Mình rất thích game này và đặc biệt hơn là bản việt ngữ của đại hiệp ASM, liệu đại hiệp có thể giúp tại hạ 1 số vấn đề sau không? xin chân thành cám ơn. Mình muốn tạo ra 1 đội bóng riêng và 1 giải đấu ASiad nói chính xác hơn là đội tuyển VN 1- mình muốn tạo 1 màu áo có hình ngôi sao vàng ở sau được không? 2- mình muốn tạo thêm các cầu thủ được không? ví dụ: công phượng, văn đức , bùi tiến dũng ... 3- mình muốn tạo 1 skill sút riêng cho Công Phượng ( có thể tự chế con rồng giống CT4 của Hyuga ) được không? Skill Đi bóng Messi, skill chuyền móc ronaldo được không? 4- Mình muốn tạo skill chụp bóng cho Thủ môn Bùi Tiến Dũng được không? 5- Các skill mình có thể tự chế được hay không? không lấy những skill có sẵn trong game, giống các bản hack của các cao thủ Thổ Nhĩ Kỳ... Xin chân thành cảm ơn đại hiệp đã đọc và quan tâm?
Về nguyên tắc thì hoàn toàn làm được, nhưng bạn phải nắm rõ: cách hoạt động của máy Snes, ngôn ngữ của máy Snes, cách hoạt động của game. 1- Dễ dàng tạo bất cứ gì lên quần áo cầu thủ bằng cách vẽ lên. Nhưng bạn cần nắm được cách xác định dữ liệu graphic dó. 2. Được, nhưng tạo thêm cầu thủ nghĩa là bạn phải tạo thêm dữ liệu graphic của nhân vật đó, các chỉ số của nhân vật,... và quản lý tất cả những yếu tố này bằng ID nhân vật. 3- Được, nhưng tạo thêm skil tức là tạo dữ liệu graphic của skil, các chỉ số của skill, gán nó vào nhân vật nào, quản lý bằng ID và khi nào thì gọi nó ra. 4- Như 3- 5- Như 3-. Trường hợp lấy skill từ game khác thì bạn phải hiểu rõ cách hoạt động của cả 2 game, tương quan như thế nào, đưa vào ra làm sao. 5 vấn đề này có thể làm được nếu bạn nắm rõ 3 điểm mấu chốt bên trên.
Me encontré con este milagro recientemente y me fascinó lo simple que haces que se vea el lenguaje ensamblador. Solo tengo experiencia en traducción, traduje Captain Tsubasa 3 al español hace más de 15 años, pero hice ligeras modificaciones en el tamaño de la ventana por prueba y error del editor hexadecimal. Ahora quiero aprender ensamblador para intentar hacer una buena traducción como la tuya. Uno de los principales desafíos fue cambiar el título de la portada donde se lee Capitán Tsubasa III (en japonés) de retrato a paisaje. He pasado varios días tratando de encontrar el código que localiza estos sprites sin éxito. Otro reto, pero que requiere más conocimiento y experiencia en ensamblador, es una implementación de VWF tal que el texto se ajusta al ancho del texto. Lo siento si no entiendes nada de lo que escribo, pero estoy usando el traductor de Google para escribir en vietnamita.
It's very easy just to change the title screen. Little assembly knowledge is required. For proportional font aka vwf, you should learn not only Snes assembly but also Snes hardware spec to do this. This translation doesn't support VWF but I can do it in any language. If you're willing to learn, I can help.
Of course. I wanna learn that. About the title screen, when i used Google Traslator to traslated my question, it made some mistakes. The original title screen is on vertical orientation, i wanna change that to horizontal orientation. Please if you can help me to learn SNES ASM and hardware, i would be completely gratiful. If you have documentation available that can help me please share it.
The first thing to do is to grab and read these documents. Super NES Programming/Graphics tutorial - Wikibooks, open books for an open world Grog's Guide to DMA and HDMA on the SNES | Super Famicom Development Wiki DMA & HDMA | Super Famicom Development Wiki 65816 Reference | Super Famicom Development Wiki SNES Programming Info (Registers) (baltimorebarcams.com) Learning 65816 Assembly | Super Famicom Development Wiki
The second thing to do is grabbing an emulator with debug function, such as Geiger's Snes9x or Bsnes, Mesen-S. I recommend Mesen-S because it's accurate and easy to use. Play around with the debugger for a while to get used to it. You can see the first title screen is mode 1, with 3 background. Here are the tileset and tilemap.
How is your learning these days? We already know that the yellow banner (the one with the text "Captain Tsubasa III" in Japanese) is at tilemap BG #1. Its graphic locates at Vram address $A000 so I set a break point on WRITE at this address. If you reset the emulator then press START to skip to the title screen, the debugger should stop $0081B0 after writting data to $420B. Still catch it?
Hello, Hermann greets you from Uruguay. I was trying to modify Sao Paulo, using the team code. 0B000002000003 02 is Renato and 03 is Lima. I exchanged them for Genzo and Soda with this code: 0B00002000001A But the players are left with a black background. Is there a code solution so that players are not left with that black background?
Yes, there is. But you need to understand the mechanism behind that. Actually it's easy to the remove the black shadow. Just modify the pallette.
Oh, that's good news!! What kind of tools do I need? For now I have only used Tile Layer Pro in editing letters. And hexadecimal editors for the codes. How could I correct the palette to avoid black shadow?
What you will need? 1) A debugger: any emulator with debug function, such as Mesen 2) A text editor such as Notepad++ 3) An assembler such as xkas 4) Knowledge about the SFC hardware and its language. 5) That's all. No need for a hex editor What do you have to do? 1) Track that where does player value in Rom written to (which Ram address) 2) Keep playing until you do the shot, then check the color Ram, then find its mirror in the Work Ram. CT 3 uses $7E2000 as a mirror to color Ram. 3) Tracing where does value 0000 (black) written to the Work Ram that shows the player's color. 4) Modify the index value to get proper color. You can have any player color as you want by modify the value at $7E0424 and $7E0428. Below is the routine that write color index value to $7E0424. 03F37A JSR $F3BA [$03F3BA] A:F803 X:0000 Y:0001 S:1E18 D:0F00 DB:03 P:nvMXdIzc V:74 H:222 03F3BA PHP A:F803 X:0000 Y:0001 S:1E16 D:0F00 DB:03 P:nvMXdIzc V:74 H:234 03F3BB SEP #$20 A:F803 X:0000 Y:0001 S:1E15 D:0F00 DB:03 P:nvMXdIzc V:74 H:239 03F3BD LDA #$00 A:F803 X:0000 Y:0001 S:1E15 D:0F00 DB:03 P:nvMXdIzc V:74 H:245 03F3BF XBA A:F800 X:0000 Y:0001 S:1E15 D:0F00 DB:03 P:nvMXdIZc V:74 H:249 03F3C0 LDY #$00 A:00F8 X:0000 Y:0001 S:1E15 D:0F00 DB:03 P:NvMXdIzc V:74 H:254 03F3C2 LDA [$06],Y [$03F84E] = $00 A:00F8 X:0000 Y:0000 S:1E15 D:0F00 DB:03 P:nvMXdIZc V:74 H:258 03F3C4 CMP #$FF A:0000 X:0000 Y:0000 S:1E15 D:0F00 DB:03 P:nvMXdIZc V:74 H:270 03F3C6 BEQ $03F3D4 A:0000 X:0000 Y:0000 S:1E15 D:0F00 DB:03 P:nvMXdIzc V:74 H:274 03F3C8 INY A:0000 X:0000 Y:0000 S:1E15 D:0F00 DB:03 P:nvMXdIzc V:74 H:294 03F3C9 CMP $12 [$000F12] = $00 A:0000 X:0000 Y:0001 S:1E15 D:0F00 DB:03 P:nvMXdIzc V:74 H:297 03F3CB PHP A:0000 X:0000 Y:0001 S:1E15 D:0F00 DB:03 P:nvMXdIZC V:74 H:303 03F3CC LDA [$06],Y [$03F84F] = $90 A:0000 X:0000 Y:0001 S:1E14 D:0F00 DB:03 P:nvMXdIZC V:74 H:309 03F3CE PLP A:0090 X:0000 Y:0001 S:1E14 D:0F00 DB:03 P:NvMXdIzC V:74 H:321 03F3CF BEQ $03F3D9 A:0090 X:0000 Y:0001 S:1E15 D:0F00 DB:03 P:nvMXdIZC V:74 H:327 03F3D9 PLP A:0090 X:0000 Y:0001 S:1E15 D:0F00 DB:03 P:nvMXdIZC V:74 H:332 03F3DA RTS A:0090 X:0000 Y:0001 S:1E16 D:0F00 DB:03 P:nvMXdIzc V:74 H:339 03F37D REP #$20 A:0090 X:0000 Y:0001 S:1E18 D:0F00 DB:03 P:nvMXdIzc V:75 H:10 03F37F AND #$00FF A:0090 X:0000 Y:0001 S:1E18 D:0F00 DB:03 P:nvmXdIzc V:75 H:15 03F382 PHA A:0090 X:0000 Y:0001 S:1E18 D:0F00 DB:03 P:nvmXdIzc V:75 H:21 03F383 SEP #$30 A:0090 X:0000 Y:0001 S:1E16 D:0F00 DB:03 P:nvmXdIzc V:75 H:29 03F385 LDY #$04 A:0090 X:0000 Y:0001 S:1E16 D:0F00 DB:03 P:nvMXdIzc V:75 H:34 03F387 LDA [$14],Y [$18E0D5] = $06 A:0090 X:0000 Y:0004 S:1E16 D:0F00 DB:03 P:nvMXdIzc V:75 H:38 03F389 DEC A:0006 X:0000 Y:0004 S:1E16 D:0F00 DB:03 P:nvMXdIzc V:75 H:50 03F38A ASL A:0005 X:0000 Y:0004 S:1E16 D:0F00 DB:03 P:nvMXdIzc V:75 H:54 03F38B TAX A:000A X:0000 Y:0004 S:1E16 D:0F00 DB:03 P:nvMXdIzc V:75 H:57 03F38C REP #$20 A:000A X:000A Y:0004 S:1E16 D:0F00 DB:03 P:nvMXdIzc V:75 H:61 03F38E PLA A:000A X:000A Y:0004 S:1E16 D:0F00 DB:03 P:nvmXdIzc V:75 H:66 03F38F STA $041A,X [$030424] = $00DA A:0090 X:000A Y:0004 S:1E18 D:0F00 DB:03 P:nvmXdIzc V:75 H:75 03F392 RTS A:0090 X:000A Y:0004 S:1E18 D:0F00 DB:03 P:nvmXdIzc V:75 H:87
Hello, it's been a few days and I'm slowly learning. There are no more players with a black background! That has been a great learning for me. As you will see in the images, I was implementing several changes. I am transforming Sao Paulo into Argentina. I have two questions: 1- Can you help me change the color of the player box starting with Sao Paulo? I couldn't find the code to edit it. 2- Is there any code to add the Cyclone shot to Diaz? Thank you very much for helping me learn, step by step how to modify this game.
What do you mean "color of the player box"? Is it yellow, or red or blue in the screenshot below? Whatever, you can change any color by poking around at $7E2000. Try it. For Diaz' Cyclone, offcourse yes. But this takes some times to debug the code. With Assembly power, you can do whatever you want.
Hello! Yes, that is another of the changes to transform Sao Paulo in Argentina. I would also like to add Battin and Caggiale from Captain Tsubasa 4 with their Twin Shot. I have to transform 2 generic players from Sao Paulo into Battin and Caggiale.
To change the flag, goto offset 25464, change hex value ACD4 [Sao Paulo Flag] to 4CD5 [Argentina flag]
Thank you very much for showing me step by step how to edit Captain Tsubasa 3 in my own way. I've been analyzing the hex code of all the special shots. My initial idea was to add the cyclone shot to Diaz. Unfortunately, the space for modifications is very limited! Each player ends and starts between "03". But it's not possible to increase the amount of super shots, without taking away super shots from the next player: I tried to remove Tsubasa's cyclone shot and the game crashes by altering the order of the following super shots. Basically the order I learned slowly: Tsubasa, Ishisaki, Nitta, Kazuo, Masao, Hyuga, Soda, Jito, Matsuyama, etc. There are many super headers like Dirceu, Rampion and Satrustegui that could be simplified into one or two offsets. I don't want to take away super shots from anyone, but the code for one or two super headers could be shared between Dirceu, Rampion and Satrustegui. Any ideas to simplify these codes and allow more super shots without removing existing ones? Is there a way to make all super headers not take up unnecessary space?
Hi hermannvinole, see my post at http://gvn.co/threads/sfc-voc-tsubasa-iii.1247764/page-2#post-26595571 and some previous posts. You can use empty strings like 00 or FF in the same "bank", replace them with new skill values for Diaz - add Cyclone, then change Diaz's "skill" pointer address to point to this new string, ending with 03.
Thank you very much!! I understood how you explained it, the way to change Diaz's pointer. Diaz's shots start at offset 2FEE7. It's just a matter of finding the E7FE pointer and replacing it. It worked great!! But I don't understand how I could add super shots to generic players.