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jstout

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  1. 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
  2. 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)
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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.
  8. 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)
  9. 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.

     

  10. 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
  11. 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.
  12. 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
  13. Upvote
    jstout got a reaction from buck in NES Programming Info   
    I'm hoping the links work as this would be cleaner than having a few dozen posts thrown all about.  This is still a work in progress with more in the future and the below files are still subject to changes/improvements as I'm not happy with all of them.  All demos should contain source files for the ca65 assembler and a working rom.  For those that read these please let me know of things that are good, bad, and need much more clarification.

     

    Complete Folder

     

    6502:

    Number Formats

    Registers

    Processor Status Flags

    Opcodes - Transfer Operations

    Opcodes - Other Operations

    Opcodes - Programming Model

    Addressing Modes

    Complete Opcodes

    Basic Math

     

    NES Programming:

    Memory Map

    NES Header

    PPU Registers

    Skeleton ROM

    Palettes            Demo

    Sprites             Demo

    Controllers         Demo

    Backgrounds         Demo

    Scrolling           Demo

    Sprite 0 Hit        Demo

    Animated Sprites    Demo

    Camera Window       Demo

    Collision Detection Demo

    MMC3                Demo
  14. Upvote
    jstout got a reaction from Neerrm in NES Programming Info   
    I'm hoping the links work as this would be cleaner than having a few dozen posts thrown all about.  This is still a work in progress with more in the future and the below files are still subject to changes/improvements as I'm not happy with all of them.  All demos should contain source files for the ca65 assembler and a working rom.  For those that read these please let me know of things that are good, bad, and need much more clarification.

     

    Complete Folder

     

    6502:

    Number Formats

    Registers

    Processor Status Flags

    Opcodes - Transfer Operations

    Opcodes - Other Operations

    Opcodes - Programming Model

    Addressing Modes

    Complete Opcodes

    Basic Math

     

    NES Programming:

    Memory Map

    NES Header

    PPU Registers

    Skeleton ROM

    Palettes            Demo

    Sprites             Demo

    Controllers         Demo

    Backgrounds         Demo

    Scrolling           Demo

    Sprite 0 Hit        Demo

    Animated Sprites    Demo

    Camera Window       Demo

    Collision Detection Demo

    MMC3                Demo
  15. Upvote
    jstout got a reaction from kamphuna8 in TSBm 1.3: Making your own FACES   
    Here is an example of how the faces are done:
     
    Frank Reich:

    x1C054 $A064 (POINTER) = B9A3
    x1C3C9 $A3B9 (DESIGN) = CC10 CF60 CDCC CEBD CF97 B074
    x1CC20 $AC10 (HAIR) = 700088 704090 710888 710890 7A0080 7A4098 FE
    x1CDDC $ADCC (EARS) = 7A0080 7A4098 380800 384818 3A1000 3A5018 FE
    x1CECD $AEBD (MOUTH) =  221408 225410 FE
    x1CF70 $AF60 (EYES) = 1B0988 1B4990 FE
    x1CFA7 $AF97 (LOWER HEAD) =  021008 025010 071808 075810 FE
    x1D084 $B074 (UPPER HEAD) =  210008 214010 000808 004810 FF

    Format: TILE ROW COLUMN
    *ROW = +00 = NORMAL, +40 = HORIZONTAL MIRROR, +80 = VERTICAL MIRROR, +C0 = HORIZONTAL AND VERTICAL MIRROR
    *COLUMN = +00 = PALETTE 0, +40 = PALETTE 01, +80 = PALETTE 02, +C0 = PALETTE 03
    FE = NEXT
    FF = END
  16. Upvote
    jstout got a reaction from bruddog in QB and Punt Returner Ball Control   
    I've learned more about the code since then.  The original code is below:
    x2869E:    LDY #$08             ; PLAYER ID INDEX    LDA ($AE),Y         ; PLAYER ID    TAX    LDA $70    AND #$1C    CMP #$10    BCS @TACKLED    CMP #$08    BCS @KR_PR          ; KR/PR    TXA    EOR $70    BMI @QB_OL_PR    TXA    AND #$0F             ; PLAYER #    BEQ @QB_OL_PR       ; QB    CMP #$06    BCS @QB_OL_PR       ; OL    TXA    JSR L_DD8D    JMP @SKILL          ; SKILL PLAYER@KR_PR:    CMP #$0A    BCS @QB_OL_PR       ; PR EXIT    ORA #$10             ; GET KR ID    STA $45    TXA    AND #$80    ORA $45    JSR L_DD98@SKILL:    LDY #$86             ; GET PLAYER BALL CONTROL    JSR L_DDAA    TAY    LDA $3D                 ; RANDOM    CMP BALL_CONTROL_VALUES,Y    ; BALL CONTROL SKILL    BCS @TACKLED             ; TACKLED?    JMP @FUMBLED             ; FUMBLED@QB_OL_PR:    LDA $3D                ; RANDOM    CMP #$0C             ; 44 SKILL    BCS @TACKLED             ; TACKLED?@FUMBLED:                 ; FUMBLE ROUTINE    LDY #$01    LDA ($AE),Y    AND #$DF    STA ($AE),Y    JSR L_21_BA47    JMP L_21_85A6@TACKLED:                 ; TACKLED ROUTINE    LDA $71    ORA #$80    STA $71    JMP L_21_85A6BALL_CONTROL_VALUES:.BYTE $12,$11,$10,$0F,$0E,$0D,$0C,$0B,$0A,$09,$08,$07,$06,$05,$04,$03The hack posted here uses the first lines LDY #$08 as the PRs skill index (which was 56 skill) for the CMP BALL_CONTROL_VALUES,Y line.  The QB kept the branch listed about for the skill value.
     
    Its quite possible to hack this using tables for a team's QB and PR ball control value.  Or even to have the PR use their own ball control skill.
  17. Upvote
    jstout got a reaction from quince3800 in A-button to cancel handoff and A to pitch along a path   
    Your FF wouldn't work here because the B8 32 needs to be reversed.  The Address Lo Byte should be first and the Address Hi Byte second.
  18. Upvote
    jstout got a reaction from DFM in Tecmo Super Bowl Enable Slow Motion And Pause   
    I stumbled across a hidden debug option.
     
     
     
     
    During the Intro Screens, any screen before the Game Start Screen, if you press down exactly 7 times it activates a slow motion debug option.  For those using a debugger, RAM $06F6 will need to be #$07.  Once activated, to use you have to hold the Select+B buttons for slow motion and hold the Select+A buttons for a full stop.  The game will still use the button presses on screens they are used.
     
     
     
     
     
    I'm not sure how useful this can be but I was entertained for a while playing around with this.
     
  19. Upvote
    jstout got a reaction from bruddog in Tecmo Super Bowl Enable Slow Motion And Pause   
    I stumbled across a hidden debug option.
     
     
     
     
    During the Intro Screens, any screen before the Game Start Screen, if you press down exactly 7 times it activates a slow motion debug option.  For those using a debugger, RAM $06F6 will need to be #$07.  Once activated, to use you have to hold the Select+B buttons for slow motion and hold the Select+A buttons for a full stop.  The game will still use the button presses on screens they are used.
     
     
     
     
     
    I'm not sure how useful this can be but I was entertained for a while playing around with this.
     
  20. Upvote
    jstout got a reaction from kamphuna8 in Tecmo Super Bowl Enable Slow Motion And Pause   
    I stumbled across a hidden debug option.
     
     
     
     
    During the Intro Screens, any screen before the Game Start Screen, if you press down exactly 7 times it activates a slow motion debug option.  For those using a debugger, RAM $06F6 will need to be #$07.  Once activated, to use you have to hold the Select+B buttons for slow motion and hold the Select+A buttons for a full stop.  The game will still use the button presses on screens they are used.
     
     
     
     
     
    I'm not sure how useful this can be but I was entertained for a while playing around with this.
     
  21. Upvote
    jstout got a reaction from buck in Tecmo Super Bowl Enable Slow Motion And Pause   
    I stumbled across a hidden debug option.
     
     
     
     
    During the Intro Screens, any screen before the Game Start Screen, if you press down exactly 7 times it activates a slow motion debug option.  For those using a debugger, RAM $06F6 will need to be #$07.  Once activated, to use you have to hold the Select+B buttons for slow motion and hold the Select+A buttons for a full stop.  The game will still use the button presses on screens they are used.
     
     
     
     
     
    I'm not sure how useful this can be but I was entertained for a while playing around with this.
     
  22. Upvote
    jstout got a reaction from GameplayLoop 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.
  23. Upvote
    jstout got a reaction from GameplayLoop in A-button to cancel handoff and A to pitch along a path   
    Your FF wouldn't work here because the B8 32 needs to be reversed.  The Address Lo Byte should be first and the Address Hi Byte second.
  24. Upvote
    jstout got a reaction from buck in A-button to cancel handoff and A to pitch along a path   
    Your FF wouldn't work here because the B8 32 needs to be reversed.  The Address Lo Byte should be first and the Address Hi Byte second.
  25. Upvote
    jstout got a reaction from GameplayLoop in NES Programming Info   
    I'll see what I can do Buck with making some of the demos like TSB.  I wanted to try to make the demos flowing so the entire code setup was vastly overhauled with each segment as TSB does a lot of advanced techniques with some that aren't even possible without the MMC3 mapper.
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