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cxrom got a reaction from kamphuna8 in Editing Large Helmets
not sure if this was documented else where, but found it awhile back:
helmet type (background): 0x23E59 - 0x23E74
40=bills, ...
41=jets, ...
42=rams
43=bengals
logo indexes: 0x23E75 - 0x23E90
with these, teams can use the same helmet logo without using more then one logo header slot. probably not very useful unless you have the same team in the rom more then once.
x3f66a is where these start for the NFC West teams on the 32-team ROM:
x3f66a = 49ers (x40)
x3f66b = Rams (x41)
x3f66c = Seahakws (x41)
x3f66d = Cardinals (x40)
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cxrom got a reaction from Knobbe in Editing Large Helmets
not sure if this was documented else where, but found it awhile back:
helmet type (background): 0x23E59 - 0x23E74
40=bills, ...
41=jets, ...
42=rams
43=bengals
logo indexes: 0x23E75 - 0x23E90
with these, teams can use the same helmet logo without using more then one logo header slot. probably not very useful unless you have the same team in the rom more then once.
x3f66a is where these start for the NFC West teams on the 32-team ROM:
x3f66a = 49ers (x40)
x3f66b = Rams (x41)
x3f66c = Seahakws (x41)
x3f66d = Cardinals (x40)
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cxrom got a reaction from Jason G in tecmo basketball editor/ tsnba 07-08
Coincidently, I finished my first full season earlier this week and started mining for some of the missing data. I haven't had any luck so far, I'm guessing it does something similar to TSB where there's separate attributes and sim data.
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cxrom got a reaction from Jason G in tecmo basketball editor/ tsnba 07-08
download 'COMCTL32.OCX' to your system folder and follow these instructions:
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cxrom got a reaction from Jason G in tecmo basketball editor/ tsnba 07-08
here's an editor for the snes version. it can edit names, numbers, player info, shooting %s, stats, sim data, and the schedule. player portraits are not yet editable. there's also some options to sort the players by rating (and position) and write it to a text file. this is a work in progress so keep a backup of your files.
here's also a half assed update i started. i didn't get around to the attributes, but the rosters are pretty recent.
COMDLG32.OCX and COMCTL32.OCX are required and can be found here if your system is missing them.
edit: updated to v0.20.0
TSNBA 07-08.zip
Rabbit v020.zip
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cxrom got a reaction from kamphuna8 in Mini-Helmet Designs
those tell assemblers/compilers/people that the number is in base 16 so they don't treat it as base 10.
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cxrom got a reaction from disastamasta142 in Phoenix, AZ - 08/08/15 - Arizona Tecmo V
I have a console, one cart, and 4-5 controllers. I also have a powerpak.
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cxrom got a reaction from DFM in Phoenix, AZ - 08/08/15 - Arizona Tecmo V
I have a console, one cart, and 4-5 controllers. I also have a powerpak.
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cxrom got a reaction from buck in Removing Teams from the Menu
starting at 0x23B4B is the dimensionY, dimensionX for "Team Data." followed by all the Y, X coordinates for the cursor. turn those into $FF $FF to make them unreachable. the "Preseason" and "Team Control" table is located at 0x23E93.
editing the schedule is explained somewhere around here.
this segment of code is the control loop for loading small helmet data for "Team Data", "Preseason", and "Team Control."
.org $A85F ; 0x2286F
LDA $8E
CLC
ADC #$02
STA $8E
LDA $8F
ADC #$00
STA $8F
INC $90
LDA $90
CMP #$1C
BCC #$D4
JMP $A81E
the rest of the menus/playoffs would require more assembly hacking.
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cxrom got a reaction from buck in Removing Teams from the Menu
NFL Standings menu
-----------------------
this is the code that loads the correct teams for each division on the "NFL Standings" screen.
.org $AF34 ; @ 0x22F44 in rom
LDA $45 ; *1
ASL
TAY
LDA $BF5D,Y ; *2
LDX $BF5E,Y ; *3
STX $90
JSR $B3EC
*1 = get the division index (00=AFC-E; 05=NFC-W)
*2 = get the starting team index
*3 = get the number of teams in the division
0x23F6D - 0x23F78 (12bytes)
these are the bytes that control the setup (pointed to by *2 and *3)
so:
$00, $04 = division starts at BUF and ends with N.E.
the length byte has to be $04 or $05 or the screen will stay black, but it won't crash. it'll still let you back out to the main menu.
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cxrom got a reaction from buck in Removing Teams from the Menu
0x1E943 - 0x1E960 Text position and pointers
there are 6 text data "groups" (1 for each division, 5 bytes each):
the 1st and 2nd bytes control positioning of the text
the 3rd byte is control character (default: $FD), not sure what it does though
the 4th and 5th bytes are pointers to "Text values and formatting"
0x1F8B5 - 0x1F90A Text values and formatting
this data structure is variable length and is $FE terminated. so:
D6 00 B1 D6 01 B1 D6 02 B1 D6 03 B1 D6 04 FE
is:
BUF
IND
MIA
N.E.
JETS
$D6 is a control character. changing this value can achieve some
cool effects or glitch the game...just have to test it out. $Bx is
another control character that moves the target screen position down
"x" rows. changing all $B1 to $B2 gives you:
BUF
IND
MIA
N.E.
JETS
the values between the $D6 and $B1 bytes is the index to which team
name should written at the current position.
if you change the length of any stream (there are 6 total) you must
update the pointers in the 0x1E943 - 0x1E960 data.
all 32 teams work, i just need to put some finishing touches on the display. then onto preseason...
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cxrom got a reaction from buck in Removing Teams from the Menu
23D21 - 23D58
this is the coordinates for the small helmets on the "Team Data" screen. every helmet uses 2 bytes (Y,X). the X seems to be multiplied by 2 to get the actual placement coordinate.
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cxrom got a reaction from buck in Removing Teams from the Menu
i like Fceuxdsp because it also has symbolic debugging and conditional breakpoints.
***Preseason***
mostly the same order as "Team Data"
23E93 Y dimension of "Preseason"
23E94 X dimension of "Preseason"
23E95 - 23E96 Bills
23E97 - 23E98 Bengals
23E99 - 23E9A Broncos
23E9B - 23E9C Colts
23E9D - 23E9E Browns
23E9F - 23EA0 Chiefs
23EA1 - 23EA2 Dolphins
23EA3 - 23EA4 Oilers
23EA5 - 23EA6 Raiders
23EA7 - 23EA8 Patriots
23EA9 - 23EAA Steelers
23EAB - 23EAC Chargers
23EAD - 23EAE Jets
23EAF - 23EB0 not used
23EB1 - 23EB2 Seahawks
23EB3 - 23EB4 Redskins
23EB5 - 23EB6 Bears
23EB7 - 23EB8 49ers
23EB9 - 23EBA Giants
23EBB - 23EBC Lions
23EBD - 23EBE Rams
23EBF - 23EC0 Eagles
23EC1 - 23EC2 Packers
23EC3 - 23EC4 Saints
23EC5 - 23EC6 Cardinals
23EC7 - 23EC8 Vikings
23EC9 - 23ECA Falcons
23ECB - 23ECC Cowboys
23ECD - 23ECE Buccaneers
23ECF - 23ED0 not used
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cxrom got a reaction from buck in Removing Teams from the Menu
***Knobbe 5/6/2011*** - I merged two topics here so it might now flow well
***This is for "Team Data" menu***
order: Bills, Bengals, Broncos, Colts, Browns, Chiefs, Dolphins, Oilers,
Raiders, Patriots, Steelers, Chargers, Jets, (blank1), Seahawks,
Redskins, Bears, (blank2), Giants, Lions, 49ers, Eagles, Packers,
Rams, Cardinals, Vikings, Saints, Cowboys, Buccaneers, Falcons
(blank1) = not used (between Steelers and Bears)
(blank2) = not used (between Seahawks and 49ers)
RAM offsets
-----------
$E3 = cursor current Y position
$E4 = cursor current X position
ROM offsets
-----------
22C36 - 22C53 [offset] (uses "order")
23B4B Y dimension
23B4C X dimension
23B4D - 23B4E AFC [YX]
23B4F - 23B50 not used
23B51 - 23B52 not used
23B53 - 23B54 NFC [YX]
23B55 - 23B56 not used
23B57 - 23b58 not used
23B59 - 23B94 rest of teams [YX] (uses "order")
Notes
-----
[offset] is an index to identify the team thats being manipulated.
00 = Bills
... ...
04 = Jets
05 = Bengals
... ...
1B = Falcons
1C = AFC
1D = NFC
1E - 21 = Reserved (Expansion Teams)
22 - FF = Unknown results
the Y and X dimensions tell the game how many cursor coordinates the
current menu has (for this screen, the defaults are $0C $03).
[YX] is 2 bytes per entry and defines coordinates to set the cursor to
Layout
------
00 [01] [02]
03 [04] [05]
06 07 08
09 10 11
12 13 14
15 16 17
18 [19] 20
21 22 [23]
24 25 26
27 28 29
30 31 32
33 34 35
[xx] = not used
Explanation...
--------------
when the player chooses the "Team Data", $E3 and $E4 are initialized to
$00 and $00. this has the effect of setting the cursor to "AFC Team Data."
every frame, a subroutine is called (i'll post the addressess when i get
home) to compute which index into the [YX] array to use for the cursor.
moving the cursor changes $E3 and $E4. when a team is selected, another
subroutine is called to compute which index into [offset] is needed. this
[offset] value is used for indexing/indirection.
i've expanded the size of the menu, and im looking into how the mini-helmets
and abbreviated team names are positioned so i can redesign the team select
screen (to possibly keep the teams grouped by division). all the other menus
follow a similar format, but i've only messed with the "Team Data" one so far.
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cxrom got a reaction from Ghost in Removing Teams from the Menu
starting at 0x23B4B is the dimensionY, dimensionX for "Team Data." followed by all the Y, X coordinates for the cursor. turn those into $FF $FF to make them unreachable. the "Preseason" and "Team Control" table is located at 0x23E93.
editing the schedule is explained somewhere around here.
this segment of code is the control loop for loading small helmet data for "Team Data", "Preseason", and "Team Control."
.org $A85F ; 0x2286F
LDA $8E
CLC
ADC #$02
STA $8E
LDA $8F
ADC #$00
STA $8F
INC $90
LDA $90
CMP #$1C
BCC #$D4
JMP $A81E
the rest of the menus/playoffs would require more assembly hacking.
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cxrom got a reaction from Knobbe in 32 NES TSB Files from CX_ROM
Sometimes I get lost looking at the source, and I wrote most of it. Heh heh....
Anywho, I thought I posted all that stuff back then. I guess not. Sorry about that. I'll gather all my TSB related stuff and post it.
edit: The weather stuff is all custom. I played around with animating the rain and snow, but it didn't look too good with the limited palette of the NES and only having one background plane.
edit2: TSB Folder.zip
And I had forgotten about this: this.zip
I only did NFC logos, rosters for the 49ers and Cardinals , and stats for Vernon Davis and Frank Gore. The "Play Now" option will freeze the demo. This is in no way complete, just an expirement from a while back.
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cxrom got a reaction from GameplayLoop in 32 NES TSB Files from CX_ROM
Sometimes I get lost looking at the source, and I wrote most of it. Heh heh....
Anywho, I thought I posted all that stuff back then. I guess not. Sorry about that. I'll gather all my TSB related stuff and post it.
edit: The weather stuff is all custom. I played around with animating the rain and snow, but it didn't look too good with the limited palette of the NES and only having one background plane.
edit2: TSB Folder.zip
And I had forgotten about this: this.zip
I only did NFC logos, rosters for the 49ers and Cardinals , and stats for Vernon Davis and Frank Gore. The "Play Now" option will freeze the demo. This is in no way complete, just an expirement from a while back.
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cxrom got a reaction from pambazos88 in Removing Teams from the Menu
i like Fceuxdsp because it also has symbolic debugging and conditional breakpoints.
***Preseason***
mostly the same order as "Team Data"
23E93 Y dimension of "Preseason"
23E94 X dimension of "Preseason"
23E95 - 23E96 Bills
23E97 - 23E98 Bengals
23E99 - 23E9A Broncos
23E9B - 23E9C Colts
23E9D - 23E9E Browns
23E9F - 23EA0 Chiefs
23EA1 - 23EA2 Dolphins
23EA3 - 23EA4 Oilers
23EA5 - 23EA6 Raiders
23EA7 - 23EA8 Patriots
23EA9 - 23EAA Steelers
23EAB - 23EAC Chargers
23EAD - 23EAE Jets
23EAF - 23EB0 not used
23EB1 - 23EB2 Seahawks
23EB3 - 23EB4 Redskins
23EB5 - 23EB6 Bears
23EB7 - 23EB8 49ers
23EB9 - 23EBA Giants
23EBB - 23EBC Lions
23EBD - 23EBE Rams
23EBF - 23EC0 Eagles
23EC1 - 23EC2 Packers
23EC3 - 23EC4 Saints
23EC5 - 23EC6 Cardinals
23EC7 - 23EC8 Vikings
23EC9 - 23ECA Falcons
23ECB - 23ECC Cowboys
23ECD - 23ECE Buccaneers
23ECF - 23ED0 not used
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cxrom got a reaction from pambazos88 in Removing Teams from the Menu
NFL Standings menu
-----------------------
this is the code that loads the correct teams for each division on the "NFL Standings" screen.
.org $AF34 ; @ 0x22F44 in rom
LDA $45 ; *1
ASL
TAY
LDA $BF5D,Y ; *2
LDX $BF5E,Y ; *3
STX $90
JSR $B3EC
*1 = get the division index (00=AFC-E; 05=NFC-W)
*2 = get the starting team index
*3 = get the number of teams in the division
0x23F6D - 0x23F78 (12bytes)
these are the bytes that control the setup (pointed to by *2 and *3)
so:
$00, $04 = division starts at BUF and ends with N.E.
the length byte has to be $04 or $05 or the screen will stay black, but it won't crash. it'll still let you back out to the main menu.
-
cxrom got a reaction from pambazos88 in Removing Teams from the Menu
***Knobbe 5/6/2011*** - I merged two topics here so it might now flow well
***This is for "Team Data" menu***
order: Bills, Bengals, Broncos, Colts, Browns, Chiefs, Dolphins, Oilers,
Raiders, Patriots, Steelers, Chargers, Jets, (blank1), Seahawks,
Redskins, Bears, (blank2), Giants, Lions, 49ers, Eagles, Packers,
Rams, Cardinals, Vikings, Saints, Cowboys, Buccaneers, Falcons
(blank1) = not used (between Steelers and Bears)
(blank2) = not used (between Seahawks and 49ers)
RAM offsets
-----------
$E3 = cursor current Y position
$E4 = cursor current X position
ROM offsets
-----------
22C36 - 22C53 [offset] (uses "order")
23B4B Y dimension
23B4C X dimension
23B4D - 23B4E AFC [YX]
23B4F - 23B50 not used
23B51 - 23B52 not used
23B53 - 23B54 NFC [YX]
23B55 - 23B56 not used
23B57 - 23b58 not used
23B59 - 23B94 rest of teams [YX] (uses "order")
Notes
-----
[offset] is an index to identify the team thats being manipulated.
00 = Bills
... ...
04 = Jets
05 = Bengals
... ...
1B = Falcons
1C = AFC
1D = NFC
1E - 21 = Reserved (Expansion Teams)
22 - FF = Unknown results
the Y and X dimensions tell the game how many cursor coordinates the
current menu has (for this screen, the defaults are $0C $03).
[YX] is 2 bytes per entry and defines coordinates to set the cursor to
Layout
------
00 [01] [02]
03 [04] [05]
06 07 08
09 10 11
12 13 14
15 16 17
18 [19] 20
21 22 [23]
24 25 26
27 28 29
30 31 32
33 34 35
[xx] = not used
Explanation...
--------------
when the player chooses the "Team Data", $E3 and $E4 are initialized to
$00 and $00. this has the effect of setting the cursor to "AFC Team Data."
every frame, a subroutine is called (i'll post the addressess when i get
home) to compute which index into the [YX] array to use for the cursor.
moving the cursor changes $E3 and $E4. when a team is selected, another
subroutine is called to compute which index into [offset] is needed. this
[offset] value is used for indexing/indirection.
i've expanded the size of the menu, and im looking into how the mini-helmets
and abbreviated team names are positioned so i can redesign the team select
screen (to possibly keep the teams grouped by division). all the other menus
follow a similar format, but i've only messed with the "Team Data" one so far.