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BAD_AL

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Everything posted by BAD_AL

  1. I see the problem. Thanks for catching that. I fixed it and re-uploaded the beta version, current version = 2.0.3.
  2. 1. Team sim offense & defense. 2. run/pass preference 3. Offensive formation 6. player sim attributes 1. Team Sim attributes are used when skipping games. In the original ROM (with ROM headder) they start at 0x27526. One byte per team (1st nibble = offense, 2nd nibble = defense, range = 00 - FF). 2. run/pass preference basically controls a team's offensive balance. In the original ROM (with ROM headder) the values start at 0x27526 (1 byte per team, range = 0-3 ) 0 = Little more rushing, 1 = Heavy Rushing, 2 = little more passing, 3 = Heavy Passing. 3. Offensive formation, there are 3 offensive formations (2RB_2WR_1TE, 1RB_4WR, 1RB_3WR_1TE). In the original ROM most teams are 2RB_2WR_1TE, the falcons and oilers are 1RB_4WR and the Redskins and cardinals are 1RB_3WR_1TE. We can modify a team's offensive formation by editing the bytes starting at 0x21FE0 and 0x31E80. (1 byte per team, range = 0-2). I'll need to look into this farther, I appear to have missed something about this. 6. Player sim attributes these are different from a team's sim attributes. These control how a player's statistics turn out. Here are the formulas I use for the locations for sim data: int teamSimOffset = 0x30; int billsQB1SimLoc = 0x18163; int billsRESimLoc = 0x1817b; QBSimData: SkillPlayerSimData: //QBs 2 bytes (3 nibbles used) [Sim rush, Sim pass, Sim Pocket] //2 bytes, [Sim rush, Sim catch, Sim punt Ret, Sim kick ret] int location = teamIndex*teamSimOffset + (positionIndex*2) +billsQB1SimLoc; KickingPuntingSimData: //1 byte, (kicking = 1st nibble, punting = 2nd nibble) int location = teamIndex*teamSimOffset + billsQB1SimLoc + 0x2E; DefensivePlayerSimData: //2 bytes [Sim pass rush, Sim coverage] int location = teamIndex * teamSimOffset + (positionIndex - 17)+ billsRESimLoc;
  3. Great work cxrom, Looking at the hex, I can see the jersey numbers and names, but the locations of their pointers isn't obvious to me. Also, do you have the following for each of the new teams? : 1. Team sim offense & defense. 2. run/pass preference 3. Offensive formation 4. Playbooks 5. player attributes 6. player sim attributes Or do these currently map to a original team's attributes? I'd like to modify TSBTool to support this ROM.
  4. I don't think that TSBM 2000 or TSBM do anything with Sim attributes. You'd have to use TSBTool to swap the players, or manually update the sim attributes with tsbsim.
  5. I'm not really sure what you mean. Do you mean that you have all the data specified in text format? If so, you can just add the KR and PR lines at the end of the team definition. The lines: "KR, RB4" "PR, RB4" Will make the #4 rb the kick and punt returner. If you mean that you have a ROM with all the data i it, then you should be able to open it up with TSBTool and view the contents.
  6. If you want to post your data only, you can do that with TSBTool. Just open the ROM, select view contents, then copy the team definitions and paste them. you will get something like the following: ======================================================== TEAM = bills SimData=0xab0, OFFENSIVE_FORMATION = 2RB_2WR_1TE PLAYBOOK R1215, P7131 QB1, qb BILLS, Face=0x52, #0, 25, 69, 13, 13, 56, 81, 81, 81 ,[3, 12, 3 ] QB2, frank REICH, Face=0x22, #14, 25, 69, 13, 13, 31, 44, 25, 50 ,[3, 3, 2 ] RB1, thurman THOMAS, Face=0x83, #34, 38, 69, 63, 25, 75, 50 ,[10, 7, 8, 8 ] RB2, jamie MUELLER, Face=0x51, #41, 44, 69, 25, 88, 50, 25 ,[5, 3, 6, 2 ] RB3, kenneth DAVIS, Face=0xa5, #23, 38, 69, 25, 19, 50, 31 ,[5, 2, 7, 2 ] RB4, don SMITH, Face=0x8b, #30, 38, 69, 25, 19, 50, 31 ,[3, 3, 8, 2 ] WR1, james LOFTON, Face=0x81, #80, 25, 69, 38, 13, 50, 56 ,[1, 8, 13, 6 ] WR2, andre REED, Face=0xb6, #83, 25, 69, 56, 13, 56, 69 ,[1, 9, 10, 10 ] WR3, don BEEBE, Face=0x40, #82, 25, 69, 44, 13, 50, 44 ,[1, 4, 13, 2 ] WR4, al EDWARDS, Face=0x9a, #85, 25, 69, 19, 13, 50, 44 ,[1, 4, 7, 2 ] TE1, keith MCKELLER, Face=0xb7, #84, 25, 69, 38, 50, 50, 50 ,[1, 6, 7, 6 ] TE2, pete METZELAARS, Face=0x50, #88, 25, 69, 19, 44, 50, 31 ,[1, 3, 5, 2 ] C, kent HULL, Face=0x1e, #67, 25, 69, 38, 69 LG, jim RITCHER, Face=0x7, #51, 25, 69, 38, 56 RG, john DAVIS, Face=0x24, #65, 25, 69, 25, 63 LT, will WOLFORD, Face=0x48, #69, 25, 69, 25, 50 RT, howard BALLARD, Face=0x88, #75, 25, 69, 19, 63 RE, bruce SMITH, Face=0x88, #78, 44, 56, 69, 75, 25, 81 ,[116, 7 ] NT, jeff WRIGHT, Face=0xb, #91, 25, 31, 31, 50, 19, 19 ,[30, 7 ] LE, leon SEALS, Face=0xac, #96, 25, 31, 38, 44, 31, 50 ,[25, 18 ] ROLB, darryl TALLEY, Face=0xad, #56, 31, 44, 50, 38, 44, 63 ,[25, 25 ] RILB, ray BENTLEY, Face=0x30, #50, 25, 31, 38, 38, 31, 56 ,[13, 10 ] LILB, shane CONLAN, Face=0x2f, #58, 31, 44, 50, 56, 19, 69 ,[13, 13 ] LOLB, c. BENNETT, Face=0x82, #97, 38, 50, 63, 63, 19, 69 ,[29, 7 ] RCB, nate ODOMES, Face=0xc3, #37, 38, 44, 56, 38, 38, 56 ,[0, 25 ] LCB, kirby JACKSON, Face=0x89, #47, 25, 31, 44, 38, 50, 50 ,[0, 64 ] FS, mark KELSO, Face=0x26, #38, 31, 38, 50, 38, 44, 44 ,[2, 39 ] SS, leonard SMITH, Face=0x84, #46, 31, 38, 50, 44, 44, 50 ,[2, 40 ] K, scott NORWOOD, Face=0x29, #11, 56, 81, 81, 31, 44, 44 ,[6 ] P, rick TUTEN, Face=0x20, #10, 25, 56, 44, 31, 19, 63 ,[3 ] KR, RB4 PR, WR4 ======================================================== The punt returner and kick returner are the last 2 lines of the team definition.
  7. Ok that's good. Do you know what the problem was? To upload a file in the upload section you need to zip it up first. Then click reply to the post. There should be an 'Add an attachment' section directly under the 'Post a reply' section. The 'Add an attachment' portion is only aailable in the upload section.
  8. Yes there is randomness built into the defensive coverages. There is also randomness build into offensive play patterns.
  9. Can you upload your text data file so I can check it out? Post a reply in the TSBTool thread and upload your text file.
  10. I released version 2.0.2 beta a little while ago, it's on page 8 of the TSBTool thread.
  11. 2. You can use either TSBM 1.3 or TSBTool. 3. You can use either TSBM 1.3 or TSBTool. 4. You can use either TSBM 1.3 or TSBTool. 5. You can use either TSBM 1.3 or TSBTool, TSBTool may be a better option because you can use copy and paste to setup playbooks for teams that have similar style instead of doing a whole bunch of clicky stuff for each team. 6. You can use TSBM 1.3 for uniform colors. You may want to get someone to help you out with the helmets. There is a editor for big helmets, but it's still something that you probably should get help with. 7. You may need to use a hex editor for this. 8. ??? 9. Endzone editor http://www.tecmobowl.org/forum/index.php?page ... file_id=14
  12. You could use TSBTool if you want to avoid TSBM2000. You can even use it to change the Sim attributes for the players. The newer version allows you to use a GUI (like TSBM) or just edit the text.
  13. I found that the spreadsheet test would only work if the user had Office 2003 installed, so I'm not going to use the spreadsheet. Does the DataGrid work? If so, do you have any part of office installed? To update the defense pattern files you can do the following: 1. run your TSBDesign program to extract the defensive code. 2. massage the Def_code.txt so that it's the way you like it (I removed a lot of the 'MoveAbsolute(xx xx)' and other stuff that I didn't want to see in there), save the file. 3. Open up the Test Form in TSBPlayMaker. 4. Run the PatternReader (jstout program) test. 5. Browse to the file you created in step 2, select defense . 6. uncheck the 'Show Patterns' check box. 7. click 'Go' button. 8. Delete blank line (line #2), copy contents into a file called 'DefensivePointers.csv'. 9. Check 'Show patterns' check box, uncheck 'Show pointers' test box, click go button. 10. Delete blank line (line #2), copy contents into file called 'DefensivePatterns.csv'. 11. open up both files in excel, then save each file (this will get rid of the trailing commas at the end of the lines). You can do a similar thing to get the offensive pointers, but English probably works better for the patterns.
  14. Ok after looking at the defensivePatterns file, I thought it would just be easier for me to update it with the DA-PassRush/ DD-PassRush stuff(it required changes in about 2000 places). It's in the top post. If you hover the mouse over the combo box, a tooltip should appear that contains the entire pattern definition.
  15. burddog, If you would like to help make the defensive pattern name more useable go ahead and edit the 'DefensivePatterns.csv' file. You can upload it here so that others cna use it as well.
  16. It might run under the latest release of Mono (you will need their Windows.Forms library).
  17. Here is the first beta release of TSBPlaymaker. It requires the .NET framework in order to run. The one posted here works with cxrom's 32 team ROM.http://www.tecmobowl.org/forum/viewtopic.php?f=34&t=9094&st=0&sk=t&sd=a&start=20 I felt I would release it at this stage because I feel that it will be useful for casual playbook hacking. The hardcore play hackers will have to wait a while for the final version (because they aren't going to be satisfied with this release). Major features missing: 1. Play pattern modification (on both offense & defense). Supported Features: 1. Change pattern for an offensive player (to something already in the ROM). 2. Change pattern for a defensive player (to something already in the ROM). 3. Change offensive play numbers associated with a 'play'. 4. Change defensive reaction numbers associated with a 'play'. 5. Copy Playbook from another ROM. 6. Copy playbook to another ROM. 7. Play graphic modification. I should also add that not very much testing has been done (so you will likely come across bugs). I honestly don't time to sufficiently test a program like this. If you do come across bugs, please post them in this thread. If you have usability suggestions, please post your ideas. When you use this program to modify a play, you need to playtest your play to ensure that it works correctly. Also there are some offensive patterns that are not named correctly, or could be named better. I give you the ability to re-name the patterns by editing the 'DataFiles\OffensivePatternNames.csv'. Feel free to upload your file if you feel that is better than the one it comes with. Please read Instructions.txt (Help->Guide/How-to) before using. I would like to thank my partner on this project (jstout) for all his help answering my questions and for getting this project going. TSBPlayMaker_0.1_Beta.zip DefensivePatterns.zip
  18. No there isn't. There is some info on it in this thread: http://www.tecmobowl.org/forum/viewtopic.php?t=3215
  19. I've also looked for it and came up with zilch. I even wrote a couple pattern finding programs for it, but still found nothing. I think when they made the game, the graphics team and the gameplay team were not talking to eachother. Because it makes no sense that you wouldn't just pass the in-game race byte the the celebrate functions when it's time to celebrate.
  20. Has anybody gotten this to work? If so can you upload MFC2d.dll?
  21. 49ers, TSBTool format ================================================ TEAM = 49ers SimData=0x641, OFFENSIVE_FORMATION = 2RB_2WR_1TE PLAYBOOK R5224, P7545 QB1, alex SMITH, Face=0x21, #11, 25, 69, 25, 13, 56, 44, 50, 44, [4, 7, 1 ] QB2, trent DILFER, Face=0x3f, #12, 25, 69, 6, 13, 56, 31, 63, 63, [1, 5, 3 ] RB1, frank GORE, Face=0xd0, #21, 38, 69, 50, 63, 50, 38, [6, 4, 5, 6 ] RB2, m. Norris, Face=0xb9, #40, 25, 69, 25, 75, 50, 19, [2, 1, 8, 3 ] RB3, michael ROBINSON, Face=0x8b, #24, 44, 69, 38, 38, 50, 44, [6, 4, 5, 6 ] RB4, maurice HICKS, Face=0x97, #43, 25, 69, 25, 38, 50, 25, [2, 2, 4, 3 ] WR1, antonio BRYANT, Face=0xc0, #81, 38, 69, 38, 13, 56, 44, [1, 6, 2, 5 ] WR2, arnaz BATTLE, Face=0xa3, #83, 31, 69, 38, 13, 56, 44, [1, 6, 2, 4 ] WR3, bryan GILMORE, Face=0xc0, #84, 25, 69, 38, 13, 50, 44, [1, 5, 2, 4 ] WR4, taylor JACOBS, Face=0x85, #88, 25, 69, 25, 13, 50, 44, [1, 5, 2, 3 ] TE1, vernon DAVIS, Face=0xbe, #85, 25, 69, 50, 56, 63, 56, [1, 5, 6, 4 ] TE2, eric JOHNSON, Face=0x43, #82, 25, 69, 38, 56, 63, 56, [1, 4, 6, 4 ] C, eric HEITMANN, Face=0x2a, #66, 25, 69, 38, 56 LG, larry ALLEN, Face=0xac, #71, 25, 69, 38, 69 RG, justin SMILEY, Face=0x1f, #65, 25, 69, 25, 56 LT, jonas JENNINGS, Face=0xae, #75, 25, 69, 31, 56 RT, kwame HARRIS, Face=0xaf, #77, 25, 69, 31, 50 RE, marques DOUGLAS, Face=0xbd, #94, 38, 44, 31, 50, 25, 56, [58, 12 ] NT, anthony ADAMS, Face=0x9c, #91, 25, 31, 31, 50, 19, 44, [42, 8 ] LE, bryant YOUNG, Face=0xcf, #97, 38, 44, 38, 56, 25, 63, [64, 12 ] ROLB, manny LAWSON, Face=0x86, #99, 25, 31, 38, 38, 19, 50, [48, 8 ] RILB, derek SMITH, Face=0xc, #50, 31, 44, 50, 56, 25, 63, [62, 12 ] LILB, jeff ULBRICH, Face=0x1c, #53, 31, 44, 50, 56, 19, 63, [62, 8 ] LOLB, brandon MOORE, Face=0xb7, #56, 25, 38, 44, 38, 31, 50, [36, 16 ] RCB, walt HARRIS, Face=0x8a, #27, 38, 44, 38, 38, 50, 50, [13, 74 ] LCB, shawntae SPENCER, Face=0x8e, #36, 38, 44, 50, 50, 56, 50, [13, 84 ] FS, Keith LEWIS, Face=0x8e, #28, 38, 44, 44, 69, 56, 50, [13, 84 ] SS, mark Roman, Face=0xd1, #26, 44, 50, 50, 56, 50, 56, [20, 74 ] K, joe NEDNEY, Face=0x21, #6, 56, 81, 81, 31, 63, 56, [9 ] P, andy LEE, Face=0xc, #4, 25, 56, 44, 31, 31, 31, [4 ] KR, RB4 PR, RB4 ================================================
  22. Ok. The 2 bugs reported by Buck have been fixed, and the program has been updated. http://www.tecmobowl.org/forum/viewtopic. ... &start=107
  23. The front page has been hacked again. Rod, can you fix?
  24. I'll look into these problems and post an updated version in in a short while. Thanks for letting me know about the bugs.
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