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?