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05-19-24 08:08 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Baseball Stars modding.. point me in the right direction
  
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Dr_Death16
Posts: 11/970
I left all of the changes you made to the salary structure system because it makes more sense than the original's did. I never really thought about the money paid out in vs. mode, because I've been playing with the default (now MLB) teams only and you don't get paid for winning. However, the Dreams are now the Yankees, so it makes sense that you get paid a lot for beating them. If this was how real baseball worked, Steinbrenner would be bankrupt. Lol
Heian-794
Posts: 65/160
Whoa, that's quick!

Did you edit any of the playee-management stuff like salaries?

If you left that stuff intact, then rookies will be a bit expensive and veterans cheaper. Makes things a lot more balanced when building up a team.

I never did figure out how to edit the money distributed in vs. mode, though, so if, say, your first computer team is really weak, they're still going to pay out as if they were the Dreams if you play them in versus.
Dr_Death16
Posts: 10/970
I'm just now starting the roster for the final team for my Version one release. The roster and the logo are all I have to do before checking things over with some simulation and then I'll release, most likely later today.
Heian-794
Posts: 64/160
I can't wait to play it?

How long before it'll be ready for release?
Dr_Death16
Posts: 9/970
I'm planning on doing that as soon as I finish creating the rosters, and they seem to be decently even, though I can tell which teams are more likely to dominate than the others. The difficulty is really good, even I have a bit of trouble beating these teams sometimes.

The logos are coming along well too, I now have 5 teams completely finished, only need to create rosters for the A's and the Cardinals and make their logos and then my Version One is done, after which I'm modifying my custom team into the Chicago White Sox for my final version of the hack. Other than the teams, I've modified some of the gfx, and some text throughout the game. All in all it is shaping up to be a decent hack.
Heian-794
Posts: 62/160
Dr. Death, now that you've got everything basically set up, you'll want to run some simulated games to test out the balance among the teams you're making. Since you're doing all MLB teams, see if any of them finish with winning percentages over .600 or under .400, and if so, adjust their abilities.

In my hack, I planned it so that there were four pairs of teams, each pair having a small gap between the two teams. I wanted to get rid of the really large gaps between each of the good teams in the original.

Have you looked at the Excel sheet I made?

http://www.geocities.com/heiankyo794/BBSstatsheet.xls

You can paste the raw data from the ROM and see all kinds of stats, not just the top 10. This was really useful in rounding out my computer teams' abilities.

Make sure your Excel has the HEX2DEC function included; if not, you need to activate it.
Dr_Death16
Posts: 8/970
First idea won't work because they're for some reason switching the positions of two starters, and in both areas the code is set to their correct positions which are different.

However, there IS good news once again. Along with the batting order data I discovered more position data, which I might be able to use to sort this out despite these odd tendencies of the cpu. I'm going to try to put the real catchers in the VIEW TEAM slot that the player that is always swtiched with them is in and vice versa, and use the batting order positions data to make them in their right spot anyhow.
For example, Jeter bats 2nd in the lineup and plays SS, and Posada bats 7th and plays C. Jeter is 2nd in the VIEW TEAM screen and Posada is 7th accordingly, but I plan to create Posada in Jeter's place and Jeter in Posada's place in this VIEW TEAM screen and then switch them in the VS MODE batting order so that they're still in their correct spots and positions. I really hope this works, lol.

Edit: Haha, that did it. Took a little thinking but it appears the kinks have now been worked out and the first team officially looks perfect and also plays perfect. Now its a matter of getting the rest of them done. And another thing, I'm creating the White Sox in place of my own custom team for the official release and keeping my personal team in my copy. So there's actually going to be 8 full MLB teams when I'm finished.
Heian-794
Posts: 60/160
Dr. Death, I never did figure that out, but one thing you can try is to change the reserves' positions so that they don't match up with the people that the computer is trying to switch out. (Just a thought; haven't tried it myself.)

Another thing to try is to begin a Vs. game with youself controlling the team. Manually change to the lineup that you want. Then, next time, let the computer play and see what it does. It might keep your changes intact.
Dr_Death16
Posts: 7/970
* same with proper bytes: 04 02 08 07 09 03 05 06 01 <--- Stroke of genius, found only one string of hex, and it was the string I needed. Thanks a lot for the suggestions, I would've been looking in the wrong place. The batting order code is all in the vicinity of 01310A.

I think your Cubs are blue and red in this game, only because te Yankees already had the white jersey/blue cap combination for their jerseys. The Yankees are now completely finished now, logo and all. Only 6 more to go, and most of them have players' names, attributes already done, and all of them have uniform colors/team names/team initials done. Not too bad so far.

Guess I celebrated too early. For some reason, now cpu-controlled teams in VS MODE go into the game and immediately switch out the C for another player, and no changes in attributes seem to affect this automatic switch. The Yankees keep switching D.Jeter and Posada, the Red Sox change up Trot Nixon and Varitek, and my custom team switches my 1b with my C. Any idea what's going on here?
Heian-794
Posts: 59/160
Did you give the Cubs the cool navy-with-white-trim uniforms that I assigned to one of the custom logos? I made those colors in anticipation of doing the 1907-08 team, and then ended up not using them.

I just thought of something! Somewhere, the code has to be telling the game to use something other than the default -- remember, your pitcher doesn't have to bat 9th, yet the pitchers are listed in the same spot in the player data. Some stuff you could try (looking for positions and the batting order at the same time):

* searching for the VS-mode positions in single digits: 42 87 93 56 1
* same with proper bytes: 04 02 08 07 09 03 05 06 01
* a sequence of player ID numbers along with positions. Suppose the Dominican Estrellas players are numbered 0x01 to 0x12 (that's the first team in the code). The first five are pitchers, so maybe the game has something like "06 07 08 09 0A 0B 0C 0D 01" as instructions for who the first nine batters are. Positions could be interspersed with this.

The next, more advanced, gambit might be to used FCEUXD to see what code is being called when Vs. mode starts up. I imagine a lot of things are being loaded then, but we know where graphics are stored and those can be eliminated right off.

Wish I could help you more with this position thing. Sports games don't get much attention from hackers, so there's little documentation about them. I think I did all of mine from the ground up, and consequently there are lots of unfinished parts.

If worst comes to worst, you could use the default positions and assign player names to the positions, concede that the batting orders will be wrong at first, and then create a save file with correct positions...

(But there's a better solution, surely...)
Dr_Death16
Posts: 6/970
The Cubs team is current like the others, but I made some modifications because of their injuries, so Zambrano and Maddux are your starters, Prior is the third pitcher, and Wood is the 4th followed by the closer Dempster. And don't worry, D. Lee is still in his usual spot despite his injury recently.

About the league batting lineups: I just checked now and I guess that didn't work either. I'll be sure to post those hex locations if and when I find them, they should be somewhere along with the team rosters area of 10CD0.
Heian-794
Posts: 58/160
If you do find it, please post where it was!

How about in league mode? Leagues seem to have their own lineup settings. For example, the default is to have the two starters rotate with each game, but if you decide to have your third pitcher start, the computer will continue to start that guy, but won't cross over into the other mode. (I think. I really can't remember.)

Is your Cubs team an all-time squad, or a team from a specific year? (Big Cubs fan here!)
Dr_Death16
Posts: 5/970
Yeah, I usually clear the .sav file from the directory, but the computer didn't manually change these positions at the VS GAME screen. They were like that from the get-go, and I'm pretty sure the positions of the players and their order on the VIEW TEAM screen are connected somehow, however, different teams have different positions in diff. orders, so I'm not sure of the connection. I know the code is here somewhere, just need to find it. I also know that if you create a team and use it in VS GAME mode, you can edit the batting order permanently on that screen and it saves until your next game, but that doesn't work with the default teams. Hopefully I find the piece of code in here somewhere to change the default player positions.
Heian-794
Posts: 57/160
I know that the computer will occasionally change some players (particularly the pitcher), and that changes carry over into the next game, but never figured out what triggered that.

Are you using a fresh save file? If the computer is putting people in those non-standard positions even in a team's 'first-ever' game in a brand-new file, then something funny is going on.

I myself left the default positions intact (I think) and adjusted the player's name to fit that position. Since these were basically fantasy teams, I didn't have to be a slave to established batting orders.

This is why I could never finish hacking Bases Loaded -- I found what looked like player positions, but I couldn't edit them! Bases Loaded with Baseball Stars-like player development and season mode hacked in; now that would be a great game...

(BTW, see the "37" in the part you circled? That's Damon's face ID. Go ahead and trade it for another face if you like.)
Dr_Death16
Posts: 4/970
Brilliant, exactly what I needed, thanks. One more thing came up today though, I just realized that when I changed the position of a player via code (i.e. Johnny Damon from cpu-default 2B to CF), if I got to Vs. Mode the players still maintain their wrong default postions on the field. It's been a real annoyance to say the least. Any idea what I'm doing wrong?


Heian-794
Posts: 55/160
Dr. Death, great job!

Yes, you certainly can change whether an existing player is male or female -- I made extensive use of this when designing the Pandemonium and the Divine Pantheon, since both sexes are well-represented among the world's deities, both good and evil.

Basically, while fielders are unisex, batters and pitchers are male if their stances and pitching styles end in 0, 1, or 2, and are female if they end in 3 or 4. (The first digit is 0 for right-handers and 8 for left-handers.)

That's for the representations on the field.

As for the photos, the game has a bunch of pre-composed player faces, which I didn't attempt to mess with. Basically I just chose from the ranks of female faces (which, IIRC, are around 0x10 to 0x20 or something like that -- just isolate the "player face ID#" byte for the Lovely Ladies' players and insert those) when I needed women.

(Which reminds me: there are some great female faces that the players will never discover unless they make an all-female team; they range from beautiful to heinous!)

The "face ID" byte is right there with the player name and stats; look for the byte that doesn't seem to mean anything! ;
Dr_Death16
Posts: 3/970
Alright I'm going to get to work on these uniforms then. I should have the 7 MLB teams in the game by next Saturday. And I've already been using your notes, they are one of the few reasons I've been able to progress so well on this hack so far. I don't know any ASM yet, but your plan would be a good idea, I also think walks should be easier to get and strikeouts as well, I've seen few of them unless the batter is a pitcher, lol. I also knew about the codes to create a buff team, but I like to make my team a little less talented and have more role players, instead of just having my leadoff guy have 14 pwr and 15 speed I prefer like 4 pwr and 15 spd with 15 contact. Makes the game more strategic once you get on base that way. Thanks for your help and I'll post again with an update on my progress later.

Btw the MLB teams I plan on incorporating are the Yankees, Red Sox, Cubs, Cardinals, Giants, with two others. The others I'm really thinking about would be the A's, Mets and Braves. Tell me if u think I should swap one out, I'm going for a mixture of current talent, historical significance and star power when choosing the teams, and I'm going to use current rosters as a basis for the teams.

EDIT: I forgot something important. Is there any way to change female players to males or vice versa? It'll look odd if I've got Jason Varitek looking like a woman, lmao.

EDIT #3: Got the colors done, took a bit of thinking but I figured all of the uniform code out. Now I just need to incorporate current rosters, but I still need to find out how to change player pictures so that I don't have females on my teams. Otherwise I'm now in good shape heading towards finishing this.
Heian-794
Posts: 54/160
Dr. Death, that was just a coincidence that I was here right after you posted; I hadn't been on the board in maybe a week or so before that.

Anyway, there are either three or four places to change the colors. Batter's box uniforms (3 colors), fielding (2), icons (2), and maybe photos (1) -- I can't remember if that's loaded from one of the other data items or not.

Here are some notes I put on the web:

http://www.geocities.com/heiankyo794/BBSrominfo.txt

...I wish I'd gone into more detail on the palettes!

Do you know any assembly? My attempts at hacking it were stymied early, but I'd love to see a BStars hack where "15" hitters don't jack the ball out of the park all the time. A little more balance!

And if you want to make yourself a great team, the famous Baseball Stars team cheats are intact! (The questions, however, have changed. But a serious baseball buff will have no problem with them.)
Dr_Death16
Posts: 2/970
Wow, I didn't expect such a fast reply. I began messing around with the uni colors a while ago, was able to change some of the things but I saw negative impact on some of the other teams, such as, I'd change the color of the Estrella's uniforms and then the ball and bases would turn odd colors and etc. Makes sense that I'm going to have to change the colors in multiple spots tho I never considered that until u said. The information regarding locations of the certain color mods and where each team's uni's begins and ends was what I really needed to be able to get my bearings. Only real thing I don't know now is the exact places of the other stored uniform colors that I also need to change for each team, should I try trial-and-error for those or do you know the locations for them? (baserunners, fielding, etc.)

Thanks for the help and the good patch, it was fine for me until I decided I didn't have the patience to buy 18 rookies and play all the games needed to max out their attributes so that I could make my custom team. Lol.
Heian-794
Posts: 53/160
Dr. Death, great to see some progress!

This was over a year ago so I can't remember exactly what I did, but...

First thing you want to do, if you haven't already, is get the NES color palette. One place is the aforementioned Art of Rom Hacking:

http://www.zophar.net/tech/files/AoRH.htm

Next thing you need to know is that each team uniform has three colors: the main uniform, the "darkened" part of the uniform (usually a darker version of the main color), and then another color for the hat and shoes.

In my case, I used a palette viewer FCEUXD to find the locations in RAM of the colors of the teams on the field, and then searched for those in the ROM.

As it turns out, the batting uniform (3 colors), fielding uniform (2 colors), player-photo uniform, and baserunner indicators are stored separately. I can't remember which is which, but you can see them at 0x01FD52 up to 1FF3B. The annoying baserunner indicators come first IIRC.

At 01FDCE, you should see: 22 11 3F 0F 36 05 3F 0F 22 05 3F 0F 36 30 3F 0F. This is the set of colors for the first team, the Dominican Estrellas.

Let's disregard the 30, 3F, and 0F parts for now.

22 11 is the two blues in the main uniform.

36 is the skin color (yes, this seems to be separately assigned for each team, so you could have a team of black or purple players if you desired; never followed up on it because the whole team has to be the same color).

05 is the red trim on hats and shoes.

Then there's another 36 -- can't remember which one is the skin on the field and which is in the batter's box. I imagine one of the 3F or 0F is the black outline for the player graphics. Never messed with that either.

Assuming your hex editor's lines are 16 bytes long, look at the next line down, 01FDDE, and you'll see 06 07 (the red uniforms of the Pandemonium). Below that are Cleveland's 38 28, then other team color such as 10 00 for Kyoto Phoenix.

Does that help? If that info is wrong, I'll go dig up my notes. I know I had to change the colors in at least three places for everything to work out.
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Acmlm's Board - I3 Archive - ROM Hacking - Baseball Stars modding.. point me in the right direction


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