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cxrom

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  1. Upvote
    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)
  2. Upvote
    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)
  3. Like
    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.
  4. Thanks
    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:

  5. Thanks
    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
  6. Upvote
    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.
  7. Upvote
    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.
  8. Upvote
    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.
  9. Upvote
    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.
  10. Upvote
    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.
  11. Upvote
    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...
  12. Upvote
    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.
  13. Upvote
    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
  14. Upvote
    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.
  15. Upvote
    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.
  16. Upvote
    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.

  17. Upvote
    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.

  18. Upvote
    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
  19. Upvote
    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.
  20. Upvote
    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.
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