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Old 06-26-2017, 11:27 PM   #1
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Join Date: Jun 2017
Posts: 16
Default [HELP] Specific ROM Hacking Questions

Hello. I've been working on a personal hack of NBA JAM TE for SNES and have gotten about as far as my understanding of hex codes and tiles will get me. There are a few nice additions I'd like to make to my ROM if I can figure out how (credit to be given in the ROM obviously to anyone who can help). If anyone can help answer one or more of the questions below, I'd appreciate the advice. Hopefully not overstepping here.

1) I'd like to change the player sprite that's in the Acclaim screen such that he looks like Vlade Divac. I believe the offset that picks up the head graphic is $0B1F0F. However, my attempts to locate the pointer using the SNES Development Wiki and the Mad Hacker's Guide to Pointers haven't seemed to work. I've tried factoring in the 0x200 bytes for headers. I've tried not factoring it in. I've tried LoROM conversion. I've added the 0x8000 bytes where the truncated offset isn't in the 8000 - FFFF range, but I can't seem to locate the pointer. Similarly, I've tried to adjust pointers in the roll call screen in attract mode with no luck. Wondering if anyone has experience hacking JAM, and if there's a different method by which the pointers are calculated (or if I'm simply botching the calcs).
(I'm also trying to figure out how to locate the body type graphic to change that as well but not sure how to go about doing that. I currently only located the head.)
2) I'd like to change the Rookies' uniforms such that they look like Olympics uniforms. I'm not sure if this requires ASM hacking or simple tile editing, as I don't know where to locate the uniforms in the ROM (is there a specific set of addresses I should look for?), how many tiles make up a uniform or how many animations there are to consider. If someone knows how to change the uniform colors, please let me know how that might be done.
3) I'd like to set up the team select screen such that two buttons cycle backward through the various player combinations. Currently, A, B, X, and Y all cycle forward. This looks like it requires an ASM hack, which I don't know how to do. Would someone would be able to briefly walk me through how that coding might work? And, would inserting that code lead to adding bytes and therefore cause problems in the ROM with pointers or size, etc.? (I'm probably overstepping on this one, so please feel free to ignore.)
4) I'd like to understand how to replace the compressed portraits sitting in the 7F bank of the ROM. It may require changing pointers, but I don't 100% understand what that means (see 1 above) and where the pointers would need to point (would a new bank need to be added and new portraits pointed over to there)? Looking to understand the theory here and how it'd work.
5) I've read of a bug in the original game where players who beat all 27 teams don't get their initials in the Grand Champions screen (I've also noted this playtesting my ROM hack). If there's a bug fix, is there a simple hex edit I can do, or does it require an ASM hack?
6) Similarly, there's a bug in the original game whereby the injury values don't reset after the 4th quarter of game one and before the first quarter of game two when the same team/players are selected. Is there a simple hex edit I can do to fix this, or does it require an ASM hack?

Thanks for reading!
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