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Little League Baseball: Championship Series/ROM map: Difference between revisions
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(Created page with "<pre> ROM Addresses: 0x010430 to 0x01054F - Japan’s team player information 0x010550 to 0x01066F - Arizona’s team player info You can follow this pattern to get all the...") |
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{{rommap|game=Little League Baseball: Championship Series}} | |||
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Revision as of 05:29, 19 October 2018
The following article is a ROM map for Little League Baseball: Championship Series.
ROM Addresses: 0x010430 to 0x01054F - Japan’s team player information 0x010550 to 0x01066F - Arizona’s team player info You can follow this pattern to get all the team’s player information. As far as I can tell so far, the teams are always listed in the same order in the ROM. Team order in the ROM: JAPAN, ARIZONA, PENNSYLVANIA, CHINESE TAIPEI, KOREA, NEW YORK, CALIFORNIA, TEXAS, HAWAII, SPAIN, PUERTO RICO, MEXICO, CANADA, ITALY, ILLINOIS, FLORIDA Player information guide - Each player’s information is on a single line of 16 hex characters as follows 1 thru 6 - Player’s name 7 - Player type (batting handedness and size) This is always 00, 01, 02, 80, 81, 82. First digit of 0 is Right handed, first digit of 8 is left handed. Second digit of 0 is tall, 1 is fat, 2 is short. 8 - always FF 9 - Unknown to me at this time, possible has to do with helping the CPU choose subs 10 - Hitting power (00 is low and DF is highest in the game, but I assume that it goes up to FF in theory) 11 - Some sort of player speed. This goes from 00 low to FF high. It DEFINITELY corresponds to baserunning speed and it has some sort of relationship with the player’s defensive skills but I’m not sure to what extent. 12 - the player’s printed Skill ability when they’re up to bat. 00 to 04 being Skill 1 thru Skill 5. Strangely, PARK on team KOREA is a 07, but I have no idea if this actually affects hitting ability. 13 - This designates the team’s pitchers. Each team has 3 pitcher types per team, but you can assign as many pitchers per team as you want. The values are always 08, 10, 18, or 00 (not a pitcher). This corresponds to values I will go over later on, it does not have any known effect on the pitcher’s ability or style. 14 - Always 00 15 - Always 00, 02, 03, 04. I don’t have data to back this up, but I believe it is some sort of batting ability / power multiplier because it typically is given to players in the “meat” of the lineup. 16 - always 00 Pitcher information - each team’s pitcher information is found in the two rows of 16 values found AFTER the row of FF’s that follow each team. Each pitcher appears to have 8 values attached to them, with the first starting at the 9th value on the 1st line, the second at the 1st value on the 2nd line, etc. So, any pitcher marked on your lineup (above) as 08 on your roster will have the same attributes as the first, any pitcher marked as 10 will have the same attributes as the 2nd, and 18 would be your final pitcher definition. The eight values for pitchers are as follows: 1 - This is always either 00, 01, 02, 80, 81, or 82. Just as your batters, the first digit is right or left handed, and the second digit is normal throw, hard throw, or side arm delivery. 2 - This value is tied to stamina, but there is some sort of calculation happening in the background. You’ll notice that a value of FF for instance does not equal FF in the stamina RAM addresses I provided above. FF appears to be the highest you can set, but you can manually change the RAM to allow for a greater stamina than the game allows. Stamina in this game is very interesting because it appears to be based mostly on the length of time you attempt to control a pitch, with a longer press taking away more stamina until your pitcher has 0 remaining… at which point I assume your pitcher’s overall ability to throw is based on their other stats… which brings us to… their other stats. 3 - This value is unknown to me. It must be a good thing for a pitcher to have a higher rating, as Italy has the lowest values, but I’m not skilled enough at ROM hacking to figure it out. 4 - Again, this is unknown to me. The values only range from 02 to 0F. Still need to figure this one out. 5 - always 00 6 - always 00 7 - this is the pitcher’s printed Skill Level when they’re on the mound. I do not know what (if any) correlation it has to their stats. 8 - Always 00 or 02. On assumption only, I’m guessing this MIGHT be some sort of multiplier in the same way that value 15 appears to be in the above player data. Other data: Lines 0x01FAD0 and 0x01FAE0 - these are the colors each team wears both on the field and in the bat throwing cut scene. There are two colors for each team and they follow the team order as shown above. Starting at address 0x0116DA and continuing until 0x011769 are the starting positions for each player in your lineup, following the team order mentioned above. So, for instance, Japan is 08 16 29 31 42 57 65 73 84. The first digit is the order in the line up (0 thru 8 aka 1 thru 9) and the second digit is their position on the field. The position numbers follow normal baseball scoring numbering… so 1 is pitcher, 2 is catcher, 3 is first base, etc. Starting at address 0x01176a is the FLAG data for each team, for the flag that appears on the team select screen, in the team order we’ve come to know and love. 48 is USA, the others you can figure out by just writing them out. Team names and abbreviations are fairly easy to find. I haven’t mapped out specifically which correlates with each screen yet, as that will be the easy part once this is all done. Also, I am pretty sure that the sliding bars on the POWER ANALYSIS screen are controlled by the values starting at 0x00F234, in team order.