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New RBI Rom

Started by jggames, 02/13/05, 07:46:48 PM

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jggames

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.

Ryno23

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.

Bonny

Thanks for the ROM.
Hey smart guys, lets get to work on that editor.
Chop Chop

BeeJay

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.
"Thank you Mr. Toilet Bowl..thank you for being cool on the side...you're the only one that understands me."

JoeDirt

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?
Quote from: BDawk on 10/10/07, 08:16:42 AM
The dee nee tard mixed in with gantry looks a little bit like TBT

BeeJay

Yea, me too.  I noticed that right away when I was trying to move back in the box.
"Thank you Mr. Toilet Bowl..thank you for being cool on the side...you're the only one that understands me."

JoeDirt

Quote from: BDawk on 10/10/07, 08:16:42 AM
The dee nee tard mixed in with gantry looks a little bit like TBT

BeeJay

crazy sandal-wearing goldfish tenders
"Thank you Mr. Toilet Bowl..thank you for being cool on the side...you're the only one that understands me."

nightwulf

#29
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

Gantry

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!

ben seaver

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.

JoeDirt

ben seaver

hahahaahhaha...I like this forum name!
Quote from: BDawk on 10/10/07, 08:16:42 AM
The dee nee tard mixed in with gantry looks a little bit like TBT

nightwulf

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

jggames

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.

nightwulf

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

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

jggames

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.

BeefMaster

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.
"Nobody in football should be called a genius. A genius is a guy like Norman Einstein." - Joe Theismann

ben seaver

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.