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afdave

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Everything posted by afdave

  1. Has anyone modified a ROM to change to the 2015 extra point rules (I would have thought the 2016 Tecmo2016_revD.nes ROM might have done that, but, it doesn't appear so). This page seems to show where it would be changed: http://tecmobowl.org/topic/53112-many-various-rom-locations/ If I am reading the location right , that would be the beginning of line 9323 of the .nes file.... aa92 20bb 92a9 0085 7885 79a9 1485 70a9 aa92 and 92a9 being the low & hi bytes for player 1? I don't see much explanation though of how to adjust that.... is there another page that goes into what the position scale is when changing things for yard lines? IMO, using the new 15 yard line extra point vs. the traditional 2 point is a good change to TSB.... it takes away the "automatic"-ness of the extra point where you can/should just press your button right away since you can hardly miss a XP from the 2 yard line. Would be even better with the 2-pt conv. option, but, just changing this is pretty good start.
  2. Yeah, thanks, I am not familiar with the leagues. Mostly trying to work on the 8 man/AFL stuff, and trying to get a good 2008 AFL ROM going. Do you have any links directly to those tools? I don't see them on those league pages. I've tried to Google "Box score" Tecmo and got nowhere.
  3. Just a thought I had. One of the things that Tecmo Super Bowl lacks is a really good, complete box score at the end of the game. It seems to me that, since the game does keep season stats for everyone, that all the information to create a much fuller box score IS there, at the end of the game, in memory. So, my questions are... 1. Am I crazy, or am I right, that all the data to make a full box score should be in a "save state" file saved at the end of the game? 2. Has someone already made this tool and I'm not aware of it? 3. Any ideas on where in the state file to start if nobody has done #2.
  4. Thanks for that jstout. I tried putting it in my code, and while it didn't break it, it put the "AFC East" division champ in every bracket slot, so, obviously I need to figure out where to tweak it some. I modified your "check for div winner" part at the top though to skip the western divisions instead of NFC central & west, and that did seem to work. What do you use to modify sections of the ROM in assembly? I assume you have something to do that, and you just are not modified bits in a hex editor for that programming?
  5. Has anything happened in the playoff modifying realm lately? I'm playing around with my AFL Rom for 2008, and I've put all the teams into their correct 4 divisions for 2008, but, I'd like to make it so that it uses 2 division and 4 WC teams for each conference in the playoffs, not 3 and 3 (I have 1 empty division now in each conference, so, it would right now I assume pull some random team from that division as a "division winner" that hasn't even played a game). I tried following the code explanations above but didn't get very far. From what I gathered though, it seems like the following needs to occur: * skip including the west division in determining "division champs" for each conference * given the memory slots jstout found, change it so that it "loops" and stores 4 WC teams instead of 3 (adding the 3rd div winner slot as the 1st WC slot).
  6. FYI, I think your positions are off by 1 for the one's ending in 0, those should end in 1. EDIT: Removed
  7. Never mind, I found the small helmet thread now.
  8. Is there a page with a simple list of where these color palettes are located for each team? I've found other posts that have instructions on how to set the colors, but, nothing on locations. Thanks.
  9. That worked! Thanks! I'll try to get an updated ROM uploaded with that fix in it soon.
  10. Did you start anything with it? I was thinking of starting a "SourceForge" type project to build something in a community fashion as an "All in one" TSB editor (Settings, Players, Teams, Graphics, and "advanced mod" loading, like the 50-yard and 8-man options). If you've started something that would be a good start, better to start with something even small than nothing.
  11. It would be, but, people have done 50 yard field and 8 men per side, so, obviously there are some very talented assembly level programmers out here trying to mod the ROM. The "easy" part is probably having it give an option for a 1 or 2 point conversion (maybe let it get into the kicking formattion like usual, with the usual button to "snap" the ball, and the other button could make it switch over to select a play for the 2 point conversion attempt). I'd think the harder part (possibly) would be for playing against the CPU, getting code in that would intelligently choose when they should go for 2. (i guess you could go with one of the "standard" charts where if you are behind by so much before the kick, and maybe depending on time left in the game, you go for 1 or 2).
  12. Well, 99 points is the AFL record for points by one team, and there have been scores in the 100's in a few of the other indoor leagues, so, while that should be at the extreme high of scoring in the game, I don't know that being able to score 109 is "wrong", in and of itself. The ROM I merged with was set at 6 minutes, it probably could be set back to the 5 minute Tecmo standard. Probably needs some fine tuning to not be able to score that every time, or if you are able to score 120 or more.
  13. OK, this is an update. I might have zipped up the wrong one on the first upload as well. This one fixes that field goals were made from everywhere, the field goal length bit was still set to FF instead of back to a much lower number (I set it to 20). A few other minor graphics changes as well, got rid of the NFL shield on box scores is the main one. AFL2007.zip
  14. Yeah, the player faces and numbers could probably use a major look over. My guess is the major imputus was to get the player names right first, even with the people who first did the AFL teams/rosters. My guess is along with the 8 man playbook/formations jstout is working on, the pass/run ratio will also be set up to be more in line with indoor rules (80-90% passing). Another thing I forgot to mention is for some reason on kickoffs, the returner always goes "backwards" first, and then runs forward, which will often get him tackled for a safety. I know someone was going to look into making kickoff tackles in the endzone a touchback (which would be proper NFL rules anyway), but, in anycase, the returner shouldn't be trying to get a "running start" anyway. Might this be some setting not set correctly for a "starting position", and then the game is trying to move the returner to that position before he returns?
  15. New Rom is up: viewtopic.php?f=5&t=10496
  16. I've combined the 2007 AFL graphics and teams/players ROM with the 50-yard field ROM by jstout. Additions I made: * Correct Schedule, along with dates for each week being accurate * Added offensive NO Voodoo players * Replaced NFL with AFL in most places I could find textually, and Super Bowl to "Arena Bowl" in the Playoff Bracket Outstanding Issues: * Left endzone says "TECMO" not "ARENA" (minor issue not worked out from the merge) * 2007 New Orleans VooDoo roster is partially correct (I got the offensive positions done, needs correct defensive) * Some other graphic changes to make (NFL to AFL logos, field graphics, etc) * 8 men per side/8 player formations (jstout is working on that) * I'd like to move the teams to the correct divisions, I think there is a way to do that without really totally moving the teams, I thought I read that you can change the "team pointers" for the teams in division, if its that easy, I'd like to just move them around that way, and use the 2 5-team divisions in one conference, and the 5 & 4 in the other for the 19 teams, and then figure out how to "fix" the playoff seedings later. I'll probably have to redo the schedule again if I can move the teams, but, that doesn't take too long. AFL.zip
  17. I got it merged now, so, I hope to have a totally combined file soon up. Thanks for all that have given advice!
  18. OK, here is where I am so far. I tried using TSBT, but, that seemed to copy everything over, not just the players and teams. Here is what I'm working with and trying to do: AFL.nes - An AFL mod by (I believe) JStout and Mr Beef that has all of the modded Team and Player names for the AFL 2007 (other than New Orleans players) and . I have made a few more changes, making the season schedule accurate, and a few other minor text changes. The "AFL Play" is made possible by changing the field graphics to "appear" like a 50 yard field, and changing the 1st down to be 20 yards (which on the "fake AFL field" is 10 yards). Arena_Field.nes - A "50 yard field" mod by JStout that actually shortened the Tecmo field to 50 yards (the game, it appears, actually recognizes the field as only 50 yards long). So, the 1st down stays at 1st and 10, etc. The only diff is the 50 yard field. When I do the TSBT to "copy over" the data from AFL to Arena Field, Arena Field has all the rules mods and stuff from AFL as well, instead of just the players. So, my goal here is, to combine the Teams/Players/Graphics/Schedule modifications ONLY from AFL.nes, with the rules/field modifications from Arena_Field.nes, to get a good "combined" arena ROM, and then go from there. Thanks for any help.
  19. Just wondering if there is a general word or excel file document that has all of the known ROM "blocks" of locations with what they are or do, in one file? Seems like that would be a very helpful document, maybe we could set one up here that can be updated by all, maybe a Google Spreadsheet modifable by all contributers?
  20. Basically what I stated here. I copied the "Player Names" block of Hex from one hacked ROM to another, and it didn't corrupt the 2nd ROM, but, the names are super messed up now though on the 2nd ROM, so, I assume there must be another "block" that has player name lengths maybe(?) If my assumption here is right, can someone tell me where/how long that block is? I will have the same issue with team names it appears, so, if the same thing applies there, I'd really appreciate the info. Thanks.
  21. Wow, that is even better, obviously I am going to see if I can move the text and graphics changes over to your file, and then we can go from there. How are you doing with trying to disable/remove 3 players on each side (I assume we'd get rid of the two outside linemen and the TE?).
  22. I just looked, and the hack already had the FG setting at FF. Does anyone know if that will make the computer try much longer field goals than usually possible?
  23. Hi all. I am one of the founders of ArenaFan, and I've decided to pick up the great AFL hack that was put on these boards and try to do some more with it. Already I've done a few things... * Put in the actual 2007 schedule * Changed the week dates to match up the schedule * Found where on the "Playoff" grid the words "Super" and "Bowl" were, and changed it to "Arena". (If this isn't known well yet, it is split up along the "seam", so, you have to find "Sup" and "er", and "bo" and "wl" all seperately, and modify them. I'll throw up where I am hosting the currently modified version soon. I just noticed that the previous hacker already modded the field to have the yard lines by 5 yards, not 10, and that it's "1st and 20" (which is actually "10" on the modified AFL field). Some things I want to do, and I throw them out there to see if they have already been figured out and I just didn't find it on the boards yet: * Get the rosters fully correct for 2007 (I think he just didn't have NO at the time) * I was going to play with the playoffs mod someone else came up with * Some other graphics mods: NFL Shield on Box Scores (change to AFL) NFL Shield on Scoreboard (change to AFL) TECMO "Super" Bowl (graphical right? mod Super to Arena) Arena "Hack" (change hack to Bowl?) Clouds above scoreboard (replace with "Arena" looking graphics?) The "yardage" box at the bottom of the screen (replace 20 & 50 with 10 & 25). Do you think making the offensive players always super high rankings, and the defense always super low (basically giving the offense a big advantage), would maybe produce more "arena" like scores, even when 'simmed'? Any opinions on that? Also, I noticed this hack: viewtopic.php?f=22&t=4490 It was brought up to "shorten" field goals, but, as it mentioned, if you do "FF", it could do a "super long" NFL field goal then (from the opponents 20, which in the Arena game would be from the opponents 10, which is what we want), so, I think I'll change it to "FF", if it isn't already. I am just wondering if anyone thinks their might be a way to 'disable' a player (or the computer) from selecting "punt" at all (although, a long FG in the AFL is essentially a PUNT that is rarely converted to a FG, maybe in the "AFL" version we make the punters have the same name as the kicker, and call the punt a "LONG FG" (which will never be made)?
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