Hey gang, just registered here. I love the nes RBI baseball game much like most people here. I wish there was a way to play a league and keep stats and other stuff on there. That being said I downloaded all the family stadium roms and checked them all out to see which one was the best since they all pretty much play like RBI. I was looking at family stadium'90 and found some pretty cool stuff in there so I started hacking it. I translated most of it to English(except for the rosters but I know where they are at). Anyway I could use some help. I can't locate a few things in the game and I'm getting tired of looking for them. Take a look at what this game has.
-Plays just like RBI(which most of you already know)
-6 different stadiums to choose from(even a green monster)
-League play(keeps track of standings/team stats)
-I've added logos for the top teams of last year
-6 pitchers on each team, not just
As I said the rosters still need to be done but that can be done last. There is still alot to be done but I need somebody who knows how to find things in the rom by debugging it. I can upload it somewhere if anybody would like to help. I've attached some screenshots here.
If I can do the graphics hacking and pass this off to others to do the rosters that would be ideal. I don't have a lot of time to rom hack anymore.
let me know if anybody wants to help. Sorry for the lengthy posting.
Here's a couple more screenshots.
impressive! Check the "online rbi" forums...there are leagues out there...
that is awesome, i have long dreamed of RBI with stat tracking...but why bother to include all-star teams? it would be better to include another team from each league (like the white sox, hint hint)
Wheres the rom?
Great work jggames, we would be very interested in working on this ROM. Go ahead and attach it to a post, make sure you zip it up first...
Awesome job on the rom.
I'm looking forward to this one.
oh man, the options with this would be endless.
We could get a league similar to the tecmo super bowl leagues going.
We need an editor for this game. So us dumb folk can do editing and such.
this rom is giving me a serious boner...especially if there is an editor made availible
the tits in your aviator are giving me a serious boner.
Wheres the Rom kind sir?
Awesome job on the ROM - I especially like the work with the team logos; they're really well-done.
If you're looking for some info about how player data or other values are stored, search nightwulf's posts in the RBI Baseball board for posts containing "Family Stadium" - he's gone through some of the ROMs and found a decent amount of info.
I don't think I touched '90. I parsed stats out of '86-'88, but I think that's as far as I went. Couldn't be too difficult to look at '90; let me know what information you're looking for.
Nightwulf
ok, cool. Sounds like we got some people interested. I've looked at the player data and it seems pretty idenical to the RBI rom so it won't be hard to update rosters. However it is difficult changing teams because of editing logos and translating the rom. There were some areas where I didn't have enough room for the whole alphabet when I substituted from japanese characters so I had to just use the letters from the teams in the game.
Another thing in the rom is that when a pitcher throws, his pitch is clocked in km/h and homeruns are measured in meters. Not sure how we'll get around that. I can change it to say m/h but I don't think anybody wants to see a 140m/h pitch.
It may help to find somebody that knows japanese. There are couple things in the game I can't guess/translate.
I posted this last night and today I'm at work so I can't upload the rom until about 5:30cst today. I'll upload it then and everybody can have there way with it.
Quote from: jggames on 02/14/05, 08:19:26 AM
Another thing in the rom is that when a pitcher throws, his pitch is clocked in km/h and homeruns are measured in meters. Not sure how we'll get around that. I can change it to say m/h but I don't think anybody wants to see a 140m/h pitch.
This is something I looked at when I was digging around in FS'88. Internally, the numeric pitch speed has nothing to do with mph or kph. "American-izing" the game in this aspect is a matter of getting rid of the routine that converts internal pitch speed to kph and replacing it with mph. It wouldn't be difficult to do, unless the mph routine is larger and there's nowhere convenient to store the rest of it.
Nightwulf
Cool, I assume the same goes for home run distance, It measures them in meters not feet. The homerun wall distance on the stadiums are in meters but I can graphically change those.
Quote from: Bonny on 02/14/05, 12:46:00 PM
Quote from: Bonny on 02/13/05, 08:59:52 PM
Wheres the rom?
It appears from the rest of the posts that it is not quite ready yet.
In one of the earlier posts I mentioned that I'll upload it around 5:30cst. I don't have it on me now(I'm at work).
Here's the rom. There are parts in the game that I haven't translated yet(mostly on the game results screen). The rosters look screwy because of all the translating. If you look at the rom in TileLayer Pro you can easily make a table to modify the names. also haven't edited the title screen yet. I know how to do it, it's just very time consuming. Anyway, here it is.
I played a couple of innings.
That ching chong liu is bad ass.
Seriously, the game has some awesome potential once the MLB players are put in.
Hopefully once a playable MLB version is out, it won't be too difficult to edit rosters and ratings for classic rosters, etc.
Keep up the great work.
Sorry I'm such a dunce as not to help.
Thanks for the ROM.
Hey smart guys, lets get to work on that editor.
Chop Chop
It might be because I'm a bitter old man that doesn't like change, but I don't really like that game very much. I like the different stadiums, but I played 4 innings and hit one ball out of the infield, and those sweat shop kids between innings scare the hell out of me.
I'd really like it better if the batter could move to the front of the box...why can't he? what's that shit about?
Yea, me too. I noticed that right away when I was trying to move back in the box.
fuckin japanese
crazy sandal-wearing goldfish tenders
Well, here's some information after spending a little time with the game.
"Skin color" palette value, used for all players: offset 0x14314 (default 0x37). Please change it. Baseball players are not that pasty.
12 bytes of information per batter.
Beginning offset of any batter's data: (team number 0-13 * 0x100) + (batter number 0-11 * 12) + 0xF010.
Information per batter, by byte ...
0- player number (0-7 starter, 8-B bench)
1- player name start
2- ...
3- ...
4- ...
5- player name end
6- R/L, switch (00=RHB, 01=LHB, 02=switch)
7- batting avg. ( (Real BA * 1000) - 150) / 2
8- HR
9- contact
A- power
B- speed
Power is very different in this game. It's a one-byte field (0-255) and there's very little difference between them. Power numbers for players in the 14 selectable teams range from 0xD9 (217) to 0xED (237).
Pitcher batting: As in our RBI, all pitchers bat with the same stats. They can be found at the following offsets:
BA: 0x1D218 (default 0x00, ".150")
HR: 0x1D21E (default 0x00 (0 homeruns))
Contact: 0x1D224 (default 0x42)
Power: 0x1D22A (default 0xD8)
Speed: 0x1D230 (default 0x78)
There is no "pinch hitter first at-bat power bonus" as there is in our RBI.
16 bytes of information per pitcher.
Beginning offset of any pitcher's data: (team number 0-13 * 0x100) + (pitcher number 0-5 * 0x10) + 0xF0A0.
Information per pitcher, by byte ...
0- player number (C-F starter, 0x10-0x11 bench)
1- player name start
2- ...
3- ...
4- ...
5- player name end
6- L/R and SA/OH (00=RHP, 01=LHP, 80=RSP, 81=LSP)
7- ERA (Real ERA * 100) / 5
8- sinker speed
9- curve speed
A- fastball speed
B- curve R ability (towards right side of screen)
C- curve L ability (towards left side of screen)
D- sinker ability
E- stamina
F- always 00
Although there are only 14 selectable teams, there's data for a 15th and 16th team. I'm not sure what these are yet, but I haven't played through the game much yet either.
More to come, I'm sure ...
Nightwulf
Good work nightwulf...
I think screwing with the power numbers is a good way to start. I assume the batting engine must be different to only have a range of 20 power points. Either that or everyone has virtually the same homer ability...
So much going on right now, gotta get back to speed!
For some reason the "league play" feature doesn't seem to work. It goes right back to the league select screen once you set everything up. Even "Continue Season" gives the same results.
ben seaver
hahahaahhaha...I like this forum name!
Quote from: Gantry on 02/15/05, 06:42:46 PM
I think screwing with the power numbers is a good way to start. I assume the batting engine must be different to only have a range of 20 power points. Either that or everyone has virtually the same homer ability...
Yeah, there's obviously something silly going on. Contact might play a different role, or the engine could be bit-shifting parts of the power figure which mean different things, or a number of other possibilities. That said, I still don't have the batting engine nailed down in RBI, so I'm not likely to jump on this one any time soon.
Nightwulf
I noticed that when you set the league up you have to hit the start button(i think) then it says ...now saving. At the schedule screen you can arrow right and left to get to the schedule/standings/stats.
Well, bad news on converting pitch speed to mph. The routine that accomplishes this in our RBI is 69 bytes long. The similar routine in FS90 (that converts to kph) is 27 bytes. So, unfortunately, this means that the kph routine can't simply be overwritten with the mph routine. Looking to see if there's extra room somewhere ...
Nightwulf
Boo ya! I added the mph conversion routine in unused space at the end of the ROM. If space becomes a problem later (due to further asm hacks; you never know) I can relocate part of the new routine to use most of the space occupied by the kph routine.
Attached is your ROM with the appropriate changes made. I've also attached a text file with instructions to make these changes yourself, if you've made further modifications to the rbi_new.nes ROM.
Nightwulf
Nice work nightwulf! I can't remember if RBI measured the distance of the homeruns or not. Anyway in family stadium it measures them, but in meters. Is there a way to convert that? If there is, I can go ahead and change the wall distances on the home run walls on each stadium.
Is there a way by looking at the ASM code to find out where the one letter team abbrev is located in the rom? When it shows the scoreboard in between innings it still shows the old team letter. I couldn't find out where those damn things were or I would have changed them.
Quote from: jggames on 02/16/05, 11:04:04 AM
Nice work nightwulf! I can't remember if RBI measured the distance of the homeruns or not. Anyway in family stadium it measures them, but in meters. Is there a way to convert that? If there is, I can go ahead and change the wall distances on the home run walls on each stadium.
RBI 2 and 3 measured homeruns; the original did not. I don't know any of the code, though, so I can't tell you what the algorithm looked like or whether it was similar to FS90's. If there's some sort of multiplier value in there, you could triple that value to get somewhat close.
Whenever it goes to the ...now saving screen and shows that weird cartoon it always goes right back to league setup where you pick how many teams, games, innings... etc... when you go to continue league, it does the same thing... can't seem to ever get to the schedule screen.
Quote from: jggames on 02/16/05, 07:44:47 AM
I noticed that when you set the league up you have to hit the start button(i think) then it says ...now saving. At the schedule screen you can arrow right and left to get to the schedule/standings/stats.
Weird, anybody else having this problem?
Quote from: jggames on 02/16/05, 11:04:04 AM
Nice work nightwulf! I can't remember if RBI measured the distance of the homeruns or not. Anyway in family stadium it measures them, but in meters. Is there a way to convert that? If there is, I can go ahead and change the wall distances on the home run walls on each stadium.
Well, as BeefMaster pointed out, the original RBI did not display homerun distances. RBI 2 and 3 did, and although the games appear vastly different from the original, the codebase is very similar. I started looking in the FS90 ROM to determine how homerun distances are calculated, and all I've got so far is a giant fucking headache. If you're not familiar with binary math, well, it's about as enjoyable as watching Tubgirl. So, I loaded up RBI 3 and I've already noticed some striking similarities as to how homerun distance is displayed, so I may be able to solve this using the time-tested method of "guess-and-check." If I start planting routines from RBI 3 into FS90, eventually I'll find the right one.
Quote from: jggames on 02/16/05, 11:04:04 AM
Is there a way by looking at the ASM code to find out where the one letter team abbrev is located in the rom? When it shows the scoreboard in between innings it still shows the old team letter. I couldn't find out where those damn things were or I would have changed them.
Sorry, I completely forgot about this. Stay tuned, it shouldn't be hard to find ...
Nightwulf
Well, I have an answer regarding the team icons displayed on the scoreboard, but unfortunately I'm sure it's not what you'd like to hear.
This is an image (http://nightwulf.rbicentral.com/fs90-scoreboardppu.jpg) of the contents of the PPU (picture processing unit) of the NES while the scoreboard is displayed on-screen. (It's a relatively large image, so I've linked rather than attached it). You can see the tiles used for the team icons in the lower part of the left-hand side. For most teams, only one tile is used, followed by tile 0xDE (the space below the 'W' tile).
So, really about the best I could recommend is that you redraw those tiles using a tile editor. That'd only give you one 8x8 tile per team icon, which sucks, but that's how it's coded. There also doesn't appear to be any free space to include a second tile for all fourteen (sixteen?) teams. One possible solution would involve using the 26 alphabet tiles shown in the right-hand side of the image. I'll have to do some research about selecting PPU memory banks and see about making those tiles accessible, and possibly changing palette attributes of those tiles to have them displayed correctly on-screen.
Nightwulf
Nice work. That's how I find alot of the text is by doing that same thing(taking a snapshot of the PPU. I knew those were the tiles being used but couldn't find them because I was just looking for one hex byte(Kind of impossible looking for all the "DE's" in the game and changing them until you find the right one). Now that you gave me the tile it is followed by, I might/should be able to find them. I'll take a look at it tonight.
Last night I took a look at the opening screen trying to change it to say RBI..something and I couldn't even find the hex for that. I did just what you did and looked at the PPU at the opening screen and still could not find it. I thought that would be easy to find. If you come across where that is stored in the rom then please let me know. Also, any thoughts on a rom name are welcomed. Hacking the opening screen is kind of time consuming so once it's done it probably won't be done again.
Even worse ... if you had changed all the 0xDE's in the ROM, you still wouldn't have found the right one. ;)
I went a little further with this, setting breakpoints when the PPU was updated at the exact location of the team icons. Here's what you're looking for:
0x18060> 0A 1E 0B 1E 0C 1E 0D 1E 0F 1E 0E 1E 11 1E 12 16
0x18070> 12 1E 14 1E 13 1E 15 1E 17 1E 10 1E 18 1E 19 1E
This data is used to select the team icon on the scoreboard. The first two bytes (0x18060-1) are used for team 0 ("G " icon), the second (0x18062-3) for team 1 ("C " icon), and so on. The catch? 0xC0 is added to the number stored in ROM to produce the tile number displayed. What a pain in the ass ...
Nightwulf
Nice work. I would have never found that. I wish I knew some ASM so I could have more fun hacking nes games. VB just doesn't get you too far in the nintendo world.
It's never too early to learn my friend. Someone needs to take my place, since I'm so damn lazy....
Quote from: jggames on 02/17/05, 08:28:47 AM
Last night I took a look at the opening screen trying to change it to say RBI..something and I couldn't even find the hex for that. I did just what you did and looked at the PPU at the opening screen and still could not find it. I thought that would be easy to find. If you come across where that is stored in the rom then please let me know. Also, any thoughts on a rom name are welcomed. Hacking the opening screen is kind of time consuming so once it's done it probably won't be done again.
This time, 0x60 is added to the tiles. The logo itself is 24 tiles wide by 10 tiles high.
0x14128> 00 00 00 01 02 03 04 05 06 00 00 07 08 00 00 00 00 00 00 00 00 00 00 00
0x14140> 00 00 00 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 00 00 00 00 00 00 00 00 00
0x14158> 00 00 00 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20 14 00 00 00 00 00 00 00 00
0x14170> 00 00 00 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F 00 00 00 00 00 00
0x14188> 00 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F 40 41 42 43 44 43 00
0x141A0> 00 45 46 47 48 49 4A 4B 4C 4D 4E 4F 50 51 52 53 54 55 56 57 58 57 59 00
0x141B8> 5A 5B 5C 5D 5E 5F 60 61 00 00 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6E 00
0x141D0> 00 6F 70 71 72 00 00 00 00 00 00 00 00 73 74 75 76 77 78 79 7A 7B 00 00
0x141E8> 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 7C 7D 7E 7D 7F 00 00
0x14200> 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 81 80 81 00 00 00
You've probably noted this already, but just to be thorough ... the "fade-in" effect of the title screen is accomplished simply by palette swapping, and not by different tiles. You'll want to note this when redrawing tiles.
Nightwulf
cool. I check it out this weekend.
I updated the opening screen. I just called it RBI LEAGUE for lack of a better name. If anybody wants to change it, it shouldn't be to hard in TileLayer Pro.
I have to more road blocks I've run into. The first is that I can't seem to find the pallette used for the teams on the select pitcher screen(screenshot attached). It's not the same as the select team screen. On the select pitcher screen for Texas it uses "11" for the blue color. On the other screen the blue is "01". I have no idea where it's getting the pallette from.
My second problem is that I can't find the tiles for the team recap screen(screenshot attached). At the top of the team recap it says some japanese word followed by "EGAC". I can't find where these tiles are stored. When I do I'll change it to say something else.
Any help on these two problems would be great.
Quote from: jggames on 02/21/05, 01:05:47 AM
I have to more road blocks I've run into. The first is that I can't seem to find the pallette used for the teams on the select pitcher screen(screenshot attached). It's not the same as the select team screen. On the select pitcher screen for Texas it uses "11" for the blue color. On the other screen the blue is "01". I have no idea where it's getting the pallette from.
Originally, the palette data is loaded from this location:
0x12E6D> 0F 01 20 10 0F 20 10 00 0F 20 10 00 0F 28 11 01
Now, look at the data at this location:
0x12F7A> 80 26 84 16 88 11 8C 19 94 28 90 11 9C 11 B0 16
0x12F8A> A0 11 A8 19 A4 16 AC 11 B4 14 98 26 B8 14 BC 14
There are 32 bytes here; 2 for each of 16 teams. The second byte of each pairing is which palette color to use for that team. 0x26 for team 0, 0x16 for team 1, and so on. See the two "10 00" sequences in the above palette? The palette color for the visiting (player 1) team is copied over the first, and the palette color for the home (player 2/CPU) team is copied over the second. For example, if player 1 chose team 3, and player 2 chose team 5, the actual palette sent to the PPU would look like this:
0F 01 20 10 0F 20 19 19 0F 20 11 11 0F 28 11 01
The palette for the next screen (what is it, lineup changes? something like that) is similar. The palette data is originally loaded from this location:
0x13322> 0F 01 20 10 0F 0F 24 0F 0F 20 01 29 0F 28 11 01
The palette is then modified in the exact same manner (and using the exact same data) as above.
My only concern here is that some of the data is found twice in the ROM. The "select pitcher" palette is found at both 0x12E6D and 0x137B6. In finding this information (with the help of a 6502 debugger), it definitely was using the data at 0x12E6D. However, the palette at 0x137B6 has to be used somewhere, so any changes you make to one should probably be made to the other.
The information by team was also repeated (almost) at 0x12F7A and 0x180AE. They're not quite exactly the same. The data for the first 14 teams (which is all that can be selected from the team select screen) is identical, but the data for the last two teams is not. Again, although I'm sure the data at 0x12F7A was used in my observations, making changes to both sections is probably the way to go.
Nightwulf
Quote from: jggames on 02/21/05, 01:05:47 AM
My second problem is that I can't find the tiles for the team recap screen(screenshot attached). At the top of the team recap it says some japanese word followed by "EGAC". I can't find where these tiles are stored. When I do I'll change it to say something else.
The Japanese word and what you see as "EGAC" come from two very different areas. I'll tackle them individually ...
The Japanese word is stored and copied verbatim in the ROM. The image itself is 6 tiles wide by 2 tiles high.
D4 D6 D8 DA DC DE
D5 D7 D9 DB DD DF
These are found in the ROM at the following locations:
0x3498> D4 D6 D8 DA DC DE
0x34B8> D5 D7 D9 DB DD DF
The "EGAC" is a huge pain in the ass. The image is 4 tiles wide by 2 tiles high.
C4 C6 C0 C2
C5 C7 C1 C3
There are actually only two bytes in the ROM that can be changed here. The first tile in the top row is located at 0x14621 (default 0xC4), and the third tile in the top row is located at 0x14626 (default 0xC0). The remaining six tile numbers are calculated numerically (the tile directly to the right is (original tile number+2), and each tile in the second row is (tile number directly above it+1)). Yuck.
Nightwulf
thanks. I fixed the palette on the select pitcher screen and am now working on the japanese word at the top of the recap. While working on that I noticed that the palette for that was off also. Here's a pic of a recap after Boston won. Their logo should be red instead of "11" Blue. Can you see if you can find this if you have time. thanks.
Also if anybody knows what the number (5 in this screenshot) is after the 30000 then let me know. I'm assuming the 30000 is the attendance since it comes after the field name but it is a static number. I can change it to anything I want. The "5" After it, I thought was the wind or something but it changes even when playing in a dome so it shouldn't have anything to do with wind or temperature. I've seen the number show up as 5,7, and 8. Any ideas are welcome.
Quote from: jggames on 02/21/05, 01:15:59 PM
thanks. I fixed the palette on the select pitcher screen and am now working on the japanese word at the top of the recap. While working on that I noticed that the palette for that was off also. Here's a pic of a recap after Boston won. Their logo should be red instead of "11" Blue. Can you see if you can find this if you have time. thanks.
This palette is done in a similar fashion to the pitcher select screen, where palette data is loaded then modified per team. The original palette data is loaded from the following location:
0x1452B> 0B 10 20 00 0B 20 30 00 0B 01 10 0C 0B 18 08 0C
The 7th number (0x30) is then overwritten based on the winning team, in exactly the same manner as above:
0x180AE> 80 26 84 16 88 11 8C 19 94 28 90 11 9C 11 B0 16
0x180BE> A0 16 A8 19 A4 16 AC 11 B4 14 98 26 B8 28 BC 0F
Nightwulf
Quote from: jggames on 02/21/05, 01:19:11 PM
I've seen the number show up as 5,7, and 8. Any ideas are welcome.
In finding the information above about the end-of-game screen, I "played" a fairly quick 2p game, ending in a 0-10 blowout in the bottom of the first. On my eog screen, I'm seeing "3." Duration of the game in minutes perhaps? I'll see if I can dig up information ...
Nightwulf
That's possible. I'll play a game and time it to check also.
After inserting these league logos I can't find the palette for them either. Can you check and see if you can find them. I'm wanting to change the yellow and light blue colors to red and dark blue to make the logos look like the real ones.
You guys are some impressively smart nerds. :-\
Quote from: jggames on 02/21/05, 05:31:12 PM
After inserting these league logos I can't find the palette for them either. Can you check and see if you can find them. I'm wanting to change the yellow and light blue colors to red and dark blue to make the logos look like the real ones.
This one's very strange. It starts as this ...
No> 0 1 2 3 4 5 6 7 8 9 A B C D E F
0x116BC> 0B 11 2A 23 0B 11 20 23 0B 11 20 23 0B 11 20 23
Then, the following changes are made:
- values 0x1 and 0x9 (0x11) replaced with 0x11824 (0x38)
- value 0x2 (0x2A) replaced with 0x1182C (0x26)
- value 0xA (0x20) replaced with 0x11831 (0x21)
- values 0x3 and 0xB (0x23) replaced with 0x11836 (0x20)
So the palette ends up looking like this before being passed to the PPU:
0B 38 26 20 0B 11 20 23 0B 38 21 20 0B 11 20 23
It's highly possible that the palette data at 0x116BC is used (unmodified) in other places in the game, so modifying it may produce surprising results. I'll look into it further when I have more time.
Nightwulf
Here's a screenshot of the new opening day screen that shows up after you setup the league the first time. Also here's the recap screen that is fully modified/translated. It's unsure what the "7" is but it's thought to be the game time.
It looks like the "7" in the previous screenshot is the minutes the game took to play. I just played a game and it took me 16 minutes to play and that's what it showed on the recap.
jggames,
I am still unable to get past the ...now saving screen. I believe the screen after it is an "opening day" screen on the version of the rom I have now. It's basically a little cartoon with a green background. When I hit a button there, it takes me back to the part where you choose how many teams/games and stuff... i'm like "Son of a biscuit!" Maybe its the emulator i'm using? NESticle? Is that considered out of date?
Ben:
Give NESticle the heave-ho and get your hands on FCE-Ultra. Here's a link to a version on dee-nee:
http://dee-nee.com/rbi/FCEU_0_98_10.zip
you guys are doing impressive work. now if you can change that cartoon sportscaster to someone else, say-- vida guerra, you'd be in business.
Quote from: ben seaver on 02/22/05, 09:04:43 AM
Maybe its the emulator i'm using? NESticle? Is that considered out of date?
There hasn't been an update to NESticle of any kind since something like December of '99.
Nightwulf
hey so you guys have all the right rosters for this rom...or do you need someone to get some opening day rosters together for this...dont know much about programming but i could whip up some rosters for opening day 05...let me know...also is there 4 starting pichers and 2 relief...8 position players and how many bench players
It would be cool to use the original RBI rosters for the RBI teams in this game. Then create rbi-esque rosters for the remaining teams.
It would be like an XL RBI game.
This project is going very well, jggames - you should attach the most current version of your ROM to this thread and keep altering it so people can keep up with the changes. I'd for one like to test it out at this point, looking for glitches and maybe finding some new data to play with...
Here's the latest. On the game recap screen it says "WINS!" after the team logo regardless of the outcome. This needs to be changed to something static. I'm thinking of just changing it to say "NEWS". That way it's kind of like the winning teams news. Then I"ll change the bottom to say RBI LEAGUE instead of RBI SPORTS NEWS.
Excellent work in the rom.
I have a suggestion, what about using some international characters for the players names? I'm talking of letters like "ñ" or "ó" which are used commonly in spanish names.
Since apparently I'm one of the few spanish-spoken persons in the board, maybe that idea won't be too appealing for the mayority of the users, so that's the reason I'm asking before doing the work. :D
Also, just for curiosity, where is located the data for changing a team's colors?
Cheers.
just finished a game with the new rom.
Here is some cool stuff:
Game was in the "park" stadium. The fences are super short 85m, 110m, 85m.
The fence is a chain link. I misplayed a ball and threw to 1st when no one was there. The ball went through the fence for an inside the park HR.
I hit a towering homer that appeard to be caught by the computer. The ball crossed the fence line, the homer sound sounded but OF stood there with ball in hand.
The NL is fucking awesome.
Can't wait to see some real player names.
Here's something to think about for everybody who is sampling this game. When I translated it, I didn't know what the "ID" column should be on the league setup screen. I just made it "ID" because I couldn't think of anything better. Here's what I gathered from it.
-You can only use it when a team has been set to "man" not "com".
-When a team is on manual you can change it by up and down arrows(I believe).
-There is only 3 options when you change it. You can leave it blank, or choose one of the other two.
If anybody has any ideas on what this column should be then let me know. I haven't translated the characters inside of that column yet so when you change something under "ID" your only options are blank or some Japanese characters.
Also this is probably a stretch and may be aimed more at nightwulf but does anybody know if we can change the homerun distance to feet instead of meters? I guess the best bet would be to play a game in a stadium with a short fence(Park) and try to trap the distance generated in a debugger. If we can figure this out then I'll update the ballpark fence distances to read feet. This one might be tough.
Quote from: jggames on 02/23/05, 11:01:32 AM
Also this is probably a stretch and may be aimed more at nightwulf but does anybody know if we can change the homerun distance to feet instead of meters? I guess the best bet would be to play a game in a stadium with a short fence(Park) and try to trap the distance generated in a debugger. If we can figure this out then I'll update the ballpark fence distances to read feet. This one might be tough.
I'm still working on that. I've still not yet identified the exact subroutine that converts an internal number to the distance in meters, but I have it narrowed down. A problem here is that the distance is stored as a one-byte (0-255) number. Obviously a 255-foot homerun isn't that impressive.
So, there's a few things that need to be changed to make this work: the routine that converts internal distance to meters (the "feet" routine can probably be borrowed from RBI3), find somewhere in RAM to store the high byte of HR distance, and borrow the 16-bit hex-to-dec routine from RBI3. Working on it ...
Nightwulf
Is there a bunch of open data in the ROM to work with nightwulf?
I finally gave the gameplay a try last night. The physics in the field seem a bit different - the ball drops suddenly at the end of its arc on short looping hits. The running fielders with the ball are insane, too. Rundowns look like pretty much a thing of the past.
The music seems a little more high-pitched and annoying, too - I only played three or four innings last night, and it was already getting to me.
Quote from: Gantry on 02/23/05, 11:38:32 AM
Is there a bunch of open data in the ROM to work with nightwulf?
I haven't yet looked at the entire ROM searching for free space. That said, it's more complicated than that. There are 16 pages in ROM (each being 2k bytes in size), but only four of those are accessible at any given time. The last two pages are always available (at 0xC000 and 0xE000), and the remaining 14 pages are swapped in and out as needed at 0x8000 and 0xA000. So, free space has to come from the last two pages (and by design, there generally isn't any free space in the second-to-last page), or has to reside in whatever page happens to be accessible when that particular code is run.
That said, there seemed to be a fairly big chunk of free space in the last page, so there could be enough room there for whatever I need to add. If not, then I'll need to start looking at the 14 swapped pages. Failing that, I could store code wherever space is available, and start swapping pages myself. This is a last resort though, as I'm not intimately familiar with MMC3 page swapping, and screwing something up would cause the ROM to crash and burn.
Nightwulf
working now... thanks.
A bunch of games that didn't work on NESticle now work like Bigfoot and Bill & Ted's. It sure wasn't worth the wait to play those.
The CPU defense is just too good in this game.
Quote from: Gantry on 02/22/05, 10:17:42 AM
Ben:
Give NESticle the heave-ho and get your hands on FCE-Ultra. Here's a link to a version on dee-nee:
http://dee-nee.com/rbi/FCEU_0_98_10.zip
Here's an update.
-Changed recap screen to read "NEWS" after team logo
-Changed bottom of screen to say RBI LEAGUE instead of RBI SPORTS NEWS.
-Changed Japanese words to say RBI STANDINGS, RBI CHAMPIONS, and BETTER LUCK NEXT YEAR on three different screens.
One of the few areas left with Japanese text in the game is during the 7th inning. I know where it's at, I just haven't gotten around to it yet. That will probably be my next task.
I have attached a screenshot showing the RBI CHAMPION screen. On that screen it shows Boston with a blue logo. I need to find the palette to that logo. Nightwulf I'm sure you can help me with that if you get time. It's probably like the other palette you helped me with.
Also, as I mentioned before I don't know what the ID column actually is on the league setup screen. I did find out that it can only be used after you enter a name in the setup. Once you enter a name you can change the ID to three different settings. All of them end in "1". I don't remember changing any of the numbers in the game so I think those choices actually ended with "1" in the origional game.
Enough typing, here's the updated rom.
Great work jggames and nightwulf, this is fantastic stuff. Too bad my lazy ass hasn't gotten around to playing it yet...
Quote from: jggames on 02/23/05, 09:53:58 PM
I have attached a screenshot showing the RBI CHAMPION screen. On that screen it shows Boston with a blue logo. I need to find the palette to that logo. Nightwulf I'm sure you can help me with that if you get time. It's probably like the other palette you helped me with.
Actually, this palette is a little different. Note that the team logo you're referring to is a sprite, and not part of the name table (which makes no sense, but hey, I didn't code the game). All of the previous palette questions I've answered have pertained to the name table (background) palette. Also, the data stored at some of the locations mentioned below differs between the original FS'90 and RBI_League.nes. The default data I list comes from your modified (RBI_League.nes) ROM.
The palette starts from this location:
No> 0 1 2 3 4 5 6 7 8 9 A B C D E F
0x1453B> 0B 30 30 30 0B 20 0F 36 0B 27 0F 36 0B 21 0F 2B
This (sprite) palette is loaded from that location long before the "RBI champions" screen. Modifications are made "on-the-fly" as needed. Next, the following data is used:
0x18010> 0F 20 16 10 03 16 0B 20 0F 21 01 10 03 00 16 20
0x18020> 01 20 28 16 0F 26 02 11 00 16 00 01 28 20 00 0F
There are two bytes of data here for each of sixteen teams. Palette value 0x1 is overwriten by the first byte. Next, bytes 0x0, 0x4, 0x8, and 0xC (the background color for the palette) is changed to whatever the background color of the name table palette is. At this particular time, it's changed to 0x00.
Next, the following data is used:
0x180CF> 26 44 16 48 11 4C 19 54 28 50 11 5C 11 70 16 60
0x180DF> 16 68 19 64 27 6C 11 74 14 58 26 78 28 7C 0F 40
Palette value 0x3 is overwritten by the first byte of the pairing appropriate to the team displayed. Finally, value 0x2 is overwritten by the value at 0x11DB4 (default 0x20).
Whoo. So, for example, if team 1 (0-15) is the winning team, the following sprite palette will be passed to the PPU:
00 16 20 16 00 20 0F 36 00 27 0F 36 00 21 0F 2B
Nightwulf
I like this ROM someone should put new teams in.
Here's the latest. I added 2 more teams since there was two more spots in the game. I added the White Sox and Padres because they were the next two best teams. The kicker is that these 2 new teams can only be used in league mode. I'll probably switch them with the AL and NL all stars when I get around to it.
I switched the ID column to "Dif" thinking that it could mean difficulty but I don't think that has anything to do with it. In that column you can change the first letter to 3 different options and then you can change the number to 1-9(not "0") so if anybody has an idea on what this should be then let me know.
I've messed with the words on the 7th inning stretch screen but couldn't get it to work right. I really don't know where they are stored. nightwulf, if you have time and can locate where the tiles are for the 7th inning stretch screen then let me know.
Other then those issues the only things left (I think) are the following....
-distance(feet) issue, getting asm code to show feet instead of meters on homeruns
-palette for AL and NL logos. I still can't find that damn thing.
-Rosters. I'm not very good at doing rosters nor do I have the patience. Hopefully somebody can take the info that nightwulf provided on previous posts and update the rosters. All the rosters are stored in the same place so once they are done they can be cut and pasted to new/updated roms.
As you can see there is not much left, which is good because I'm finding that I have less and less time to work on it.
Quote from: jggames on 02/27/05, 04:54:26 PM
I've messed with the words on the 7th inning stretch screen but couldn't get it to work right. I really don't know where they are stored. nightwulf, if you have time and can locate where the tiles are for the 7th inning stretch screen then let me know.
The larger word on the top (three characters, a dash, a seven, one more character, then an exclamation point) is stored in the same stupid format used by what you saw as "EGAC" on the end-of-game screen. The tiles are formatted as such:
9C 9E 7C 7E B0 B2 44 46 B4 B6 B8 BA 4C 4E
9D 9F 7D 7F B1 B3 45 47 B5 B7 B9 BB 4D 4F
As before, only the top left tile in each "block" of four is stored as static data in the ROM. The other three are again calculated numerically (the tile directly to the right is (original tile number+2), and each tile in the second row is (tile number directly above it+1). The top left tiles used here are stored at the following location:
0x15C0F> 9C 7C B0 44 B4 B8 4C
The second row (team icon, followed by a space, followed by two japanese characters separated with a dash) is much easier. The tile placement looks like the following (note that 0xF4 is the "space"):
00 02 F4 F4 40 42 44 46 48 4A
01 03 F4 F4 41 43 45 47 49 4B
These are stored verbatim at the following locations:
0x3D5C> 00 02 F4 F4 40 42 44 46 48 4A
0x3D7C> 01 03 F4 F4 41 43 45 47 49 4B
Actually, much of the entire 7th inning stretch screen is drawn from data in that area. The NES display area (which isn't exactly what's displayed on-screen) is 32 tiles wide and 30 tiles high. Keeping that in mind, you can see the layout of a good portion of that screen here. The two full rows (including spacing, the little floating heads, and the text above) run from 0x3D50-0x3D6F and 0x3D70-0x3D8F.
Quote from: jggames on 02/27/05, 04:54:26 PM
-palette for AL and NL logos. I still can't find that damn thing.
On which screen are the logos you're having trouble with? The logos look fine on the "new league" screen, and I haven't played through the ROM enough to know where else they appear.
Nightwulf
Just wondering if those 2 teams you just created where teams that could be unlocked through something? I played Family Stadium 91 and after playing 14 hr derby games, I unlocked a new team. Could that be the purpose for those teams not showing up on exhibition mode?
Suggestion to maybe change the reporter on the recap screen to be someone else? Bill Simmons? Marianne Merciono? Rich King? Svenghoulie? Bozo? Harold Reynolds?
Thanks nightwulf. I was going to change the palette of the logos. I think the colors are a light blue and a yellow. I was going to change them to blue and red so the AL and NL logos show up correct. I'll look into that and the 7th inning info tonight.
It very well could be that the two extra teams need to be unlocked. When it is complete, the teams to be unlocked will be the AL and NL All Stars.
If there is an "easy" way to do rosters, I can take on some of the load.
By easy, I mean easy like nightwulf's editor. I can do rosters and settings (power etc).
Quote from: jggames on 02/28/05, 08:40:25 AM
Thanks nightwulf. I was going to change the palette of the logos. I think the colors are a light blue and a yellow. I was going to change them to blue and red so the AL and NL logos show up correct. I'll look into that and the 7th inning info tonight.
Ok, I see what you mean on those logos. Try this: change 0x11824 from 0x38 to 0x01, and change 0x11831 from 0x21 to 0x26. The results are attached, badly cropped and edited to show a close-up of the two logos.
Nightwulf
Yep, that's it. Thanks.
just tried playing it. i'm using NNNesterJ, and after setting up a league, it returns to the league setup screen.
Yeah, FS'90 uses some relatively obscure Japanese hardware in the cartridge. Evidently Nester (and Nesticle, and god knows what else) isn't supporting this hardware correctly. "Mapper 19" or "Namcot 106" support is what is needed.
Nightwulf
Here's the latest.
-changed White Sox and Padres to be on team selection screen, AL and NL are now hidden until league mode or they are some how unlocked.
-fixed 7th inning text.
are the players still japanese?
Yep.
Quote from: jggames on 03/03/05, 08:03:24 AM
Yep.
are they stupid sexy japanese or just regular japanese?
i think they're turning japanese, i think they're turning japanese. i really think so.
Quote from: RedBaron on 03/03/05, 08:04:25 AM
are they stupid sexy japanese or just regular japanese?
Is there a difference?
did this ROM ever get completed?
I'm wondering the same.
Once rosters get put in this ROM, I think it will be a very fun game.
If someone wants to come up with stats (note that power is now a one-byte field; see information about it .. somewhere in this thread) I'd be happy to squirt them into the ROM. Other than that, the only thing left to do that I know of is to change the homerun distance from meters to feet, but I've not had much time to continue working on a solution.
Nightwulf
I agree, the only thing I can think of that is left to do is the rosters and the homerun distance issue.
i enjoyed this rom over the past weekend. sadly, the rosters were incomplete. i wish i could help you guys, but i'd sure like to see this one completed.
Yo this game is AWESOME!!!
Updated rosters for this season would be amazing. If an editor was made, (Nightwulf style) I could easily create these rosters, or maybe even Ryno will do it. Hell yeah.
the problem is getting the rosters in the game.
i'm dumb when it comes to that kind of stuff.
nightwulf has his editor broken down into a kindergarten like format, which is what I understand.
Hey Nightwulf- I would like to edit the code. Whats the procedure to do this?
Quote from: josephady on 04/21/05, 12:21:13 AM
Hey Nightwulf- I would like to edit the code. Whats the procedure to do this?
http://forums.dee-nee.com/index.php?topic=5495.20#msg84761
Nightwulf
hey fellas anyone ever do rosters for this ROM?
*Orgasms* Actually the music makes me want to beat a muslim with a fetus, and other than the no rosters, I like it.
yeah, all this one needs is some rosters and we've got ourselves a quality game to play.
sigh
Playing at Fenway is like a constant orgasm. Its sooo awesome RBI AT FENWAY!!!
Quote from: josephady on 05/19/05, 12:04:59 AM
Playing at Fenway is like a constant orgasm. Its sooo awesome RBI AT FENWAY!!!
Agreed
Any way to add the traditional RBI music to it, for "realism" sake?
Also, can the code be edited so that the batter can move up in the box, 'wulf?
Quote from: PHole717 on 05/18/05, 11:10:42 PM
makes me want to beat a muslim with a fetus
Does the muslim have the fetus, or are you using the fetus to beat the muslim?
Quote from: BeefMaster on 05/19/05, 08:57:20 AM
Quote from: PHole717 on 05/18/05, 11:10:42 PM
makes me want to beat a muslim with a fetus
Does the muslim have the fetus, or are you using the fetus to beat the muslim?
I'm using the fetus to beat the musllim.
Quote from: PHole717 on 05/18/05, 11:10:42 PM
*Orgasms* Actually the music makes me want to beat a muslim with a fetus, and other than the no rosters, I like it.
I don't get it, is this in some way supposed to be funny, because I'm missing it.
Quote from: ultimate7 on 05/19/05, 11:06:41 AM
Quote from: PHole717 on 05/18/05, 11:10:42 PM
*Orgasms* Actually the music makes me want to beat a muslim with a fetus, and other than the no rosters, I like it.
I don't get it, is this in some way supposed to be funny, because I'm missing it.
Well you see... I stated that I liked the game by saying "*Orgasms*" Then I stated that I didn't like the music, because it made me want to do something that you can't ever do. THen I stated that I wished the rosters were completed soon. If you need help with any more analyzing of things I say, feel free to ask. :-D
Quote from: ultimate7 on 05/19/05, 11:06:41 AM
Quote from: PHole717 on 05/18/05, 11:10:42 PM
*Orgasms* Actually the music makes me want to beat a muslim with a fetus, and other than the no rosters, I like it.
I don't get it, is this in some way supposed to be funny, because I'm missing it.
I thought I was the only one.
Quote from: fknmclane on 05/19/05, 11:36:42 AM
Quote from: ultimate7 on 05/19/05, 11:06:41 AM
I don't get it, is this in some way supposed to be funny, because I'm missing it.
I thought I was the only one.
"no, there is another" --yoda
i don't know if jggames is around anymore, does someone else want to head up the project? the attributes need to be dialed down for texas... so hopefully someone will use a better formula.
what does it take to edit the rosters? who will take charge of this quest and follow it to completion?
I have an idea! Why doesn't everyone jump on me for a bad joke? :P
I'd prefer not to jump you at all. That is ghey...
Quote from: fightonusc on 05/19/05, 11:52:57 AM
I'd prefer not to jump you at all. That is ghey...
*shakes head* I hate my life.................
Quote from: PHole717 on 05/19/05, 11:51:49 AM
I have an idea! Why doesn't everyone jump on me for a bad joke? :P
Well bad joke wouldn't be that big a deal, racist joke is another question...
Quote from: ultimate7 on 05/19/05, 12:10:03 PM
Well bad joke wouldn't be that big a deal, racist joke is another question...
clarification: muslims belong to faith called islam, it is not based on race. in fact, it is reported that more muslims live in indonesia than arab/persian/middle-eastern countries combined.
i will only accept attezobaldkasd's opinion on whether or not this joke is funny, as he is the professional jokester.
Quote from: JoeDirt on 05/19/05, 07:32:22 AM
Any way to add the traditional RBI music to it, for "realism" sake?
I'll give this a "very possible." Huge sections of code are reused throughout the RBI series. If the sound engine is exactly the same as it is in the original RBI (and I wouldn't be surprised if it is) then bringing in the "traditional" music would be trivial.
Quote from: JoeDirt on 05/19/05, 07:32:22 AM
Also, can the code be edited so that the batter can move up in the box, 'wulf?
I'll give this a "possible." I know how boundaries are set in RBI, and it shouldn't be too difficult to try tinkering with them in FS'90.
Nightwulf
Quote from: ultimate7 on 05/19/05, 12:10:03 PM
Quote from: PHole717 on 05/19/05, 11:51:49 AM
I have an idea! Why doesn't everyone jump on me for a bad joke? :P
Well bad joke wouldn't be that big a deal, racist joke is another question...
It wasn't racist............. You can put any type of person you like in there, or anything for that matter.
Quote from: ShitPaw on 05/20/05, 10:42:00 PM
All I have is that there have been some akwardly low-quality posts here, but who am I to judge...
Good point, we should get TRoogs here to judge, he's the expert on 'em
Nightwulf. The when you run toward a base in this game, the fielders move so fast that is imposisble to steal or get any extra bases. is it possible to alter the speed so it is the same as the original rbi? If it wasn't for that, it would play pretty much like the original
how to tell if a joke is funny:
Did you laugh?
If so, it is funny.
Notice I didn't say "did you laugh then think 'oh shit, that's not funny' then take back your laugh"
It's all about the initial reaction. . . . . . moral / ethical /yadda / yadda / yadda makes no difference.
Did you laugh?
Quote from: Ryno on 05/21/05, 12:02:31 AM
how to tell if a joke is funny:
Did you laugh?
If so, it is funny.
Notice I didn't say "did you laugh then think 'oh shit, that's not funny' then take back your laugh"
It's all about the initial reaction. . . . . . moral / ethical /yadda / yadda / yadda makes no difference.
Did you laugh?
Post Rating
Quality = 8.5
Quantity = 6.7
Relevance to the topic = 0
Funniness = 7.3
Overall Score = 5.625
This game reminded me why I don't play ROMS on my internet omputer anymore:
the Chechnyan hunk of disused Soviet-era SHIT froze up on me after about ten minutes. All in all, though... this is RBI Deluxe, man! Now, if someone can get in there with a hex editor and change the names... (THAT can be the key to the everloving rosters!)
under "relevance to topic" I deserve at least an 11.5
dee-nee prides itself. . . . .well, I pride myself on making sure that these topics do not stay 100 percent on topic. 8)
Oh yeah, I thought it was funny.
I also think this new ROM needs some real players on it!
I wonder if it's possible to swap the batting engine from RBI or one of the other FS games into this one. Something strange in the physics. It seems some guys are just doomed to have nearly every ball they hit drop out of an arc in a flash, no matter how powerful they are supposed to be. In addition, I can't see any real difference in power when you change a batter's power value across a very wide range.
Anything new on this...
Sorry had to bring this back from the dead..It just seem's worth it.....I would love to play a 2005 rom with the METSi
in that case, you should try my league's ROM.... underatednoobie is the mets, maybe w/ a trade or two though?
If anyone finds a way to edit this ROM (name the stadiums,players, change attributes, etc.) PLEASE do post!
Quote from: nightwulf on 03/29/05, 10:44:28 AM
If someone wants to come up with stats (note that power is now a one-byte field; see information about it .. somewhere in this thread) I'd be happy to squirt them into the ROM.
Im sorry, I don't quite understand what u mean.. are u saying if I get you the attributes for the players, you'll put them in there for me?
Show him what he's won!
(http://www.hiddenvilla.org/Assets/Gallery/PhotoWorkshop/Poop.jpg)
(http://www.soniguales.com/fotos/Beavis.gif)
poop!
Quote from: Teddyballgame on 05/19/05, 12:14:53 PM
i will only accept attezobaldkasd's opinion on whether or not this joke is funny, as he is the professional jokester.
I love abortion jokes as much as the next guy, but it wasn't funny. Sorry PHole, F- for you.
As for "shock value", it's all been done before, and fetus/abortion related jokes are as hack now as "airplane food" was in the 80's, it's "shock" jokes like that that caused me to
QUIT COMEDY in the first place, I really wish you guys would remember that.
McLane's on the other hand, very funny, poop jokes will never get old.
hey fellas is this project still in the works....anyway gonna burn it and play it on my modded playstation this weekend with the boys...get back to you with the results
Good to hear hort... let us know
Attezz--do you have any sets this weekend? Perhaps when you're in Columbus, you can go to an open-mike(d) night and rehearse your material.
Quote from: JoeDirt on 06/09/05, 08:11:00 AM
Attezz--do you have any sets this weekend? Perhaps when you're in Columbus, you can go to an open-mike(d) night and rehearse your material.
I hate you so very much JoeyD...I haven't been on stage for about 5 months, but if you want to find an open mike down in Columbus that goes late Friday, I'll perform (I still have a connection or two in Columbus...I think), and, not to be cocky, but I'm pretty sure that even without having done a set for many months, I'll still be better than all the comics on stage (if it is indeed an open mike)
EDIT: I'm probably going to regret saying that
Quote from: hort22 on 06/08/05, 11:52:52 PM
hey fellas is this project still in the works....anyway gonna burn it and play it on my modded playstation this weekend with the boys...get back to you with the results
Which NES emulator are you using? I'm interested to hear if they support the mapper used by this game correctly.
Nightwulf
Most likely It might be NES (http://imbnes.gamebase.ca/), a quality emu for the PSOne. Played RBI perfectly, even a little better than NesterDC. Though I didn't try any FS games...
No support for mapper 19 per their FAQ (http://imbnes.gamebase.ca/protofaq.html). May or may not run, but expect odd things to happen. :-\
Nightwulf
i never got around to burning it yet...been pretty busy...anyway the emulator is IT might be NES...and i have burned one of the family stadium games before and it worked on that...it was the game with 4 stadiums...dont know much else about it... i will try to get at that this week...and see if it runs ok....anyone know if any editing is going on for new rosters yet?
i think roster editting is unpossible.
especially for dolts such as I
Quote from: jggames on 02/23/05, 09:53:58 PM
Also, as I mentioned before I don't know what the ID column actually is on the league setup screen. I did find out that it can only be used after you enter a name in the setup. Once you enter a name you can change the ID to three different settings. All of them end in "1". I don't remember changing any of the numbers in the game so I think those choices actually ended with "1" in the origional game.
Here's what it does. When you enter a name, it becomes the name of a player, specifically, the 4th pinch hitter on the bench for that team. The ID field allows you to select the player's stats. If you leave the ID field blank, then the player is not inserted as the last bench player. The stats for these players appear to be different from team to team.
Interesting. The player information for these players is as follows:
No -ROM--- -RAM- B Avg HR Cnt Pwr Spd
========================================
00 0x194C0 $94B0 R .284 36 22 234 146 # A9
01 0x194CC $94BC R .262 16 29 224 130
02 0x194D8 $94C8 L .300 34 16 233 122
03 0x194E4 $94D4 L .286 14 21 223 132
04 0x194F0 $94E0 R .300 46 16 219 122
05 0x194FC $94EC R .288 24 20 228 130
06 0x19508 $94F8 R .326 14 8 223 130
07 0x19514 $9504 R .300 46 16 239 122
08 0x19520 $9510 R .284 36 22 219 146 # A1
09 0x1952C $951C R .300 26 16 229 130 # A2
0A 0x19538 $9528 R .260 10 30 221 132 # A3
0B 0x19544 $9534 L .270 14 26 223 126 # A4
0C 0x19550 $9540 R .262 30 29 231 138 # A5
0D 0x1955C $954C L .300 34 16 218 122 # A6
0E 0x19568 $9558 R .288 24 20 228 128 # A7
0F 0x19574 $9564 R .262 30 29 217 138 # A8
10 0x19580 $9570 R .280 4 23 218 146 # B9
11 0x1958C $957C R .316 34 44 233 124
12 0x19598 $9588 L .300 6 16 219 142
13 0x195A4 $9594 S .326 16 8 224 142
14 0x195B0 $95A0 L .300 6 50 219 142
15 0x195BC $95AC L .302 8 16 220 132
16 0x195C8 $95B8 L .352 22 0 227 130
17 0x195D4 $95C4 R .316 34 11 233 124
18 0x195E0 $95D0 L .290 16 20 224 138 # B1
19 0x195EC $95DC R .260 4 30 218 130 # B2
1A 0x195F8 $95E8 L .282 8 22 220 124 # B3
1B 0x19604 $95F4 R .300 26 16 229 128 # B4
1C 0x19610 $9600 S .326 16 41 224 142 # B5
1D 0x1961C $960C L .352 22 32 227 130 # B6
1E 0x19628 $9618 L .298 14 17 223 130 # B7
1F 0x19634 $9624 R .300 14 16 223 140 # B8
20 0x19640 $9630 L .292 8 19 220 126 # C9
21 0x1964C $963C L .264 6 28 219 136
22 0x19658 $9648 S .246 6 34 219 144
23 0x19664 $9654 L .256 14 31 223 144
24 0x19670 $9660 L .292 8 19 220 146
25 0x1967C $966C L .260 2 30 217 156
26 0x19688 $9678 S .320 2 10 217 146
27 0x19694 $9684 L .260 2 30 217 116
28 0x196A0 $9690 R .278 4 24 218 144 # C1
29 0x196AC $969C S .262 4 29 218 142 # C2
2A 0x196B8 $96A8 R .276 6 24 219 142 # C3
2B 0x196C4 $96B4 R .260 2 30 217 112 # C4
2C 0x196D0 $96C0 R .272 22 26 227 138 # C5
2D 0x196DC $96CC L .278 4 24 218 124 # C6
2E 0x196E8 $96D8 S .266 4 28 218 148 # C7
2F 0x196F4 $96E4 R .250 4 33 218 134 # C8
Here's how it works. Whatever you entered in the "Dif" column is used to select a specific set of player data. Then, based on the last letter of the name you enter (before any spaces), another set may be selected. Here's an example:
Let's say you have the name "a" and you chose A1. Your player's stats would be the line marked "A1" (number 08 on the left).
Now, say you have the name "b" and you chose A1. The game first chooses the "A1" row (number 08 on the left, again), then moves one row down because of the last character in your name (before spaces). So your stats would be the 09 line. If your name was "c" they'd be the 0A line.
Moving between rows based on the player name is restricted to the A/B/C group of the "Dif" you selected. By that I mean that if you select A1 (or A anything), your player stats will be from the "A" group (rows 00-0F). When counting down rows based on your name, after the "A8" row, the game moves back to the "A9" row and continues counting down from there. The same practice occurs within the B and C groups.
What a pain in the ass. Technically this could be made "editable" fairly easy, but I really don't see anyone doing much with it. Sure, you could make one particular row "your" data and make sure your name and "Dif" will get you that row, but overall I don't see editing this data as very useful.
Thoughts?
Nightwulf
I haven't looked at this but I think I understand from the past few posts. I agree with nightwulf. I don't see it very useful. I guess it can be used to handicap a player when playing head to head. It appears that "A1" is the best group, then "B", then "C". I guess if two people were playing against each other and one player was clearly better that he would pick a player from the "C" group and the noob would pick one from the "A" group. At any rate I'll probably never use it.
Well, at least we now understand what the field means....
so should a player with a last name that starts with "H" be a better hitter?
Does anyone have this rom in a english format? I would love to play a season. With the orignal RBI music also.
bumpst, dawg
good read...bumpst.
i assume this never got finished though?
Hey i just had a baby girl on sunday put the dang cubs in the new rom ya jerky. :D
nate...wrong thread yah jerk....keep reading, and you'll find a few more down the road
Quote from: TBT on 10/05/05, 01:52:08 PM
good read...bumpst.
i assume this never got finished though?
I threw a basic editor together (see sig), but haven't seen an edited ROM yet.
i had trouble with the editor. i couldn't get anything to save properly.
Quote from: Ryno on 07/13/05, 08:41:10 PM
can someone tell my dumbass how to save a FS90 Rom? I'm stoked about creating a year for this game, but don't want to lose my work.
Quote from: nightwulf on 07/13/05, 08:48:29 PM
Click "Download" and save it to your hard drive.
Quote from: Ryno on 07/13/05, 09:12:58 PM
even i can't fuck that up
Quote from: nightwulf on 10/05/05, 09:03:43 PMQuote from: Ryno on 07/13/05, 08:41:10 PM
can someone tell my dumbass how to save a FS90 Rom? I'm stoked about creating a year for this game, but don't want to lose my work.
Quote from: nightwulf on 07/13/05, 08:48:29 PM
Click "Download" and save it to your hard drive.
Quote from: Ryno on 07/13/05, 09:12:58 PM
even i can't fuck that up
Sadly.. I remember that.
Was this game ever finished?
was just playing this rom last night and noticed that the Texas Rangers starting lineup had been edited. Michael Young, Sorianno, Texeira, Blalock, Mench ,etc were alll there. Who was able to get them on there and can anyone do the rest of the teams?
JEFF
a few items I haven't seen mentioned in this thread:
- The first pitcher for the NL all star team has a "super-pitch" when throwing a fastball. It disappears on the way to the plate and seems to be unhitable. Anyone have any idea where that attribute is stored?
- My guess on the weird action on line drives is that it's some attempt to approximate topspin
- Getting jammed at the plate appears to be a good thing. I've hit many homeruns off batters hands while hitting the ball closer to the middle and end of the bat don't seem anywhere near as successful
- The all star team defenders move much more quickly than a normal team both with and without the ball
the CPU defense also seems to use different logic. I've seen throws from the outfield be cutoff and thrown to get trailing runners if the lead runner is likely to make it to third/home.