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BAD_AL got a reaction from Knobbe in TSB Editor - TSBTool Supreme - Season Generator
@Knobbe
It requires the .NET framework. I think anything 2.0 and above should work.
It is not compiled for .NET Core (the new cross-platform .NET framework) though. So if you're trying to run with .NET Core, I don't think that would work.
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BAD_AL got a reaction from Knobbe 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).
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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).
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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).
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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
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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
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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.
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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.
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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
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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
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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
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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.
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BAD_AL reacted to TheFes75 in Tecmo Bowl Tool
I think I have everything in here now. The document I put together is now 20 pages long. I have included Tecmo Turd's TB tool. I can't get it to work the way he intended, but I do use it to change the plays, play art and play bytes & Blitz bytes. Just keep all of the files in one folder. Drag your ROM into the folder. Open the TBtool.exe once you do that open the ROM into the TBtool and go to Set Playbooks. Once in that screen just type the play you want for which team and hit set plays. Very simple. The only issue is once you close it out the play descriptions (Ind1, Den2 etc. don't stay, they just say N/A. When you go into your ROM and play it though the plays are changed.
TBTool.zip Original Tecmo Bowl 32 Team ROM with Updated Graphics Hex Locations.docx
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BAD_AL reacted to TecmoTurd in 4Play Studios presents: Tecmo Bowl 32
Tecmo Bowl with 32 teams. It's here. Lots of IM conversations and whatnot went into getting this thing rolling. I initially wanted to release this as a final edit before Thursday's game, but I need to think about the amount of sleep I'm getting, so in the interest of doing it right and not putting out a rush job, and saving my sanity, I'm releasing this now, with final ratings coming in a subsequent update.
So, I'll get more into the ROM below, but know that while the ROM itself as a base ROM is completely stable, there are some incomplete ratings especially in regards to the HP attributes on FGs, as well as some potential personnel changes that might not be reflected in this thing. Consider this the 32-Team ROM thread, and I'll make another thread dedicated to our 2011 final release. All that said, this is playable, and provides you a good look at the newest member of the 32 team family!
4Play Studios is comprised of 5 people:
jstout - Tecmo Hacking Expert
WarrenMoonBomb - Chief Rater
TecmoTurd - Chief Rater
BoKnows - CEO, Canadian Tecmo Bowl Consultants
Tecmo-Mad-Brad - CEO American Tecmo Bowl Consultants
jstout - Just because the dude needs to be mentioned twice for his awesomeness. Patience, and lots of NES hacking smart, and one of the nicer guys I've met in the community make him one BAMF. (Bad Ass Mother Hubber).
The Story
The question has been asked, "why would you play Tecmo Bowl when we have Tecmo Super Bowl?" I used to say the same thing. I had gotten burned out on TSB, but always had a desire to play it no matter what, if that makes sense. With baseball coming to a close in the upcoming months, I knew I needed a Tecmo project to keep my mind occupied. One day, I stumbled upon BoKnows' site, which happens to be the greatest Tecmo Bowl resource on the planet, and it got me interested. So, I started to play. As I continued on, I felt refreshed. It was a change of pace. It was Tecmo. It was the cure to what ailed me!
Of course, by nature, I started digging. I wanted to know everything there was to know about this game, (likely one day leading to burnout of this as well, and my eventual move to a 32 team Tecmo Arcade ROM). So, I read, I playtested, and I chatted up anyone who wanted to listen about my newfound love for this game. I eventually posted on Knobbe here, and found a few folks who were interested in the game. After playing a few pickup games on the original, I started the gears turning on making my own edit for 2011, but I was hampered by the fact that there were only 12 teams. It wasn't worth it to me.
Eventually, I found myself chatting with jstout, and long story short, he mercifully agreed to add teams to the original Tecmo Bowl (probably just to shut me up), bringing us up to a full 32! Right away, I got to rating my own ROM on a local spreadsheet while jstout worked on the ROM. I wanted to be prepared. Shortly thereafter, WarrenMoonBomb started chatting with me, and I roped him into helping me. I uploaded the spreadsheet to google docs and we were able to collaborate on ratings in real time. Turns out, he was a standout partner, pulling his fair share of the work, and to be honest, we worked well together. We talked each other out of over-rating, under-rating, and resolved differences effectively.
What you see here is the output of those rating sessions. We consulted the experts, did lots of playtesting (with still more to do). There will be a final version of this ROM, so please consider the ratings portion of this ROM a beta.
You might look at this ROM and think "What? So and so is way underrated!" We took the team-based approach and had to adjust certain players down. Tecmo Bowl is a game that is very position-based, and even a slightly above average player in the right position makes the defense really good. We consulted the experts on this one. Trust us, it works. If you really just can't live with one of the ratings, make your case and we'll listen. Otherwise, play the game and have fun. Each team should have at least one positive aspect to it that makes them fun to play with. The Rams? No defense, but Steven Jackson is a beast who can run over defenders. Ok, maybe the Lions are useless, but they are in real life too.
Base Features (these are not hacks, these are part of the 32 team base ROM)
Uniform hack (P1 team uses home jerseys, P2 uses away jerseys)
Each team has their own 16 week schedule
All 32 teams from the NFL are represented (by city only to retain that "we don't have the license" feel).
WR nows show previous season's ReTD totals
DL/LB now show previous season's tackles
Team Playbooks (we left Oakland's playbook as the split-back playbook to show that the blocking has been fixed on their run 1)
There are more features, hacks, etc on the horizon, but they will all be add-ons. Also, there will be an editor (currently in-progress) that I'll make a new thread for, and we're working on a league of sorts once all the editing completes.
I hope you get as much fun out of this as we did making it happen. Enjoy!
Initial ROM - downloaded 26 times
Beta 1 - downloaded 20 times
Beta 2 - downloaded 18 times
Beta 3 - downloaded 10 times
Preseason - downloaded 71 times
ScheduleMaker.xls
4Play - TB2011 - No Hacks.zip
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BAD_AL got a reaction from AZcards77 in Tecmo Bowl Tool
I'm currently working on text conversion functions between the different versions (TSBTool formats).
I have the following text conversions:
TSB1 --> TSB2 TSB2 -> TSB1 TSB3 -> TSB2 TSB2 -> TSB3
And I wanted to add a conversion to to Original TB.
I'm sure someone around here has it and can re-upload it.
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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).
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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.
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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.
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BAD_AL got a reaction from TheRaj 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).
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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
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BAD_AL reacted to DFM in Fixing TSB Manager 2000
He doesn't have the code. We went through this last year, and he sent us the helmet editor and the schedule editor sources.
Helmet editor - https://bitbucket.org/leverton/tsb-nes-helmet-editor
Schedule editor - https://bitbucket.org/leverton/tsb-nes-schedule-editor
Soon after we unearthed the TSB Tool source and Bad_Al has been updating it since.
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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.
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BAD_AL reacted to DrunkenGamer in Changing the facing photos in the game...
I have everything you need, just need to know what you are aiming for?
The game by default has only 83 faces available to assign. The 84th face is the blank face. Each face is 12 tiles (3×4).
There are 3 tables used in the program that assigns faces to players:
Table 1 (We will call this their Pro Bowl#) This is the actual player table. This table is the list of every player in the game. It is in order by the teams as they fall in the game. IE Bills (Team 1 or Team 00), Indy (Team 2 or Team 01) etc... with Greats being the last set of players (Team 32 or Team 1F) . Each player in the game is given a number depending on where they fall in the game. IE Jim Kelly is the first player on the first team. He is the very first player. His Pro Bowl# is 00 00. RB Bills is the 3rd player on the game. His Pro Bowl# is 02 00. Trading a player doesn't change his Pro Bowl# as the trade is only saved and read in the srm file. The Pro Bowl # is hard coded to the rom and that is where his Pro Bowl# is always pulled from.
Table 2 (We will call this the Face Assign Table). This table is 84 bytes long. (xx xx = 1 byte /the table is in 16 bit) This is the table that determines who gets assigned a face. The code takes the Pro Bowl# and starts a compare against the Assign Table. As the code doesn't find a match it increases the X index. This code is used to give the X index a value. If the code doesn't find a match by the time X equals x53 in hex / the 83rd byte in the table, it uses x54 as the value of X.
Table 3 (We will call this the Face Table) This table is used to determine what face is assigned. This table lines up with the Assign Table. It is 84 bytes long just like the Assign table. So using the X value created with the Assign coding the game grabs from the table with X added to the location. So if the Assign Table match the Pro Bowl# after the 6th try (Making X index = 05 in hex) the code then would grab the 6th byte from the Face table. The last byte in the Face table is the blanked out face.
The Assign Table is at x36844
It starts with 0000 0700 etc.. 0000 (Very first player) = Jim Kelly, 0700 (8th player) = Andre Reed.
The Face Table is at x3679A
It starts with 0080 8081
These numbers are actually location pointers. So if you changed the above to 8081 0080, Jim Kelly would have Andre Reed's face and Reed would have Jim Kelly's. I don't have time to explain how and why the bytes are locations, but as long as you use the bytes as written you'll be fine.
The Color Pallets for the faces and the Gray box are at x366D6, x366F6 and x36716
Bonus Tip:
Here's why I call it their Pro Bowl #
xE5012 starts the AFC Pro Bowl Rosters (2 bytes each) This goes along with the Table 1 from above. Using the player Pro Bowl# here will change the default Pro Bowl Teams.
Side note:
When looking to change who has faces, use the first slot here to verify you have the right player. IE change the 0000 to 0901 then go to the AFC Pro Bowl team in Team Data to see who uses that number.
xE505C is the Default Pro Bowl Returner s(1 byte each) This is a # from 1-10 (00-0A in hex). There are 2 bytes one is the PR and the other is the KR. Go to Team Data, then to the Returner screen in the Offensive Starters Screen and count that players # on the list.
xE505E starts the NFC Pro Bowl Rosters
xE50A8 is the Default Pro Bowl Returners
xE50AA is Default Returners for all the Teams (First 2 bytes = Buf, Next 2 = Indy etc)
Not sure if this helps....
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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']