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About jenzie

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    2nd Liner
  • Birthday 03/16/1970

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    SIMMING my way back to yooouuu baaaaabe

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    renfrew, scotland

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  1. and just realised i could have just downloaded SMOZOMA's 64 team rom and spreadsheet instead! so i got everything mapped again, because it was EASY TO DO NOW also trying to work out where the first team data block was and spent a lot of time looking for it ..... yeah i found it ..... somehow we've all been managing to put a a whole load of FF's between the first team data block and the team players data, and we've been doing that for ages (can't get a download of WBOYs original 30 team rom to see) but it should be easy to ..... my original international roms are fine there's no space between them check your roms, it's not a game breaker as all the pointers are correct otherwise they wouldn't work, just a bit of clean up required
  2. also i've noticed you've switched the teams around in the start menu ..... WHY YU DO THIS could actually change Team 1 and Team 2 to Home and Away got the team structure mapped, although the "00 02" before the team i don't know, i'm assuming that is the number of goalies? also not found the team stats nor the team lines either .....
  3. and no it isn't i was just putting in the WRONG address PALLETE - 00035E70 TEAM BANNERS - 000A0EIA (10x64) TEAM DATA - 000AD65E
  4. and before i completely forget ..... where is the palette address? it's different apparently from the 30 team rom
  5. well hello there it's been a while and i see slapshot67 has created a 32 team nhlpa93 rom ..... DIRTYMUTHAPUCKER for myself, it was a sad day, a sad sad day when my first bought usb stick, with all my spreadsheets and roms went to silicon heaven but did that stop me? NO SODDING WAY MATEY but instead of doing the whole custom creations i went straight edged, and doing some classic EA HOCKEY competitions instead, my simming days are far from over (five games being used as of this time) but i was slowly continuing to build up a new spreadsheet of teams for usage in my new roms, and slowly rebuilding what that bloody dragon rekt right onto business since the "other" wboy is about as tight with the info as TEAM GB'S DEFENSE (but well done to them for staying in the top IIHF division, beating the french 3-2 in overtime ..... see i am totally up to date with things) we can start with the simple things TEAM BANNERS - 000A03IA now oddly their size has peached my orange, instead of 12 tiles across, they are 10 tiles across, i'm guessing just for straight forward spacing issues, but that means i'll have to be even more creative in my banners TEAM DATA - 000AD65E not searched for the team stats yet or anything else, so you'll just have to wait POST THE INFO MAN let us suckle on your goodness
  6. doesn't even start, just begins the command line process but doesn't go any further OH WAIT I KNOW WHY it's gotta be what the .jar file is called, not just TM.jar but TM018.jar! yep fine now i r dumb again thanx
  7. hello again, it's been a while, and about to get back on THAT horse again ..... my WHL season 4 is about to begin again, and i get back into using NOSE and TILE MOLESTER! and it's problem time i'v installed all the stuff indicated on the first page, and have an earlier version of TM working, but having troubs getting later versions to go. on WIN10x64 TM 1.15a (works fine) TM 1.16 (works but it's in da portuguese, now i had the problem before in how to change it back but you know ..... old age and all that) Tm 1.18 (doesn't load even with the runtm.bat) if i can get at least 1.16 in english it'll be fine
  8. it's a pity no one has converted the rom code over to PC code, as there are no limitations to memory then! or even do it from scratch ..... i've already said my desire for UNLIMITED data, not letting it go
  9. and after two long boobless hours ..... as in my router decided to not authenticate ..... i'm BACK on the frikking interwebs!!! to give you some GREAT NEWS! i managed to work out what i needed to do for my spreadsheet, all the calculations work perfectly, they paste in perfectly, and tested out the roms i've already updated! and now back to the boobs *not really
  10. hmmm i might not need to know this, because i can open the rom in NOSE and it work's fine, but open it up in GENS and it corrupts! the offsets are calculated right, the team pointers are correct (the tables are pasted in at @310), and even overpasting the straggle of team data with FF's, after i copy mine in, even the 06 right at the end of the team data ..... not copied in or changed anything else! i don't even know IF the odd-length names need those trailing 00's to make it work or not, and can't figure out what the formula would be in the cell to tell it it's a odd numbered length, i know where to put the formula (at the end of the space reserved for names) the formula would be something like *if length of string = odd then "00" otherwise ""* to put those 00's at the end of the name space ..... not being an complete genius at formulae and i thought COBOL was bleeding hard
  11. after four LONG nights trying to be my spreadsheet finished, testing it out, and finding it messes up the rom many many times i now face something else ..... thanks to SMOZOMA's wonder spreadsheet for his 64 team rom, i tried to recreate it for use on my own useage, and looking at how the SNES rom worked i started my work! lots of testing, lots of reworking things out, and lots and lots of being stupid! now i re-realise that the megadrive rom requires all the names hex to be in "even" numbers, any name that has an ODD number of characters needs that extra "00" value to make it even, otherwise the rom goes kablooey! again i tried to actually add the "00" to my names but that only creates the hex value for the zero, and i read up that a "null" character is needed using SMOZOMA's formula - =if(N$2<min(len(trim($M21)),30),dec2hex(code(mid($M21,N$2+1,1))),""), creates the name fine, but creating the "00"'s only makes them as hex number "30", for BOTH zeroes! Sergio Romero00 53 65 72 67 69 6F 20 52 6F 6D 65 72 6F 30 30 it should be Sergio Romero 53 65 72 67 69 6F 20 52 6F 6D 65 72 6F 00 please help i'll be your friend
  12. got all my international team stats done accordingly ..... SHOOTING - "ofa"+"shp"+"sha" - sorted by TOTAL then team total - 0 to 9 SKATING - "agl"+"spd"+"end" - sorted by TOTAL then team total - 0 to 9 PASSING - "sth"+"pas" - sorted by TOTAL then team total - 0 to 9 DEFENSE - "dfa" - sorted by "dfa" then team total - 0 to 9 CHECKING - "spd"+""chk"+"rgh" - sorted by TOTAL then team total - 0 to 9 FIGHTING - "h/f"+"rgh"+"agr" - sorted by TOTAL then team total - 0 to 9 GOALKEEPING - "ovr" for goalkeeper - sorted by "ovr" then team total - 0 to 9 OVERALL - all player's "ovr" divided by 16 (the number of players in my teams) - sorted by team total - 0 to 9 POWER PLAY ADV and HOME TEAM ADV might be calculated ingame, since they would be different for each game i believe, don't know how though OFFENCE - "ofa" - sorted by "ofa" then team total - 0 to 7 DEFENSE - "dfa" - sorted by "dfa" then team total - 0 to 7 HOME - all player's "ovr" divided by 16 (the number of players in my teams) - sorted by "ovr" then team total - 0 to 2 AWAY - HOME-1 (if 0 then it would be 0) - 0 to 2 POWER PLAY - total "ovr" of players on power play lines - 0 2 POWER KILL - total "ovr" of players on power kill lines - 0 2 so for example the team stats would be (on the ron barr screen) AFGHANISTAN 4-5-5-4-5-4-9-4 ALASKA 1-1-0-1-0-2-3-1 ALBANIA 5-7-7-8-8-9-6-7 ALGERIA - 8-6-7-9-7-7-8-7 AMERICAN SAMOA 2-0-2-2-2-0-8-1
  13. also, since i don't want to make a new thread for it ..... i've just two things to know from the team info ..... 1: the header info (@9BD0E - @9BD1A) 2: what those bytes are before the LOCATION and INITIALS total hex total (@9BFD0 - @9BFD3) danke
  14. when i made my own roms with international teams, i didn't change the team ratings from the original settings, 'cos i dumb but now i smart now, and seeing where everything is regarding the teams ..... so now i really only have two problems to solve ..... first one is how to generate those team ratings, according to the player stats! what i was thinking is this ..... just adding the combined stats for several player stats ..... for example SHOOTING could be offensive awareness + shot power + shot accuracy then sort the totals out and have each set of 24 teams out of the 240 teams i have, into their team ranking values! just to see what ones would be the best? also the values at @9BD5A ..... those for off/def, PP/PK, home/away are the same as in nhl94, as in this post and something else that's just popped into my swollen head ..... wonder how they didn't use the full decimal values (0-9) for those? something to mull over perhaps .....
  15. nononononono i know where they are, but as in how the code knows where to go for them? as the teams have a table of addresses to access ..... the TEAM POINTERS @314 would the graphics have something similar? i mean, look how the rink tiles are arranged, you'd have to have a list of addresses for that surely? would that be deep in the main game code, and not being an expert in coding i might just be talking nonsense, because i tried to search for the banner start address and came up empty!