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BAD_AL

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  1. Thanks
    BAD_AL got a reaction from GRG in TSB Editor - TSBTool Supreme - Season Generator   
    It should be pretty easy to import rosters between supported roms.
    You just copy & paste the text.
     
    The newer versions (like 1.3) also have the ability to convert between the different formats for TSB1, TSB2 & TSB3 (although, this feature has been less used and tested little). 

  2. Upvote
    BAD_AL got a reaction from SBlueman in Any less tedious way to edit rosters?   
    To reiterate what Knobee mentioned, this is a key design principal of the program (to edit with Excel).
  3. Like
    BAD_AL reacted to ovenmitt in Guide to creating TSB player portraits   
    I've learned a ton from this site and was able to go from never editing a ROM file to making an entire custom ROM with new players, teams, plays, and lots of new graphics, based entirely on info I learned here on this site and using a bunch of the Tecmo-specific tools that you guys have built over the years. One thing that worked really well was customizing graphics to display a portrait in the opening credit screens. Of course, you can make portraits of your friends and family, it's not just for TSB legends. 
     
    As I told him, this post by bruddog really is key to understanding Tecmo graphics. With that knowledge I was able to build some cool stuff, and I've created the attached guide for anyone who wants to do the same. Also a sample ROM file you can inspect or customize. To be fair: there are quite a few steps, it isn't automated, it will certainly take a while the first time. Hope you find this to be useful... and please post any tips for making these images look even better!
     

     
     
    TecmoPortraitsGuide.pdf Tecmo2021_randall.nes
  4. Like
    BAD_AL got a reaction from palmcd in TSB2 Editor   
    that's an older one.
    The TSB3 editing capability has been added into TSBToolSupreme. 
    Here:
    https://github.com/BAD-AL/tsbtools/releases/tag/1.3.0.1

    If you're having trouble with a certain ROM, ones here should work:
    https://github.com/BAD-AL/tsbtools/tree/master/TSBProjects/TSBTool/bin/Debug
     
  5. Like
    BAD_AL got a reaction from fgqb#19nyj in Is an 18 week schedule possible in Tecmo Super Bowl for the NES?   
    If a new ROM needs to be created for this, I can update TSBTool to support it.
     
  6. Like
    BAD_AL got a reaction from SBlueman in Is an 18 week schedule possible in Tecmo Super Bowl for the NES?   
    If a new ROM needs to be created for this, I can update TSBTool to support it.
     
  7. Thanks
    BAD_AL got a reaction from Knobbe in TSBII & TSBIII Editor (TSBTool2)   
    This should be fixed in the latest release of TSBToolSupreme (version 1.3.0.1)
    https://github.com/BAD-AL/tsbtools/releases
     
  8. Like
    BAD_AL got a reaction from SBlueman in TSBII & TSBIII Editor (TSBTool2)   
    This should be fixed in the latest release of TSBToolSupreme (version 1.3.0.1)
    https://github.com/BAD-AL/tsbtools/releases
     
  9. Thanks
    BAD_AL got a reaction from EmpireBowl in TSBII & TSBIII Editor (TSBTool2)   
    Hi Guys, I'be been working on this one over the last few weeks.
    It is TSBTool for the SNES versions of TSBII & TSBIII.
     
    Features:
    Edit Player Names, attributes, sim values Edit Team strings (name, city, abb) Edit Team Playbooks  Edit Schedules Edit Free Agents (TSBIII) Edit all time greats (TSBIII) Edit All 3 seasons of TSBII Convert data between TSBI, TSBII & TSBIII Auto Update Player Sim Values (formulas editable and defined in "Formulas\" directory)  
    Go ahead and try it out.
    It does not yet mess with the player photos in TSBIII (anyone know how to change those?).
     
    TSBTool2_0_1_0.zip
     
    TSBTool2 is now deprecated.
    The functionality to edit TSBII & TSBIII has been rolled into the latest version of TSBToolSupreme (which should make converting between the versions easier).
    Latest releases should be here:
    https://github.com/BAD-AL/tsbtools/releases
     
  10. Thanks
    BAD_AL got a reaction from EmpireBowl in TSB2 Editor   
    I recently wrote an editor for TSB2 & TSB3:
    https://github.com/BAD-AL/tsbtools/tree/master/TSBProjects/TSBTool2/bin/Debug
    Posted it in the Editors forum too.
  11. Thanks
    BAD_AL got a reaction from SBlueman in Tecmo Bowl Editor   
    There is another one on this thread too:
     
  12. Upvote
    BAD_AL got a reaction from fgqb#19nyj in Team Name Location   
    With the latest release of TSBToolSupreme (1.2.0.0), you can now edit the Team names, cities and team abbreviations.
    So the spreadsheet is no longer needed (for the latest version).
  13. Upvote
    BAD_AL got a reaction from Knobbe in TSB Editor - TSBTool Supreme - Season Generator   
    I'll have to update the labels in the next release. 
    I'm also working on 'Auto Update Team Sim Data', but I haven't yet come up with formulas that produce results that I'm happy with. 
  14. Thanks
    BAD_AL got a reaction from SBlueman in TSB Editor - TSBTool Supreme - Season Generator   
    I'll have to update the labels in the next release. 
    I'm also working on 'Auto Update Team Sim Data', but I haven't yet come up with formulas that produce results that I'm happy with. 
  15. Like
    BAD_AL got a reaction from TheRaja in Team Name Location   
    With the latest release of TSBToolSupreme (1.2.0.0), you can now edit the Team names, cities and team abbreviations.
    So the spreadsheet is no longer needed (for the latest version).
  16. Upvote
    BAD_AL got a reaction from kamphuna8 in TSBII & TSBIII Editor (TSBTool2)   
    Hi Guys, I'be been working on this one over the last few weeks.
    It is TSBTool for the SNES versions of TSBII & TSBIII.
     
    Features:
    Edit Player Names, attributes, sim values Edit Team strings (name, city, abb) Edit Team Playbooks  Edit Schedules Edit Free Agents (TSBIII) Edit all time greats (TSBIII) Edit All 3 seasons of TSBII Convert data between TSBI, TSBII & TSBIII Auto Update Player Sim Values (formulas editable and defined in "Formulas\" directory)  
    Go ahead and try it out.
    It does not yet mess with the player photos in TSBIII (anyone know how to change those?).
     
    TSBTool2_0_1_0.zip
     
    TSBTool2 is now deprecated.
    The functionality to edit TSBII & TSBIII has been rolled into the latest version of TSBToolSupreme (which should make converting between the versions easier).
    Latest releases should be here:
    https://github.com/BAD-AL/tsbtools/releases
     
  17. Upvote
    BAD_AL reacted to cuppettcj in Simulation Hex Values for TSB III SNES   
    Sorry I didn't get back to this yesterday, but I was very busy with other things. Anyway, I've already explained how to edit Free Agent values. As stated earlier, this appears to have some effect on how a team sims.

    For example, when I changed every player on Dallas to a Free Agent value of 0, the Cowboys (who normally win the NFC East every year) proceeded to produce 5-11 and 4-12 records in back-to-back seasons. When I first discovered this, I thought Free Agent points must be all there is to simulation. This turned out to be an incorrect assumption. Another example: when I changed all of the Arizona players to Free Agent values of F, the normally hapless Cardinals improved to a modest 8-8 and then 7-9 in back-to-back seasons. Again, this was evidence that Free Agent points mattered in simming, but obviously it wasn't the only factor, otherwise the Cardinals would have absolutely dominated.

    That's when I discovered a section of data following the ability data that looked promising. Starting at offset 001EE000, I found a series of address pointers, 32 pointers in all. Each pointer pointed to a new address exactly 102 bytes from the previous pointer. Since there were exactly 32 pieces of 102 byte data, I naturally assumed that this data was team specific - all 30 NFL teams at the time, plus a section for the Free Agent "team", plus a section for the All-Time Great "team". This assumption proved correct. To test to see if this was indeed the simulation values, I swapped the 16th pointer (which I hypothesized was for Arizona) with the 17th pointer (which I hypothesized was for Dallas). I then simmed an entire season. Arizona proceeded to go 12-4 and win the NFC East, while Dallas went 4-12. Dave Krieg was named MVP at the end of the season, and Garrison Hearst led the league in rushing. I knew then that I had found what I was looking for.

    Now it was just a matter of breaking the 102 bytes down into what they represented, and figuring out what player they were referring to, if any. After examining the data extensively, I determined that each QB was represented by 3 bytes of data, each RB/WR/TE was represented by 4 bytes, each DL/LB/SE was represented by 3 bytes, the K/P was represented by one byte total, and the last byte for each team represented some sort of overall rating. The values proceed by position in the same order the ability data values do, with the exception of the offensive linemen, which don't have any sim data. Therefore, the sim values for the first defensive lineman start immediately after the values for the second tight end.

    I haven't extensively tested what each byte for each player represents, but after examing the data and comparing it to sim results and to the players' ability data, I have a pretty good idea. Here's my best guess:

    For the QB: The first byte probably represents how cautious the quarterback is. QBs with lower values in this byte tend to lead the league in pass attempts, while higher values tend to indicate less overall attempts. The highest value given for this byte is 1C, while the lowest for this byte is 00. The second byte appears to be the QBs overall rushing ability. Steve Young leads the league in this byte with 09, while Randall Cunningham is not far behind with 08. Dan Marino has 00 for this byte. The first hex digit of the third byte appears to represent the overall passing ability, with Steve Young having the best value of F. Dave Krieg is worst among starting QBs, with a value of 3. The second hex digit of this byte appears to represent how willing a QB is to stay in the pocket. Randall Cunningham is the only starting QB to have a 3 in this value. Dan Marino has a 0 for this.

    For RBs/WRs/TEs: The first byte likely represents the overall rushing ability of the player. Chris Warren has the highest value with AD, followed closely by Barry Sanders with AC. The lowest I saw for starting tailbacks was 4F for Edgar Bennett of Green Bay. I'm not sure what the second byte represents yet. I think it might have something to do with amount of carries for rushers. More testing needs to be done on this. All four All-Time Great RBs had 0D for this value. The highest value for this among starting players is Barry Sanders, with a 0C. Emmitt Smith, Chris Warren, and Natrone Means all had 0B for this. The third byte is probably a combination kick return/punt return ability byte. League leading PRs and KRs tend to have higher values in this than the category cellar-dwellers, although there are many players who have higher values in this who don't field either kickoffs or punts. The fourth byte is most likely the overall receiving ability byte. The first hex digit of the fourth byte appears to represent yards per reception data, as James Jett has a higher first digit than Tim Brown. The second digit of this byte appears to represent amount of catches the receiver will get. Jerry Rice leads the league with an F for this digit.

    For DLs/LBs/SEs: The first byte probably represents sacking ability, the second byte probably represents interception ability, and the third byte probably represents tackling ability. The highest I saw for the first byte was DB Bills (Bruce Smith) with a 5C. The highest I saw for the second byte was Cb G Cardinals (Dick "Night Train" Lane) with 70. The highest I saw for the third byte was Junior Seau and Hardy Nickerson, both with 0C.

    For Ks/Ps: The second to last byte holds both the information for the kicker and punter. The first digit is the overall ability of the punter. The highest for this value is a three way tie between Rich Camarillo of the Oilers, Jeff Gossett of the Raiders, and P G Raiders (Ray Guy). Each has a value of C. The second digit of this byte is the overall ability of the kicker. Morten Andersen, John Carney, Gary Anderson, Pete Stoyanovich, and K G Chiefs (Jan Stenerud) all are tied for the highest value with C.

    The last byte for each team holds the overall offensive and defensive prowess for the team's players. The first digit of this byte appears to be the team's overall defensive ability, while the second digit of this byte appears to be the team's overall offensive ability. Dallas leads the league in both, with C's for both digits. I personally think that this is linked to the original players on each team, though, rather than always being linked with the team itself. In other words, if you were to trade Troy Aikman, Emmitt Smith, and Michael Irvin to another team, say the Colts, it is my belief based on somewhat limited testing that the Colts' overall ratings would improve, and that Dallas' overall ratings would decline. I can't prove this yet, but when I traded those players to the Cardinals in one of my tests, the Cowboys finished the season in the cellar while the Cardinals won the division, despite their previously low overall ratings.

    I have a text file with all of the sim data from the original TSB3 ROM broken down by team and position. Again, with Rod's permission, I'll upload for everybody's reference. Feel free to test out this data in order to identify exactly what each byte does.
  18. Upvote
    BAD_AL got a reaction from BO FB Offtackle Left in TSB Editor - TSBTool Supreme - Season Generator   
    Version 1.0.0.1 Added to first post.
     
    Defects Fixed:1. Should work under mono on Linux & Mac now2. Team Formation Fix. Features Added:1. Hacks Menu added2. Pro Bowl editing support (text + GUI) [Menu added under 'View']
  19. Upvote
    BAD_AL got a reaction from Knobbe in getting tsbtool to work on mac   
    I did post a link for TSBToolSupreme for mono (.net framework for Linux & mac) some time back in the TSBToolSupreme thread.
    TSBToolSupreme_for_mono.zip
     
  20. Thanks
    BAD_AL got a reaction from SBlueman in Android TSBToolSupreme editor   
    On the previous version (1.0.2) I got a crash on 'Save' but was able to load a file.
     
    Uploaded new version (1.0.3) and confirmed it to be working on Oreo emulator and a Galaxy S7.
  21. Upvote
    BAD_AL got a reaction from gojiphen malor in TSB Editor - TSBTool Supreme - Season Generator   
    When using the "TEAM_ABB=BUF.,TEAM_CITY=BUFFALO,TEAM_NAME=BILLS" lines, it sets up the pointers correctly when the string lengths change.
     
  22. Thanks
    BAD_AL got a reaction from Knobbe in TSB Editor - TSBTool Supreme - Season Generator   
    New Version posted!   [version "1.2.0.0"]
      (uploaded in first post of this thread )
     
    This new version finally allows you to change the team's abbreviation, city and name (checkbox under 'View' menu). 
    There is a little more functionality that you can read about in the README file.
    I left in my 'Debug Dialog' under the 'Hacks' menu. A few people might find it useful , but I expect most people won't have a use for it.
     
    To set a team's  abbreviation, city and name the following syntax is used:
    TEAM_ABB=BUF.,TEAM_CITY=BUFFALO,TEAM_NAME=BILLS  
    Works on all the supported ROM types (original NES, 32 team NES, SNES version).
    Don't make the city or team names too long or they won't look right in the Team's info screen.
     
    Since it's a new version, it might have new bugs. Take precautions when editing and report bugs in this thread.
     
  23. Thanks
    BAD_AL got a reaction from Knobbe in Android TSBToolSupreme editor   
    I posted an update (version 1.0.2) in the initial thread post that may work well enough for some Android versions.
    I've tested on Marshmallow (galaxy S5), KitKat (Galaxy S4) and Android TV (Nvidia Shield). 
     
    Status:
    Marshmallow (Galaxy S5): Working fine. KitKat (Galaxy S4): Needed to install ES File Explorer to browse to a ROM. Android TV (Nvidia Shield) Could not browse to a ROM (even with ES File Explorer installed) I'm thinking about writing my own file browser just to get it to work on my Android TV.
  24. Thanks
    BAD_AL got a reaction from SBlueman in Android TSBToolSupreme editor   
    I posted an update (version 1.0.2) in the initial thread post that may work well enough for some Android versions.
    I've tested on Marshmallow (galaxy S5), KitKat (Galaxy S4) and Android TV (Nvidia Shield). 
     
    Status:
    Marshmallow (Galaxy S5): Working fine. KitKat (Galaxy S4): Needed to install ES File Explorer to browse to a ROM. Android TV (Nvidia Shield) Could not browse to a ROM (even with ES File Explorer installed) I'm thinking about writing my own file browser just to get it to work on my Android TV.
  25. Upvote
    BAD_AL got a reaction from cowboyschamps in Android TSBToolSupreme editor   
    I posted an update (version 1.0.2) in the initial thread post that may work well enough for some Android versions.
    I've tested on Marshmallow (galaxy S5), KitKat (Galaxy S4) and Android TV (Nvidia Shield). 
     
    Status:
    Marshmallow (Galaxy S5): Working fine. KitKat (Galaxy S4): Needed to install ES File Explorer to browse to a ROM. Android TV (Nvidia Shield) Could not browse to a ROM (even with ES File Explorer installed) I'm thinking about writing my own file browser just to get it to work on my Android TV.
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