TSB Playmaker [beta] (nes playbook hacking program)

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TSB Playmaker [beta] (nes playbook hacking program)

Postby BAD_AL on Sat Feb 17, 2007 4:44 pm

Here is the first beta release of TSBPlaymaker.
It requires the .NET framework in order to run.

The one posted here works with cxrom's 32 team ROM.http://www.knobbe.org/mx/viewtopic.php?f=34&t=9094&st=0&sk=t&sd=a&start=20


I felt I would release it at this stage because I feel that it will be useful for casual playbook hacking.

The hardcore play hackers will have to wait a while for the final version (because they aren't going to be satisfied with this release).

Major features missing:
1. Play pattern modification (on both offense & defense).


Supported Features:
1. Change pattern for an offensive player (to something already in the ROM).
2. Change pattern for a defensive player (to something already in the ROM).
3. Change offensive play numbers associated with a 'play'.
4. Change defensive reaction numbers associated with a 'play'.
5. Copy Playbook from another ROM.
6. Copy playbook to another ROM.
7. Play graphic modification.

I should also add that not very much testing has been done (so you will likely come across bugs). I honestly don't time to sufficiently test a program like this.

If you do come across bugs, please post them in this thread.
If you have usability suggestions, please post your ideas.

When you use this program to modify a play, you need to playtest your play to ensure that it works correctly.

Also there are some offensive patterns that are not named correctly, or could be named better.
I give you the ability to re-name the patterns by editing the 'DataFiles\OffensivePatternNames.csv'. Feel free to upload your file if you feel that is better than the one it comes with.

Please read Instructions.txt (Help->Guide/How-to) before using.

I would like to thank my partner on this project (jstout) for all his help answering my questions and for getting this project going.
Attachments
DefensivePatterns.zip
Changed defensivePatterns.csv file to show DD-PassRush vs. DA-PassRush.
(6.95 KiB) Downloaded 227 times
TSBPlayMaker_0.1_Beta.zip
(223.76 KiB) Downloaded 280 times
Last edited by BAD_AL on Sat Jan 19, 2008 8:42 pm, edited 2 times in total.
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Postby cxrom on Sat Feb 17, 2007 6:29 pm

damn microsoft and the .net framework, will it run under Mono? i'd like to try this out.
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Postby BAD_AL on Sat Feb 17, 2007 7:17 pm

It might run under the latest release of Mono (you will need their Windows.Forms library).
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Postby bruddog on Sat Feb 17, 2007 9:03 pm

Will this allow somone to copy over individual plays over to another rom yet?

It's might be a nice feature to be able to save/load individual plays so people could share them.

But due this is pretty nice. Especially for the graphical part alone!!!!

Thank you!
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Postby bruddog on Sat Feb 17, 2007 9:22 pm

The individual defensive editor is basically barely useable in it's current
state.

Also there is a key difference in the 2 pass rush commands. In one case the defender will adjust smoother to the ball carrier (the DD hex command) vs taking more stright lines (DA hex dyte).

Still almost anything makes it easier than editing by hand. I'm just giving suggestions as realize this is just a first look.
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Postby BAD_AL on Sun Feb 18, 2007 12:00 am

burddog,

If you would like to help make the defensive pattern name more useable go ahead and edit the 'DefensivePatterns.csv' file.

You can upload it here so that others cna use it as well.
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Postby bruddog on Sun Feb 18, 2007 2:40 am

Well one problem is the entire possibilites of what one defender can do does not fit in the box.

My real hope was that somone could translate all the move and coverage commands onto a fake field so you could see what the defenders are doing and cycle through their different possibilities. I realize this is hard task. I made up this grid to help me visualize where defenders were moving too.

Defense is a much trickier beast than the offense.
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tecmogrid.zip
(6.26 KiB) Downloaded 180 times
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Postby bruddog on Sun Feb 18, 2007 2:50 am

With the pass rush example I'd have to go look up every play and then retype pass rush adjust smooth, or passrush adjust straight.

I'm not sure how you generated that file in the first place.
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Postby BAD_AL on Sun Feb 18, 2007 3:23 pm

Ok after looking at the defensivePatterns file, I thought it would just be easier for me to update it with the DA-PassRush/ DD-PassRush stuff(it required changes in about 2000 places).
It's in the top post.

Well one problem is the entire possibilites of what one defender can do does not fit in the box.

If you hover the mouse over the combo box, a tooltip should appear that contains the entire pattern definition.
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Postby jstout on Sun Feb 18, 2007 4:12 pm

Very nice.

The open file on the menu doesn't seem to be working and I get an error on the spreadsheet test with "File or assembly name AxInterop.OWC11, or one of its dependencies, was not found".

And lets say I have a rom with a totally different set of plays than the original. I would need to edit the csv files to make it work or change things with, the pointers and pattern names are obvious but do I need to enter the full patterns into AllOffensivePatterns or does it only use the pointers and the rom to change a specific player?
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Postby BAD_AL on Sun Feb 18, 2007 6:49 pm

jstout wrote:Very nice.

The open file on the menu doesn't seem to be working and I get an error on the spreadsheet test with "File or assembly name AxInterop.OWC11, or one of its dependencies, was not found".

And lets say I have a rom with a totally different set of plays than the original. I would need to edit the csv files to make it work or change things with, the pointers and pattern names are obvious but do I need to enter the full patterns into AllOffensivePatterns or does it only use the pointers and the rom to change a specific player?


I found that the spreadsheet test would only work if the user had Office 2003 installed, so I'm not going to use the spreadsheet. Does the DataGrid work?
If so, do you have any part of office installed?

To update the defense pattern files you can do the following:
1. run your TSBDesign program to extract the defensive code.
2. massage the Def_code.txt so that it's the way you like it (I removed a lot of the 'MoveAbsolute(xx xx)' and other stuff that I didn't want to see in there), save the file.
3. Open up the Test Form in TSBPlayMaker.
4. Run the PatternReader (jstout program) test.
5. Browse to the file you created in step 2, select defense .
6. uncheck the 'Show Patterns' check box.
7. click 'Go' button.
8. Delete blank line (line #2), copy contents into a file called 'DefensivePointers.csv'.
9. Check 'Show patterns' check box, uncheck 'Show pointers' test box, click go button.
10. Delete blank line (line #2), copy contents into file called 'DefensivePatterns.csv'.
11. open up both files in excel, then save each file (this will get rid of the trailing commas at the end of the lines).

You can do a similar thing to get the offensive pointers, but English probably works better for the patterns.
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Postby jstout on Sun Feb 18, 2007 7:02 pm

BAD_AL wrote:I found that the spreadsheet test would only work if the user had Office 2003 installed, so I'm not going to use the spreadsheet. Does the DataGrid work?
If so, do you have any part of office installed?


The Grid Test did work (only shows offense but as a test that is expected). I have Office 2003 Student Edition installed on this computer.

I'll have to go through the csv for my rom and see if this will make stuff easier as of the moment it is time consuming and driving me crazy to get what I want.
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Postby bruddog on Sun Feb 18, 2007 10:41 pm

The one thing to be careful about is that even on offense a player may not play to description depending on what the move command was.
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Postby buck on Tue Mar 06, 2007 9:35 pm

BAD_AL: Is there a way you could mod the play editor to display the hex address of the play that's currently being edited, maybe in the text window or something? I'd like to go into a hex editor and type some bytes in by hand (FB byte for a HB, for example), so easily reading the address would be nice.

:)
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Postby BAD_AL on Wed Mar 07, 2007 4:34 pm

buck wrote:BAD_AL: Is there a way you could mod the play editor to display the hex address of the play that's currently being edited, maybe in the text window or something? I'd like to go into a hex editor and type some bytes in by hand (FB byte for a HB, for example), so easily reading the address would be nice.

:)


So I think you mean for the patterns, right?

Currently I just show the pointer in the tooltip, but I could also show the actual ROM location.

So for now, if you wanted to calculate the actual ROM location you could use the equation (for the offensive patterns):

location = pointer - 0x2000 + 0x10

For defense patterns, it's simply:
location = pointer + 0x10
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