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adscl84

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  1. Upvote
    adscl84 got a reaction from Rick 8bit in Can I pay someone?   
    Editing the end zone and midfield logo isn't terribly difficult, but it is quite time consuming.  Someone who has never done it will take a lot of trial and error to make sure the new tiles are laid properly, and it can be a pain.  You might be able to get the XFL logo in red since the original NFL logo has red in the letters, but IIRC, you can get red only to appear in the same tiles that the NFL logo had them.  I may be wrong, it's been years since I messed with that.  You should also be able to get them in the end zone because you'd just have to redraw the big TECMO letters that are there now.
     
    I'm pretty sure your com v com coverage issues have been addressed by other hacks, but I think the game plays rather well without the receivers being covered all the time in that the final score is usually pretty reasonable.  Check out this thread and find the hacks you want to apply.  Some of the threads linked from that page have the hack buried within the discussion so you'll have to read through the posts.
     
    I'd help you out, but I'm trying to nail down the last few issues on my own rom I quit working on two years ago.  Plus, you're looking at many hours of work.  I'm surprised no one has done an XFL rom with the graphics fixes you want that you could use as a base for your other changes.  Upload what you've got and maybe some kind soul will take you up on your offer.
  2. Upvote
    adscl84 got a reaction from Rick 8bit in Removing Menu Options   
    It should be noted that the addresses you gave are for the 32 team rom only.  I had to go to x239f2 (rather than x3f9f4) to change the number of options on the original rom.  To get the former pro bowl option to go to the team data screen was at the same place, though (x200f3).  At x1fa63 there is a huge block of xff, and I can't seem to find it using the code logger.
     
    I compared the two roms and found the following:
    x1e110 and x1e114 are what should be changed to x07.
    x1e121 and x1e124 are what should be changed to x04 and x12 respectively
    x1e117 is what should be changed to x05
     
    To change the "pro bowl" to "team data", enter the following at x1e14a:
    5445414D20444154418F000000000000000000
    This is needed because "team data" is longer than "pro bowl" so you have to tell it to put the line for the box somewhere else, and then remove the word "team data" from where it was originally.
     
    Also, when you return from the team data screen, you have to hit up twice to move the cursor.  Probably because we put "70" in there twice, but if you get rid of the last one, the cursor is gone altogether.  Very strange...
    At x239ef we have x000028
    The first byte is the image used for the cursor.  The third byte is the horizontal position of the cursor on the screen.  You would think the 2nd byte would be the vertical position, but changing it does nothing or causes the cursor to be mirror-imaged.  
     
    Now, if only I could figure out how to make the cursor show up on the team data screen after removing the all star options...
    Edit:  I almost figured it out...
    I realized the  x0c03 at x23b4b probably referred to the number of rows and columns on the screen.  I changed the x0c03 to x0802 (my rom has only 16 teams: 8 in each conference, four in each division) and then immediately placed the cursor positions for each team.  The screen loads with the cursor on the first team and it can immediately be moved in any direction.  However, this messes with which team loads when you select the option...
  3. Like
    adscl84 got a reaction from fgqb#19nyj in Edit Pro Bowl Conference Logos   
    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.
  4. Like
    adscl84 got a reaction from fgqb#19nyj in Has anyone ever created a playoff editing guide?   
    I made a thread about 5-6 years ago documenting my journey through trying to figure out this part of the code.  I eventually figured it out, but I'm not sure I posted everything I learned.  I've long since forgotten what I did, but you can probably find that thread and reference it with the others to get an idea of what needs to be done. I think jstout made a bracket that shows the hex codes at each position a team can occupy in one of them, which helped me big time. I was specifically trying to make a simple 8 team playoff, which I ended up doing.
     
     
     
  5. Like
    adscl84 got a reaction from SBlueman in Has anyone ever created a playoff editing guide?   
    I made a thread about 5-6 years ago documenting my journey through trying to figure out this part of the code.  I eventually figured it out, but I'm not sure I posted everything I learned.  I've long since forgotten what I did, but you can probably find that thread and reference it with the others to get an idea of what needs to be done. I think jstout made a bracket that shows the hex codes at each position a team can occupy in one of them, which helped me big time. I was specifically trying to make a simple 8 team playoff, which I ended up doing.
     
     
     
  6. Upvote
    adscl84 got a reaction from fgqb#19nyj in Removing Teams from a rom   
    Sorry to dig up a year old topic, but I came across some more information that should be helpful.
     
    As you know, I've been screwing around a lot trying to make different roms (just to mess around with the game for the sole purpose of messing around with the game).  I'm making a 20 rom team based mostly off of the 16 team rom I've been working on, but I found an issue on the preseason and team control screens that I was able to find a fix for.
     
    Using the methods outlined in this thread, I was able to get everything the way I needed.  It seemed that the rom did not like having five teams in the AFC central, as I did not ever have this issue when there were four teams there.  No matter what I did with the hex x1f8b5 I couldn't keep a "]" looking character from appearing where Denver's text would be.  By changing x1e94d to x79, I was able to get rid of it on the team data screen only.  I then noticed some very similar strings of hex:
     
    x1e345 to x1e362 -- affects the text position on the team control screen
     
    x1e23f to x1e25c -- affects the text position on the preseason screen
     
    I may be way off here, but just like the text at x1e943 it looks like each string of five bytes correlates to each division, with the first two bytes in each string seemingly being coordinates for the text.  For the team data screen, I subtracted x0A from the first byte corresponding to the AFC West and it made the character disappear. 
     
    My issue was that messing with that first byte on the other two screens froze the game or caused wacky glitches.  Instead I had to change the second byte (I just added x0A) for the other two screens, and that took care of the issue.
     
  7. Upvote
    adscl84 got a reaction from Justice Weller Colde in Playoff calculations and teams   
    I created a thread several years ago that documented my quest to figure out what you're trying to do.  I don't think it will give you everything you need, but it might help you see what's going on by looking at the cifl rom, which is what i looked at to see the differences in code.  I think jstout made an excellent thread that explains what all of the code is doing, so you should try to find that one as well.
  8. Sad
    adscl84 reacted to bruddog in JBI Hacks   
    @adscl84 There are so many things wrong with that set command its not even worth trying to fix that way. Like its source basically completely wrong with tons of asm bugs. It needs to be totally re-written
  9. Upvote
    adscl84 got a reaction from Justice Weller Colde in Eliminating and Fixing Some Menu Options   
    I fixed the standings menu...sorta.  It at least shows only four divisions and the cursor is good.  The NFC isn't right based on how you've got the teams arranged in the team data screen.  I'm having hard time finding my notes, so I couldn't fix that.  There is a thread somewhere that explains how to change that.  @pambazos88 has made several incredibly detailed and helpful posts about doing this sort of thing, so I'd search through his content.  The thread below may help.
     
     
    Tecmo Super Bowl 16 Team.nes
  10. Like
    adscl84 got a reaction from SBlueman in SIM target distribution hack   
    I think it uses the sim target value as a reference and checks that against a random number.  If the check fails, it goes onto the next eligible receiver until someone gets the catch.  I think this hack makes it more likely that the check fails for rbs before moving onto the wrs, giving the wrs more catches.  The same can probably be accomplished by having rbs with lower sim values but i haven't ever messed with this to see if it gives finer control over simmed stats.  It doesn't lock teams into the same distribution per se, just the probability.  That is, if everyone on the offense had the same sim target value, you could expect them to roughly follow this distribution. If you wanted to have a rb get a ton of catches with this hack, you'd have to bump up their sim target value to be a lot higher.
  11. Like
    adscl84 got a reaction from SBlueman in JBI Hacks   
    Right off the bat, I'm pretty sure the error has to be in the bold portion because the other four addresses just tell the rom to go these addresses (or do they?), and the unbolded parts are meant to correlate to the attribute value for the defender.  I don't remember much of the 6502 stuff I read about, but I see some x20 and x60, which I think is taking us to another place and coming back ( i put these in red), but then I see some x20 without an x60 so I'm not totally sure.
     
    One question I have is that the initial commands are at x28ddd, but then the other code is in the x30000's.  I thought you had to stay within the same area as the first number, so now I'm wondering if those parts should start at x38ddd or if we're telling the hack to jump to x2e340 and x2e374.
     
    x3e340=A0 08 B1 AE AA 8A 45 70 30 08 A9 1E 18 69 20 CB DA 60 8A 20 8D DD A0 87 20 AA DD B9 54 E3 18 69 20 CB DA 60 24 22 20 1E 1C 19 16 13 10 0D 0A 07 05 03 02 01

    x3e374=A0 08 B1 AE AA 8A 45 70 30 08 A9 05 18 69 20 CB DA 60 8A 20 8D DD A0 87 20 AA DD B9 88 E3 18 69 20 CB DA 60 08 08 07 07 06 06 05 05 04 04 03 03 02 02 01 01
  12. Like
    adscl84 got a reaction from SBlueman in JBI Hacks   
    I would like to know as well.  I knew there was a reason I had note for myself to not use this hack, but I couldn't remember why.  @bruddog must know since he recognized there was bad code.  Is this hack even viable?  I remember seeing one that causes any up/down movement to reset running speed, and I know there's one that gives the defense better pursuit regardless of any attribute, so I assume it is.
     
    I don't know much, but I'll see if I can make heads or tails of any of it because there isn't a ton of code to look at.
  13. Upvote
    adscl84 got a reaction from Justice Weller Colde in Eliminating and Fixing Some Menu Options   
    I should have a 16 team rom somewhere that would have the standings menu you're looking for.  The only big change in it is the playoffs have 8 teams instead of 12.  I don't know how far along you are, so if that's what you're looking for,  I'll upload it if i can find it. 
     
    Otherwise, changing the standings screens aren't too hard.  You might find a thread on here that explains how to do it, or else I'm sure I have the notes somewhere.
     
    As far as the pro bowl goes, it should be possible, but I got stuck one step away from perfecting it.  I kept having issues with the cursor on the team data screen when i tried to remove the all star teams from there.
  14. Like
    adscl84 got a reaction from SBlueman in Set commands list for NES TSB (Updated 7/9/23)   
    I'll put all of the threads I find in this post.  The only one I couldn't find is for the "end of game field goal".  I can personally verify that one, and what it does it dictate at what point the COM player automatically kicks a field goal (under the right conditions) toward the end of a half/game.  IIRC, the default was x30.  Strangely, the game doesn't seem to convert the time in seconds to/from hex (x30 = 48, but COM will automatically kick a FG at anything under 30 seconds), so now I'm curious what would happen if you set it so something like x2A.
     
     
  15. Like
    adscl84 got a reaction from SBlueman in Set commands list for NES TSB (Updated 7/9/23)   
    I don't know how I missed this thread when I was poking around last spring.  So much good stuff in here!!  I just want to point out that every hack you attributed to my text file as unverified did come from somewhere in these forums, so there should be a post to link to somewhere.  I've never learned enough to develop my own and I just don't have the free time to learn any more than (what I consider to be) the most basic stuff, unfortunately.  I get the itch every now and again, but just can't keep up. 
     
    Anyway, the only difference in the command you would find between the original post and what was in my file is that I had to relocate some hacks to different parts of the ROM file due to other hacks already being in that spot.  I'll try to dig up some of the posts of the unverified ones.
  16. Thanks
    adscl84 got a reaction from SBlueman in Applying SIM data   
    I've done some more work on my spreadsheet lately.  Using least squares regression models, I determined which attribute(s) had the strongest correlations to each sim value.  I then fudged the formulas a bit to ensure a wider range of values, which was necessary for the sim values that may not have had a strong correlation with any attribute(s).  This one will now set defensive sim values based on their attributes and also adjusts for position (e.g. ILBs generally have much lower sim sack values than OLBs).  It currently adjusts sim catch values for the five starters to always add up to 32 for all teams, but I may change it to do that only if the calculated total would exceed 32 (e.g. team has many great WR, such as HOU).  It also does this for the sack and interception totals (they'll auto-adjust to equal 255).
     
     
    I wouldn't call it perfect, but given how easy it makes it to apply sim data, it works quite well in that the end of year stat leaders are generally who you would expect.  See the post above for how to apply the data to a rom.
     
    Book1(2).xlsx
  17. Upvote
    adscl84 got a reaction from SBlueman in Applying SIM data   
    See the attachment.  Here's how it works:
     
    1. "Save Data" in TSB tool from your rom as a .csv file
    2. Open the .csv file in Excel and copy everything (easiest just to click on a cell far away from the data, like O6 or something, and Ctrl-A to select all cells)
    3. Select cell A1 on the "Paste_Edit Here" sheet of my workbook and paste
    4. For players on offense, change only the attributes on the "Paste_Edit Here" page.  It will automatically apply the sim value on the "Output" page
    5. Copy rows 25-1003 on "Sheet 2"
    6. In TSB tool, highlight everything from the "TEAM = bills..." line to the last line of the falcons roster, and paste over it
    7. Apply to rom and you're done
     
    I didn't touch the defense ratings because they aren't based on the players' attributes.  You'll have to change these manually to determine the amount of sacks/interceptions players will get relative to others on the team.  Any changes made to the "Paste_Edit Here" page update on the "Output" page, which will in turn update "Sheet 2".  Also, any team ratings need to be changed in TSB tool, and it will only work on rom with 28 teams or fewer.  One cool feature is that duplicate numbers on the same team will highlight red.
     
    Lastly, for some reason all the formations are set to 2rb,2wr,1te even though I included data from the original rom.  I'm not sure what's going on with that, but just keep in mind that my forumlas differ for RBs, WRs, and TEs.  You may have to account for this or else you can end up with cells having errors or inaccurate sim ratings if you change the formations.  Fixing it is as simple as a copy/paste, though. 
     
    Like I said, it's not necessarily finished or perfect, but you'll get the idea.  The formulas are very simplistic and really account for only one attribute (except for the QBs).  I simmed a few seasons on the original rom and the results seemed relatively close to the original so it's good enough for me.  Feedback is welcome, or you can take it and change it to suit your own needs.
     
    Book1.xlsx
  18. Upvote
    adscl84 got a reaction from malferds in Applying SIM data   
    No worries.  I was hoping to see the basic idea behind setting up the formulas because it looks pretty complex, but my main desire was to be able to copy/paste data from TSBtool into excel and back again.  I've gone and devised my own system for sim ratings based on patterns I found in the original rom.  I wouldn't say it's perfect, but it's good enough for me.  The only thing not automated is the defense, because that isn't based on attributes anyway but rather the percentage of sacks/interceptions a player would be expected to get on their team.  I'm still tweaking it, but I'll upload it here for others to mess around with when I'm finished.
  19. Upvote
    adscl84 got a reaction from SBlueman in Applying SIM data   
    No worries.  I was hoping to see the basic idea behind setting up the formulas because it looks pretty complex, but my main desire was to be able to copy/paste data from TSBtool into excel and back again.  I've gone and devised my own system for sim ratings based on patterns I found in the original rom.  I wouldn't say it's perfect, but it's good enough for me.  The only thing not automated is the defense, because that isn't based on attributes anyway but rather the percentage of sacks/interceptions a player would be expected to get on their team.  I'm still tweaking it, but I'll upload it here for others to mess around with when I'm finished.
  20. Upvote
    adscl84 got a reaction from SBlueman in Applying SIM data   
    What i find most interesting about this is that the Steelers have the best defense in the game by player rating, but have a rather mediocre run defense rating for skipped games.  Meanwhile the 49ers, who do have a pretty good defense, are rated 15 for both.
  21. Upvote
    adscl84 reacted to bruddog in Applying SIM data   
    @malferds found out awhile back that the ratings aren't team offense and team defense.
     
    Its team rush defense and team pass defense.
  22. Like
    adscl84 got a reaction from DFM in Change Jersey Colors   
    You can use an editor such as TSB Tool Supreme.  I prefer the "General Manager" (v.09) because I feel like I can visualize the changes I'm making a little better.  If you hate yourself and want to do it by hand, look at the last two posts on the page linked below for advice:
     
     
  23. Upvote
    adscl84 got a reaction from SBlueman in Change Jersey Colors   
    You can use an editor such as TSB Tool Supreme.  I prefer the "General Manager" (v.09) because I feel like I can visualize the changes I'm making a little better.  If you hate yourself and want to do it by hand, look at the last two posts on the page linked below for advice:
     
     
  24. Upvote
    adscl84 got a reaction from SBlueman in Quickness Pass Incompletions Hack Issues   
    If it's glitching, it's possible you have another hack in the same area and now the code is messed up.  It may also be that using the PA/PC switch hack along with this is causing issues, but I don't think that's as likely.  All this hack was meant to do was give a use to the quickness attribute.  The PA/PC switch just uses the PA attribute number for determining completions and interceptions instead of PC.
     
    If you record a movie with your emulator, you'll see that the game can get out of sync when you play if back after messing with relevant player's attributes, so the hack must do something.
  25. Upvote
    adscl84 got a reaction from SBlueman in Use Quickness For Pass Incompletions   
    It is.  You just have to change the hex after the jmp (4c) commands to go somewhere else in the rom.  Find somewhere in the rom that is a big bunch of xff because there's no data there.  It has to be in the same bank though (e.g. x20000 to x2ffff).
     
    For example, the first one is "4C BA BF EA".  This says to jump (4c) to location x2bfca.  I forget how the pointers work exactly, but there is a pattern to it.  I think bf refers to 2bf??, bceause we're in in the 20000-2ffff bank.  ba = ca for some reason.  "ea" is the code for "no-op", which i think just tells the processor to do nothing.
     
    (Edit:  Forgot perhaps the most important part.  It's probably easier to move the no fumbles after td hack because it takes up less space than this one.)
     
    I don't know what the no fumble after td command was originally, but I went with this:
     
    28698:
    4C60BFEAEAEA
     
    2BF70:
    A5732920D00BA5712910C910F0034C8E864CE886
     
    That moves it to just before this hack, but you'll have to make sure an existing hack you use isn't in that spot.  As you can see after the 4c, we have 60bf, which is why the rest of it starts at 2bf70.
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