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quince3800

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Everything posted by quince3800

  1. Wasn't there a version of this series that had actual defensive backups and nickel, dime packages on a 32-team rom? I've looked several times for this. Did it get taken down?
  2. View File random rosters, from original 2D (3-4 4-3) This is an NES rom I made by ordering a "draft" and selecting the most rational team-building strategies I could think of for all 28 teams. I got bored playing seasons with regular rosters and decided to do something to make them more even. The draft order was drawn up to be as even as possible. The rom also has some hacks (upped INT thresholds, HP blow up hacks and Bruddog's push/pull hack + others). It's just to have some fun with. Submitter quince3800 Submitted 05/05/2018 Category Tecmo Bowl - NES
  3. Version 1.0.0

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    This is an NES rom I made by ordering a "draft" and selecting the most rational team-building strategies I could think of for all 28 teams. I got bored playing seasons with regular rosters and decided to do something to make them more even. The draft order was drawn up to be as even as possible. The rom also has some hacks (upped INT thresholds, HP blow up hacks and Bruddog's push/pull hack + others). It's just to have some fun with.
  4. meaning they reset into the RS ==> RP into MS function/equation?
  5. This may be a meaningless note: @29bcf you can swap certain bytes to generate the INT sequence with the defender having the ball (I'd gotten this to partly work with 109e, but I can't duplicate it now; others go to the INT sequence, but freeze the game: 779d, 959d, e99d, 519d).... I'm wondering what the jump to bytes are for the 29DD5/29DE4/29DF3 sequnce. Could this be inserted into the @29bcf location? Probably not because these seems to control something about going to whatever calculation is employed when the ball is in the air. When the 10 9e swap was working (it had multiple times previously, but now it won't...???), players were grabbing INTs on regular passes from a solid distance away--like maybe 5 yards--so this seems not to be a viable answer, but that location will glitch during a tip drill session if you change it. (I have a state saved to test). You can also make players jump for the ball (won't repeat now--the code/data logger had been open) or make the game go to the jump for an INT cut scene (af9c, which still works, but anytime the ball is in the air it does this and it's not a natural pass sequence, plus changing the first byte gives different scenes) or to the FG cut scene. It seems like the code isn't naturally made to permit this via one small change though and I can't read what's happening.
  6. Greetings, Someone asked me about setting kickoffs to automatically become touchbacks when they go into the endzone. Using Bruddog and Xplozv's information I was able to figure out that setting @25108 to 205790 and @25117 to 207090 achieves this. However, the game freezes at this point and won't loop back to game play. (The screen goes black after the touchback animation and stays there). Fixing this is over my head. Does anyone know how to get this done? Take care. Edit: if the change is to 4c5790/7090, then this will work, but then every time you go into the endzone it's a touchback. @24114/2489c control what happens when the ball carrier is tackled.
  7. @Bruddog: you posted the same location twice
  8. Dude, Tecmo play calling works like this: @4410/44410 is a first set of 11 pointers (22 bytes, and 16 in hex). This corresponds to play 00 (a left+a bottom run). for every successive 22 bytes, you move forward (so play 01's pointers start @4426/44426) these pointers call up locations in the @8000-9fff range that tell the players what to do (you reverse the pointer and subtract 1ff0 in hex of 8176 as a decimal) Thus, you can't just switch slots (00, 01, etc.) because the code (the combination of 11 play commands for each player) that's being called up is linked to that particular play. What you did was tell run 0 in play slot 0 (referring to the Play Maker) to behave as run 0/4 (play 14) against up+b, run 0/5 (play 53) against left+b, run +/6 (54) against right+b and as play 55 against down+b. Some of these are top runs, whereas the original play was a bottom run. Also, the formations differ, so the results you're likely to get will be all over the place--the players will be maybe running a shotgun play from the pro set formation (think Jerry Rice running his slot route while flanked out at the bottom of the screen). maybe you could copy and paste play numbers, but they have to share formation and play direction otherwise, you can't have all 64 plays available at one time... if you want to edit reactions, you'll have to change pointers in the strings mentioned above (for defense play 13 begins @61b2/461b2) in order to change what the player is being told to do
  9. I wanted to ask before I got too far into this: Is it possible to move the play command sections to @a8000 and @b8000 respectively and then just have basically all of the space you want? In a previous post (in the HP as diving topic) Bruddog said: "NES MMC3 mapper can only have two banks loaded at a time. The bank this hack is in runs from 0x28010 to 0x2C010 on the acutal ROM file. Also for JSR's the only valid ranges are 0x8000 to 0xBFFF. 0xC000 -0xFFFF is the fixed bank in memory." I'm thinking that if all banks are 4000 bytes long, then the logic of what I'm thinking is off because if you wrote too much code, then it'd no longer fit into the prescribed bank. Writing a variable for a play to jump to another area seems way too complicated; simplying having a lot of extra space (if possible) would get the same thing done, no? I'm starting to read some things on ASM commands and bank switching, but it seems that what I thought (@a8000/b8000) maybe isn't doable. Also, I'm looking at the trace material from a 4-3/3-4 rom, but referring to offensive commands.
  10. This hack can be made to pass where the QB makes a choice as to whether to pitch (and/or likely handoff also) or to go into the passing command. I haven't gotten much into the other similar command, but from Xplozv's College Demo rom you have: C1 28 C8 D9 94 04 33 32 31 F5 42 B8 FF 32 B8 C1 3A 3C before a string that calls it up: @9750: CC FE ED (jump back 12 hex spaces from FE to the beginning of the above text) @9753: CA 51 B7 (pointer to the FE loop command @9751; does the CC belong to the above?... presumably, yes) ... D5 (shotgun snap; this could change) CB 00 F8 | 01 (pitch to RB1 after following the YY, XX path) DE 00 01 (interval over which the QB can pitch) FF 32 B8 (stand forever) Note that the pointer is 43b7, which gives @9753, so you have to call it to the right spot, otherwise the QB just falls down immediately after taking the snap. Also, all of the 1X 00 FE EA man series commands have to be written out, as is noted above. If not the defense will take control of the ball after 10-12 seconds into the play. I haven't figured out what constitutes a good pitch sequence, but you have to D7/D8/D9 the back over the LOS after receiving the pitch (I have F3 28 | D9 90 01 | DE 08 10 | A4 | FF 32 B8 right now--I don't know what the A4 is doing), otherwise the RB will become the QB. (As of right now and if you wait to pitch, then the RB will still act like the QB though). There may be another way of doing this (or not because it seems that Xplozv had a similar thing going on), but I don't know of it yet. There's another similar code @96cb that reads: C1 55 D2 D9 94 24 43 32 31 F5 42 B8 FF 32 B8 C1 05 19 (CC?). What follows @96DD is: (minus the CC, which is included just above) FE ED | C1 0F 19 | FD E2 04 | E3 04 | D8 CC F0 | 27 38 B8 | FE D2 | D4 | C0 00 DC | E4 | 2C 03 B7 | C0 00 E0 | F0 80 | C7 FD B6 | C1 5A D2 | D9 (=?) | 93 54 42 31 | F3 42 B8 | FF 32 B8 I'll pick this apart later. Also, note that I took the @28000-2C005 sequence from Xplozv's rom in testing, which he edited, but it seems not to matter which version (his or Jstout's) you use. I still don't know where you can move Jstout's tapping hack or the no fumble after TD hack though. You can't move them to the blank space starting @2FEF0 or @2CF50.
  11. The code for this @28000-2c005 overlaps with numerous other hacks. Is there a way to change this?
  12. Where is this screen coming from? Are these just your notes on the side or is this generated by a program?
  13. There's something different that happens here when the player catches the ball in the endzone. I'm trying to create plays and I noted a WR fumbling immediately after a catch in the endzone a few weeks ago. I just now checked the code. It's the same (I used ctrl+f). It's in a different location (@2bf74), but the jump command is 4c 64 bf, so that shouldn't be a problem. I don't know if the stats were changed because I was testing and it's was a preseason game. Just a note.
  14. I tested it, but I didn't take any notes. That code is correct: C414FCFFE0FEFAFF, where C4 14 can be C4 XX. That leaves you with only one other C4 command, although you could overwrite one of the C5 commands, which start @9f63 (see the @4ee8 range). Doing this does not cause the game to misattribute TD values; that I've tested. However, it does cause the player to run forever after reaching the endzone--unless he catches the ball in the endzone, in which case he'll just hold his arms up forever. The grapple effect works until the point at which the defensive player goes into his C5 command; then the ball carrier becomes transparent to that particular defender. (The onset times for the C5 commands are straddled and for some reason sometimes don't go into effect. Thus, you don't have to change the defensive in-a-funk commands on the bf60 line). The change allows you to meet an oncoming defender at the goal line and engage in a grapple or be grabbed from behind/the side while crossing. It causes no other type of glitch, however. The celebration pointer slot starts @4e10/44e10, which is correct and only the last byte (so @4e26) actually controls the ball carrier. And you do have to call the pointer to hit the beginning of the grapple command (i.e., the FC) and not the C4 command. (Mine starts @9f59, but the pointer is 4b bf). I haven't been able to figure out how to stop the running forever thing; I think that's over my head and I stopped trying. What you can't do is set up another C4 command in front of the above code and then change the FE FA to FE F8 (or other). That will make the player go look for someone to grapple with once he crosses the goal line. I tried about everything I could think of here and the above was the only thing that worked. This is separate from the defensive (and punt return?) touchdown celebration, where the code begins @bf61. This is controlled by a string of such pointers starting @76e8/476e8, but I haven't check to see which is which--there's 60 hex bytes of code calling up the celebration pointers. Changing the offensive code won't affect INT return TDs.
  15. Your reply is over my head a bit. I understand the words you're saying, but not what's required in order to get it done. I'll have to sift around to see what I can find out. As for the number of plays, it's however many I can legitimately get in right now. There are 115 play slots available, which means hot routes on blitzes, etc. (Apparently there are more on defense too, but I haven't tested it). Does is make a huge difference if I have more than 64 plays? I probably will actually have towards that number, but I haven't finished planning yet.
  16. I'm wondering: given that you can add additional play slots, is there any way to add actual play command space? I'm thinking the answer is "no" because I've tried a few open locations at various times, but it messes the game up. But, there is extra space that's been located or added to roms. Does anyone know the answer about getting more space beyond 9fff/49fff and bfff/4bfff?
  17. I need verification on this, but I think that I've tested it enough. The F5 commands generate a random from the XX to the YY in an "F5 XX YY" code string. I tested F5 44 45 from the 4:34 mark and the player left his position at the turn of 4:28 to 4:27 every time. I had previously tested F4 D5 D6, which had the player leave at the 4:22/4:21 mark. Then I tested F5 44 D5 and the player left at any time between (on to the D7 command that was after it). These require F0 ZZ commands before them, where ZZ gives you the direction (see the OL pass block does). Has anyone else noted the timing thing?
  18. So, I'm obviously not the only person who knows this, but you can get additional offensive play slots starting @4bf8 (5c) until the last one @4df2 (73), so 73-5b= 24 additional slots. These can be run as pass plays at least because that's what I'm working on. That's all I know though. I'm attaching a spreadsheet the maps the offensive pointer sequence locations. It also gives/generates pointers when you type the location in the cell below. You have to cut and paste the equation in cell b13 (and in b3, etc. for the special teams stuff) to the cell above the location itself; otherwise the file gets too large initially. This covers from play slots 00 to 73 (I forget how many that is). There are rows that help orient you by player names that you're recognize (SF's starters) every four play slots: yellow is for run plays and purple is for pass. There are also tabs for the original pointers, but I've toyed with those some. I can't really vouch for the formations tab because I was trying to do something. Offensive Pointers.xlsx
  19. @Bruddog: Thank you for the help on the m2m thing. I don't get what that other byte is doing though. It was very inconsistent when I kept testing it. @7760/47760 there are a series of pointers that assign everyone's after the catch and over the LOS pursuit command. It seems that regardless of the initial FF YY ZZ command that's called these pointers kick in. Maybe this is just new to me. I haven't looked at what the other code here does, although some of it controls pointers to celebration and "depression" command locations. @76b8 controls defensive pursuit after an offensive player has recovered a fumble after an INT
  20. After the sequence starting @28770 you'll see @287be A0 0B 91. I'm not sure what this does, but @287c4 A0 1D 91 allows you to adjust a player using a 1X 00 FE EA command where FE EA directs them back to 0X 00 FE FE (see the above discussion). Increasing this byte smooths out the defenders "kickback" in MAN coverage (his slowdown won't be so drastic).
  21. The answer to this is that @bf67 there's a series of 3 different C5 XX commands ("be depressed for XX amount of time"). This is enough space to enter in FCFFE0DAFEFC (set to grapple, DA, loop back). Then @7610 to @7625 you want to set all the pointers to 57 BF. **Edit: This is not necessary.** You can make the ball carriereligible to be grappled after he gets into the endzone by going to the offensive celebration code @9f59 and entering C4XXFCFFE0FEFA (celebrate after XX time [not initially called, see below], set to grapple with anyone, loop back to the C4 command). Then the other C4 command (@9f61) will be used for everyone else on offense to celebrate. Then @4e10-4e25 you want to set all of the pointers to 51 BF. This allows for the ball carrier to be grappled even immediately after crossing the goal line (see below) . **Everyone keeps hitting the ball carrier if you change the defensive C5 commands to a DA/DD loop. Otherwise, you can leave them alone and the defenders will still enter into a grapple with the runner before going into the C5 command. The only glitch here is that a player running into the endzone will keep running until the cut scene starts, whereas a player who catches the ball in the endzone will celebrate--this celebrate will be frozen though. Further, this may make the game mis-attribute the TD scorer, which happened a couple of times when I had it at FE FD.** Additionally, @4e126 is for the ball carrier (this sequence has 12 pointers). All the others can be for the new (and now only) celebration location that you create (mine is @9f61). However, if the set to grapple hack starts @9f59, you have to set the pointer for it to the beginning of the FC command, so 4b bf (which gives @9f5b). I haven't checked what the other pointers surrounding the @7610 and @4e10 range lead to. Sorry for the continued edits.
  22. @9f4a/49f4c: FC FF E0 DD FE FC controls the offensive pursuit against fumble and INT returns @9f53/49f55: FC FF E0 DD FE FC controls the punt team pursuit @9f42/49f44: FC FF E0 DA FE FC seems to control the pursuit of some (like 2--it's hard to tell) offensive players after fumbles on special teams, but I'm not sure whom However, I haven't found what I'm looking for, which is how to control the pursuit command used after 1) defensive mirroring and 2) in all instances after a catch (m2m both when coming off of another receiver to make a tackle and as the primary coverage player, deep coverage (D7 00 C0 FE FD), coming off the DA/DD command and stand forever (F4 00 FE FE) zone), which is DD (I've tested). Presently if you change DD to DA @aacf (bascially the FF BC AA player pointer go to location), then the post-reception pursuit will change. What I don't know is why. What I'd like to do is set the follow-up to the DB command to DA (for LBs) and the place a random on the DD/DA thing after a reception if possible. Does anyone know what calls this up? (The DB sequence [DB FE FF @aad2] is just telling the player to DB over and over again). Further note: once a defensive player has cross the LOS, he takes the command listed beginning @aabd (FF AD AA, which is DA) to pursue after the catch... so basically I think I should be able to do part of what I want by just changing the hex relating to the DA (@28dd6) and DD (@28e9c). I'd still like ot be able to create a random for the post-reception stuff though
  23. Thanks. Two follow-up questions then: Do we know the specific area in the 28XXX range where this is controlled? (Or would that just require an FCEUX investigation)? What's with the FE EA (loop/jump back 21 bytes) command for the 1X commands?
  24. Starting @BE00 you have the following: 01 00 FE FE 02 00 FE FE 03 00 FE FE 04 00 FE FE 05 00 FE FE 11 00 FE EA 12 00 FE EA 13 00 FE EA 14 00 FE EA 15 00 FE EA These are man coverage codes assigning defenders to RB1, RB2, WR1, WR2 and the TE respectively; however, what's the difference between them? Also, what is the EA doing? That's 21 spots, which seems to link the 1X 00 FE EA back to the 0X 00 FE FE sequences. Do these have to be moved/pasted together then? Are there in fact two man coverage commands? The computer seems to use two, but I don't know why in any detail. Also, the play commands discussion thread suggests that there are two. Does anyone know anything about this?
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