November 21, 2024, 12:05:48 PM

Author Topic: Updated Roster (11/22) and Sound  (Read 17081 times)

clawforce

  • Newbie
  • *
  • Posts: 3
    • View Profile
Updated Roster (11/22) and Sound
« on: November 25, 2016, 11:33:46 PM »
I created a roster using depth charts from this afternoon, as well as creating the team rankings using DVOA stats (it was only afterwards that I realized those stats have almost nothing to do with the game - oh well).  Here's the link to the file: https://www.dropbox.com/s/8odkihhcdb3x7cl/Roster%20Update%202016.xml?dl=0

The roster worked with Blitzmaster's changes (by the way, the Zoinkity patch isn't available for download anymore, so if you have a mirror that would be much appreciated).

I think I figured out how to record sound files to be injected in the game with updated player names (essentially extract them using the N64 Sound Tool v1.3, drop them into Audacity, slow them down 60%, create a new version, speed it up 60% a couple of times, and then save the file as a mono WAV), but I can't figure out how to inject the files back into the ROM.  If you all have a better sense of the ROM architecture, I can probably make all of the files with the right names to match my roster update, and send them to you to put them in the ROM again.  Let me know!

blitzmaster5000

  • Full Member
  • ***
  • Posts: 150
    • View Profile
Re: Updated Roster (11/22) and Sound
« Reply #1 on: November 27, 2016, 06:37:28 PM »
This sounds great Claw. When you say it worked with my hack - did you use the roster editor to import in the new players using my hacked version? I hadn't actually tried using any of the external editors Jake has made on my hacked version, but I figured they would work because the changes I made don't affect the code that his tools do.

As far as using depth charts/having certain players have different stats - Jake and I have talked about possibly having certain players or positions have slightly faster speed (mainly just top WRs and RBs). I think this hack would be possible, and would be pretty cool as it would open up a whole new aspect of the game if certain players have different speeds. I think I know how to go about doing it, I just have been focusing on other things lately.

As far as updated sounds go - that sounds awesome! Especially if we could get in new sounds for the Texans or other teams. Unfortunately I don't have any experience with this. I bet the person to ask would be Zoinkity - he seems to be the resident expert on N64 hacking in general as well as at extracting/importing stuff into the game. I can look into it and see what I can figure out.

Just an FYI - my hack includes Zoinkity's hack as well, but yea it would be good to have his original version somewhere on the site.

jaker3

  • Administrator
  • Sr. Member
  • *****
  • Posts: 334
    • View Profile
Re: Updated Roster (11/22) and Sound
« Reply #2 on: November 27, 2016, 10:56:24 PM »
Hey Clawforce,

My blitz file editor tool should I made (NFL Blitz File Editor) be able to re-insert the sound file into the game. If you have sound file you'd like inserted I can test it out for you.  Also thanks for an updated roster! I'll get a mirror setup for zoinkity's hack tomorrow, heading to bed.

clawforce

  • Newbie
  • *
  • Posts: 3
    • View Profile
Re: Updated Roster (11/22) and Sound
« Reply #3 on: November 28, 2016, 01:07:49 PM »
This sounds great Claw. When you say it worked with my hack - did you use the roster editor to import in the new players using my hacked version? I hadn't actually tried using any of the external editors Jake has made on my hacked version, but I figured they would work because the changes I made don't affect the code that his tools do.

As far as using depth charts/having certain players have different stats - Jake and I have talked about possibly having certain players or positions have slightly faster speed (mainly just top WRs and RBs). I think this hack would be possible, and would be pretty cool as it would open up a whole new aspect of the game if certain players have different speeds. I think I know how to go about doing it, I just have been focusing on other things lately.

As far as updated sounds go - that sounds awesome! Especially if we could get in new sounds for the Texans or other teams. Unfortunately I don't have any experience with this. I bet the person to ask would be Zoinkity - he seems to be the resident expert on N64 hacking in general as well as at extracting/importing stuff into the game. I can look into it and see what I can figure out.

Just an FYI - my hack includes Zoinkity's hack as well, but yea it would be good to have his original version somewhere on the site.

I used your modification because I couldn't find the Zoinkity patch that would just add the Texans without your other tweaks.  In order to get it to work, I had to change the Blitz 2000 Zoinkity ini file to say there were 33 teams instead of 32, otherwise it would error and quit.  Once I did that though, it worked fine to import the files.  For whatever reason because of your additional extra team, I couldn't ever extract the roster from your ROM, so I couldn't modify your added team.  I also don't think there's any way with the tools that have been released to delete a team, so your PORK RUB FANTASY team was a permanent addition hahaha.

The stats are updated using Football Outsiders' advanced DVOA stats, so they are quite accurate through the present day.  If you could make the various positions faster based on the team stats, that would go a long way toward differentiating teams.  The roster I put up has a good stat base to work from, I would think.

The sounds were a mess to figure out (you have to slow down the speed by 60% in Audacity, record a new track with the new player name, cut it down to size, and speed it back up 60% again twice).  I *think* that makes the sound files correct, but I'd have to test them in the game to make sure that the speed is right.  I know that Zoinkity said in a previous post that a straight file swap for old teams should do it, I have no idea what the tags would need to be for a new team like the Texans.  Recording the audio is pretty straightforward thought, and tweaking the speed to get it right shouldn't be too much of a problem though, those tools are very easy to use in Audacity.

As a final note, while I liked your edits, QB speed is too fast for the game engine to handle.  Namely, the CPU QB runs on every single play (and is right to do so, as the QB is faster than all other players laterally and can easily get around the defense).  If you're playing person-v-person it would be less of an issue, but they still should probably be adjusted to a compromise speed between the slow default and the super fast speed you set.  Otherwise, the game with your patch played quite well.

clawforce

  • Newbie
  • *
  • Posts: 3
    • View Profile
Re: Updated Roster (11/22) and Sound
« Reply #4 on: November 28, 2016, 01:09:33 PM »
Hey Clawforce,

My blitz file editor tool should I made (NFL Blitz File Editor) be able to re-insert the sound file into the game. If you have sound file you'd like inserted I can test it out for you.  Also thanks for an updated roster! I'll get a mirror setup for zoinkity's hack tomorrow, heading to bed.

I didn't think to try your file editor for that purpose, I'll give it a try tonight to see if it works.  Assuming it will let me do a straight swap, I can probably get a folder with substituted sounds put together given a little bit of time (there's about 12 audio clips for each team that need to be re-recorded with new players, which will take me a little bit of time, but shouldn't be too much trouble because they're each like 2 seconds long).

I'd appreciate it if you could put up a mirror of the original patch as well!  Thanks!

PS - You briefly noted that there's a height modifier in another thread.  Can you turn that on in the roster editor?  It would be nice to make taller players (tight ends, big quarterbacks) just a slight bit taller to differentiate them.
« Last Edit: November 28, 2016, 01:11:41 PM by clawforce »

jaker3

  • Administrator
  • Sr. Member
  • *****
  • Posts: 334
    • View Profile
Re: Updated Roster (11/22) and Sound
« Reply #5 on: November 28, 2016, 06:38:23 PM »
Awesome! that be great, Zoinkity did the ground work with he original patch here:
http://www.mediafire.com/file/pmlgir7ztceetqi/Blitz2k_%281%29.7z (also updated the original post)
The zip includes the font and template for additional teams to.

I'll see if I can add delete to the team expansion tool to remove teams.

My file editor still has a lot of bugs but it should be able to do a file for file swap. Working to fix the issues but really want to finish my play editor first so blitzmaster can work on reading them straight from the ROM. As for the height modifier, I should be able to add that to the roster editor pretty fast, I'll try to get that tackled soon. the actual value is a float so its a bit odd in the way it works... But I'll add it as an experimental thing.

blitzmaster5000

  • Full Member
  • ***
  • Posts: 150
    • View Profile
Re: Updated Roster (11/22) and Sound
« Reply #6 on: November 28, 2016, 10:14:02 PM »
This sounds great Claw. When you say it worked with my hack - did you use the roster editor to import in the new players using my hacked version? I hadn't actually tried using any of the external editors Jake has made on my hacked version, but I figured they would work because the changes I made don't affect the code that his tools do.

As far as using depth charts/having certain players have different stats - Jake and I have talked about possibly having certain players or positions have slightly faster speed (mainly just top WRs and RBs). I think this hack would be possible, and would be pretty cool as it would open up a whole new aspect of the game if certain players have different speeds. I think I know how to go about doing it, I just have been focusing on other things lately.

As far as updated sounds go - that sounds awesome! Especially if we could get in new sounds for the Texans or other teams. Unfortunately I don't have any experience with this. I bet the person to ask would be Zoinkity - he seems to be the resident expert on N64 hacking in general as well as at extracting/importing stuff into the game. I can look into it and see what I can figure out.

Just an FYI - my hack includes Zoinkity's hack as well, but yea it would be good to have his original version somewhere on the site.

I used your modification because I couldn't find the Zoinkity patch that would just add the Texans without your other tweaks.  In order to get it to work, I had to change the Blitz 2000 Zoinkity ini file to say there were 33 teams instead of 32, otherwise it would error and quit.  Once I did that though, it worked fine to import the files.  For whatever reason because of your additional extra team, I couldn't ever extract the roster from your ROM, so I couldn't modify your added team.  I also don't think there's any way with the tools that have been released to delete a team, so your PORK RUB FANTASY team was a permanent addition hahaha.

The stats are updated using Football Outsiders' advanced DVOA stats, so they are quite accurate through the present day.  If you could make the various positions faster based on the team stats, that would go a long way toward differentiating teams.  The roster I put up has a good stat base to work from, I would think.

The sounds were a mess to figure out (you have to slow down the speed by 60% in Audacity, record a new track with the new player name, cut it down to size, and speed it back up 60% again twice).  I *think* that makes the sound files correct, but I'd have to test them in the game to make sure that the speed is right.  I know that Zoinkity said in a previous post that a straight file swap for old teams should do it, I have no idea what the tags would need to be for a new team like the Texans.  Recording the audio is pretty straightforward thought, and tweaking the speed to get it right shouldn't be too much of a problem though, those tools are very easy to use in Audacity.

As a final note, while I liked your edits, QB speed is too fast for the game engine to handle.  Namely, the CPU QB runs on every single play (and is right to do so, as the QB is faster than all other players laterally and can easily get around the defense).  If you're playing person-v-person it would be less of an issue, but they still should probably be adjusted to a compromise speed between the slow default and the super fast speed you set.  Otherwise, the game with your patch played quite well.

Yea, it seems most people prefer the slower QB speed - i.e. 2000 default speed. I actually added a custom cheat to my version where you can go back to the default speed (I think it's - - 1 down or right; either way it's in my original post). The quicker speed is actually the exact same as 2001 which is the version I am used to playing.

I'm trying to figure out changing individual player speeds. It's tough because there's 1 function that controls all players (minus the QB) on both sides of the ball.

jaker3

  • Administrator
  • Sr. Member
  • *****
  • Posts: 334
    • View Profile
Re: Updated Roster (11/22) and Sound
« Reply #7 on: December 07, 2016, 05:38:43 PM »
Hey Clawforce, did you ever get around to making those sound files?

jaker3

  • Administrator
  • Sr. Member
  • *****
  • Posts: 334
    • View Profile
Re: Updated Roster (11/22) and Sound
« Reply #8 on: February 14, 2017, 04:00:25 PM »
Any updates?