Quote from: ProfessorW on 09/17/25, 10:17:52 AMQuote from: Gantry on 09/16/25, 05:22:52 AMWelcome ProfessorW and NoroNoro, who (I think) is our first Japanese member! Do not worry about your English, we understood you 100% and if there are any mistakes we will help you.
Any sort of work on FamSta is certainly welcome, though I have to admit I didn't do much if any work on it back when I studied the code and the the "two player pause" and "pick the same team" ROM hacks.
Thanks for the welcome.Quote from: NoroNoro on 09/16/25, 04:15:42 AMHello. I am Japanese and I am interested in developing tools and making modifications for Famista (RBI Baseball), and that's why I joined this forum.
However, my English is not very strong, and my understanding of assembly is still limited.
Even so, I would like to learn here and hopefully contribute little by little. Thank you for having me.
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I think the paga document you referenced is from the time when the purpose of offsets 0E and 0F was still unknown.
As far as I know, offset 0F is now understood to store the pitcher's pitch distribution data.
So it may not be suitable to use it directly as the 5th character of the player's name.
I'm still learning assembly, so my knowledge is limited, but I hope this helps.
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こんにちは。私は日本人で、ファミスタ(RBI Baseball)のツール開発や改造に興味があり、ここに参加しました。
ただし、私は英語があまり得意ではありません。また、アセンブラについてもまだ理解が浅い状態です。
それでも、このフォーラムで学び、少しずつでも貢献できればと思っています。どうぞよろしくお願いします。
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参考にされた paga の資料は、オフセット 0E と 0F の用途がまだ不明とされていた頃のものだと思います。
私の理解では、オフセット 0F には投手の投げ分けデータが格納されていることが分かっています。
そのため、選手名の 5 文字目としてそのまま使うのは適切ではないかもしれません。
私はまだアセンブリを勉強中で知識も限られていますが、少しでも参考になれば幸いです。
Well, since my main language is not english (I'm spaniard, living in Mexico), and I understood you quite fine, you can be sure your english is quite fine also.
Thanks for the info about the last byte of pitcher data, I did not know that.Quote from: Beastmode on 09/15/25, 06:40:22 PMOk I can probably help here as an RBI editor myself. Here are a couple questions:
1. Do you just want to apply the 5-letter patch or the patch and be able to change the player and team names?
2. Do you have the rom(s) you want to edit?
3. Do you know the hex location for where the names are on the rom?
Please let me know about the above stuff and then I will see what I can do. Thanks!
Thanks for the help. Answering your questions:
1. Yes, I'm currently working on the data, and I want to standarize this rom (and ProYakyuu 87) with the rest of FamSta NES games which uses 5 characters. It would make things a bit easier.
2. Yes, I have them, are from the NoIntro packages. I can post them here if needed.
3.
It's a headered rom:
teamNumber starts at $10.
16 bytes per player, 16 players. So next team starts at $110 and so on, until $A0F.
BOTH HITTERS AND PITCHERS
Byte 00 - playerNumber.
Bytes 01 to 04 - Name.
The structure is quite similar to RBI Baseball, if you need the full structure it I can post it.
Since last byte of pitcher data is already used (as NoroNoro said), the next proposal would be storing the extra data in an empty or unused section in the rom (unfortunately I don't know how to properly identify it) of 160 continuous bytes, one per player, and calculated:
Offset + ((teamNumber * 16) + playerNumber)
Both teamNumber and playerNumber starts counting at 0.
If more info is needed, let me know.