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adscl84

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Everything posted by adscl84

  1. Mother of God... I can't even begin to comprehend how you're able to make the hacks you do. Did you type out the notes in the right column, or can those be found somewhere?
  2. I found it by accident, so I'm hoping the experts can help me understand exactly what is going on here. ======= I knew of a "hack" that opens the rom to the main menu (set 20038 to 4c8980), but wanted to try to make the game to open to the "start game" screen. From my very limited understanding, 4c (JMP) is telling the rom to go to a certain location. In this case, it's whatever 8980 means. I assumed it was a pointer, of which I have some understanding from editing the large helmets. Looking at my playoff code, I thought the 8980 might refer to 20099 (80 = 200, 99 = 89+10). Afterall, one of the codes I have goes to 23fe4 as a result of "d4bf" (23f = bf and e4 = d4+10). I also figure it must be in that area since I'm working in the 20000 area of the rom since I doubted the 3 byte hack involved bank switching. Running the code logger when I navigated from the start game screen to the main menu revealed activity at 20099, so I thought my suspicions are valid. Well, I ran the code logger while going from the Tecmo bunny to the start game screen. I found a lot of activity, but got stuck quickly. The first activity I found was at 20044, so I put in 4c3480 and got a blank screen. However, when I pushed "A", I got the start screen. The next activity was at 20052, so I put in 4c4280 with the same result. Now, the next activity I found was at 2c1f6, so I put in... Well, that's where I got stuck. 200 - 80 = 180 in hex, but 2c1 - 180 = 141 in hex. I don't know what to do with that 1, since I can't put in e6141. I remembered from the big helmet tutorial that the Jets' pointer was F3A5 and how drove me nuts back in the day, before I realized that the F3 turning to 103 meant the A5 turned from 105 into 106 (hence, their helmet data being located at 10603). Does it turn into e651? I tried that and got nothing, so I didn't know either way. In a last ditch effort, I opened the debugger hoping to miraculously somehow find something. I noticed a 4c4880 and tried that, thinking it must have a purpose if it's already programmed in the game. To my pleasant surprise, it worked! That's great, but I don't really understand what I did. I know I told the rom to go to 20058, which irritatingly was buried within some other stuff the code logger picked up, but I don't know why the code needs to be at 20038 to begin with. Also, I still don't understand the pointers as much as I thought. So, to have the rom open to the "start game" screen, set 20038 to 4c4880. If it's a lot of explaining, don't worry about it I guess. It's just very late and I'd hate to have my post go to waste since maybe it can help someone other than myself. I'm trying to better understand this stuff so I can avoid writing long posts before finding the answer myself by random chance...
  3. I solved my bracket issue, and it turns out I just didn't copy/paste enough code. 2f2c9 and 2f2d1 needed to changed to 6e and ae, respectively.
  4. Like I said, I have no idea what I'm doing... Thanks for all the help. Now, I just have to figure out how to determine memory locations for things. I guess it's time to start reading about 6502.
  5. This is hard, trying to not freeze the game while trying to get the punt off without getting sacked while manipulating the debugger so I can see where it points me. I got a punt off and it went to 243e7. I see that a980 on the kickoff codes is followed by the 8569 I got there. I see 29df at 243e5, so I'm assuming that does the clock. Setting df to 00 caused the clock not to run after the punt (hooray!). So, what exactly is the significance of "a9" and "29"? Thanks a million! Now I just got force the com to punt so I can change the code for player 2 (if there is one). There is: x24b6e.
  6. Is it normal for FCEUX to freeze? I first tried it on a kickoff since I knew where that hex code was. Then, when I snapped the ball on my punt, it went to 255dd so I think I understand how it works (except how someone would figure out $69 is the proper memory location). But I end up having to close and reopen the emulator and reload the rom.
  7. I appreciate that. I kinda like trying to figure it out for myself, but I definitely need help. I felt a great sense of accomplishment when I figured out how to make an 8 team playoff correctly, even though I have no idea how to fix the problem with the bracket. I'd like to start reading some of the stuff on programming but it's a lot of information to take in. I have no idea what $69 means (I'm familiar only with hex), but I'll take a look at some of the programming docs and see if I can figure it out. I'll report back in a day or so.
  8. That's good to know, but i wish i knew more about this stuff. I'd like to stop the clock on punts. I just learned about the code logger yesterday and started messing with it. I just searched for "a980" since changing the 80s to 00 stop the clock from running on kickoffs. There was a lot more a980's in yellow than i was expecting after just a few seconds of gameplay. I changed a bunch of them to 00 with no visible effect or the game would glitch. Then again, i really don't know what I'm doing so I'm not surprised if it's something totally different i should be looking for.
  9. I ran the code logger during a punt and the only code I could find that seemed like it would keep the clock from running -- the "a980" at x255dc -- is used during all plays. Unfortunately, I don't think the game has separate clock logic for anything other than kickoffs.
  10. I searched for this, but couldn't find it. I just learned how to use the code logger to find graphics, so I figured I'd add this. If it does already exist somewhere, then disregard. This isn't comprehensive, as there may be a way to give more tiles for the NFC logo. Currently, the AFC logo can have up to 48 tiles, while the NFC gets only 16. I doubt there's enough free tiles to use that many, however. The pro bowl conference logos (what you see when you pick the pro bowl option from the main menu) start at x169a0. The first byte is for the palette and the next 16 place tiles. x00 will give all black (background). The tiles are arranged in columns of four tiles before moving to the next row (up to four rows); then it moves to the next section of four columns and four rows, etc. The NFC logo starts at x169d3. Again, the first byte is for the palette and the next 16 place the tiles. The default AFC palette is x55, which gives gray, dark red, and light red. The default NFC palette is xAA, which gives gray, white, and blue. Using x00 for a palette gives blue, red, and white. I don't have a good understanding of what number provides what palette and found x00 by random chance. Using TileED, the tiles for these logos are around 381968. As far as I can tell, the following tiles are used: CB, CE-CF, D0-DF, E0-E1, E4-E5, E7, F0-F7. E6 and E8 appear to be blank, so they could maybe be used, but I don't know if they're used elsewhere in the game. Also, to get the AFC logo aligned like the NFC logo (if you're only using 16 tiles each), start at x169b1 to choose your palette. Then, x169b2 will be 00. Every 4th byte from there will be x00 as well. The rest will place your tiles. At x169c2, you'll set your palette again. x169c3 and every 4th byte will be other tiles and the rest will be x00. Don't forget to x00 out the bytes starting at x169a1.
  11. This may be a dumb question, but what do you mean by akb being hard coded at 50? Is this related to the bug where akb was actually 6 for everyone? (So now it's 50?) If so, would bruddog's fix then override that? Also, using quickness for pursuit is way better than using it for coverage. I also like it better than the better com tackling w/o diving hack. However, messing with the 16 bytes that seem correlate to the attribute level doesn't seem to do anything. I even set them all to ff and com still has crazy good reactions. I used to tone that down a bit with the other hack because com yards/carry were absolute crap. I want to set my scale so that the default values (1e and 05? i forget) equate to a value of 44 or 50 and work from there. Is there something else to change with that then? Or do those last 16 bytes have nothing to do with the player attributes?
  12. "Perfect" is subjective. I've tried to avoid totally overhauling the AI. Most of the changes I apply are those that fix errors (PA and quickness hacks), those that make the AI look less stupid (better tackling, punting), as well as some that speed up gameplay a bit (faster fumble recovery, faster knock-down animations, etc.). I don't have a rom to attach, so I've attached a .txt that has all the changes I've used at some point. Just copy/paste the hex codes to the addresses provided into whatever rom you want to change. hacks.txt
  13. From what I understand, it may be possible. You could change the code so that it never checks/forces/sorts the division champs. I don't know if the game would allow it, though. Also, I don't know if the game would recognize the division leaders when it comes to wild card sorting, so they might get left out altogether. I only know how to manipulate the existing code, but someone who can essentially rewrite the code, like jstout, may be able to do it. When I have more time (late night) I'll play around with it and let you know...assuming someone with more knowledge/experience doesn't give a definite answer first.
  14. I'VE GOT IT! Kinda sorta... I ended up finding some code at 21ffe in pambazos' that fixed the fourth game. I don't know exactly what all the code is for, but I figured out enough to be able to eliminate the wild card round. Now, I just need to figure out how to fix the appearance of the bracket. Right now, the first round of the AFC bracket extends to the right if the wild card team wins, so the red line encroaches on the championship round. Not sure why, since I used the same playoff slots and copied as much bracket code as I knew of from pambazos' rom. It's correct if the division winner wins. Also, the NFC side is just fine. If anyone knows where the hex code that needs to be changed is based on the screen shot, I'll be completely finished and very happy.
  15. I'm getting closer, but I'm still a long way off. Looking at the code in pambazos' ONEFA2k2 rom, I see stuff like "20e0bf" and "20ecbf" where the original rom has stuff like "8da867". (These are also mentioned in the 10-team hack thread.) I think this has to do with the hex at 23ff0 and 23ffc, respectively. (Somehow, the bf = 23f and the f0 is just e0+x10.) The 10-team hack thread has the following at 23ff0 (fix AFC first game): 8d7767 8d8767 a901 8d7967 60 What I think this is doing is taking the team at bracket position 6777 and moving it to 6787. That is where the winner of 6777 and 6776 end up to play 6786. The rest of the code must have something to do with how, but I don't know because at 23ffc (fix NFC first game) has this: 8d7b67 8d8b67 a901 8d7d67 a902 8d5967 60 Again, 677b moves to 678b to play 678a. The code after this a901 is a bit different (probably because 6779 is two off from 6777, and so 677d is two off from 677b), but then there's another bit of code that isn't present for the AFC game being fixed. pambazos' rom starts at 23fe4 and goes all the way to 2400f. This must be because he removed all of the wild card games (8 team playoff) instead of just two of them (10 team playoff). I see he has a 20d4bf, so this explains the code at 23fe4 as well: 8da967 8d8f67 a901 8d8167 60 There is no bracket position 67a9, but whatever that is moves to 678f (to play 678e). The 8d8167 is weird to me. jstout's rom is entirely different, but he does explain that the AFC West and NFC East division winners are getting moved. My rom eliminated the AFC and NFC Wests to avoid moving an AFC conference into the NFC (I now understand how this works, but it made other stuff easier to do it my way). Anyway, I put the parts that he explained in bold (at 23ff0), but the rest confuses me: A900 85A0 A9FF 85A1 4C72B2 ADA567 8DA667 ADA467 8DA567 60 A58E C908 F005 A908 858F 60 A907 858F 60
  16. As far as I can tell, it works. Thanks a lot!! Still has wild cards getting a star, though. I wish I knew what that was all about. Now, I'm hoping you (or anyone) can help explain what else I need to do with this other one I'm working on. After looking at the code from your 1966 rom along with the others, I was able to figure out how to get the proper division winners and wild cards slotted, but I'm stuck with how to get rid of the first round games. My hang up is that your 1966 rom has nothing in the x23ff0 area that pambazos and jstout (and the 10 team playoff hack thread) have entered code that supposedly "fixes" those games. I noticed this is likely because your 1966 rom just has the division winners play themselves a few times. How did you handle the wild card round in your later roms when you couldn't do that? I have the bracket showing just 8 teams, but it still wants to play those wild card games. If I can figure out how to omit those games, I'll be all set. It's fun, but frustrating, figuring out how this works with no knowledge of the programming. Also, I haven't even begun messing with "removing" the unused teams; I've solely been editing the playoff procedure. Again, thanks so much for the help. Tecmo Super Bowl (U).nes
  17. Thanks so much for looking into this for me. I've been comparing roms from pambazos, jstout, and the original as well as some of the threads to look for patterns in the code.. I think I'll look at your afl/nfl roms as well. Hopefully that will give me the insight i need. I'm beginning to understand a bit of what's going on but not enough to where i could change the playoffs from scratch. I can get the playoffs to assign just two division winners from the correct divisions, but the wild cards are jacked up and the ones that should be noone become the bills. The other code that puzzles me is that which fixes the first wild card games so that it skips straight to the division round. The code from the rom from pambazos is way different from what jstout has, and its all xff in the original, so i have no frame of reference for what that stuff is doing.
  18. I uploaded a new file after tinkering with some of the code. After simming dozens of seasons, The NFC seems to be working fine, but the AFC is still jacked up. It consistently omits the AFC west wild card teams with a better record in favor of usually the Bengals and some shitty AFC East team (usually Miami or Indianapolis). --- Changing x2331b makes the wacky sorting happen less often, but it still gives a crappy team the wild card over a better team every once in a while. I know this was supposed to be lower if the rom had fewer teams, so I tested everything between x06 and x0b (default). x08 seemed to work "best", but there's still issues. (The file I had uploaded doesn't reflect a change to this address) Also, as in my 16 team rom, some wild cards get the division champ star. Looking at the PPU viewer, the byte for the star is 19 and the byte for the wild card symbol is 5f. I have no clue where in the rom it gets decided which seed gets which symbol, though, so I don't know how to "fix" it other than tile edit the wild card symbol into a star so all playoff teams get a star. Is the wild card symbol used anywhere else?
  19. If you use fceux look at the ppu viewer in the debug menu when you're in that part of the field. You'll be able to see the byte that corresponds to whatever tile you want to get rid of. Look around the hex code bruddog provided and you'll probably see it in there. Change it to 01 and it will turn to grass. I wish i could help more but I'm not by computer so i can't give you the exact address to change.
  20. According to the code in This thread there is one byte that sets the first nfc team. I think it's at x23281 but im not at my computer to verify. Wherever it is, I set that to 0a since the chiefs are now the first nfc team. Other than adding four teams, i haven't changed anything from my 16 team rom, so i think the problem has to be somewhere in the playoff junk.
  21. I'm working on a 20 team rom based off a 16 team rom I made, which was based off of jstouts CIFL rom. I copy/pasted most of the code for making the 8 team playoff, and it works just fine on the 16 team rom. For some reason, having the extra four teams causes the wild cards to be chosen improperly. Often times, a team with a higher record will be left out in lieu of a team with a crappy record. Also, sometimes, it will pick more than four teams in a conference. I'm not sure why this is happening since I haven't made any changes to the code regarding the playoffs (except for the byte that determines the first NFC team), but if someone could take a look and tell me what I screwed up I would really appreciate it. 20.nes
  22. Since the game tracks sacks, would it be possible to change that code into recording tackles? I don't know anything about programming, so this could be a very ignorant statement, but it seems to me that it might not be too difficult to make the game think that all tackles are sacks. Sure you'd lose track of actual sacks, but it's at least one option that might allow tracking tackles in game.
  23. If you change the following to x9899, it will fill in the yard line between the hash marks and look a bit nicer: 2c9b1 2c9b5 2cb9c 2cba0 I also figured out how to eliminate the midfield logo so the 50 yard line looks like the 20s. Just paste the following hex starting at x2ca70: 0101980101018C8D9595AA98010101980101018E8F949498010101A30C0D10110E0F12130101010185909185AA019A9B01B09EA4A5019A9B01019A9B01AA019A9B01019A9B01019A9B0195888995AA019A9B01019A9B01948A8B94019A9B01AA019A9B01019A9B01019A9B01019A9B01AAA0A19FB5019A9B018792938701010101AA010198019C0198010101980101019801AA01019801010198010101980195958C8DAA010198010101980194948E8F01
  24. EDIT: Got home to check some things and it turns out this "glitch" is present in jstouts 2-defense rom. Simply compare the original to his to find the difference. Changing the attributes in TSBM seems to work, so something he did to create the two defenses messed with the attributes I guess. At least I know I can keep working on what I'm doing. ----- I'll try to upload them late tonight or tomorrow afternoon. I'm away from my computer. I was just wondering where the attribute data is stored so i could see if i accidentally skipped to those addresses. I could list the hacks i applied if that helped. To give a better idea of what happened, all qb1 have 50, 56, 50, 50 for their blue bars. All p have 81, 81. All k have 44, 63. All rolb are 38, 50, 56, 63 for the red bars. All the other attributes are the same as well, and it's the same for every player at that position. It's weird. TSB_2D.nes Tecmo Super Bowl (U).nes
  25. I started to make a 24 team rom using jstouts 2-defense rom as my starting point. I applied a few of the hacks posted here and just noticed that every player slot has identical attributes (e.g. every qb1 is the same, every nt is the same, etc.). Can someone tell me where in the hex code this info would be? I haven't applied any hacks in this rom that I haven't applied in others, but maybe I Ctrl-A'd to a wrong address. I'm hoping that using tsbm/tsbtool will fix the changes but I'm a ways off from that part of the process, and really I'm curious to know what happened more than anything else. I've never seen this happen before.
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