losses (x00 to xFF) *Repeats over at x64
    x862 = Number of Ties (x00 to xFF) *Repeats over at x64
    x863 = Number of Pts (x00 to xFF) (Pts + Modifier is displayed)
    x864 = Number of Pts Modifier (x00 to xFF) *After 999 the display messes up
    x00 = Modifier 256 * 0
    x01 = Modifier 256 * 1
    x02 = Modifier 256 * 2
    x03 = Modifier 256 * 3 ...
    x865 = Number of Opp Pts (x00 to xFF) (Opp Pts + Modifier is displayed)
    x866 = Number of Opp Pts Modifier (x00 to xFF) *After 999 the display messes up
    x00 = Modifier 256 * 0
    x01 = Modifier 256 * 1
    x02 = Modifier 256 * 2
    x03 = Modifier 256 * 3 ...
    x867 = Defensive Pass Yards Allowed (x00 to xFF) (Pass Yards Allowed + Modifier is displayed)
    x868 = Defensive Pass Yards Allowed Modifier (x00 to xFF)
    x00 = Modifier 256 * 0
    x01 = Modifier 256 * 1 ...
    x869 = Defensive Rush Yards Allowed (x00 to xFF) (Rush Yards Allowed + Modifier is displayed)
    x86A = Defensive Rush Yards Allowed Modifier (x00 to xFF)
    x00 = Modifier 256 * 0
    x01 = Modifier 256 * 1 ...

    x85B to x86E is the playbook. Each hex nibble is a play in each play slot. The order is Run1, Run2 // Run3, Run4 // Pass1, Pass2 // Pass3, Pass4.

    x86F to x872 are the starters. Each hex nibble is a player where 0 = QB1, 1 = QB2, 2 = RB1, 3 = RB2, 4 = RB3, 5 = RB4, 6 = WR1, 7 = WR2, 8 = WR3, 9 = WR4, A = TE1, and B = TE2. The order goes QB, RB1 // RB2, WR1 // WR2, TE // KR, PR.

    x873 to x875 are the injuries. The numbers are broken down into bits where a 00 = Healthy and 11 = Injured. The first hex is QB1, QB2, RB1, RB2. The second hex is RB3, RB4, WR1, WR2. And the third hex is WR3, WR4, TE1, TE2.

    x876 to x87D are the conditions. The numbers are again broken down into bits where 00 = Bad, 01 = Average, 10 = Good, and 11 = Excellent. Order goes QB1, QB2, RB1, RB2 // RB3, RB4, WR1, WR2 // WR3, WR4, TE1, TE2 // C, LG, RG, LT // RT, RE, NT, LE // ROLB, RILB, LILB, LOLB // RCB, LCB, FS, SS // K, P. The final nibble always appears to be 5.
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