Hey, Dzumeister. Thanks for the continued support! And that boxart's lookin' great!
I'm really excited for the new announcer bites from XXX! I had actually wanted those in 2K17. Are you planning on doing more cheats? A good one would be to enable uncensored announcer calls! In any case, I hope GRABS HIS JOHNSON and GET THAT S*** OUTTA HERE make it in.
Sound is a bit of a pain to try to work with in SNES ROMS, so while I was only able to replace (and not add more) sounds, and while I could not solve my issue of sounds longer than appx. 1 second not completely playing, I did take a couple sound bytes from the XXX
ROM and slip them in the game.
The game grabs a random set of 4 established sounds per quarter, so I was able to adjust certain pointers within those sets to my replacement sounds. I picked from XXX the ones that I felt were not as over the top and more likely to be shouted out by us as players ourselves when jamming. So I steered clear of some of the more vulgar ones and ones that didn't seem to really fit the on-screen action. I think I accomplished something without taking away from the gameplay itself. It's reflected in the beta.
You'll soon be able to see the sets of clips in this document
. I plan to update it with the rest of my understanding obtained later this summer.
An even better example of replacement sound clips can be found in my Double Z Mod
. I went full 90s for that one!
To create a cheat to turn on and off the bleeps would require two sets of sounds, bleeped and unbleeped, which would require eliminating more in-game sounds to select them, plus writing ASM to acknowledge a set of button presses at a screen and then more ASM to determine what it does. I do have some spare ASM set up for button presses at the title screen, but the ASM for then forcing the unbleeped set of sounds to play is beyond my knowledge, and it would conflict with the random selection of sounds the game does.
there's a feature I've been wanting to get implemented for a while now: can you include an option to skip the long logo sequence in the beginning? Sometimes I just want to hit start to skip ACCLAIM and IGUANA and get to jamming. Making backboard breaking a bit more common would also be sick!
That'd require ASM written specifically at a certain screen (perhaps the legal screen, since there's code there for the old Stud Muffin secret player...) and then ASM that jumps straight to the title screen. Given save states will solve this anyway, and given the ROM jumps straight to that title screen after the first "soft" reset, I didn't really plan to attempt this one. It's doable, but I'd need to do a lot of research to get the right jumps and figure out how to connect the code to it. I also made some special splash screens that I'm pretty proud of, so I'm going to take a pass on this guy.
Now... backboard breaking is a different animal. It does suck that they never put that feature in TE
, when it was a nice touch in the original Jam
. That coding is light years beyond anything I'd be able to do. Mattrizzle worked on it in his Old School Edition demo
, and I seem to remember him noting that code being buggy. I think you'd want to check that ROM out for backboard breaks. It's also just an awesome hack!
I'm assuming the campaign will be similar to how 2K17 OT was, with playing the conference in ascending order of the finishing teams of the season. So when you get to the Raptors, how is that going to be handled in-game? Will they have the Others roster and logo, or will they get their own roster with the full Raptors logo and announcement?
The code is built to only give a player a campaign of 27 teams. Because the Raptors are sitting on the special Expansions team, I kept it out of the campaign, since I'm not sure if the game will have issues if a special team is part of the campaign; plus, I can't split the Raptors out without eliminating another team (like the Suns, Knicks, or All-Stars team -- see page one of this thread for some discussions on that... or maybe it's just above...). I had to compromise on some of the limitations of the game, given it's from 25+ years back, but I think it'll still prove a fun play.
Now... all of that would've resolved itself it the Bucks had gotten their stuff together and taken the championship...
So at this point, my focus is purely on those roster changes. The base gameplay is done, two Konami codes written, all previous secret codes at Tonight's Matchup screen intact, sound clips done, secret players done, banners done... I'm about 600 hours in between all the hacks in my trilogy, so it's time to wrap this guy up... and keeping up with these free agency signings and trades outside of working hours is proving to be a real time grabber.
My hope is later someone perhaps considers the released patch as a base to make even more improvements (and roster updates), like the pretty sweet ones you've got in this thread!
July 03, 2019, 03:08:22 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Progress (NBA Jam 2K20 TE