JustPaste.it

Actual 10-team editing doc

All numbers in this document are hexadecimal unless noted otherwise.
If using the "overstuffed" ROM, add 10000 (hex!) to these offsets.

0010-0A0F: Batter and pitcher data
==================================

10 teams, numbered 00 (default California) through 09 (default National)
100 bytes of data per team
 - team 00 at 0010-010F
 - team 01 at 0110-020F
 ...
 - team 09 at 0910-0A0F

16 players per team, numbered 00-0F:
 - Starting batters numbered 00-08
 - "Bench" batters numbered 09-0B
 - Starting pitchers numbered 0C-0D
 - Relief pitchers numbered 0E-0F

Formula to find the offset of a player:
  (team number * 100) + (player number * 10) + 10

Batter data stored in the following format:
 - 00: player number (00-0B)
 - 01-06: player name (see "text string conversion" at end of document)
 - 07: R/L handed (00=R, 01=L)
 - 08: batting average (actual in decimal * 100d - 150d), to hex
 - 09: home runs
 - 0A: contact
 - 0B-0C: power (2 bytes, high/low bytes reversed)
 - 0D: speed
 - 0E-0F: 00 in both locations

Pitcher data stored in the following format:
 - 00: player number (0C-0F)
 - 01-06: player name (see "text string conversion" at end of document)
 - 07: left nibble= sinker ability
       right nibble= R/L handed (00=R, 01=L), +02 for sidearm pitchers
 - 08: ERA (actual in decimal * 100d - 100d), to hex
 - 09: sinker speed
 - 0A: curve speed
 - 0B: fastball speed
 - 0C: left nibble= curve ability towards left side of screen
       right nibble= curve ability towards right side of screen
 - 0D: stamina
 - 0E: "Unknown" 1
 - 0F: "Unknown" 2


2F37-315C (various bytes): Various text strings
===============================================

See "text string conversion" at end of document

Note that in the defaults below, "@" represents the copyright symbol. I'm much
too lazy to figure out how to type those into my text editor.

 - 2F37-2F48: default "@ 1987 NAMCO LTD."
 - 2F4B-2F62: default "TM & @ 1987 ATARI GAMES"
 - 2F68-2F73: default "licensed by"
 - 2F76-2F8E: default "Nintendo of America Inc."
 - 3143-315C: default "10 TEAMS OF TENGEN LEAGUE"


31BB-31D8: Player palette data
==============================

3 bytes of data stored for each team (numbered 00-09)
 - 31BB-31BD: team 00
 - 31BE-31C0: team 01
 ...
 - 31D6-31D8: team 09

First byte: palette color used for helmet, bat, parts of uniform
Second byte: palette color used for skin color
Third byte: palette color used for most of uniform


32C4-3313: "End of game" newspaper headline team names
======================================================

8 bytes per team
 - 32C4-320B: team 00
 - 320C-3303: team 01
...
 - 330C-3313: team 09

Capital letters, the space, and the period can be used
 - 40: A
 - 44: B
...
 - A4: Z
 - A8: space
 - D4: period


9EB8-9ED5: Player palette data
==============================

You'll probably want to mirror the data from 31BB-31D8 here. The two palettes
are used at different times during gameplay.


AED4: Pinch hitter bonus
========================

This number is added to the power of a pinch hitter on their first at bat

 - AED4: pinch hitter bonus (default 40)


B3C2-B3DF (various bytes): generic pitcher batting data
=======================================================

 - B3C2: batting average (default 00)
 - B3C8: home runs (default 00)
 - B3CE: contact (default 40)
 - B3D4: right byte of power (default 80)
 - B3DB: left byte of power (default 02)
 - B3DF: speed (default 78)


F779-F7FF (various bytes): "Attract mode" team names
====================================================

See "text string conversion" at end of document

 - F779-F783: team 00 (default "California")
 - F786-F78C: team 01 (default "Boston")
 - F795-F79C: team 02 (default "Detroit")
 - F79F-F7A8: team 03 (default "Minnesota")
 - F7B1-F7B8: team 04 (default "Houston")
 - F7BB-F7C3: team 05 (default "New York")
 - F7CC-F7D4: team 06 (default "St.Louis")
 - F7D7-F7E4: team 07 (default "San Francisco")
 - F7ED-F7F5: team 08 (default "American")
 - F7F8-F800: team 09 (default "National")


Text string conversion
======================

All text strings in the game (except for end-of-game newspaper headline
strings) are stored in the following format:

 - 00-09: "0" - "9"
 - 0A-23: "A" - "Z"
 - 24: space
 - 25: period
 - 27: copyright symbol
 - 28-41: "a" - "z"
 - 5D: ampersand
 - 5E: quotation mark
 - 5F: apostrophe

This is not a complete list, and as two entirely separate character tile sets
are used, some characters are not always available. I really ought to bring
up Tile Layer and define those ...

Number of runs for a called game

 

0xB561

0xB5A1

 

00009F53 - 00009F6E  The outfield of the wall.
00009F6F - 00009F8A  The infield of the wall.

0000E9A9 The outfield of the wall. (Flat part)
0000E9D5 The infield of the wall. (Flat part)

0000EA2E - 0000EA31 The height of the outfield wall.
0000EA32 - 0000EA36 The height of the infield wall?

 

0xDA92 - error values start

 

0x00009C61 - start of BEANBALL text

 

0x0000F872 - credits screen

 

0x00009B40 - team select tengen league

 

0x00003143 - start 10 teams of tengen league (attract screen)