shaftman

Attention ALL, Game editors/Snes hackers/programmers

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Hey guys

I have mentioned my programmer friend and him possibly making a new editor for snes, so we can have draft leagues and such.

i told him the program would need to be able to change: Player names, Ratings, stats, and Rosters.

Did i miss anything?

He also looked over how the rom was Coded, and had this question.

"in the tutorial for game editing it explains that if you shrink the players name from 11 characters to 9 characters you must add 2 characters elsewhere in the roster to make up for the difference, that would imply that if you increased the players name from 11 to 13 you would need to take away 2 characters elsewhere in the roster, is this correct? and if so where is it, in the hexcode, can you change the roster's size to allow for larger names in the roster?"

So, would be great to get an answer, so he can get started :P

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It's a little more complicated than that.

I hate to put WBOY on the spot, but you could PM him and ask for some help. He did the Genesis Editor.

My apologies to WBOY in advance. [*not a knock on you shaft - just between WBOY and me]

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"in the tutorial for game editing it explains that if you shrink the players name from 11 characters to 9 characters you must add 2 characters elsewhere in the roster to make up for the difference, that would imply that if you increased the players name from 11 to 13 you would need to take away 2 characters elsewhere in the roster, is this correct? and if so where is it, in the hexcode, can you change the roster's size to allow for larger names in the roster?"

I can answer this one.

Take a look at the Flames in a hex editor, any hex editor. Go to the 'M' in Mike Vernon, the very first player on the list. The byte 2 bytes before "Mike Vernon" should have the value 0D, or 13. This tells the editor that for the next 13 bytes INCLUDING the current byte to read the name "Mike Vernon" into memory. The byte immediately after the name represents the player number, but the number in hexadecimal format is actually in decimal format (so Fleury's byte is 14, not 0E)! The next seven bytes are, I believe, the player's attributes, but I don't know what they mean.

To change the roster's size, there's byte data on the number of goalies, defenders, forwards in the team, but I never could quite figure that out.

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=========================
--	PLAYER STATS	 --
=========================

XX 00 "PLAYER NAME" XX 123456789ABCDE

XX =	"Player name length" + 2 (the two bytes in front of the name) in hex.
00 =	Null (Nothing)

"PLAYER NAME"

XX =	Jersey # (decimal)

1 = 	Weight
2 = 	Agility

3 = 	Speed
4 =	 Off. Aware.

5 = 	Def. Aware.
6 = 	Shot Power

7 = 	Checking
8 = 	Stick Hand (Uneven = Right. Even = Left. 0/1 will do.) 

9 = 	Stick Handling
A = 	Shot Accuracy

B = 	Endurance
C = 	? (Roughness on Genesis)

D = 	Passing
E = 	Aggression

=========================
--## ## ## ## ## ## ## --
=========================



=========================
--	GOALIE STATS	 --
=========================

XX 00 "PLAYER NAME" XX 123456 789A BCDE

XX =	Player name length + 2 (the two bytes in front of the name) in hex.
00 =	Null (Nothing)

"PLAYER NAME"

XX =	Jersey # (decimal)

1 =	Weight
2 =	Agility
3 =	Speed
4 =	?
5 =	Def. Aware.
6 =	Puck Cont.

7 =	? (0)
8 =	Handness (Uneven = Right. Even = Left.)
9 =	? (0)
A =	? (0)

B =	Stick Right
C =	Stick Left
D =	Glove Right
E =	Glove Left

=========================
--## ## ## ## ## ## ## --
=========================



=========================
--	STATS/WEIGHT	 --
=========================

Stats are 0-6:
0 = 25
1 = 35
2 = 45
3 = 55
4 = 65
5 = 85
6 = 100

Weight is 0-F
0 = 140
1 = 148
2 = 156
3 = 164
4 = 172
5 = 180
6 = 188
7 = 196
8 = 204
9 = 212
A = 220
B = 228
C = 236
D = 244
E = 252
F = 260

=========================
--## ## ## ## ## ## ## --
=========================

Sup?

:blink:

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