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#61
RBI Baseball / Re: Help with modifying ProYak...
Last post by NoroNoro - 09/17/25, 12:58:25 PM
I feel relieved that my English was understood, and I'm really glad that a Spaniard like you has such interest in Japanese baseball — thank you for that!

About the offset values $0E and $0F: these are the data used for the COM's pitching variation, and they are referenced randomly.
If the value is $80, the pitcher aims straight down the middle.
If it's $75, he aims at the left corner of home plate, and if it's $8B, he aims at the right corner.

It seems the two values define the "range" of where the COM will randomly aim, and that's how the game expresses each pitcher's characteristics.
However, in many Japanese ROM hacks of "Pro Yakyuu - Family Stadium" and "Pro Yakyuu - Family Stadium '87", these bytes were not well understood, so they were often reused for names or other unrelated purposes.

=======================================================

私の英語が通じて安心しましたし、スペインの方が日本の野球に興味を持ってくれていることにとても感謝しています。ありがとうございます!

オフセット 0E と 0F についてですが、これはCOMが投げ分けを決めるためのデータで、ゲーム中にランダムで参照されます。
仮に、値が $80 のときはど真ん中を狙います。
仮に、$75 の場合はホームベースの左隅を狙い、$8B の場合は右隅を狙います。

この2つの値によってCOMがランダムに投げる範囲が決まり、投手の個性が表現されているようです。
しかし、多くの日本人による 『プロ野球 ファミリースタジアム』 や 『プロ野球 ファミリースタジアム 87年度版』 のハックROMでは、この仕組みが十分に理解されておらず、名前など別の用途に流用されているケースが多いようです。
#62
RBI Baseball / Re: Help with modifying ProYak...
Last post by ProfessorW - 09/17/25, 10:21:53 AM
Forgot to tell.

The values in the table used for names in FamSta roms range from 00 to 57, so don't be surprised when these values appear at the hex location of names.
#63
RBI Baseball / Re: Help with modifying ProYak...
Last post by ProfessorW - 09/17/25, 10:17:52 AM
Quote 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.

-----
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.


===============================================================

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.
#64
RBI Baseball / Re: Dead RBI baseball players
Last post by ultimate7 - 09/16/25, 09:25:00 PM
Finally updating for Davey Johnson passing about a week ago. I think he is also the NES Mets manager.
#65
RBI Baseball / Re: Help with modifying ProYak...
Last post by BeefMaster - 09/16/25, 07:11:37 AM
And I will second Gantry's comment to NoroNoro - your English is great, and it's definitely 100000000% better than I would be in any non-English language.
#66
RBI Baseball / Re: Help with modifying ProYak...
Last post by BeefMaster - 09/16/25, 07:10:25 AM
Yeah... I always found this stuff EXTREMELY cool, but I also didn't know assembly well enough to actually contribute to the discussions, just enough that I could (usually) understand some of what nightwulf was talking about.
#67
RBI Baseball / Re: Help with modifying ProYak...
Last post by Gantry - 09/16/25, 05:22:52 AM
Welcome 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.
#68
RBI Baseball / Re: Help with modifying ProYak...
Last post by NoroNoro - 09/16/25, 04:15:42 AM
Hello. 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.

-----
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.


===============================================================

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。

-----
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。
#69
RBI Baseball / Re: Help with modifying ProYak...
Last post by Beastmode - 09/15/25, 06:40:22 PM
Ok 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!
#70
RBI Baseball / Help with modifying ProYakyuu ...
Last post by ProfessorW - 09/12/25, 11:08:11 AM
Hi.
I have been working in translations for Pro Yakyuu (therefor PY) and Pro Yakyuu 87 (therefor PY87) ROMs (we can think of RBI Baseball as a sort of Pro Yakyuu 86.5), I have included them here if you want to give them a try. The idea is to change all the text in japanese to western
characters.

One of the main differences between these two games and RBI Baseball is the length of the player name. In RBI Baseball is 6 char long, in these two japanese games is 4 char long.
Further Pro Yakyuu games use player names of 5 char long.
Apparently patches existed according to this page (https://web.archive.org/web/20070603224952/http://wakaranai.hp.infoseek.co.jp/famista/namae5moji.shtml), but it does not exists anymore and only archive.org snapshots prevail (translated image provided). However it gives enough tech info on how to achieve it.

I've played with Mesen emulator and it's PPU debugger, and found that modifying the following PPU address gives the desired effect

Batter-Pitcher instance
$2328 - 5th character 1P player
$233E - 5th character CM/2P player

SELECT PITCHER 5th character locations
$2988 - 1st pitcher 1P
$29C8 - 2nd pitcher
$2A08 - 3rd pitcher
$2A48 - 4th pitcher
$299B - 1st pitcher CM/2P
$29DB - 2nd pitcher
$291B - 3rd pitcher
$295B - 4th pitcher

Unfortunately I lack the assembly skills to properly modify the rom. So, I'm asking for help here. The idea is to copy from the offset F of the player data to the accordingly PPU address.

I hope someone can help me with this one. It'll make more readable the rom when using players with western names.

If you're wondering, yes, I want to change teams and players in all ProYakyuu games like we can do in RBI Baseball. It'll take years, but I've working in my spare time.

Thanks in advance.