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Messages - blitzmaster5000

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1
Luke: Here's another thing you may want to think about. The Texans in Zoinkity's patch only have the home (dark blue) jerseys, which can be annoying because they will sometimes have almost the same color jersey as the opposing team and make it hard to discern. TAPFS had made some alternate jerseys that you can import using the graphical editor tool (see the graphic editor tool thread). Here are the jersey files:
https://puu.sh/w2gao/ed3e75352d.zip

I seem to remember that I had to fiddle w/ the files that were imported to make it look correct, but can't remember it was so long ago. Here's a pic of them that TAPFS showed:

2
What edits did you make? Was it just patching it with Zoinkity's hack? Or was it you trying to do your own changes?

3
good to hear! I have not been able to create a patch with the version with extra plays. They might need to be added one by one. Really focused on making all the hacks compatibility with real hardware. Hope to check into that once all the uniforms are up to date.

Sounds good. I'm curious if the expanded playbook/extra cheats works on real hardware. Have you tried it?

4
Been good - very busy, but good! Haven't had any time lately to hack at all unfortunately, but I'm gonna be meeting with some friends and wanted to play some blitz - Figured I would take a look at this version.

I understand now why I couldn't see the link - you have to be logged in to download it. I wasn't logged in originally.

Also, were you able to create a new patch w/ the version that had the extra plays/cheats I sent you a while back? Just curious.

5
Hey Jake it has been a while! I was looking to download the patch, but didn't see it in your top post. Is it missing?

6
NFL Blitz Hacking / Re: External playbook editor
« on: May 31, 2017, 06:12:16 PM »
It turns out that the only problem with the custom plays was the first book had 2 bytes missing from somewhere... Not sure where though. I added two bytes of 00 00 and it made all the custom plays load properly. Only thing is it offset the new files I imported in and corrupted them, but I think I should be able to delete them, import them in again for it to work (as long as it doesn't change the first book again like it did last time).

edit: So I think the issue was actually from before I added plays. It may have been when I tried using the beta play editor. Anyway, it looks like it works perfectly with an older version that didn't have the bytes missing.

7
NFL Blitz Hacking / Re: External playbook editor
« on: May 30, 2017, 07:21:45 PM »
I think I figured out some more details about how the game pulls in the custom plays. I noticed the play data in RAM for the first custom play is actually the exact same as before I imported some new graphics. I think this will make things much easier - i.e. I don't think the absolute address matters for the custom plays as long as they don't move relative to where they are in the file table. On the other hand, it seems that the 2,3,4 playbooks aren't looking correctly. I'm wondering if something got moved slightly when I used the editor as I had left some space between plays. I think that this could possibly shift all of the addresses if so. I'll look into it and let you know. I think that we may actually get away with not even having to edit the code based on what I've seen so far.

8
My jersey editing skills are quite as good as you guys...


Nonetheless, looks like the importer Jake made works for extra teams!

9
NFL Blitz Hacking / Re: Blitzmaster5000 hacks
« on: May 28, 2017, 03:57:49 PM »
The custom playbook on the ROM hasn't been released yet, but I have found a glitch that I'm not sure I can fix so I will post it here. It's pretty minor though.

If you let the timer expire on a custom play (this is with the 20 second timer), the game will freeze. Pretty small glitch, but it's there.

10
Figured out why the AI always uses only one play. The game actually looks at the "team plays" look up table to load up plays for the AI. I deleted this table to make room for some other stuff (hence why it only chooses 1 play, switch up), but I should be able to move it and just update all the code that uses the table.

I updated the link above in the first post with the fix!

11
Just tested it out. I'm super impressed Jake, works for the extra team as well as I see you added the objects to be edited (end zone, helmet at loading etc). Great stuff!!

12
Hey Jake is the uploaded file correct? I don't see an exe.

13
Very cool Jake! I'll test it out today. I fixed a few of the bugs so far in the latest unreleased version w/ custom plays on it. Still trying to figure out the AI one..

I think there's a simple way to make the file editor update where the custom play data is: If you insert a file, it will shift all of the addresses in the file table + the custom play data down. It will then add the new table entries after the custom data. this isn't a problem at all as far as I can tell so far, because your tool allows one to map out which files correlate to which team, so the location of the file table entry is not important.

What this means then is that as long as we know how many bytes are added to the ROM when inserting a file, we can calculate the new address position. For instance, the original location of the start of the custom plays was at 0xFDDFF0. Now after inserting the custom Texans jerseys that TAP made, the start of the first playbook is at 0xFDF024. So we can calculate this offset 0xFDF024 - 0xFDDFF0 = 0x1034, and then add this value to all of the necessary bits of code.

Some examples would be:

LUI S4, $800B
ADDIU S4, S4, $E330 //these two lines will load the address 800AE330 into reg S4, which is the address where much of the custom data starts
will simply change to:
LUI S4, $800B
ADDIU S4, S4, $F364 //which is 800AE330 + 0x1034.

I will have to find all of the commands that set addresses and then I can send them to you. We can then us your graphics editor to write the hexidecimal representation to the ROM. Does this sound feasible?

14
Perfect! I was going to try and just edit the added team by hand to see if I could do it for the time being. I am going to try and fix a few of the bugs in the hack first and then we can talk about how to tackle the address changing of the custom plays when new image are added.

15
One last thing. Jake: Does your tool allow for modifying any added new teams? I currently have a copy of the redskins that I want to convert into the Oilers, but I don't see it in the list of teams. I found the code at the end of the team and was wondering if it links to the image table?

This is what I'm referring to:
57415300 //WAS short hand for displaying scoreboard
056E056F //can I modify this or the two lines below to link to image table?
0570077B
073C073C


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