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Everything posted by Drunken_1

  1. This has been such a crap year, I really thought I was going to get this done. If 2020 has proven anything, it's that making plans is useless. With that, I have 2 straight weeks of 4 day weekends with no travel or family plans and plan to try do some coding. This game will be done at some point, let hope 2020 gives me a break these last 2 weeks of the year. Fingers crossed!
  2. I haven't posted my versions yet. I've been MIA for a bit, work has been stupid crazy. 2020 can suck a big one. Since my old boss quit, so much has changed. Hoping by 2021 things start getting back to normal. I can say the next 2 months will be exhausting for me. Wish I had better news guys.
  3. Sorry guys been an incredibly busy month. Working really long hours lately and I just haven't had the time or energy to edit.
  4. It's the sim value, I'm not at home today, but I can post the location. The byte works for Sim games only. Doesn't effect them in a played game.
  5. I was able to get most of the exhibition stuff done. Still need to figure out what I didn't log when it comes to loading the nameplates on the US Map. Right now it is loading SF and SEA for the AFC and NFC. I got the team text set up and need to tweak the US map highlighter but progress is progress. Will hopefully get a huge portion done in the next couple of days and then start the Season coding. I have the Helmet shells and logos almost figured out. Fingers crossed but looks like it will be doable in the next 2-3 weeks barring some major hurdle I haven't thought about.
  6. So today I started hacking the original TSB 3 rom and hopefully in a couple weeks I can release it. This will have only hacks that are needed to add 2 teams to the original rom. The biggest 3 hurdles will be the Big Helmets, end zones and the Team Select Menu. I hacked the Big helmets for my face hack and I hacked the Team select to be one team at a time. I will revisit that code and see if I can just add another page like the original has and make it 8 teams per page. I don't think I tried to do that on TSB4 as I already knew what I wanted to do with that menu. Endzones are just a pain
  7. First part of adding pick-able faces to the Created player is done, was able to jack in and call my first face tiles instead and mapped it the correct way. Will work on the scrolling through each face/color pallet and saving it to SRAM part of the coding shortly. Also, I have found all the coding for the Created Players for the base rom. The part I am doing with my Rom with the faces is just extra for TSB4. I am almost positive I have all the coding needed now to make a base TSB III hack to 32 with minimal graphical hacks. Obviously there are graphically and pallet hacks
  8. Quick look at the alternate jerseys, right now I've coded it for 3 alt Home and Away, working on expanding it to have all the previous jerseys a team has sported available. The last jersey for each team is their jersey from the year TSB3 was released if it has changed since then, see the attached screen for Seattle. Old School!
  9. They fired my manager yesterday... now her work is my work. I haven't even been able to turn my personal computer on this week. Might be flying to Chicago next week. May have to put my programming stuff on my work laptop... luckily I'm IT and have admin rights to do so. It has been a week for real. This is all going to slow me down.
  10. Found the second part. Figured out how the loading worked and I had the wrong pointers set up for ratings. Next for the graphics. I also have a couple of requests in the queue, I will work on those for you guys, just know it will take time. I'm on call this week so time will be very limited. Edited: This still has some coding I need to figure out, looks like SEA is not loading correctly in the pick team menu that pops up. It will automatically replace the QB1 for SEA no matter which position you choose. I will work on that bug this week.
  11. Found 1/3 of the created player stuff. Changed the coding to show the name correctly. Next is getting the ratings to pull correctly. Have a basic idea of what it is doing. The 3rd part is for my rom only, as our ratings are different, we added ratings to each player. I found some of the coding for that, will need to do some graphical hacks to have it work correctly.
  12. Finished adding the button controls for directional punts so you can control the direction. One glitch that I have to figure out, short punts go straight up or down depending on the direction you choose. But still cool being able to pin the returner to a sideline. I will get the fix for the glitch sometime this weekend.
  13. Just installed the first part of a code xplosiv gave me a long way back. Forgot all about it. You will now have directional punting. Need to install some AI stuff but it's in there now.
  14. TSB does use 4 & 16 bit graphics though. Most of the lettering is done in 4 bit. The name plates for the team select map are also in 4 bit. That's the only weird graphical thing about TSB3
  15. I was able to get some RAM locations for the Created Player. I need to expand this to work for 32 teams. Once I figure that out, I plan to add a General Manager Mode in the exhibition screen that will use the same kind of coding from the Create a player mode that will allow you to alter your team's coach, offensive play type, defensive alignment (3/4 or 4/3) and edit your coaches offensive, defensive and special teams IQ. Coaching IQ will be a secondary filter that will help players make better decisions when that player's IQ fails. This will be a Create a Coach option added to the game.
  16. Most of my progress from here on out will mostly take place on weekends. My job is going to keep me busy during the week. Last night I tracked down information for the Created Player stuff. I am not sure when a beta will be available. Still writing out our ideas on paper for plays and concepts, then we will start coding it.
  17. I found the coding to fix the FA Mode, will go through and make sure everything is working correctly, but I had to find the code that loaded the table from SRAM for team control type (MAN/COA/COM/SKP) and RAM location x7E0E23 & x7E0E24. Found the coding, have changed it to load to RAM location x7E0E60 & x7E0E61. First check loads SEA, now I will make sure everything works correctly. I will update the first post with the locations to adjust this in the ROM. Updated: First run through and everything seems to check out. Done until further testing. I've updated the doc on th
  18. Now that I wrote that out, it might not be as hard as I was thinking. I would have to see if I could do what I did for the player view screen but instead hack the helmet shell code that is used for the vs screen. Very interesting. hmmmmm
  19. I thought about that, it is doable but would require a boatload of coding. Would also need to find space in the rom as it would need a large section to point to the mapping of each face. It's on my things to do next time. Like replacing the start movie with the previous years stat leaders as you play through seasons. I already coded the first screen to load the color pallets of the last 2 teams you played a game with.
  20. Once I get past the FA error, I will be able to get back to the creative stuff. I still need to fix the Returning from injury cut scene. It sometimes loads the wrong team jersey, but not just the wrong team jersey the opposite team jersey the other team is wearing. So if you are playing Green Bay in Green Bay, your guy might come back wearing an Away Green Bay jersey. So he got it somewhat right. lol. So I will have to go through my coding to see what I screwed up. (I may end up creating a sideline reporter just reporting that the player is coming back) I also need to change
  21. Fixed the Trade issue, it was a roster load problem. I have updated the Trade/FA section in my first post that shows the locations and the table that needs to be moved. It was pointing to a table that was set up for 30 teams, the 32nd team pointed to value D2, which is why SEA was not loading correctly. I included 4 locations that control the scrolling menu of the team you trade with. I think there might be a couple of codes that need to be checked (Player numbers, A0 04 is the last player number in the original game, there are still like 3 locations in my rom that compare this number. Th
  22. I am 97% sure the Trade error is caused by a roster load program. I am on call all week so I can't dig deep but the section that controls the scrolling between the team you are trading with checks out. Only when Seattle's roster needs to load does it freeze. Haven't looked for the coding as to why SF and Sea get skipped if any other team is HUM controlled in the FA mode. But I'm quite sure they are 2 separate issues as it doesn't skip either team in the Trade mode.. I think I have an idea of where to look for the Sea roster load error. Just might have to wait until this weekend.
  23. This one plays fast, not a lot of time to throw it. You may slow the defensive line down some. We used a 5 level ratings system. If you have trouble figuring out what we did I can explain it deeper, but I believe we took the 17 ratings slider and divided into 3 tiers. Big guys, medium guys and small guys. Speed and power are based on those. Big guys 5 is fast for a big guy but slower than a 5 medium etc. If you would rather just go back to the original sliders I can make the adjustments graphically and coding wise.