Rakip Takımların Sıradan Oyuncularının Enerji kodları 3.yol - Baskı Önizleme +- Tsubasa Türkiye Platformu (https://tsubasatr.net) +-- Forum: Captain Tsubasa Hex Kodları ve Offset Paylaşımları (https://tsubasatr.net/forum-captain-tsubasa-hex-kodlari-ve-offset-paylasimlari.html) +--- Forum: Captain Tsubasa 2 - Hex Kodları Bölümü (https://tsubasatr.net/forum-captain-tsubasa-2-hex-kodlari-bolumu.html) +--- Konu Başlığı: Rakip Takımların Sıradan Oyuncularının Enerji kodları 3.yol (/konu-rakip-takimlarin-siradan-oyuncularinin-enerji-kodlari-3-yol.html) |
RE: Rakip Takımların Sıradan Oyuncularının Enerji kodları 3.yol - Sinan1984 - 16-02-2017 Kaslghnoon korner davranışlarını 2-3 yıl önce paylaşmış.Biraz ingilizce bildiğim için anladım.Bu son 3 kodu açıklamış Kaslghnoon adlı kişinin anlatımına göre son iki kod hangi oyuncu yada oyunculara pas atılacağını yada korneri kullanan kişinin şut çekip çekmeyeceğini belirliyor.1.kod ise korneri kullanan kişi Örneğin A0 yani 10 numara korneri kullanacak olursa 16 16 kodları topun hep 9 numaraya gelmesini sağlıyor.Yani 10 numara topu hep 9 numaraya atıyor ve nadiren şut çekiyor.Yani A0 16 16 oluyor.Bu kombinasyonların bir kısmını paylaşmış ayrıca deneme yolu ile daha çok çeşit kombinasyonun bulunabileceğini ifade etmiş Anlatımı burada To edit the corner behavior of enemy 1 (Fluminese) follow these instructions: -Jump to offset x3BAC2 -x3BAC2 reads F6 BA, which addresses x3BAF6+10(header) = x3BB06 -To get to the corner kick specifier, add 6 to x3BB06, x3BB06+6 = x3BB0C -Jump to x3BB0C, read the value. If the value is $A0, the enemy corner kicker is player A = 10 (decimal) For value XY, the corner kicker is player X(in decimal) of the enemy team. -To change who kicks the corner change the first digit of that value (A in $A0) -To change whether or not enemy defense move in your penalty area, change the 2nd digit of that value to 1, ($A0 to $A1) -To change the corner behavior, change the 2 offsets below our offset x3BB0C which means we are now dealing with x3BB0D and x3BB0E for corner pass receiver and shooting behavior. Here are some combo values that I have found for these offsets: Combos: When No.9 passes (9 numaralı oyuncu korneri kullanırsa) $05, 05 (x3BB0D to 05, x3BB0E to 05) = to 7, 8, 9, 11 (05 05 Son iki kod) $08, 08 = To 6, 7, 8, 11 $09, 09 = Shoot and to 8, 9 $0A, 0A = To 6, 7, 11 $0B, 0B = Shoots and to 11 $0C, 0C = To 9, 11 $0D, 0D = More shoot and to 11 $0E, 0E = To 6, more 8, and 11 $0F, 0F = shoot and to 11 $10, 10 = To 11 $11, 11 = 6, 7, 9, 11 Combos: When No.10 passes(10 numaralı oyuncu korneri kullanırsa) $04, 04 = More shoot and pass to 9 sometimes (04 04 son iki kod) $05, 05 = To 9 and 4 $06, 06 = To 2 and 6 $07, 07 = To 11, 2, and shoot sometimes 6 $08, 08 = To 3, 4, 6, 7 $09, 09 = To 9, 11, and shoot sometimes $0A, 0A = To 9 and 7 sometimes $0B, 0B = Shoot, to 6, 7, 11 $0C, 0C = To 6, 7, 9, rarely 5 $0D, 0D = Shoot and to 9, 7 sometimes 8 $0E, 0E = To 9 $0F, 0F = To 11, 7, and 4 $10, 10 = To 9, sometimes shoot or to 3, 4 $11, 11 = To 6, sometimes 7 $12, 12 = Shoot and to random $13, 13 = Shoot and to 5, 6, 7 $14, 14 = To 8, 5, 7, and 11 $15, 15 = To 7, 5, shoot $16, 16 = To 11 $17, 17 = To 7, 9 $18, 18 = To 4 $19, 19 = To 11, 8, 4 $1A, 1A = To 9 and sometimes 11 $1B, 1B = To 8 $1C, 1C = To 11 $1D, 1D = To 4 $1E, 1E = To 9 $1F, 24 = To 5, 7, 8 $16, 25 = To 7, 8, 11 Combos: When 11 passes: $16, 16 = To 2 $01, 01 = To 10, sometimes 8 $02, 02 = To 9, 10 sometimes 2 $05, 05 = Randomized $1C, 1C = To 10 (Deneme yoluyla kendiniz de daha çok çeşit kombinasyon bulabilirsiniz.Yukardılakiler hepsini içermemektedir) Use the same method to jump to desired corner kick offsets. You can find more useful combinations of your own, above is not a full list of all possibilities. Bağlantısı burada..Adam pek çok şey paylaşmış emeğini çok takdir ettim http://www.freewebs.com/kaslghnoon/codes.htm RE: Rakip Takımların Sıradan Oyuncularının Enerji kodları 3.yol - Hiena - 16-02-2017 Orada bu kodların hiçbiri yok ama tabi bunlarda A0 ın 10 numarayı belirttiği gibi olabilir. Az evvel denedim normal topu ayağında bulunduran oyuncunun kime pas atacağını oyuncu davranış kodları belirtiyormuş. Bu özel oyuncularda da, sıradan oyuncularda da böyle. Son 3 koddan ilki de kesinlikle korneri kimin kullanacağı oluyor. Son iki kodda dediğin gibi şut mu yoksa pas mı vereceğini belirliyor olabilir. Bunlarda ilkine baktığımız zamanda ağırlık olarak 1F ve 1E kodları var, buda şut ve pası belirliyor olabilir. Son kodda kime atılacağını belirliyor olabilir. Tabi verdiğin bilgilerde büyük oranda doğru olabilir. Adam bunları mutlaka denemiştir ki bu verileri bu şekilde hazırlamış. Uygun bir zamanda bunları deneyeceğim. Bu önemli bilgiler için teşekkürler. Bu arada verdiğin site kapalı. Cvp: RE: Rakip Takımların Sıradan Oyuncularının Enerji kodları 3.yol - Sinan1984 - 16-02-2017 (16-02-2017, Saat: 21:28)Hiena Adlı Kullanıcıdan Alıntı: Orada bu kodların hiçbiri yok ama tabi bunlarda A0 ın 10 numarayı belirttiği gibi olabilir. Az evvel denedim normal topu ayağında bulunduran oyuncunun kime pas atacağını oyuncu davranış kodları belirtiyormuş. Bu özel oyuncularda da, sıradan oyuncularda da böyle. Son 3 koddan ilki de kesinlikle korneri kimin kullanacağı oluyor. Son iki kodda dediğin gibi şut mu yoksa pas mı vereceğini belirliyor olabilir. Bunlarda ilkine baktığımız zamanda ağırlık olarak 1F ve 1E kodları var, buda şut ve pası belirliyor olabilir. Son kodda kime atılacağını belirliyor olabilir. Tabi verdiğin bilgilerde büyük oranda doğru olabilir. Adam bunları mutlaka denemiştir ki bu verileri bu şekilde hazırlamış. Uygun bir zamanda bunları deneyeceğim. Bu önemli bilgiler için teşekkürler. Abi okuduğumdan kesinlikle eminim.İngilizceyi 2.lisan olarak biliyorum denebilir.Kaslghnoon bunları korner davranışları olarak anlatmış.Ama dediğin gibi sadece korneri veya başka bir özelliği de ayrıca belirtiyormu onu bilemem Sayfa açılmadı mı? Bende siyah bir sayfa açılıyor http://www.freewebs.com/kaslghnoon/codes.htm Bu sayfayı il kez birkaç yıl önce görmüştüm.Davranış kodlarını ilk paylaşan kişi olması muhtemel.Bir de bizim gibi CT Elite diye bir site vardı ama sanırım o kapandı Sayfadaki anlatımların tamamı bu.Bir dünya bilgi Çoğunu çözdüm ama bazı yerleri anlayamadım.Sen kesinlikle anlarsın diye umuyorum List1 - NES 8 bit Offset Conversion: 0000 = 8000 1000 = 9000 2000 = A000 3000 = B000 4000 = C000 5000 = D000 6000 = E000 7000 = F000 8000 = 8000 9000 = 9000 A000 = A000 B000 = B000 C000 = C000 D000 = D000 E000 = E000 F000 = F000 List 2 - CT2 RAM: 26 = Level 27 = Half 28 = Our score 29 = En (enemy) score 2A = Our team 2B = En team 441 = Player who has the ball 446 = (to 01) Tsubasa Drive Bicycle 448 = (to 01) Tsubasa cyclone 454 - 467 = Player saved levels (starting Tsubasa) 5F7 and 5F8 = Time 601 = Player who is currently marking Player specific RAM addresses: 300 = Our GK 30C = Our 2 318 = Our 3 324 = Our 4 330 = Our 5 33C = Our 6 348 = Our 7 354 = Our 8 360 = Our 9 36C = Our 10 378 = Our 11 Bench: 408 = 12 40C = 13 410 = 14 414 = 15 418 = 16 41C = 17 420 = 18 424 = 19 428 = GK 20 42C = GK 21 384 = En GK 390 = En 2 39C = En 3 3A8 = En 4 3B4 = En 5 3C0 = En 6 3CC = En 7 3D8 = En 8 3E4 = En 9 3F0 = En 10 3fC = En 11 List 3 - Position id's during play: 00 = Our GK 01 = Our 2 02 = Our 3 03 = Our 4 04 = Our 5 05 = Our 6 06 = Our 7 07 = Our 8 08 = Our 9 09 = Our 10 0A = Our 11 0B = En GK 0C = En 2 0D = En 3 0E = En 4 0F = En 5 10 = En 6 11 = En 7 12 = En 8 13 = En 9 14 = En 10 15 = En 11 List 4 - Players id's: 01 Tsubasa 02 Lennart [GK] 03 Lima 04 Marini 05 Amaral 06 Dottil 07 Battista 08 Tahamata 09 Babinton 0A Gil 0B Platton 0C Urabe 0D Kishida 0E Nakayama 0F Morisaki [GK] 10 Takasugi 11 Misaki 12 Izawa 13 Taki 14 Ishizaki 15 Nitta 16 Kisugi 17 Masao 18 Kazuo 19 Sano 1A Hyuga 1B Soda 1C Jito 1D Matsuyama 1E Sorimachi 1F Sawada 20 Misugi 21 Wakabayashi [GK] 22 Wakashimazu [GK] 23 Satilste 24 Riverio 25 Da Silva 26 Meon [GK] 27 Toninho 28 Nei 29 Zagalo 2A Dirceu 2B Carlos 2C Santamaria 2D Jethrio 2E Jito 2F Sano 30 Masao 31 Kazuo 32 Soda 33 Nakanishi [GK] 34 Misugi 35 Matsuyama 36 Hyuga 37 Sorimachi 38 Sawada 39 Wakashimazu [GK] 3A Rampion 3B Victorino 3C Da Silva 3D Kapilman 3E Kaltz 3F Metzer 40 Wakabayashi [GK] 41 Hyuga 42 Nitta 43 Sano 44 Misaki 45 Misugi 46 Masao 47 Kazuo 48 Jitou 49 Ishizaki 4A Soda 4B Matsuyama 4C Wakashimazu [GK] 4D Li Han 4E Li Ban 4F Sya 50 Kim 51 Mach 52 Jaich [GK] 53 Lorima 54 Robson 55 Belaef 56 Lashin 57 Napoleon 58 Pierre 59 Esperana 5A Rampion 5B Hernandez [GK] 5C Islas 5D Ribta 5E Pascal 5F Satilst 60 Diaz 61 Babinton 62 Galvin 63 Schneider 64 Margis 65 Kaltz 66 Metzer 67 Schister 68 Kapilman 69 Muller [GK] 6A Carlos 6B Zagalo 6C Riverio 6D Nei 6E Santamaria 6F Toninho 70 Dottil 71 Amaral 72 Dirceu 73 Jethrio 74 Gertise [GK] 75 Coimbra List 5 - Team id's: 00 = Sao Paolo 01 = Nankatsu 02 = Japan 03 = Fluminese 04 = Corinthians 05 = Gremio 06 = Palmeiras 07 = Santos 08 = Flamengo 09 = Kunimi 0A = Akita 0B = Tatsunami 0C = Musashi 0D = Furano 0E = Toho 0F = AS Roma 10 = Uruguay 11 = Hamburg SV 12 = Japan 13 = Syria 14 = China 15 = Iran 16 = Taiwan 17 = Saudi Arabia 18 = Korea 19 = Vasco Da Gama 1A = Poland 1B = England 1C = Russia 1D = France 1E = Mexico 1F = Italy 20 = Netherlands 21 = Argentina 22 = Germany 23 = Brazil 24 = Brazil ---------------------------------------------------------------------------------------------------- I was planning on posting all my offsets here, but I no longer have to thanks the good friends of CT Elite, they have posted most of the important lists and ROM hacking guides, some of which are packed inside .rar archives. Thanks again to members of that site and to all the contributors who have documented their knowledge, your work will not be forgotten. ---------------------------------------------------------------------------------------------------- *********************************************************************************** Note: All values preceded with 'x' are hex offsets, preceded with '$' are hex values. *********************************************************************************** Players' guts and speed: Manually setting up level guts amounts (400, 408, 416...) x39F1E - x39FDD , 2 bytes per level You can use a calculator to convert decimal to hexadecimal, the numbers will be inserted backwards. Dec 400 = Hex 190 190 in hex editing = $90 01 Manually setting up player speed types: (12 bytes per type) x3AFBE = Type 00 x3AFCA = Type 01 x3AFD6 = Type 02 x3AFE2 = Type 03 x3AFEE = Type 04 x3AFFA = Type 05 x3B006 = Type 06 x3B012 = Type 07 x3B01E = Type 08 x3B02A = Type 09 x3B036 = Type 0A x3B042 = Type 0B x3B04E = Type 0C x3B05A = Type 0D x3B066 = Type 0E x3B072 = Type 0F x3B07E = Type 10 x3B08A = Type 11 x3B096 = Type 12 x3B0A2 = Type 13 x3B0AE = Type 14 x3B0BA = Type 15 x3B0C6 = Type 16 x3B0D2 = Type 17 x3B0DE = Type 18 x3B0EA = Type 19 x3B0F6 = Type 1A x3B102 = Type 1B x3B10E = Type 1C x3B11A = Type 1D x3B126 = Type 1E x3B132 = Type 1F Usage: Beginning offset x395EA, there are 4 bytes for each player going in the order of [LIST 4], (1) player guts/stats type (2) speed type (3) attack tendency while own team possess (4) marking tendency when opponent posses. The second byte corresponds to the type number of speed I have listed above. If you want to manually speed up or slow down a speed type, the 12 bytes of speed type are classified as the following: Bytes 1,2 = CPU Marking speed Bytes 3,4 = Speed when player is running with the ball Bytes 5,6 = CPU Motion speed when a teammate has possession Bytes 7,8 = Your (gamer's) marking speed during opponent possession Bytes 9,10 = Run after deflected ball from opponent Bytes 11,12 = Run after deflected ball from teammate Format: Byte 1 (short), Byte 2 (long), example: x3AFBE = $80, x3AFBF = $03, if you change x3AFBE you will not notice a significant change in speed for speed type 00 since it is the short distance, but if you change x3AFBF the type 00 speed will noticeably change. --- Manually Editing Enemy Players' Behavior: Starting x39672, there are 12 bytes designated for how the opponent plays when in mid-field possession, attacking, or under attack. x39672 contains the behavior of the first opponent personality (Satliste) and the rest of the various opponent players take up 12 bytes each going onward. Here is a list of offsets that take you to the 1st byte of the manual modification: x39672 = Satilste x3967E = Riverio x3968A = Da Silva x39696 = Meon [GK] x396A2 = Toninho x396AE = Nei x396BA = Zagalo x396C6 = Dirceu x396D2 = Carlos x396DE = Santamaria x396EA = Jethrio x396F6 = Jito x39702 = Sano x3970E = Masao x3971A = Kazuo x39726 = Soda x39732 = Nakanishi [GK] x3973E = Misugi x3974A = Matsuyama x39756 = Hyuga x39762 = Sorimachi x3976E = Sawada x3977A = Wakashimazu [GK] x39786 = Rampion x39792 = Victorino x3979E = Da Silva x397AA = Kapilman x397B6 = Kaltz x397C2 = Metzer x397CE = Wakabayashi [GK] x397DA = Hyuga x397E6 = Nitta x397F2 = Sano x397FE = Misaki x3980A = Misugi x39816 = Masao x39822 = Kazuo x3982E = Jitou x3983A = Ishizaki x39846 = Souta x39852 = Matsuyama x3985E = Wakashimazu [GK] x3986A = Li Han x39876 = Li Ban x39882 = Sya x3988E = Kim x3989A = Mach x398A6 = Jaich [GK] x398B2 = Lorima x398BE = Robson x398CA = Belaef x398D6 = Lashin x398E2 = Napoleon x398EE = Pierre x398FA = Esperana x39906 = Rampion x39912 = Hernandez [GK] x3991E = Islas x3992A = Ribta x39936 = Pascal x39942 = Satilste x3994E = Diaz x3995A = Babinton x39966 = Galvin x39972 = Schneider x3997E = Margis x3998A = Kaltz x39996 = Metzer x399A2 = Schister x399AE = Kapilman x399BA = Muller [GK] x399C6 = Carlos x399D2 = Zagalo x399DE = Riverio x399EA = Nei x399F6 = Santamaria x39A02 = Toninho x39A0E = Dottil x39A1A = Amaral x39A26 = Dirceu x39A32 = Jethrio x39A3E = Gertise [GK] x39A4A = Coimbra x39A56 = [GK] Fluminese x39A62 = Fluminese 1 x39A6E = Fluminese 2 x39A7A = [GK] Corinthians x39A86 = Corinthians 1 x39A92 = Corinthians 2 x39A9E = Gremio 1 x39AAA = Gremio 2 x39AB6 = [GK] Palmeiras x39AC2 = Palmeiras 1 x39ACE = Palmeiras 2 x39ADA = [GK] Santos x39AE6 = Santos 1 x39AF2 = Santos 2 x39AFE = [GK] Flamengo x39B0A = Flamengo 1 x39B16 = Flamengo 2 x39B22 = [GK] Kunimi x39B2E = Kunimi 1 x39B3A = Kunimi 2 x39B46 = [GK] Akita x39B52 = Akita 1 x39B5E = Akita 2 x39B6A = Tatsunami 1 x39B76 = Tatsunami 2 x39B82 = [GK] Musashi x39B8E = Musashi 1 x39B9A = Musashi 2 x39BA6 = [GK] Furano x39BB2 = Furano 1 x39BBE = Furano 2 x39BCA = Toho 1 x39BD6 = Toho 2 x39BE2 = [GK] AS Roma x39BEE = AS Roma 1 x39BFA = AS Roma 2 x39C06 = [GK] Uruguay x39C12 = Uruguay 1 x39C1E = Uruguay 2 x39C2A = Hamburg 1 x39C36 = Hamburg 2 x39C42 = [GK] Syria x39C4E = Syria 1 x39C5A = Syria 2 x39C66 = [GK] China x39C72 = China 1 x39C7E = China 2 x39C8A = [GK] Iran x39C96 = Iran 1 x39CA2 = Iran 2 x39CAE = [GK] Taiwan x39CBA = Taiwan 1 x39CC6 = Taiwan 2 x39CD2 = [GK] Saudi Arabia x39CDE = Saudi Arabia 1 x39CEA = Saudi Arabia 2 x39CF6 = [GK] Korea x39D02 = Korea 1 x39D0E = Korea 2 x39D1A = [GK] Vasco Da Gama x39D26 = Vasco Da Gama x39D32 = Poland 1 x39D3E = Poland 2 x39D4A = [GK] England x39D56 = England 1 x39D62 = England 2 x39D6E = Russia 1 x39D7A = Russia 2 x39D86 = [GK] France x39D92 = France 1 x39D9E = France 2 x39DAA = [GK] Mexico x39DB6 = Mexico 1 x39DC2 = Mexico 2 x39DCE = Italy 1 x39DDA = Italy 2 x39DE6 = [GK] Netherlands x39DF2 = Netherlands 1 x39DFE = Netherlands 2 x39E0A = [GK] Argentina x39E16 = Argentina x39E22 = Germany x39E2E = Furano aggressive x39E3A = Diaz (selfish) x39E46 = Schneider aggressive x39E52 = ? Properties of each byte: (DF, MF, FW) Byte 1 = Guts/stats Byte 2 = Speed Byte 3 = Attacking tendency Byte 4 = Marking tendency Byte 5 = Action preference 1 (their turn to attack) Byte 6 = Action preference while they control in your penalty area Byte 7 = Type of defense while they control in their penalty area Byte 8 = Action preference during clash (your turn to attack) Byte 9 = Aerial competition 1 Byte 10 = Aerial competition 2 Byte 11 = Action preference 2 (their turn to attack) Byte 12 = Default at 0 Explaining the value meaning of some of the bytes: -Bytes 5 and 11: A combination of these two values determine which action the player prefers at a given field position, whether it is passing, 1.2, shooting, or going forward himself. There are over 400 possible combinations that can be used to give an enemy player or a set of enemy players their own playing style. I recommend reviewing the combinations of popular players to be familiar with what these numbers do. For example the Toninho that plays in Palmeiras has a different combination than Brazil's Toninho, Palmeiras's Toninho has a $00,$03 combo ($00 at x396A6 which is the 5th byte, and $03 at x396AC which is the 11th byte) while Brazil's Toninho has a combination of $12,$2A which gives him more of a shooting style. -Byte 6: Changing this value will change what the enemy player does when controlling the ball in our penalty kick area. A value of $06 will have enemy player shooting 100% of the time. Other values exchange between trap, pass, shoot, throw. -Byte 7: When the enemy player has the ball and clears it from their own penalty kick area, a value of $05 will blow your player away when you try to compete but the enemy is successful in clearing. A value of $00 will be what most teams have. Iran and certain aggressive defenders have this value set at $05 to hurt your players any chance they get. -Byte 8: When enemy player faces yours, a value of $03 will have the enemy tackling your players 100%. Having $00 does pass-cuts, blocks, tackles evenly. $02 does everything but pass-cut, and $06 does the killer tackles Iran and Korea use 100% of the time. -Bytes 9 and 10: Clear and compete. These two values are normally equal and they decide how the enemy player will react when you are in control of the ball in your or their penalty area. Setting these values to $02 will result in killer moves by the enemy player. (GK) Byte 1 = Guts/stats Byte 2 = unused Byte 3 = unused Byte 4 = Saving type: $03 = Punch only, $05 = catch only, $04 = Triangle jump, punch Byte 5 = Aerial reaction: $03 = Stay, $04 = Jump, $02 = Clever reaction Byte 6 = unused Byte 7 = unused Byte 8 = unused Byte 9 = unused Byte 10 = unused Byte 11 = used, not sure what it does Byte 12 = unused ======================================================================= Important note: Never put any original Sao Paolo, Nankatsu, or Japan players or GK's in enemy position, they are not meant to be played by CPU and will most likely cause the game to crash. Players with id $01-$22 [LIST 4] have only 4 designated bytes instead of 12 so when put in enemy position they will read beyond their address and will use a following player's data as bytes 5-12. Since there are more CPU intended players than human intended, it would make sense to edit another CPU player if for example a CPU Tsubasa needed, never use the actual Tsubasa (id=$01), instead apply Tsubasa's attributes to a player with id $23-$75. ======================================================================= Enemy Team Corner Kicks: Since constructing an enemy teams and star placements in their roster has already been documented, I will get into the detail of which player number from each enemy team kicks corners, and whom they choose to pass the ball to. Depending on how many star players you place with each enemy team, details might change. The only offsets that remain constant are addresses: (2 bytes per enemy team) Level 1 (default: Fluminese) = x3BAC2 Level 2 (default: Corinthians) = x3BAC4 Level 3 (default: Gremio) = x3BAC6 Level 4 (default: Palmeiras) = x3BAC8 Level 5 (default: Santos) = x3BACA Level 6 (default: Flamengo) = x3BACC Level 7 (default: Kunimi) = x3BACE Level 8 (default: Akita) = x3BAD0 Level 9 (default: Tatsunami) = x3BAD2 Level 10 (default: Musashi) = x3BAD4 Level 11 (default: Furano) = x3BAD6 Level 12 (default: Toho) = x3BAD8 Level 13 (default: AS Roma) = x3BADA Level 14 (default: Uruguay) = x3BADC Level 15 (default: Hamburg SV) = x3BADE Level 16 (default: Japan) = x3BAE0 Level 17 (default: Syria) = x3BAE2 Level 18 (default: China) = x3BAE4 Level 19 (default: Iran) = x3BAE6 Level 20 (default: Taiwan) = x3BAE8 Level 21 (default: Saudi Arabia) = x3BAEA Level 22 (default: Korea) = x3BAEC Level 23 (default: Vasco Da Gama) = x3BAEE Level 24 (default: Poland) = x3BAF0 Level 25 (default: England) = x3BAF2 Level 26 (default: Russia) = x3BAF4 Level 27 (default: France) = x3BAF6 Level 28 (default: Mexico) = x3BAF8 Level 29 (default: Italy) = x3BAFA Level 30 (default: Netherlands) = x3BAFC Level 31 (default: Argentina) = x3BAFE Level 32 (default: Germany) = x3BB00 Level 33 (default: Brazil) = x3BB02 Level 34 (default: Brazil) = x3BB04 To edit the corner behavior of enemy 1 (Fluminese) follow these instructions: -Jump to offset x3BAC2 -x3BAC2 reads F6 BA, which addresses x3BAF6+10(header) = x3BB06 -To get to the corner kick specifier, add 6 to x3BB06, x3BB06+6 = x3BB0C -Jump to x3BB0C, read the value. If the value is $A0, the enemy corner kicker is player A = 10 (decimal) For value XY, the corner kicker is player X(in decimal) of the enemy team. -To change who kicks the corner change the first digit of that value (A in $A0) -To change whether or not enemy defense move in your penalty area, change the 2nd digit of that value to 1, ($A0 to $A1) -To change the corner behavior, change the 2 offsets below our offset x3BB0C which means we are now dealing with x3BB0D and x3BB0E for corner pass receiver and shooting behavior. Here are some combo values that I have found for these offsets: Combos: When No.9 passes $05, 05 (x3BB0D to 05, x3BB0E to 05) = to 7, 8, 9, 11 $08, 08 = To 6, 7, 8, 11 $09, 09 = Shoot and to 8, 9 $0A, 0A = To 6, 7, 11 $0B, 0B = Shoots and to 11 $0C, 0C = To 9, 11 $0D, 0D = More shoot and to 11 $0E, 0E = To 6, more 8, and 11 $0F, 0F = shoot and to 11 $10, 10 = To 11 $11, 11 = 6, 7, 9, 11 Combos: When No.10 passes $04, 04 = More shoot and pass to 9 sometimes $05, 05 = To 9 and 4 $06, 06 = To 2 and 6 $07, 07 = To 11, 2, and shoot sometimes 6 $08, 08 = To 3, 4, 6, 7 $09, 09 = To 9, 11, and shoot sometimes $0A, 0A = To 9 and 7 sometimes $0B, 0B = Shoot, to 6, 7, 11 $0C, 0C = To 6, 7, 9, rarely 5 $0D, 0D = Shoot and to 9, 7 sometimes 8 $0E, 0E = To 9 $0F, 0F = To 11, 7, and 4 $10, 10 = To 9, sometimes shoot or to 3, 4 $11, 11 = To 6, sometimes 7 $12, 12 = Shoot and to random $13, 13 = Shoot and to 5, 6, 7 $14, 14 = To 8, 5, 7, and 11 $15, 15 = To 7, 5, shoot $16, 16 = To 11 $17, 17 = To 7, 9 $18, 18 = To 4 $19, 19 = To 11, 8, 4 $1A, 1A = To 9 and sometimes 11 $1B, 1B = To 8 $1C, 1C = To 11 $1D, 1D = To 4 $1E, 1E = To 9 $1F, 24 = To 5, 7, 8 $16, 25 = To 7, 8, 11 Combos: When 11 passes: $16, 16 = To 2 $01, 01 = To 10, sometimes 8 $02, 02 = To 9, 10 sometimes 2 $05, 05 = Randomized $1C, 1C = To 10 Use the same method to jump to desired corner kick offsets. You can find more useful combinations of your own, above is not a full list of all possibilities. ---------------------------------------------------------------------------------------------------- Unsorted hacks: Apply GK face closeups by player id [LIST 4] x20633 = Lennart's face (default applied to player id=$02=Lennart) x20634 = Morisaki, x20635 = Wakabayashi, x20636 = Wakashimazu) - Disable GK confrontation (instant pass by GK) x3401A to $0E - Eliminate the chance of player's success while confronting GK: x34707 to $04 - Apply anonymous generic enemy style to all players: x2022C to $AE - Enable special clear, compete ability to all your players: x38D78 to $98 - Change graphics of Wakashimazu's triangle jump: x21C6D to any valid graphic address - Change sprite of Roberto in MEETING: xBE98 - Change the graphics of team readiness (Let's go!...) Sao Paolo: xA07C, xA07D Nankatsu: xA07E, xA07F Japan: xA080, xA081 Some configured values for readiness: $F0 BF, nothing, game starts $C4 BF, Nankatsu team ready $CE BF, Japan team ready - Sprite ID's of player face close-ups during gameplay (good for searching) $91 = Tsubasa, $93 = Lennart, $94 = Morisaki, $96,$97 = Misaki, $98,$99 = Ishizaki, $9A,$9B = Nitta, $9C = Tachibana Japan, $9E = Hyuga Japan, $9F = Soda Japan, $A0 = Jito, $A1 = Matsuyama Japan, $A2 = Sawada Japan, $A3 = Misugi Japan, $A4 = Wakabayashi, $A6 = Wakashimazu, $A8 = Meon, $A9 = Carlos Flamingo, $AA = Jito Kunimi, $AB = Tachibana Akita, $AD = Soda Tatsunami, $AE = Misugi Musashi, $AF = Matsuyama Furano , $B0 = Hyuga Toho , $B1 = Sawada Toho $B2 = Victorino, $B3 = Kaltz Hamburg, $B4 = Napoleon, $B5 = Pierre, $B6 = Paskal, $B7 = Diaz, $B8 = Schneider, $B9 = Kaltz Germany, $BA = Schister, $BB = Carlos Brazil, $BC = Coimbra - Redraw closeup sprites of star players: x2C33A = Tsubasa ($50 A1) x2C33C = Tachibana ($B5 A1) x2C33E = Soda ($CC A1) x2C342 = Sawada ($6A A2) x2C344 = Ishizaki ($BF A2) x2C34E = Kaltz ($B6 A4) x2C35C = Jito ($95 A6) x2C340 = Hyuga ($1F A2) x2C348 = Diaz ($87 A3) x2C34C = Carlos ($4D A4) x2C350 = Schneider ($0D A5) x2C354 = Pierre ($5D A5) x2C356 = Napoleon ($BE A5) x2C360 = Coimbra ($33 A7) x2C346 = Misaki ($14 A3) x2C34A = Pascal ($DA A3) x2C352 = Schister ($44 A5) x2C358 = Misugi ($0B A6) x2C35A = Matsuyama ($32 A6) x2C35E = Nitta ($E8 A6) x2C362 = Victorino ($84 A7) - Manually edit special 1.2 combination gaphics: Tsubasa/Misaki (Tsubasa starts) x23C11: Misaki's face (Works for both starters) x23C0B: Tsubasa's face (Works for both starters) x23CAB: Misaki's return 1st x23CB3: Tsubasa's return x23CBB: Misaki's return 2nd Tsubasa/Misaki (Misaki starts) x23CC3: Tsubasa's return 1st x23CCB: Misaki's return x23CD3: Tsubasa's return 2nd Diaz/Paskal: x23D40, x23D50, x23D60: Diaz's returns x23D38, x23D48, x23D58: Paskal's returns Face closeups: x23C60 = Paskal, x23C67 = Diaz Sawada/Hyuga: x23CE2, x23CF2, x23D09: Sawada x23CEA, x23D01, x23D11: Hyuga Face closeups: x23C1C = Hyuga (Japan), x23C23 = Sawada (Japan) x23C2D = Hyuga (Toho), x23C34 = Sawada (Toho) Tachibana: Returns: x23D20, x23D28, x23D30.. Face closeups: x23C3E, x23C45 Pierre/Napoleon: x23D72, x23D84, x23D94: Pierre's returns x23D7A, x23D8C: Napoleon Face closeups: x23C71 = Napoleon, x23C78 = Pierre - Player with this id [LIST 4] has triangle jump (default=21=Wakashimazu) : x3D2F8 - Change the function of 'catch' for all our GK's, x3D2BD to: $01 Roll save $02 Divide save $03 Dark Illusion - 'Catch only' function enabled (all our GK's) x3D2D2 to $4B - Applying generic anonymous player to all (another way) x20238 to $D1 - Different face closeups for Drivd Shot: x20545 (default=$01=Tsubasa), x20549 (default=$60=Diaz) - Quicker way of applying special 1.2 graphics or swapping which pair has what graphics: x206F3 - x20703, the values are player id's [LIST 4], for example if you want to apply Tsubasa's pre-configured 1.2 graphics to a different player change the $01 to one you can obtain from [LIST 4] - Pre-configured GK graphics by player id [LIST4] Gertise: x20429 Wakashimazu Japan: x2042E Wakashmazu Toho: x20432 Wakashimazu Japan (enemy): x20436 Wakabayashi Japan: x2052D Wakabayashi Hamburg x20531 Morisaki: x20529 - Special 1.2 combo palettes (color) Misaki: Shirt = x3FCA0, shorts = x3FCA3 Tsubasa: Shirt = x3FC94, shorts = x3FC97 Diaz: Shirt = x3FCF4, shorts = x3FCF7 Paskal: Shirt = x3FD00, shorts = x3FD03 - Change what Diaz's run for goal (Go!) does: x388B9 - Guts consumption by going one step (default is $03, you lose 3 guts each step) x3E330 = Regular (-3) x3E33A = Misugi (-5) - List of pre-configured specials (starting offset only) Pass: x3941A Dribbe: x39420 1.2: x39435 Block: x39447 Tackle: x39456 Pass-cut: x3946A - Enable specials in menu (like: Drive Shot 200, Heel lift 90..etc) x3B3E Format is: $player id, addresses, example: $01 55BB means Tsubasa has that list (id=$01) and it's detailed at x3B65. - Change the Tecmo rabbit: x6036 - Disable 'Continue' 0 to $89 - Disable sound test: xE4 to $A6 - Get rid of the trophy at the title screen: x2A8 to $E8 - Change the functionality of 'Continue' x26BC - Change overtime rules: x19B $D0 (straight to PK for the 1st tournament) - Position of the trophy at title: x91C - Location of designing the title screen (starter) x11200 - Kaslghnoon style goal celebration: - x20446 to $EF, x20448 to $06 - At x222C5 write $A0 68 6B 52 - x21C48 to $00 - Details of Jito's laugh after he scores with the Santono: x222B0 - Stat numbers (8, 9, 10,...255) x39E5E - Music plays during MEETING, HALF TIME: x133, x26E3 - Disable the loser screen (after you lose a game) x1FF to $5F - Change time: Regular: x3D193 = 1st half, x3D195 = 2nd half, x3D197 = extra 1, x3D199 = extra 2 Extended: x3D19B = 1st half, x3D19D = 2nd half, x3D19F = extra 1, x3D1A1 = extra 2 Apply Extended play time (35 minutes) to enemy teams, refer to [LIST 5] for values: x3D16B default is $0E = Toho x3D16F default is $12 = Japan x3D173 default is $1A = Poland and all teams after this value get 35 minutes game time - Disable instant music changes when possession changes: At x3C57F write: $4C62DB - Stepping delay: x3E169, changing to $00 will have players, time moving at a faster pace. - Freeze time: x3D1D3 to $04 - Mute all tracks in sound test: x441D to $BE - Reset instead of going into sound test when A+B+Start is pressed: x4219 write: $4C4EC6 - Resets after you lose a game: x2025 write: $4C4EC6 - Disable sound FX during gameplay: x3EC09 to $2D - Disable the announcing of level-ups (does not disable level-ups) xBFA0 to $FF and x261A to $21 - Player level-up routines: starting x39E7 - Change who shoots enemy free kick (refer to [LIST 3] for position id's: x35E7A - Edit who kicks off (default is No.9 all teams) x3DAFE Edit who is receives the pass during kickoff: x3DC92 - x3DC96 - Change password rules: starting x2D9A - Tsubasa has Cyclone when playing against this team: x38D45 [LIST 5] - Edit which one of our team has bench players (refer to [LIST 5] for team id's) Change all these offsets to the same value: x274C, x2B21, x35BDF, x35963 - Edit when roster changes of our teams occur: x4881 (default at level $06) Sao Paolo --> Nankatsu x4885 (default at level $0C) Nankatsu --> Sao Paolo x4889 (default at level $10) Sao Paolo --> Japan - Starters of lists: x20704 = Clash/overhead kick personalities x39666 = Player behavior x3F425 = Team names (during game) x3DB8 = Team names at the vs screen (before game) x2BA97 = Color of socks of shooting player x38E2B = Player specials x28901 = Appearance (face type) x2B821 = Player palettes during gameplay x3F33B = Player names ---------------------------------------------------------------------------------------------------- Modifying the NSF Music of Captain Tsubasa 2: Tracks List by Sound Test: Track 0: Channels = x1F7BD Main = x18C98 Track 1: Channels = x1C974 Main = x18C72 Track 2: Channels = x1EAB8 Main = x18C8A Track 3: Channels = x1E31F Main = x18C92 Track 4: Channels = x1E5F0 Main = x18C8E Track 5: Channels = x1CC3A Main = x18C76 Track 6: Channels = x1CA95 Main = x18C74 Track 7: Channels = x1E167 Main = x18C8C Track 8: Channels = x1E858 Main = x18C90 Track 9: Channels = x1E208 Main = x18C96 Track 10: Channels = x1E010 Main = x18C9C Track 11: Channels = x1D08A Main = x18C78 Track 12: Channels = x1D303 Main = x18C7A Track 13: Channels = x1CDF8 Main = x18C7E Track 14: Channels = x1C3A9 Main = x18C80 Track 15: Channels = x1C010 Main = x18C82 Track 16: Channels = x1D82F Main = x18C84 Track 17: Channels = x1D3AC Main = x18C86 Track 18: Channels = x1DB11 Main = x18C88 Track 19: Channels = x1EC69 Main = x18C9A Track 20: Channels = x1E7E9 Main = x18C94 Track 21: Channels = x18CD0 Main = x18C70 Track 22: Channels = x1A010 Main = x18C4C Track 23: Channels = x1A2BA Main = x18C4E Track 24: Channels = x1AB3A Main = x18C6A Track 25: Channels = x1ABE5 Main = x18C6C Track 26: Channels = x1B8FA Main = x18C6E Track 27: Channels = x1B524 Main = x18C60 Track 28: Channels = x1B00A Main = x18C5A Track 29: Channels = x1B739 Main = x18C66 Track 30: Channels = x1BDC3 Main = x18C68 Track 31: Channels = x1A771 Main = x18C56 Track 32: Channels = x1AC89 Main = x18C58 Track 33: Channels = x1BBAE Main = x18C64 Track 34: Channels = x1A5D6 Main = x18C52 Track 35: Channels = x1A41B Main = x18C50 Track 36: Channels = x1B33D Main = x18C5E Track 37: Channels = x1B1F0 Main = x18C5C Track 38: Channels = x1B69D Main = x18C54 Track 39: Channels = x1B93C Main = x18C62 Track 40: Channels = x18E78 Main = x18BEE Track 41: Channels = x18E99 Main = x18BF0 Track 42: Channels = x18EDF Main = x18BF2 Track 43: Channels = x18FBD Main = x18BF4 Track 44: Channels = x18F24 Main = x18BF6 Track 45: Channels = x190B4 Main = x18BF8 Track 46: Channels = x19245 Main = x18BFA Track 47: Channels = x196DC Main = x18BFC Track 48: Channels = x19759 Main = x18BFE Track 49: Channels = x19191 Main = x18C00 Track 50: Channels = x191FA Main = x18C02 Track 51: Channels = x1912D Main = x18C04 Track 52: Channels = x19089 Main = x18C06 Track 53: Channels = x18F6A Main = x18C08 Track 54: Channels = x18FCB Main = x18C0A Track 55: Channels = x1943D Main = x18C0C Track 56: Channels = x19472 Main = x18C0E Track 57: Channels = x194D6 Main = x18C10 Track 58: Channels = x19DF4 Main = x18C12 Track 59: Channels = x19E0D Main = x18C14 Track 60: Channels = x19369 Main = x18C16 Track 61: Channels = x19663 Main = x18C18 Track 62: Channels = x19E8F Main = x18C1A Track 63: Channels = x19787 Main = x18C1C Track 64: Channels = x19B2E Main = x18C1E Track 65: Channels = x19EE3 Main = x18C20 Track 66: Channels = x19ADD Main = x18C22 Track 67: Channels = x19B60 Main = x18C24 Track 68: Channels = x19BAD Main = x18C26 Track 69: Channels = x19F07 Main = x18C2C Track 70: Channels = x1953D Main = x18C2E Track 71: Channels = x19567 Main = x18C30 Track 72: Channels = x19CFE Main = x18C32 Track 73: Channels = x19D68 Main = x18C34 Track 74: Channels = x19D83 Main = x18C36 Track 75: Channels = x19A65 Main = x18C38 Track 76: Channels = x197E6 Main = x18C3A Track 77: Channels = x19A87 Main = x18C3C Track 78: Channels = x19463 Main = x18C3E Track 79: Channels = x19813 Main = x18C40 Track 80: Channels = x19AAA Main = x18C42 Track 81: Channels = x197AD Main = x18C44 Track 82: Channels = x1982B Main = x18C46 Track 83: Channels = x19C23 Main = x18C48 Track 84: Channels = x19F56 Main = x18CA6 Track 85: Channels = x1988E Main = x18CA8 Track 86: Channels = x198CD Main = x18CAA Track 87: Channels = x19954 Main = x18CAC Track 88: Channels = x1999E Main = x18CAE Track 89: Channels = x19CDB Main = x18CB0 Track 90: Channels = x199C4 Main = x18CB2 Track 91: Channels = x19A0C Main = x18CB4 Track 92: Channels = x199F7 Main = x18CB8 Track 93: Channels = x19FAC Main = x18CBA Track 94: Channels = x19C45 Main = x18CBC Track 95: Channels = x19FDA Main = x18CBE Track 96: Channels = x19C23 Main = x18C48 Track 97: Channels = x19D18 Main = x18CC2 Track 98: Channels = x19E6D Main = x18CC4 Track 99: Channels = x19E31 Main = x18CC6 Editing Captain Tsubasa 2 music: Using the list above, decide which track from the CT2 sound test (A+B+Start at the title screen) you want to edit. The offsets described as 'main' decide which music plays at what track and they determine the starting position of channels. The 'channels' offset is where you mainly begin modifying the music. The music tracks use 4 different channel ID's from FX tracks. Here is a full list of channel ID's and their definitions: $00 = Rectangle 1 (Sound FX) $01 = Rectangle 2 (Sound FX) $02 = Triangle (Sound FX) $03 = PCM (Sound FX) $04 = Rectangle 1 (Music) $05 = Rectangle 2 (Music) $06 = Triangle (Music) $07 = PCM (Music) Format: $Channel#, $2 byte address, $Channel#, $2 byte address ..., $FF Coding example: $04 0D A0 05 60 A1 06 FD A1 07 29 A2 FF... Seeing as the 1st channel is an $04 (Rectangle 1, music) we know this is a music track. $04 0D A0 Means that rectangle 1 of this track is located at x1A01D. Since all the sound data of CT2 is located inside bank x10000, this is how you calculate address presented: Take the address $0D A0, reverse the byte order (write backwards) to make it A00D, add 10(hex) for the header and x10000 for the bank which makes it A00D+10+10000 = x1A01D Complications due to 4-Bit coding with the sound offsets: [LIST 1] shows you how to convert hex values to actual offsets in an 8-Bit environment. The sound section of Captain Tsubasa 2 does not use this format, it uses 4-Bit instead. Therefore there is need for another list which is the following: 8000 = 8000 9000 = 9000 A000 = A000 B000 = B000 C000 = A000 D000 = B000 E000 = A000 F000 = B000 The complications begin when entering offset x1C000 and higher. Unlike the 8-Bit system, seeing $04 0D A0 does not take us to offset x1A01D if you are in the x1C000 - x1FFFF zone, it will depend on where $04 0D A0 is coded: x1C000 - 1DFFF: $04 0D A0 translates to offset x1C01D, $04 0D B0 translates to x1D01D x1E000 - 1FFFF: $04 0D A0 translates to offset x1E01D, $04 0D B0 translates to x1F01D Sound section prefix commands: $E0 = Melody (usage example $E0 01) $E2 = Instrument (usage example $E2 80) $E3 = Volume (usage example $E3 07) $E5 = Frequency (usage example $E5 0A) $E8 = Loop maker (usage example $E8 11 A0) $E9 = Partial play (usage example $E9 03 A3) $EB = Repetition (usage example $EB 02) $ED = Echo and vibration (usage example $ED 01) Suffix commands: $EA = End partial play (usage example $E9...28 2B EA) $EC = End repetition (usage example $EB...16 17 EC) $EF (sometimes EF F4) = End vibration or echo (usage example $ED...18 EF F4) $FF = Stop Disabling audio from channels: Not all 4 of the channels have to perform in order to make music or sound FX. To disable a channel you address it to an offset that has the value $FF. To disable a channel without editing ROM data you can use an emulator that has volume control of channels besides the master volume. Making your own music: The best way to learn about channels and their significance is by attempting to create music. Understanding the commands and keys is very important as well as basic musical knowledge such as rhythm, pitch, chord, attack... I have discovered that the best way to learn about the channels and the functionality of commands is by disabling other channels and focusing on one channel at a time. Foul glitch: A different track from No.26 sound test is used when a foul occurs. The channels of the foul track begin at x19A2E. The glitch happens when a team's music uses sound test tracks other than 21 - 39, it is caused by partial play not corresponding to the correct data when a team's music is read from the x1C000-1FFFF (music used mostly for story cutscenes). To fix this foul glitch you must compromise by giving up track 21 (the commentator's theme) or a portion of it. The reason we need bytes from track 21 is because it is located in the x18000-x19FFF area which will not cause any error with partial play. To fix this annoying foul glitch, apply this patch. RE: Rakip Takımların Sıradan Oyuncularının Enerji kodları 3.yol - Hiena - 16-02-2017 Çoğu bildiğimiz, bizimde paylaştığımız şeyler ama yeni bir şeylerde var gibi gözüküyor. Yarın uygun bir zamanda incelerim bunları. Bilgiler için sağol. Uamarım işe yarar bir şeyler çıkar. RE: Rakip Takımların Sıradan Oyuncularının Enerji kodları 3.yol - Hiena - 19-02-2017 Oyunumu düzenlerken arada korner ve penaltı olduğu zaman bunları takip edip hangi oyuncunun korneri ve penaltıları kullandığını not aldım. Aşağıda tespit ettiğim maçlardaki durumlar bunlar. Toho da kornerde 6 numaralı oyuncu şut çekiyor 28.Meksika' da 7 numaralı oyuncu 10 numaraya pas atıyor. 5.Santos' da 10 numara penaltıları kullanıyor 5.Santos' da 9 numara korneri kullanıyor ve 4 numaralı oyuncuya pas atıyor. 25.İspanya' da 10 numara kornerde şut çekiyor 15.Hamburg' da penaltıyı 10 numara kullanıyor 23.Vasco Da Gama' da korneri 10 numaralı oyuncu kullanıyor ve 9 numaraya pas atıyor 30.Hollanda’ da korneri 7 numaralı oyuncu kullanıp 4 numara Libuta’ ya atıyor. RE: Rakip Takımların Sıradan Oyuncularının Enerji kodları 3.yol - Sinan1984 - 19-02-2017 Yani son 3 kod ayrıca penaltıyı kimin kullacağınıda mı belirliyor? |