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BAD_AL

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Everything posted by BAD_AL

  1. I don't think it is working right, can others verify? Ok, So I figured out what was wrong. It turns out that there are 2 sets of data to update when updating uniform usage (uniform1 vs. uniform 2). There is one for the in-game uniforms and 1 for the action sequences. I was only updating the one for the in-game uniforms. Updated ==> http://www.tecmobowl.org/forum/viewtopic.php?f=34&t=6941&start=141
  2. I don't think it is working right, can others verify?
  3. Ok, that's good to know. I'll have to look closer at what I might be doing wrong.
  4. The 'GetBytes' feature takes a file as input. The input file holds the instructions of which bytes you want to get. You need to first create a text file with instructions in it. For example: 1. create a file called 'MiniHelmetData.txt' in notepad. 2. Past in the following 2 lines: # mini helmet stuff 0x23BC6-0x23c51,0x5 3. Save and exit notepad. 4. click on the 'GetBytes' menu item. 5. Select 'MiniHelmetData.txt' and click 'OK' 6. you get the following results: # mini helmet stuff SET(0x23bc6,0x9495968b00) SET(0x23bcb,0x88898a8b00) SET(0x23bd0,0xc0c1ab8307) SET(0x23bd5,0x90999a9b00) SET(0x23bda,0xbcbd978b3b) SET(0x23bdf,0xa8a9aa8b01) SET(0x23be4,0xcccdce0009) SET(0x23be9,0x98999a9b00) SET(0x23bee,0x8f898a8b0d) SET(0x23bf3,0x9e9fa28b00) SET(0x23bf8,0x9c9d978b00) SET(0x23bfd,0xb0b1b29b01) SET(0x23c02,0xbabb828302) SET(0x23c07,0x8687828310) SET(0x23c0c,0x93a1a28b16) SET(0x23c11,0xa0a1a28b00) SET(0x23c16,0xbebf97001b) SET(0x23c1b,0x8c8d8e831c) SET(0x23c20,0x8081828300) SET(0x23c25,0x8f898a8b21) SET(0x23c2a,0x8485828300) SET(0x23c2f,0xa3a7b79b27) SET(0x23c34,0xd2d300002a) SET(0x23c39,0xaeafb3832d) SET(0x23c3e,0xa4a5a68330) SET(0x23c43,0xb4b5b68302) SET(0x23c48,0xacada28b31) SET(0x23c4d,0x8f898a8b35) Now those bytes are ready to go into another TSB ROM of the same type. Or you can copy and past that text into a csv file and move around data with excel. About the input file, let's look at the 2 lines we used above: #mini helmet stuff 0x23BC6-0x23c51,0x5 The first line is a TSBTool comment (lines starting with a '#' are comments). It will be ignored by TSBTool, but it lets us know what that hex data is for. The second line in an instruction that tells TSBTool the following: "extract the bytes starting at address '0x23BC6', ending at address '0x23c51' and in the resulting 'SET' commands, and do it in 5 byte chunks. Does that answer your question, or are you experiencing problems with the process I explained above? jstout would be the man for this, he's amazing.
  5. Actually it depends which team you play (I don't know why this is). Sometimes it works correctly sometimes it doesn't. I'm hoping one of us will figure it out. Does it work correctly with Buck's spreadsheet? If so, it's a bug for me to squash. If not, there's some data we're missing. Same deal here. I think I'm modifying the ROM correctly (at least with the info we know presently). Yes, I know. The data used to select alt uniforms is 32 bits long. The seahawks and cardinals represent the 33rd and 34th teams on the ROM (the AFC and NFC are 29,30), so we would overwrite the next team's uniform data if I allowed selecting those teams.
  6. Yes it does. You should get a warning when it does. I think the limit is either 16 or 17 characters.
  7. Updated. New version = 0.9.0. Features Added (Version 0.9.0): 1. Uniform 'Colors' Editing (for nes ROMs) (select 'Show Colors' from the view menu). 2. Uniform 'Colors' Editing GUI (for nes ROMs) 3. Pasting Text into TSBTool main GUI removes any formatting (pastes as plain text). 4. Added 'GetBytes' feature. I'm sure there are bugs around the Uniform edit feature. Please post them here. I've noticed that when using the alt jersey for the 49ers, that playing against some teams the cutscenes have the correct uniform colors and against some teams they don't. If you know why, please let me know. Link= http://www.tecmobowl.org/forum/viewtopic.php?f=34&t=6941&start=141
  8. #1 there's a defect where the NFC west teams' Run/pass ratio overwrites the run pass ratio for the AFC East. #2 Which Sim Attributes are you referring to? --It updates all player sim data.
  9. When you open up a 32 team rom, the teams should be the following: TecmoTool.Teams = new string[] { "bills", "dolphins", "patriots", "jets", "bengals", "browns", "ravens", "steelers", "colts", "texans", "jaguars", "titans", "broncos", "chiefs", "raiders", "chargers", "redskins", "giants", "eagles", "cowboys", "bears", "lions", "packers", "vikings", "buccaneers", "saints", "falcons", "panthers", "AFC", "NFC", "49ers", "rams", "seahawks", "cardinals" }; The oilers aren't in there. With the base ROM if you edit a team's name (like with TSBM), it will show up as whatever team's spot that was in the original ROM. And if you were to change a team's name in the 32 team ROM, TSBToolSupreme would use the team names above.
  10. I don't think that's correct. If you check the title of the Form, it should say the ROM type in parenthesis like this => (32 team ROM file). It may be that the logic that checks for the ROM type doesn't work on your platform. I'll look into it. Are you willing to test it under mono and tell me the results?
  11. I'm running into quirkiness with the ALT uniforms in the 32 team ROM. Like, the 49ers can only wear their ALT uniforms against the NFC west (in game), but the cut scenes are using the primary uniforms. And when they play someone one of the 1st-27th teams, the in-game uniforms are incorrect, but the cut scenes are correct. Anyone else seeing this?
  12. TSBTool requires the .NET framework in order to run. You should try running it under mono http://www.mono-project.com/Main_Page (which is a .NET framework for the unix-like operating systems). I'm pretty sure you'll be able to use it from the command line, but I'm not sure about the GUI. Last time I tried running the TSBTool GUI under mono, it ran but not as well as it did under windows (but that was over a year ago, mono may have come a long way since then).
  13. no = hoby brenner (80s/90s) cam cleeland (90s) min = steve jordan (80s) all pro/pro bowler, etc john beasley or stu voigt (60s/70s) w/Tarkenton sea = mike tice (80s) jerramy stevens (00s) mia = bruce hardy (80s w/marino) marv fleming (early 70s super bowl etc) I have no interest in researching CAR. Where's the love for Wesley Walls? He could go on either New Orleans or Carolina.
  14. I know. I'm just saying that I don't feel like spending any time doing the research to change the colors in the SNES version. But if someone else did it and posted it in a nice format, I'd support it in the next version.
  15. Buck, this spreadsheet isn't working. I think the function 'BIN2HEX' isn't included. I didn't see it in the VBA module. Where did you define it?
  16. I don't think I'm quite understanding what you're asking on the first question. About the second question, no there is no reason you couldn't apply an ips patch to the generated roms.
  17. I'm actually thinking about not supporting Setting colors in the snes version. But if you can give me all the data regarding uniform editing (so I don't have to spend the time to figure it out), I can probably implement the Colors feature for the Snes ROM.
  18. Cool, I'm actually working on this feature for TSBTool today also. In the next version of TSBTool I'll have it so that you can paste directly from Excel into TSBTool and I'll remove the formatting. I'm also going to add a feature where you can extract hex data (given an address range) into 'SET' commands. So you would be able to grab data from 1 ROM and apply it to another (or just move it to a different location in the same ROM by changing the starting addresses). I think the coolest application of this 'extract' feature would be moving Helmet data around to different ROMS or different teams. Although I have to admit that I know nothing about helmet editing, so it may be more tricky than I am thinking.
  19. Yes it's just in javascript so you can just view the source of the page to get the code.
  20. No the Sim attributes will be wrong. The Sim Auto Update feature is on the Player edit form in TSBToolSupreme. To access the Player edit form, you can double click on a player to bring it up (or you can right click on the text area and select 'Edit Players'). On this form there is a big salmon colored button which says 'Auto Update All Player Sim attributes'. Click that button and then 'OK' to close the Player Edit Form.
  21. I think this is the page you were talking about. http://www.geocities.com/thelynxwin/calc.html It would be cool to take it a step farther and feed a page like that the url for a NFL team's stats and it would spew out the TSB stats in TSBTool format so you could import them into a ROM easily.
  22. That's what I was saying about a 32 team NES Tecmo before cxrom came along. Now I just think it would the right guy to make it happen. We are very lucky that the right guy (for the nes version) came along.
  23. I'm understanding this now. At first I thought it was set up on a week by week basis, but now I know it is set up on a team by team basis. I don't know if it would work nicely with the 32 team rom (since there are actually 34 teams on the ROM [including the NFC and AFC], and there are only 32 bits to work with). By the way, the AFC and NFC are the 29th and 30th teams. My guess is that for the Seahawks and Cardinals it would use the next 2 bits (whatever they happen to be).
  24. So then Skin1 is used for home games and Skin2 is used for away games?
  25. What's with the Skin1 and skin2? I thought it was skin1 was for white and skin 2 for black players, but for all the teams skin1 and skin2 all look dark. Am I missing something?
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