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BAD_AL

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Everything posted by BAD_AL

  1. The schedule can be edited by TSBM 1.3 or by TSBTool. The large helmet editor can be found in this thread. At this time these are the only high level tools I know of for schedule and helmet editing.
  2. I kinda doubt that there will be any tools targeting just TSB2 (Not many people seem to like it). For TSB3, it's quite possible there will be a sim data modification program. Most of the information on how to do it is in this thread If I get enough requests, I may write one.
  3. What about this? I thought this happened when you get an incomplete pass on a pass play in a run slot.
  4. Wouldn't 6 passing plays imply that 2 of those plays were potential 'never ending plays'?
  5. All teams, multiple times. Back in the day (91-95)
  6. I'm pretty sure the game frezes when there are no games in a week. So if no games were scheduled, the game would freeze in week 1.
  7. I didn't realize it before but emuware has a manager just for TSBIII. It's called 'TSB3m', and you can download it here. It looks like you only need the 'Upgrade' version. (I installed the 'Full version', then un-installed it, and I can still run the 'Upgrade'). It does the following: 1. Edit Player names, jersey numbers, race, attributes. 2. Team Abb, city, nick name, name in schedule, playbook, kick and punt returner. 3. season schedule It doesn't look like you can edit the pointers for player photos or simulation data, but everything else is pretty much covered.
  8. There is a thread that discusses sim values, it at: http://www.tecmobowl.org/forum/viewtopic. ... 2734#62734 Basic rundown: 1. FA points Matter in simming. 2. FA points are in a player's attributes (start Loc=0x001EC800). 3. Player sim data is team specific and starts at 0x1EE040, 102 byte chunks. 4. QBs (4 bytes) => cautiousnesss?, Sim pass att, sim run, sim pass(nibble), sim pocket(nibble). 5. Skill players (4 bytes) => sim rush ability, sim carries for rushers?, sim PR(nibble), sim KR(nibble), sim yds/catch(nibble), sim catch(nibble). 6. Defense (3 bytes) => sim pass rush, sim pass defensee, sim tackle? 7. P/K (1 byte) => sim punt(nibble), sim kick(nibble).
  9. So we know the following (about simming TSB3): 1. FA points Matter in simming. 2. FA points are in a player's attributes (start Loc=0x001EC800). 3. Player sim data is team specific and starts at 0x1EE040, 102 byte chunks. 4. QBs (4 bytes)=> cautiousnesss?, Sim pass att, sim run, sim pass(nibble), sim pocket(nibble). 5. Skill players (4 bytes)=> sim rush ability, sim carries for rushers?, sim PR(nibble), sim KR(nibble), sim yds/catch(nibble), sim catch(nibble). 6. Defense (3 bytes)=> sim pass rush, sim pass defensee, sim tackle? 7. P/K (1 byte)=> sim punt(nibble), sim kick(nibble).
  10. SNES_TSBTool is now available in the upload section. http://www.tecmobowl.org/forum/viewtopic.php?t=7694
  11. Hey Rod, I don't mean to nitpick but... For the '12 bits' Part, I think you really mean '6 Bytes' (or maybe 12 Nibbles) (For the trailing '0') A byte is typically the smallest amount of data that is read/written. They had only 11 attributes to keep track of for kickers, but you still need to keep your data isolated to whole bytes. Does anyone know if there are 'Sim' attributes associated with the players and teams on TSBIII? If so, has anyone found it yet?
  12. I'm having trouble logging in to the Wiki. I specify my user name as "BAD_AL" and my password and I get the following error: You have not specified a valid user name. Are underscores illegal in usernames on the Wiki?
  13. Ok, Here it is. I'll remove it when you update. REMOVED.
  14. Hi Drummer, I noticed that the last few falcons players names were messed up, and the schedule doesn't seem to reflect the 2006 NFL schedule. I used TSBSeasonGen (and a text editor) to generate a schedule that is pretty close to 2006. You should be able to fix the ROM with the Following TSBTool Script: #============================================ TEAM = falcons SimData=0xdb2 SS, lawyer MILLOY, Face=0x8b, #27, 38, 56, 56, 69, 69, 69 ,[1, 59 ] K, Zac Derr, Face=0x21, #2, 56, 81, 81, 31, 50, 56 ,[3 ] P, Michael Koenen, Face=0xc, #9, 25, 56, 44, 31, 50, 50 ,[9 ] WEEK 1 dolphins at steelers falcons at jets bills at patriots bengals at chiefs broncos at rams saints at browns buccaneers at oilers seahawks at lions bears at packers cowboys at eagles 49ers at cardinals colts at giants vikings at redskins chargers at raiders WEEK 2 bills at dolphins jets at vikings browns at bengals lions at bears saints at packers giants at eagles raiders at colts buccaneers at falcons cardinals at seahawks rams at 49ers chiefs at broncos oilers at chargers redskins at cowboys steelers at patriots WEEK 3 jets at buccaneers bears at vikings bengals at steelers packers at lions colts at bills oilers at dolphins redskins at browns giants at seahawks eagles at 49ers rams at cardinals broncos at patriots falcons at saints WEEK 4 cardinals at falcons cowboys at oilers dolphins at colts vikings at bills saints at jets 49ers at chiefs lions at rams browns at raiders chargers at redskins patriots at bengals seahawks at bears packers at eagles WEEK 5 bills at bears browns at jets lions at vikings dolphins at patriots rams at packers buccaneers at saints oilers at colts redskins at giants chiefs at cardinals raiders at 49ers cowboys at eagles steelers at chargers WEEK 6 bills at lions jets at broncos bengals at buccaneers giants at falcons eagles at saints seahawks at rams oilers at redskins chiefs at steelers dolphins at cowboys chargers at 49ers raiders at broncos bears at cardinals WEEK 7 jets at bengals packers at dolphins patriots at bills eagles at buccaneers steelers at falcons chargers at chiefs broncos at browns cardinals at raiders vikings at seahawks redskins at colts giants at cowboys WEEK 8 cardinals at packers falcons at bengals lions at saints oilers at eagles seahawks at chiefs 49ers at bears buccaneers at giants rams at chargers colts at broncos steelers at raiders cowboys at jets patriots at vikings WEEK 9 falcons at lions bengals at browns cowboys at redskins packers at bills chiefs at rams dolphins at bears saints at buccaneers oilers at giants vikings at 49ers browns at chargers broncos at steelers colts at patriots raiders at seahawks WEEK 10 bills at colts bears at giants browns at falcons packers at vikings chiefs at dolphins saints at steelers oilers at patriots chargers at bengals 49ers at lions redskins at eagles broncos at raiders cowboys at cardinals rams at seahawks buccaneers at jets WEEK 11 bills at falcons bengals at saints colts at cowboys vikings at dolphins patriots at packers raiders at chiefs steelers at browns rams at jets oilers at eagles redskins at buccaneers lions at cardinals seahawks at 49ers chargers at broncos giants at bears WEEK 12 dolphins at lions buccaneers at cowboys broncos at chiefs cardinals at vikings jets at redskins bears at patriots bengals at browns saints at falcons giants at oilers eagles at colts steelers at bills 49ers at rams raiders at chargers packers at seahawks WEEK 13 cardinals at rams falcons at redskins cowboys at giants lions at patriots colts at oilers bengals at dolphins chiefs at browns vikings at bears chargers at bills 49ers at saints buccaneers at steelers packers at raiders seahawks at broncos jets at eagles WEEK 14 browns at steelers falcons at buccaneers bills at chiefs vikings at lions patriots at dolphins saints at cowboys giants at jets raiders at bengals eagles at redskins oilers at colts packers at 49ers seahawks at cardinals broncos at chargers bears at rams WEEK 15 49ers at seahawks cowboys at falcons lions at packers browns at patriots dolphins at bills oilers at vikings eagles at giants steelers at jets buccaneers at bears redskins at saints broncos at cardinals chiefs at chargers rams at raiders bengals at colts WEEK 16 vikings at packers chiefs at raiders jets at falcons bears at lions colts at steelers saints at giants buccaneers at browns oilers at bills redskins at rams cardinals at 49ers bengals at broncos chargers at seahawks eagles at cowboys patriots at dolphins WEEK 17 giants at redskins falcons at eagles jets at saints browns at bills lions at cowboys packers at bears dolphins at colts patriots at oilers raiders at chiefs steelers at bengals seahawks at buccaneers rams at vikings cardinals at chargers 49ers at broncos #============================================
  15. SNES_TSBTool has arrived at version 1.2. It requires the .Net Framework in order to run. NEW!!! Mr. NFL found out how to change the race in the cutscenes, http://www.tecmobowl.org/forum/viewtopic.php?f=30&t=10467 and I have modified SNES_TSBTool to change race in cutscenes!!!!!!! Thank you Mr. NFL!!! I'd like to say thanks to all the beta testers out there. And a special thank you to Elway7 for finding the locations of the team formations and team offensive preferences. SNES_TSBTool is a program that can modify the SNES version of Tecmo Super Bowl 1. It does NOT work with TSBIII. Like with TSBTool, spreadsheets and text editors will come in very handy when manipulating the text input. You can do the following with SNES_TSBTool: 1. Change Player names, jersey numbers and race (in game and in the cutscenes). 2. Change Player sim data. 3. Change Team sim data. 4. Change Team Offensive preference. 5. Change the teams' "Return Team" players. 6. Change a team's Punt returner and Kick returner. 7. Change the Schedule. 8. Change team Playbooks 9. Change Team Offensive Formations 10. Change the year. It is backward compatible with TSBTool and works with TSBSeasonGen. If you find any defects, please post the description in this thread. If you need help using it, post a question. SNES_TSBTool reads (and lists) plain text and applies it to a TSB snes ROM. Format looks like the following: ============================================== TEAM = bills SimData=0xab0 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 ] ... # Schedule is specified like this: WEEK 1 bills at dolphins colts at patriots jets at buccaneers ... ============================================== The goal in using a plain text format is to allow other programs, spreadsheets, webpages, ect... to generate content targeting it. SNES_TSBTool_1.2.zip
  16. How about the AFL Rom. I've heard of it, but I've never seen it anywhere.
  17. OK. To do it in excel you can use the 'PROPER' function. 1. Add a column next to the name column. 2. Put focus in the first cell with a player's name by it. 3. On the formula bar click the 'fx' button. 4. Select the 'PROPER' function (located in the 'TEXT' category). 5. Click the 'Argument' button (looks like a spreadsheet). 6. Select the name in the same row. 7. Click the button on the argument popup (to go back to the 'Function Arguments' full popup). 8. Click 'OK'. 9. Select the cell with the newly added formula, press 'Shift' and use the Page down button untill all cells which have names next to them are selected. 10. Go to Edit->Fill->Fill Down (or press 'Ctrl+D') 11. save the file, close Excel. 12. re-open the file with Excel. 13. Delete the column with the old names, save the file. 14. Open in a Text editor to remove the extra commas. Done. Ok it's kinda complicated, but it's not so bad if you are used to working with Excel.
  18. I'm guessing that the error is that you don't have the .NET framework installed. You can get it at: http://www.microsoft.com/downloads/deta ... laylang=en . If the error looked like: Error Starting Program A required .DLL file, MSCOREE.DLL was not found This will fix the problem.
  19. Ok, Are you good to go? Is there anything that you still need to figure out?
  20. TSBTool doesn't use the same format as the 'Roster Extractor' tool. If you use TSBTool to extract the Roster you get the following: ================================================= TEAM = bills SimData=0xab0 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 ] ================================================= The format is position, name, face, jersey number, ratings, [sim ratings]. If you open up your ROM in TSBTool and click 'View Contents', save this data to a .csv file, open the file in Excel, you can then re-arrange the columns any way you want. What are you trying to do?
  21. If I understatnd you correctly, this can be done with TSBTool. =============================================== TEAM = bills SimData=0xab0 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 ] =============================================== If you want just the name, face and jersey number you can save the text output of TSBTool to a .csv file and then and then easily remove the attributes in excel. You can also use TSBTool from the command line with the following command to extract name, face, jersey number to a file called names_faces_number.txt: "TSBTool -n -f -j TSPRBOWL.nes > names_faces_number.txt" You can find a whole lot of player name/jersey number/face ids in the TSB_Data\NumberFaceData.txt. They were taken from several of the 'Higher Quality' roms found on this site.
  22. I really think that if you are going to do this you should make it extensible. If it's open source then anybody can modify it to add features, but you run the risk of having 'n' different programs out there (that are all possibly a little different). If you make it easy to add features, this becomes less of a problem. Off the top of my head I can envision several useful plugins (major features): 1. Player data plug-in. 2. Team data plug-in (sim data, playbook, uniform colors, formation). 3. Schedule plug-in. 4. Helmet manager plug-in. 5. Rating calculator plug-in. 6. Season generator plug-in (kinda like TSBSeasonGen). 7. Gameplay plug-in (modify points per score, quarter length, ect...). 8. Font selector plug-in. 9. Play editor plug-in. If you want to eliminate the need for several specialized utility programs, the plug-in model is a great way to go. It wouldn't take a terribly long time to implement a plug-in framework. Have a look at the following link for an example of how to do the plug-in (assembly) loading http://www.c-sharpcorner.com/Code/2002/ ... lyInfo.asp .
  23. So if you are going to re-invent the wheel I'd like to make some suggestions. 1. Use an xml-text based format as a description of work to do. (By doing this you can make it easy for outside applications to create content targeting your program). 2. Employ an extensible plug-in based architecture so that the program's functionality can be extended easily (something where each plug-in would register for 1 or more distinct 'Work' commands). An example of this would be like: TEAM=bills 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 ] The program would read an xml file/string looking for 'work' tags, when it came to a work tag it would lookup the plug-in that could do the specified work command. Then it would pass the command, body, and the output ROM as arguments to the plug-in (so it could do the work). The plug-ins would be responsible for providing a GUI for creating the xml text as well as a parser to handle the 'work'. If a plug-in for the 'work' could not be found, it would generate/show an error message and move on (or perhaps just stop). Plug-ins should also be able to hand off work to other plug-ins. By using the plug-in approach you could deliver your base program quickly, and then concentrate on delivering features as you feel they are ready (rather than 1 big drop at the end of development). Also it would be easier to divvy up work to others.
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