Jump to content

amrush

Members
  • Posts

    97
  • Joined

  • Last visited

Profile Information

  • Location
    tecmo hell

Contact Methods

  • Website URL
    http://

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Yes...thanks. So pretty much. 1. Would be nice, but very difficult. 2. Doable, but nobody cares. 3. Cool, but no one knows. Yes it was very difficult, but everything you asked for has already been done by yours truly. Unfortunately for you, I hacked it all out for TSB3, and not the NES version. Here's my notes, in case you're interested: viewtopic.php?f=22&t=11483 amrush Welcome back Amrush! [ Post made on a Tecmo Super Mobile Device!]
  2. Yes...thanks. So pretty much. 1. Would be nice, but very difficult. 2. Doable, but nobody cares. 3. Cool, but no one knows.
  3. Another nice find guys. I'll definitely be puttin' this to use... Thanks again. AM Rush
  4. First off, I want to publicly thank you guys for diving into TSB3. No one besides myself on this board with any proclivity for hacking the languages for Nintendo titles seems to give much of a sh*t for TSB3, so the help and discoveries and modifications you guys are undertaking are greatly appreciated. I have no training in 65816 or 6502 language, and I don't really want to devote more time out of my life than is justifiable, but I have educated myself a bit on some basics of 65816 in order to manipulate TSB3. Here's 2 links to pages I use for reference when I dive into hacking TSB3 : http://www.defence-force.org/computing/ ... /annexe_2/ - A glossary page for all the operands in 65816 http://www.westerndesigncenter.com/wdc/ ... manual.pdf - This is a manual for 65816. It's big and has been somewhat helpful for me with various things ==================================== OK, on to your bullet points above : New Stuff Already In The Works 2) KR / PR set to teams' actual KR PR. - What do you mean by this? Are you talking about where the actual rom tells each team to use which position to use for the KR & PR? Or are you talking about just changing the .srm? 3) Offensive injuries freezing the game. - It sounds like you've found the locations in the rom that changes the formation types for all the various functions of the game (on-field, substitutions, injuries, free agent and trade lists, etc). If you don't think you've found them all, I can help you with the "stragglers" 7) Huddle breaks. - When you get the chance, I'd like to know where in the rom you added this code... 8 ) Other Little Secrets. - In order to save me some time, could you guys PM me a list of what this stuff might be? In case there's anything I might really want. Thanks in advance... Stuff You Want 1) Weather and Stadium stuff - I have some info on this, but it's not comprehensive. It's just surface-scratch, but it might be a springboard for you guys to dive deeper than I got... 4) Player Faces - location is x00100000. There's a thread here at Knobbe that lists out what faces match up with what players 7) Playoff Tree - yeah i have manipulated the Playoff Tree, but it's not completely automated. There's a detailed explanation of my playoff changes that accompanies my posted rom in the downloads forum. My thread shouldn't be hard to find there - it's the only rom I've ever posted here. Rock on... AM Rush
  5. d_h, YW. I'm looking forward to seeing how you've manipulated some of the default offensive formations and how they play out (moreso how the COM AI alters the effectiveness of plays due to where you moved the offensive players). I don't need it right away, but eventually when you guys are done with your offensive play-hacking, I'd like to know what the block of code was where you guys made your actual player movement/behavior changes. But yeah, like I told h55: if you've found the 4 sets of 11 on-field location pointers for the defensive players in each def formation, I'm very keen to acquire those ASAP... I'm certain that you can change the parameters of players in motion before a play starts, but I don't personally know how to do it. The only relevant change I've made with player behaviors (other than kickers) is in the attribute boost that an intercepting defender gets after picking off a pass. I would suggest you dive into some of the NES play-manipulation threads to see if some of their code sequences mimic what you see in the corresponding area(s) of the TSB3 rom - especially where the NES guys have created wildcat plays. Rock on. AM
  6. No worries 'cane. Anything you find in the TSB3 rom that ain't already here at Knobbe, I'm grateful and I'm all ears. I'll be keeping an eye on what you guys find. Hell I'll even load up your college rom (I don't load other roms very often - less than 5 in the years I've been on here). Party on.. AM
  7. Surprisingly enough, I haven't yet figured out the defensive position pointers. They're probably sitting right there in the block above the O pointers, but I haven't tested yet. And I'm going to be messing with those eventually... AM Rush
  8. Dude, The formations start at the following address: x001E01D8 And they end here: x001E0363 I don't know whether the sequence conforms to that in the NES rom. You can sift through some of my old posts - I might have spoken about it elsewhere on the board. AM Rush
  9. The comparable locations in TSB3 for the hex addresses posted above are listed here : viewtopic.php?f=3&t=10476 AM Rush
  10. Awesome info. Thank you very much! Best Xmas gift of the year... amrush
  11. viewtopic.php?f=22&t=4490 For the explanation of how to modify the byte, read the top post. For the location of the byte in TSB3, read my post. amrush .....
  12. Yeah I fixed that last year for TSB3. Makes the games vs COM much more fun and tense. Don't know if anyone here's done that for the older versions... amrush
  13. I'm inclined to agree with YM here that the CPU logic's play selection might be considerably less than random. When I altered the CPU logic in TSB3 for 4th down decision-making, I had to adjust factors that the CPU takes into account like yards-to-go, ball location and time on the clock. It's certainly possible that the CPU goes through similar 'scenario' logic on 2nd and 3rd down (1st down being 100% random would seem very plausible), but given the more primitive assembly language for TSB, a mostly random CPU playcalling logic wouldn't shock me... amrush
  14. http://www.tecmobowl.org/forum/viewtopic.php?f=3&t=10476&sid=52819e1eaea184dde8cda81e3a75f8a1 2nd post, first hex address. This is for TSB3, not SNES1 (your post wasn't specific). amrush
  15. Dude, Glad to hear you're still plugging away. I'm on the brink of a couple more major tweaks to my rom, the biggest being 3rd-down offensive substitions for the COM player customized to every individual team. It also has 4th qtr substitutions where the COM player pulls all the starters in a blowout. The injury checks for these hacks have been the biggest pain in the ass, but I should be done in the next few weeks. Let me know what else you're looking for as far as hacks. I'll try to help if I can. amrush
×
×
  • Create New...