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Romhacking => Personal Projects => Topic started by: keithisgood on January 10, 2013, 04:33:07 pm

Title: Baseball Simulator 2014 (NES)
Post by: keithisgood on January 10, 2013, 04:33:07 pm
Since I've hit a wall on my M.C. Kids hack (lousy text/pointer compression), I've decided to update Culture Brain's Baseball Simulator 1.000 for the 2013 MLB season.
I'm working from the hack I did for last year (Baseball Simulator 2012) http://www.romhacking.net/forum/index.php/topic,14580.0.html

Changes for Baseball Simulator 2013
Updating Rosters (duh)
Doing away with the "Star League"
Giving EVERY team Ultra Batting, Ultra Fielding and Ultra Pitching
Adding 3 AL and 3 NL teams.

AL:
New York Yankees
Boston Red Sox
Baltimore Orioles
Tampa Bay Rays
Detroit Tigers
Cleveland Indians
LA Angels
Texas Rangers

NL:
Atlanta Braves
Washington Nationals
LA Dodgers
Chicago Cubs
Cincinnati Reds
SF Giants
Milwaukee Brewers
St. Louis Cardinals
Philadelphia Phillies

Right now I'm doing graphic updates until rosters are set after spring training. I hope to have the finished .ips available for Opening Day. I plan on collecting the hacking data I have into one .txt file and uploading it to the database as well.

New Title Screen:
(http://i.imgur.com/Ifs08.png)
Title: Re: Baseball Simulator 2013 (NES)
Post by: Proveaux on January 10, 2013, 07:55:15 pm
Awesome! Can't wait to see it.
Title: Re: Baseball Simulator 2013 (NES)
Post by: Pikachumanson on January 10, 2013, 09:02:27 pm
Sorry to hear about M.C. hack problems. I was looking forward to playing that.
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on January 10, 2013, 09:40:45 pm
Thanks for your M.C. Condolences. I think I'm just going to e-mail the original game programmer and see what happens.

January 11, 2013, 05:26:14 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
New Team Logos Finished:
(http://i.imgur.com/EBJau.png)

January 12, 2013, 11:48:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
For anyone interested, I've compiled all batting statistics (from the original Baseball Simulator 1.000) into an excel file which includes both the raw hex and the translated data. It can be found here:
https://www.dropbox.com/s/sfjrksrx33cew39/BBSIM1000_Battter_Data.xlsx (https://www.dropbox.com/s/sfjrksrx33cew39/BBSIM1000_Battter_Data.xlsx)

I'm still uncertain what the stat marked "Lift?" actually does. It seems that the higher the value, the more likely a batter is to drive the ball into the ground (rather than lift the ball into the air). The game's top power hitters have a Lift value of 00, while the game average is 31 (#$1F).

Once similar data sheets for Pitchers and Teams are done, I'll submit the whole shebang to the database.
Title: Re: Baseball Simulator 2013 (NES)
Post by: SonOfLoto on January 13, 2013, 02:38:32 pm
Baseball Simulator is one of my all-time favorite sports games, so I'm interested in seeing this. Good luck with the project.
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on January 15, 2013, 10:16:17 am
SonOfLoto: Thanks! It's my one of my favs as well. The extra good news is that it looks like there's ample free space in the rom; if I can figure out how, I should be able to expand the game to all 32 MLB teams.

Also, I've uploaded my work so far in compiling Pitching stats from the original Baseball Simulator 1.000. https://www.dropbox.com/s/bv0xbwhwv6zskir/BBSIM_Pitcher_Data.xlsx
I'm not quite sure what bytes 14 and 15 of the Pitcher data do yet; it seems the better pitchers have lower numbers here.

January 16, 2013, 08:43:42 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Some quick graphical updates

Removing the bizarre Culture Brain Logo from the Pitcher select screen:
(http://i.imgur.com/r7ntn.png) TO: (http://i.imgur.com/ApAbu.png)

Removing another Culture Brain logo with some more appropriate advertisment:
(http://i.imgur.com/HcTxH.png) TO: (http://i.imgur.com/sAaT3.png)

...And because I'm bored:
(http://i.imgur.com/KKtVu.jpg)
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on January 22, 2013, 01:20:16 pm
In doing some overhauls, I found the Baseball Simulator 1.000 rom has empty space (in terms of team logo and player data bytes) to accommodate all 30 MLB teams (and 2 All-Star Squads as well).  This isn't to say I'll be able to manage the various byte swaps, etc. by opening day, just that it's POSSIBLE. So I've added the player data and team logo sprites into the rom, hoping I'll eventually figure out the rest. Here is the most current version of all 32 team logos:
(http://i.imgur.com/linXYyt.png)

Also, the previously discussed "Lift" value for batters is a modifier which subtracts from a players total power when the ball isn't hit squarely (A similar stat is used in the RBI Baseball rom).

The hurdles at this point are finding the team select screen hex and modifying it (and team tile data hex) to add the new teams. Then I'll need to find a way to give the new teams their own color schemes.
Title: Re: Baseball Simulator 2013 (NES)
Post by: Valkyrie_Ace on January 23, 2013, 06:20:45 am
Wow, this is really impressive work, Keith.  Nice job on the team logos especially, but with all of the other changes that you have planned, this hack is shaping up to be a classic one for baseball fans.
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on January 23, 2013, 12:22:20 pm
Thanks for the kind words. The goal is to get all 30 teams in there and then have an editor made (similar to what Tecmo Super Bowl has) so anyone can change rosters.

I've updated the trophy used on the game's playoff screen to something more appropriate:
(http://i.imgur.com/HNU1QVZ.png)

I've yet to play anything other than a 1-game playoff, but it seems the playoff structure can accommodate up to 6 teams. Maybe down the road we can alter the game so EVERY season ends in a playoff, not just seasons where teams finish withidentical records.
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on January 31, 2013, 11:02:25 am
Okay, I'm stumped. I still can't seem to find the hex controlling the team select screen. I've searched for every configuration of tiles with no luck. It seems the screen is constructed using control codes and metatiles and it's got me stymied. Anyone willing to lend a hand?

Here's What I Know:
Obviously, ANY help whatsoever would be greatly appreciated.
Title: Re: Baseball Simulator 2013 (NES)
Post by: fellowroot on January 31, 2013, 01:07:20 pm
This is cool and all and I support you on it, but lets not give up on the magic kids game. Your not afraid to battle chicken nuggets are you? I'm actually trying to be an up and coming rom hacker myself. I took a computer logic class and visual basic and now I'm taking programming in C.

Let me try and tackle it.
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on January 31, 2013, 05:37:34 pm
I FEAR NO CHICKEN NUGGET!

But Seriously, I'll PM you all the MC Kids files I have thusfar. McKudos to you if you can figure it out!

February 01, 2013, 09:33:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Additional BBSIM2013 Hex info courtesy of Proveaux:

Teams
(http://i1100.photobucket.com/albums/g415/proveauxhacks/teams.png)
Background
(http://i1100.photobucket.com/albums/g415/proveauxhacks/background.png)
Outline
(http://i1100.photobucket.com/albums/g415/proveauxhacks/outline.png)
Team layout
(http://i1100.photobucket.com/albums/g415/proveauxhacks/teamlayout.png)
Outline layout
(http://i1100.photobucket.com/albums/g415/proveauxhacks/outlinelayout.png)
Select layout
(http://i1100.photobucket.com/albums/g415/proveauxhacks/selectlayout.png)
Team placement layout.
(http://i1100.photobucket.com/albums/g415/proveauxhacks/teamsplacement.png)
Music for team select screen
(http://i1100.photobucket.com/albums/g415/proveauxhacks/musicselect.png)


February 02, 2013, 04:32:22 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Mock up of an even newer Title Screen (the old one was annoying me)

Just a matter of plugging in the new tiles:

(http://i.imgur.com/mmzO0oL.png)
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on February 12, 2013, 11:36:18 am
Batting stats are complete for the 18 Teams DEFINITELY in this year's release. A spreadsheet with all stats can be viewed at the link below:
https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxrZWl0aGlzZ29vZGZpbGVzfGd4OjYyMDY5YWNhNjBiYjQyNw

A quick note on Ultra Stats; Ultra abilities (as all teams will have them) are being used as a stand-in for clutch. I used fangraphs.com for clutch stats; players with a 0.7 or higher fangraphs clutch rating (regarded as above average performance in high-pressure situations) received an ultra hit.
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on March 03, 2013, 10:53:35 am
All Statistics have been compiled from FanGraphs.com and translated into BBSIM rom. I weighted certain stats to give the game the same balanced play as the original BBSIM 1.000

A beta .ips with 24 teams will be released sometime this week.
Title: Re: Baseball Simulator 2013 (NES)
Post by: Da_GPer on March 04, 2013, 08:34:48 am
Wow! This reminds me of the Tecmo Super Bowl hacks that you can get on tecmobowl.org. Will there be an editor to allow you to edit the teams and players for upcoming years?
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on March 04, 2013, 02:05:57 pm
Yeah, I actually lurk over at tecmobowl.org as well. There was a hiatus with Baseball Simulator while I updated the helmet logos for this year's release of Tecmo Super Bowl: http://tecmobowl.org/topic/53374-new-helmet-logos/

As for an editor, I don't personally have the knowledge to code one. I figured after I get everything in order for this year's rom, I'll ask around and see if anyone wants to take up the job. I already know where all the names/stats/colors are in the hex.
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on March 11, 2013, 03:57:01 pm
Took a bit longer than I'd imagined, but I've got all the team data in the game and working like a dream.
This beta includes 18 teams. I'll update the link with an appropriate save file when the 24-team version is ready.

KNOWN ISSUES: Some teams have the wrong uniforms for their fielders; Mike Trout may be too awesome.

The Baseball Simulator 2013 beta .ips patch can be downloaded here: http://db.tt/QaUoQlma (http://db.tt/QaUoQlma)

NEW TITLE SCREEN IMPLEMENTED IN ROM:
(http://i.imgur.com/iRkML4d.png)

NOTE:
The game hex has player and team data for 24 teams. This way as soon as I (or some other enterprising hacker) figures out how to get the game to recognize the new data, rolling out the full 30-team rom can follow soon after.
Title: Re: Baseball Simulator 2013 (NES)
Post by: Proveaux on March 14, 2013, 11:31:58 pm
(http://i1100.photobucket.com/albums/g415/proveauxhacks/edit-1.png)
Download (http://dl.dropbox.com/u/84818786/EDIT.zip)

Looks like you will more than likely need to move everything up one tile.  :banghead:
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on March 15, 2013, 08:09:08 am
This is bizarre. I managed to shift the screen up one tile, but for whatever reason, when I insert the new title screen hex into the rom, it negates your palette changes.

Here's the new patch with the screen shifted up one pixel:
http://db.tt/BFdJep8R

The only thing I can think is that the code which controls the tiles' horizontal position also has some bearing on palette choice. Unfortunately, I'm not 100% on how the control codes for the tiltle screen work.


Nevermind any of that. Got it working.

(http://i.imgur.com/TMGU86u.png)  (http://i.imgur.com/KKtVum.jpg)
Looks pretty good compared to the box art I'd made beforehand, no? Thanks Proveaux.
Just for my notes, was it simply a matter of editing the palette pointer at $3E466 and the various color values or was there something else?
Title: Re: Baseball Simulator 2013 (NES)
Post by: Proveaux on March 15, 2013, 01:32:08 pm
Original
(http://i1100.photobucket.com/albums/g415/proveauxhacks/3.png)

2013-03-13
(http://i1100.photobucket.com/albums/g415/proveauxhacks/2-1.png)

Edit
(http://i1100.photobucket.com/albums/g415/proveauxhacks/1-2.png)

Some of the code was overwritten so repaired that first.
For your notes I think that's everything and hopefully correct.

You did an awesome job implementing the new title screen. It and the box art looks great!
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on March 15, 2013, 02:05:00 pm
Ah. For whatever reason I hadn't figured the palette data went back that far in the hex. Thanks for the heads up.
Title: Re: Baseball Simulator 2013 (NES)
Post by: Proveaux on March 15, 2013, 04:25:25 pm
Something I made when working on "Game Party" to determine which hex was needed for what palette block I needed. Seems to work with ever other game I've looked at.

(http://i1100.photobucket.com/albums/g415/proveauxhacks/paletteblocks031513.png)
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on March 18, 2013, 02:35:43 pm
The rom is finished. A zip archive including the .ips, a .sav file with 4 additional teams, all the statistical data sheets and rom locations for swapping teams/players has been submitted to the database.
Title: Re: Baseball Simulator 2013 (NES)
Post by: Pikachumanson on March 19, 2013, 12:34:46 am
I'll be sure to try it out! I'm waiting for my submission to get approved too.  :-[
Title: Re: Baseball Simulator 2013 (NES)
Post by: Da_GPer on March 19, 2013, 01:37:31 am
The rom is finished. A zip archive including the .ips, a .sav file with 4 additional teams, all the statistical data sheets and rom locations for swapping teams/players has been submitted to the database.

Ill be sure to check it out myself as soon as it shows up.
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on March 20, 2013, 05:31:56 pm
Post at my blog with the BBSIM2013 Archive link for the impatient:
http://keithisgood.blogspot.com/2013/03/baseball-simulator-2013_20.html (http://keithisgood.blogspot.com/2013/03/baseball-simulator-2013_20.html)
Title: Re: Baseball Simulator 2013 (NES)
Post by: Da_GPer on March 21, 2013, 02:03:02 am
I was thinking this was going to have all the teams in one game like how Super Tecmo Bowl has been edited to be. I dont want to edit the ROM just to play as the Rockies, but lose another team in the process. :(
Title: Re: Baseball Simulator 2013 (NES)
Post by: keithisgood on March 21, 2013, 09:20:26 am
Sorry, still haven't figured out how to get the game to recognize all 30 teams. I assure you it will happen though.
Title: Re: Baseball Simulator 2013 (NES)
Post by: Da_GPer on March 22, 2013, 12:40:14 am
Sorry, still haven't figured out how to get the game to recognize all 30 teams. I assure you it will happen though.

Ill be looking forward to seeing that moment happen. :D I have high hopes of seeing this game be the baseball version of Tecmo Super Bowl.
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on January 01, 2014, 11:54:05 am
Just a quick note for this project; planning on updating the rosters and title screen in advance of the 2014 MLB season. The 2014 version will come stock with the top 18 teams by record and an additional 6 in a bundled .sav file.

Still haven't had time to sit down to figure out how to expand the game to all 30 teams.

I plan to include real MLB ballparks in Baseball Simulator 2014, though, replacing the generic "Brown" "Harbor" and other stadiums with Fenway, Yankee Stadium, Wrigley and a few others. There will also be a few other graphical tweaks.
Title: Re: Baseball Simulator 2014 (NES)
Post by: Chippy2000 on January 07, 2014, 12:51:49 pm
Whens the 2014 one coming out XD
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on January 08, 2014, 09:14:09 am
Sometime in Middle to late March, most likely. It's simply a matter of waiting until the teams set their rosters.
Title: Re: Baseball Simulator 2014 (NES)
Post by: fast on January 11, 2014, 02:24:35 pm
Stoked! Is there any chance of getting more than six teams in a league?
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on January 11, 2014, 05:14:19 pm
Not for this year, no. Altering the number and arrangement of teams requires ASM hacking which is currently beyond me.
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on January 24, 2014, 11:18:42 am
Here's the first mock-up of the Title Screen art.
(http://i.imgur.com/6BLZ8Ng.png)
Enough tile space for this, but colors still need tweaking.

And the accompanying Box Art
(http://i.imgur.com/JFEzQG0.png)
Title: Re: Baseball Simulator 2014 (NES)
Post by: M-Tee on January 30, 2014, 06:03:31 am
Great title screen, but try not to rely on gradients so much on your box art.
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on January 30, 2014, 09:08:56 am
Thanks for the note. As this year's is mostly a roster update, I tried to make the Title Screen really zing.

As for the box art, the motion blur/gradients on the players is an attempt to mimic the styling of the original box art:
(http://upload.wikimedia.org/wikipedia/en/7/7c/BaseballSimulatorNESBoxart.jpg)
I lack the proficiency with GIMP to cleanly match that pastel style and the blurs/gradients is my compromise.
Title: Re: Baseball Simulator 2014 (NES)
Post by: M-Tee on January 30, 2014, 10:07:03 am
The problem is that the type of gradient you are using screams "photoshop/gimp" which means it screams "after year 2000."

The original coverart is obviously watercolor-heavy. If you really want to pay homage to it...
...try printing the basic layout VERY light on a piece of thick paper, maybe card stock. Then paint in the gradients with watercolor, something basic. Then try to blend and merge your watercolor Hint:avoid black, use something like indigo violet, then achieve black later with digital adjustments.

If you're not comfortable imitating the watercolor and airbrush style with actual watercolors, drop the attempt to imitate it. Basic gradients scream amateur, but your title screams scream, "pro." So, maybe drop the gradients altogether and re-approach that box art in a different way.

(In fact, ideally, I would print the boxart really light and watercolor all of the art, including the ballplayers. However, if you don't have experience with watercolors or painting, I could see that being a touch too intimidating.
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on January 31, 2014, 09:56:35 am
Wow. That is excellent advice. Not the greatest with physical brushes, but I may give it a go. At the very least, I'll try a new approach for the box art. Thanks!

February 02, 2014, 10:22:21 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Palettes and Tiles are set, colors may be slightly tweaked on this new Stadium Select Screen:
(http://i.imgur.com/8kA5Xtj.png)
Title: Re: Baseball Simulator 2014 (NES)
Post by: Proveaux on February 11, 2014, 11:02:26 am
Quote from: keithisgood
Here's the first mock-up of the Title Screen art.
(http://i.imgur.com/6BLZ8Ng.png)
Enough tile space for this, but colors still need tweaking.
Quote from: keithisgood
Palettes and Tiles are set, colors may be slightly tweaked on this new Stadium Select Screen:
(http://i.imgur.com/8kA5Xtj.png)
Looking good! Can't wait for the release.
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on February 12, 2014, 12:56:35 pm
Thanks. Trying to up my game to compensate for the lack of all 30 clubs. I'm a bit worried that the icons for Coors Field (replacing Space in BBSIM) and San Fran (replacing Harbor) are a bit too conceptual. The others actually feature snapshots from their stadiums. Thoughts? Does it even matter?
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on April 12, 2014, 11:02:05 pm
Got some notes asking for the release on this. got bogged down with other things, but I'm still chugging along.
title screen is implemented, however, I had to shift tiles vertically and that seems to have taken away my ability to have "2014" in green.
(http://i.imgur.com/QkTsYyR.png)

Also, editing stadiums is a bit trickier than I'd first imagined, so it may have to be saved for a later patch. really, its just getting the rosters together now.
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on April 23, 2014, 10:53:37 pm
Hack is completed and submitted to the database. Barring any idiocy on my part in filling out the forms, it should be up in a few days.

April 29, 2014, 10:50:11 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Apparently the .sav file included in the original archive didn't work as advertised. I've updated the rhdn page (http://www.romhacking.net/hacks/1990/) with the fixed .sav.

Also considering another revision to lower power stats; seems like everyone is hitting home runs.
Title: Re: Baseball Simulator 2014 (NES)
Post by: CaptainKwok on May 04, 2014, 03:48:47 pm
I made a few changes to an edit team's data in the .sav file. How do I fix the checksum?
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on May 05, 2014, 01:05:15 pm
I've found its easiest to avoid all that and simply make changes to the edit teams in fceux's hex editor. Go to edit any of the edit teams, bring up the NES memory and load a table for BBSIM. I can't recall the specific offsets in the RAM, but the team data shows near the start, beginning with the team name. From there it's just a matter of changing hex values to achieve the stats you want (I believe there's a hacking bible in the BBSIM archive which explains how all the stats are stored). The changes won't show on the team edit screen, but if you then press start in the game to save the team, your changes will be registered.  Remember, we're changing RAM, not the ROM memory.

If you have any other questions, feel free to ask.
Title: Re: Baseball Simulator 2014 (NES)
Post by: CaptainKwok on May 05, 2014, 06:22:15 pm
Thanks - that's a decent workaround. The other thing I was trying was changing around the default order of a team's season roster (the team season data is stored just like the regular team info) while keeping their accumulated stats correctly referenced. I wasn't able to test this though because of other edits I had made to the .sav file that wrecked the checksum. I think if I'm just switching around the order of the player pointers though it should keep the checksum the same. I'll post the results.

I also know which bytes represent the checksum but I haven't been able to find out which values are used to calculate it yet. Would you know what type of checksum it would be?

Most of my previous hex editing was done with Super BBSIM - mostly because the season stats are more elaborate and simulation is faster... although why they never tracked runs scored is beyond me!

A few other things:

The 10 bytes before the team info stores information about the team's individual won-lost records versus the other teams in season mode. This is only populated in the stored season info for a team though. The first 5 bytes are the wins, the second 5 bytes are the losses.

.SAV file offsets:
~$4B = Season Team Info (including accumulated vs W-L records)
$240 = Batter accumulated season stats (AB, H, HR, RBI); 2 bytes per stat, 8 bytes total per player. Includes pitcher batting data.
$700 = Pitcher accumulated season stats (?, W, L, S, OUTS or IP*3, R) + 2 Bytes 0; 8 bytes per pitcher; I think ? might be related to freshness?

At the end of each team's player data set, it seems to keep the sum values from the last time you looked at the team stats screen.*

In general I would increase pitcher stamina. IIRC, BBSIM uses 1 stamina per "unmodified" pitch and 2 points for any pitch that is modified (fastball, changeup, curve). A starter with 60 stamina would throw about 40ish pitches before starting to tire - which is typically 4-5 innings in the game. I would also use IP/start versus total IP to provide a baseline for their stamina.

I've done a few 60 game seasons and HRs in general are quite high for some players or a bit low in other cases and not all of it is due to Space stadium! A few I have seen are errors in hex data versus your excel sheet (ie JOSE and EDWN on Toronto) but others are a bit high. I know in Super BBSIM that the player's stance had a big impact on power numbers. I'll run a longer season (165gp) to see if I can spot some trends.

---

Some other things I would like to achieve:
Change the AI's use of pitchers so the first 3 slots were starters and the last 3 are relievers. Right now they cycle through slots 1356-2456-3156-4256 over each 4 game stretch. I'd prefer 1-456; 2-456; 3-456 type system where starters don't show up in relief.

Alter season length or schedule? I know where all accumulated stats are stored, so maybe I can do a hex comparison and identify where the schedule position is tracked?

Alter stadium dimensions?

---

Thanks again for your efforts.  I go through a phase ever couple years where I relive my childhood playing seasons of BBSIM/Super BBSIM and was glad to find this rom hack.
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on May 06, 2014, 09:53:24 am
Wow. Thanks for the notes.

As far as checksums go, I haven't done any previous work modifying .sav files, so I have no clue on that one.
And all the individual stats were taken from fangraphs and then modified using a quadratic regression to match the data sets in the original Baseball Simulator. I know there are some players for whom this didn't quite work, so some stats are off.

And if stance affects power, that's news to me. I played around with it but didn't notice any change. If it indeed is a factor then its something I'll definitely have to look at. Do you know of exactly how it effects power? Does it add/subtract from power? From "contact?"

yes; IP/start is much better. I'll mark it in my notes for the next update/release.

I have no idea how the AI currently cycles through pitchers. I'm not the most profficeint hacker, so I'm not sure how I'd go about that.

And yes, stadium dimensions were supposed to be changed for this release (to better match current MLB stadiums). I imagine it would be a simple matter of comparing different stadiums to see how the dimensions are written and then change the hex to suit. Unfortunately, I ran out of time for this release.

Again, thanks for the notes. The goal is to make each release better than the last, hopefully I can keep that going.
Title: Re: Baseball Simulator 2014 (NES)
Post by: CaptainKwok on May 06, 2014, 05:43:58 pm
The only other suggestion I have for your MLB data set is to use a rate version of BsR as well to set the R value. A few players got short changed on their R ratings because their projections were impacted by previous injury history.

---

I think the stance effect is due to ball/bat geometry or at least it was it Super BBSIM. Certain stances had cleaner contact. I haven't run a test yet for stances in BBSIM but I will try to tonight.

---

A bit more information on the season schedule:
The .sav file starts with a 00 byte and then the next 6 bytes represent the very first 04 05 00 02 03 01 line of the initial schedule. The format is HHHAAA where H is home team and A is away team. In the example I gave the games would be 2 at 4, 3 at 5, 1 at 0. The next byte is the season length (05=5, 1E=30, 3C=60, A5=165). The next byte is the current "schedule line" by which I mean the game #. So if the teams are on their 10th game of the season, it would be 10. The next 8 bytes are tricky. I know they are related to the schedule but I haven't been able to deduce how they change exactly after each game is played. The game doesn't store the whole schedule but instead uses the 6 byte sequence above as a "seed" and then applies some sort of transformation of which I think the tricky 8 bytes are.

After that there is a sequence of 8 bytes that I'm not sure what they do. I thought they might be related to team-stadium and manual/auto settings but no luck yet deciphering them.  There's 4 more bytes of 00 and then the next 4 bytes I believe are the checksum.

Lastly after the season team data/player accumulated stats/edit team data, there's a section in the .sav that has the linescore of the last game played and the team stat lines. After that point the rest of the file are blank bytes.
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on May 07, 2014, 01:16:23 pm
Wow. Thanks for the info.

I thought I used Projected BsR from fangraphs for the steals stat. Perhaps people getting short changed is due to my math.
Title: Re: Baseball Simulator 2014 (NES)
Post by: CaptainKwok on May 07, 2014, 04:12:14 pm
The math is good. BsR is cumulative so players with fewer projected at bats who are speedy might be losing a chunk of running ability. A rate version of BsR would be most fair.
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on May 09, 2014, 09:15:04 am
Ah, i See. I must have missed that in the BsR description. I may update at the all star break. If I do, I'll address baserunning.
Title: Re: Baseball Simulator 2014 (NES)
Post by: CaptainKwok on May 11, 2014, 11:18:26 pm
Just a few more random observations and suggestions:

I haven't had a chance yet to do a "controlled" study of the stance effect, but I think it's less than I imagined. What makes it difficult is the influence of the different parks - especially town and space with their really small fields. Do you have any ideas where the playing field dimensions are set?

Overall your MLB dataset is pretty good and in balance with the default teams. However, if you are hoping to generate season numbers a bit closer to MLB ones, then overall most players are hitting with too much power or too high an average. Increasing the stadium size would be one option. I took a look at how the default data set was generated and came up with the below.

The default teams and edit teams calculate the CONTACT attribute using the following formula:
101.2 - AVG*0.2474

Since "plate discipline" is not really a factor in BBSIM (ie walks are not really a factor that a player's attributes influence) it makes more sense to base contact on batting average since it directly influences the player's ability to get hits.

The game uses this formula for most default (and any edit) teams to calculate the POWER attribute:
HR*6 + 672

Although this is not 100% true for all default game players. A few of the better HR hitters have a bit more or less than expected from their HR totals. Going with isolated power was a good move. It gives low average hitters a better chance of hitting HRs (think Adam Dunn) if you tie the CONTACT attribute with batting average. However, when CONTACT is not tied with average, a lot of these guys are hitting many more HRs because their batting averages are ending up over .300 etc.

I would suggest reducing the power attribute range though to control HR totals. Keep the same bottom end (around 700) but the top end to 800 or so.

Lastly, we should figure out what attributes make a pitcher good particularly when used by the AI. Maybe simulate a few long seasons and pick out any pitchers that consistently do well.
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on May 13, 2014, 11:17:15 am
I know there are 2 bytes in the pitcher data which control how they utilize their pitches -- the probability that they throw left or right curve in a given situation. I imagine juicing these bytes would force them to throw more off-speed and curving pitches, which would boost their effectiveness against a human player. I haven't tested this as yet, though.

The other pressing need I see is that the AI fielding is horrific. I plan on running a few dummy games where I juice the CPU's fielding stats to see what happens.
Title: Re: Baseball Simulator 2014 (NES)
Post by: CaptainKwok on May 25, 2014, 10:57:10 pm
I ran a 100 game season simulation with 6 teams of the exact same roster. The batters alternated L-R with a mix of averages and power amongst the 8 batters but the same batting order for each team. All the pitchers were the same, but just alternated L-R.

General findings:
- L batters tend to hit only 75-80% of their average
- R batters hit about 100% of their average
- L/R power about the same
- Low contact hitters hit proportionately less HRs versus high contact hitters with the same power
- Space Stadium increases power by about 50%(!), average 10-15%
- Harbor and Town Stadiums increase power by about 20%, average 5-10%
- Grass and Brown Stadiums slightly decrease power/average, Dome Stadium the most
- Average differences due to increased HR rates only

For improved simulations:
- Base contact on average, probably boost L batters a bit
- ISO is a good route to go for power, should help correct for depressed HR totals due to poor contact rate (ie low contact power guys will flub hits more often, but when they do hit it clean, it's outta here)
- Converting ISO to Power should be some sort of power function versus linear
- 800-820 power is probably the max for realistic HR totals over a season
- Stadium re-sizing needs to be figured out
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on May 26, 2014, 08:41:34 am
Oh wow. Cheers for that! Did stance have any bearing on hitting?
Stadium edits are indeed next on my list. Just need a block of free time.
Title: Re: Baseball Simulator 2014 (NES)
Post by: CaptainKwok on May 26, 2014, 03:49:20 pm
I didn't control for batter stance but I will check to see if there is anything I can pick out. I am running another season with a few minor changes... reducing power but increasing average running speed. Trying to get more runs scored from hits vs HRs. Right now it's like 75% of runs result from homers.

I know in the rbi forums that one guy made changes to the stadium for rbi baseball which is very similar. Do you know where the stadium info is in the rom?



May 27, 2014, 10:31:54 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I ran a second simulation with a few changes to reduce HR totals and try to work out a way to produce a high average low power type hitter. The first one worked out ok... capping out at about 800 power kept HR totals over a 165 game season to about 40 max. The second goal didn't work out so well even with good running speed. The better contact ratings just end up hitting more HRs than you'd expect. Overall the L vs R trend remained the same. The only time L batters came close to their target average was when it was low (<250) and they had good power.

I'm assuming from watching the RAM that BBSIM works more or less the same as RBI baseball for how contact is applied. Depending on where the ball makes contact with the bat, the contact rating will be subtracted from the power rating. I believe the range for this is POW-CON*0 to POW-CON*6. I've tried to come up with a predictive rating called "effective power" that is a blend of the contact and power ratings.

Ultimately without increasing stadium size, I think it will be hard to make a high average hitter with low power or get more run generation from hits.
Title: Re: Baseball Simulator 2014 (NES)
Post by: Proveaux on October 06, 2014, 05:47:11 pm
____________________

2013 Fixed (https://dl.dropboxusercontent.com/u/84818786/BBS2013.ips)
(http://i942.photobucket.com/albums/ad263/proveauxsales/BBS2013-0_zpsd0fae86c.png) (https://dl.dropboxusercontent.com/u/84818786/BBS2013.ips)
Title screen demo wrap works as it should.
____________________

2014 Fixed (https://dl.dropboxusercontent.com/u/84818786/BBS2014.ips)
(http://i942.photobucket.com/albums/ad263/proveauxsales/BBS2014-0_zpsa68b7a32.png) (https://dl.dropboxusercontent.com/u/84818786/BBS2014.ips)
Fixed 2014 color.
____________________
Title: Re: Baseball Simulator 2014 (NES)
Post by: keithisgood on October 07, 2014, 03:45:09 pm
I'd intended for a mid-season update, but my desired edits proved harder than anticipated. Maybe I'll just do an update patch with the fixed title screen.