Jump to content

BAD_AL

Members
  • Posts

    557
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by BAD_AL

  1. Player order shouldn't matter. Sim ratings are optional. You don't need to have the schedule, but if you schedule games, I think you need to schedule all of them. Schedule doesn't need to be at the bottom. The input parser Keys off of 'TEAM' and 'WEEK' to toggle between schedule mode and team/player modification mode. I've always tested the program using the input order the tool spits out, so it's possible that you could find new program defects if you vary the order of stuff. db1/lb1 will not work (but if you have data in that format, it should be easy to do a find and replace on 'db1' with 'RCB' ect...) Yes, this works on the 32 team ROM.
  2. As far as I know, color editing works for all teams. Is anyone else seeing a problem here? Which ROM are you using (32 team or 28 team)? If it's a 28 team ROM, try doing it on the original and see how that works.
  3. I think you got your questioned in another thread. But basically you will want to save your data in .csv (comma separated values) format. The csv format is plain text.
  4. If you want to use it from the command prompt, you can. Type "TSBToolSupreme /?" to see the various options. If you double click it or call it from the command line with no arguments it assumes GUI mode and it'll hide the command prompt.
  5. TSBTool only edits the 1993 schedule in the TSB1 SNES rom. You may want to try to set the 1993 schedule, then extract it using the 'GetBytes' feature, then place it at the corresponding location for the 1991 or 1992 schedule by changing the starting address. I've never tried it though.
  6. There is no clicky stuff for the schedule. But you don't have to 'type' it in. If you are doing a schedule from a given year, you only need to find that schedule and do some text find and replace so that the result is in the correct format. For the years 1960-2006 you can have TSBSeasonGen generate the schedule for you. ah, thank you. The version I have goes up to 2004. Where is the updated seasongen? Not that I really need it now, I already typed in 2006 and 2007 was done. Another question that's probably been answered before - Can you change pro bowl rosters with TSBTool? 2005 & 2006 data is in this post: http://www.tecmobowl.org/forum/viewtopic.php?f=34&t=6941&st=0&sk=t&sd=a&start=2 And no, you can't do the pro bowl rosters in the current version of TSBTool.
  7. There is no clicky stuff for the schedule. But you don't have to 'type' it in. If you are doing a schedule from a given year, you only need to find that schedule and do some text find and replace so that the result is in the correct format. For the years 1960-2006 you can have TSBSeasonGen generate the schedule for you.
  8. Cool. The guy I'm working with on NFL2KSeasonGen is currently compiling a massive amount of data relating to player appearance. He already sent me jersey data for almost every player in NFL history (I uploaded it to this thread: http://www.tecmobowl.org/forum/viewtopic.php?f=20&t=9890). I found it truly amazing. The data he's collecting is for NFL2K5, so it's a super set of the data you would use for TSB. We'll release that data (in text file format) in the not-to-distant future.
  9. If you would like to work on some web skills, I've got an idea for you. It would help solve the problem of assigning correct Jersey numbers and race in ROM edits. It would require a database on the back end to store the data, a web page (perhaps PHP) interface to modify the data and a security mechanism to ensure that only authorized members can access the modification page (but another page would allow read access). I have a lot of data that could be imported into this database (based on my work from TSBSeasonGen and NFL2KSeasonGen).
  10. Well, a few things come to mind. 1. The 32 team ROM has come a long way http://www.tecmobowl.org/forum/viewtopic.php?f=34&t=10432 2. MrNFL found how the race celebrations worked in SNES TSB1. http://www.tecmobowl.org/forum/viewtopic.php?f=30&t=10467&p=81695#p81695 3. I updated SNES_TSBTool to set them http://www.tecmobowl.org/forum/viewtopic.php?f=34&t=7694 4. I updated TSBTool to work with the new 32 team ROM. 5. I created a new TSBTool (TSBToolSupreme) that edits the 32 team ROM, the regular ROM and the SNES TSB1 ROM and added some new features to it http://www.tecmobowl.org/forum/viewtopic.php?f=34&t=6941&start=141. 6. jstout figured out how to fix the PR/KR max speed defect http://www.tecmobowl.org/forum/viewtopic.php?f=22&t=10746. 7. Someone figured out 'Alt Jerseys' but can't find the link for the first 'Alt Jersey' post. Also there's more. I came back to the board in December and I have to say that the past few months have been the most exciting months for editing Tecmo Super Bowl that I've seen.
  11. Yes, I'm planning to include it in the next major release.
  12. SET commands are explained in the TSBTool README. Basically, they are scripted hex edits. Take a look at this thread where jstout explains how to use the SET command to change the "1991 Rosters" display that occurs when you win the Superbowl. http://www.tecmobowl.org/forum/viewtopic.php?f=5&t=83
  13. Now that you mention it, the sounds of the original is a big reason why I like it better. I wonder if the NES music would play in the SNES version, or if you would need to convert it first.
  14. That's exactly what he did. It's pretty sweet... I think you misunderstood. I meant 'plays' (the graphics that display in the playbook) not 'players'.
  15. I've done it with every single one of them (back in the day).
  16. That's cool elway. Do you think you could replace the play graphics in the SNES version with the ones from the NES version? I've never liked the play graphics for the SNES version.
  17. I looked at the string tables in the 28 and 32 team roms, and the method I described above won't work. There are more strings in the 32 team ROM's string table. So you may just have to revert to overwriting the text in a hex editor, not changing the length of any of the strings. If you want to use a shorter name than exists in the original, you're golden (just use spaces to pad your string). If you want to use longer strings, you're going to want a program to update the string addresses at the beginning of the table.
  18. Hey Buck, TSBM changes a lot of bytes that it doesn't need to. Before you compare roms, do this: 1. open up a rom in TSBM. 2. Save the ROM. 3. Copy the ROM to another file. 4. Now change what you need to in the ROM, save and then compare to the copy you just created. That being said, the the names you are changing may be in a string table. In this case, there would be a lot of change if you change the length of a string at the beginning of the table and very little change if you change the length of a string at the end of the table. In order to change strings in a table, you would want a program to do it. For now, you could change the names in the original ROM, use the 'GetBytes' feature to extract the entire string table and then apply it to a 32 team rom with TSBToolSupreme.
  19. They control the overall sim dominance of a team. Give a team a 0 on sim offense, the team won't score a lot. Give them a 'F' on offense, they will score a lot. Here is the Team sim data for the original ROM (along with the Runn/Pass preference): TEAM = bills SimData=0xab0 TEAM = colts SimData=0x242 TEAM = dolphins SimData=0x7c2 TEAM = patriots SimData=0x032 TEAM = jets SimData=0x440 TEAM = bengals SimData=0x540 TEAM = browns SimData=0x383 TEAM = oilers SimData=0xa83 TEAM = steelers SimData=0x6e0 TEAM = broncos SimData=0x670 TEAM = chiefs SimData=0x871 TEAM = raiders SimData=0x7c1 TEAM = chargers SimData=0x780 TEAM = seahawks SimData=0x880 TEAM = redskins SimData=0x980 TEAM = giants SimData=0xdb1 TEAM = eagles SimData=0xe30 TEAM = cardinals SimData=0x1a0 TEAM = cowboys SimData=0x6b0 TEAM = bears SimData=0xca0 TEAM = lions SimData=0x162 TEAM = packers SimData=0x553 TEAM = vikings SimData=0x4c0 TEAM = buccaneers SimData=0x240 TEAM = 49ers SimData=0xff2 TEAM = rams SimData=0x812 TEAM = saints SimData=0xb60 TEAM = falcons SimData=0x802 Having a look at these numbers should clear things up more (as long as you're familiar with the original ROM).
  20. I just remembered about something that should help fix this problem. TSBSeasonGen reads in an options (SeasonGenOptions.txt) file that can tell it a little bit about how to rate the players. If you go to the line that starts with "RB_REC =", you can edit this line to reduce the 'rec' attribute for the runningbacks. Then when you auto-update the player sim attributes, the sim rec for the runningbacks will be lower. By default, the RB_REC is the following: RB_REC = { 110,94, 100,88, 80,81, 70,75, 60,63, 40,56, 30,50 } Try changing it to the following: RB_REC = { 110,94, 100,88, 80,63, 70,56, 60,38, 40,31, 30,25, 10,19 } You can play with those numbers and lower the 'REC' ability more if you like (the above is just an example). Now most runningbacks should have a REC of 38, 31, 25 or 19. The ones who had lots of receptions will still be rated high in 'REC' Here is the KEY for RB_REC: # RB stuff (Applies to FBs and RBs) # RB_REC # 1st number in pair --> Player's number of recptions. # 2nd number in pair --> Will be the player's REC if the players recptions total is greater than # the first number in pair.
  21. If you are going to do it in hex, it may be easiest to do the schedule for the 1993 season through TSBToolSupreme, then do a GetBytes on the ROM (at the 1993 schedule location), adjust the starting location(s) of the resulting 'SET' commands (to 0x15F066 for 1991 and 0x15F1E2 for 1992). ==== 'GetBytes' Command to use ===== #1993 Schedule 0x15F3BE-0x15F5B5, 0x1F7 ==============================
×
×
  • Create New...