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- EXPERT TIPS FOR USING NBA-ED
-
- This document describes some useful hints that you can use when working
- with NBA-ED 2.0, the NBA Live 95 Player Editor. It also describes how
- you can make your own league patches. Also included are some useful
- resources for player data. It is assumed you are familiar with the
- workings of NBA-ED 2.0.
-
- HINTS AND TIPS
-
- The purpose of this section is to help the NBA-ED user create leagues
- that are free of statistical anomalies and potential crash situations.
- Most of these problems arise from the use of the Copy function in the
- Trade/Copy option of NBA-ED, and the use of the Image ID editor.
-
- *** Image IDs and Player Photos:
-
- Every player in the default league of NBA Live 95 has an Image ID
- number. This includes All-Stars, and fake player slots. Counting all
- these players there are 395 players in the league, assigned a number
- from 0 to 394. The numbers are assigned by team (alpabetically, Atlanta
- being 0, Boston 1, etc... on to 28 for ASW), then by roster slot
- (starting center 0, starting PF 1, etc... on to 11). Fake slots start
- after ASW, and there are 47 of them.
-
- The default Image ID for a roster slot can be determined with the following:
-
- Default_Image_ID = (12 * team_number) + slot_number
-
- Fake slot Image IDs can be determined this way:
-
- Fake_Slot_Image_ID = (12 * 29) + slot_number
-
- The most visible use of the Image ID numbers in the game is that the ID
- is used to assign portraits to a particular player slot. However, the
- Image ID apparently is used for more than that in Season play. Any
- reassigning of Image IDs must be carefully done to avoid statistical
- anomalies and system crashes. Both the Copy function of NBA-ED and the
- Image ID editor can assign Image IDs such that these situations arise.
- These problems affect Season/Playoff play only and not Exhibition play,
- or the All-Star Teams.
-
- The most serious problem is assigning improper Image IDs which can
- lead to a crash. This can be done in 2 basic ways:
-
- 1. Using the Image ID Editor to assign the Image IDs 345 and 394 to
- a player on one of the league teams (not counting All-Stars).
-
- 2. Copying player data to a player in the league from two specific
- slots: All Star West 10, and Fake 47. This indirectly transfers the IDs
- 345 and 394.
-
- If you'll notice, in gameplay this Image ID signifies the 'no photo
- available' image. Some older patches use this photo in place of the
- image of previously missing players. While this works in exhibition
- mode, using this Image ID indicates that the player has no stats
- available, either. With no stats available, this causes a crash when
- Season play tries to project a players performance using their stats.
-
- To fix this problem, the Image ID editor flags any improperly assigned
- Image IDs, and allows you to assign any Image ID to any player. Note
- that you can still assign 345 and 394 to any player, but it is not
- recommended you do so unless you intend only to play exhibition games.
- Note that you may assign any Image ID to any All-Star slot.
-
- The second problem arises when the same Image ID is assigned to more
- than one player. The problem occurs when one of the players using the
- common Image ID uses fake stats. Then all players using that Image ID
- use the Fake Stats in Season play, causing them to give identical
- performance in Season play. It is recommended that every league player
- have a unique Image ID. Any problems with Image IDs are flagged when
- using the Copy Players option, when using the Image ID Editor, and
- when exiting NBA-ED. You may use the Image ID Editor to fix such problems.
-
- *** Adding and Changing Names:
-
- The most powerful new feature of NBA-ED 2.0 is its name editing features.
- This feature allows you to add the name of almost any player, and assign
- it to any roster slot. The main problem is that you have a limited amount
- of space to store names. Here are some tips to keep note of when working
- with names.
-
- The Name Pointer Editor allows you to associate any roster slot's first,
- last and nick names with any string used in the game. The Name Pointer
- Editor searches all strings used in the game, including college names,
- credits, error messages and internal symbols (but none of the strings
- used by the DOS extender). Take advantage of this feature. Players named
- Joe Montana, Indiana Jones, Magic Johnson, John Wayne ("Duke"), and
- Tony Orlando could all be created with the Name Pointer Editing feature.
-
- If possible try and use the places in the list of player name strings of
- any players you have replaced.
-
- Exploit the redundancies in the player name list. Some players share
- common last names, such as Johnson, Smith, Miller, Malone, Harper,
- Wilkins, Hardaway, and Williams. However, some of these names are
- duplicated in the names list, but have a first initial added for
- different players. For example, Reggie Miller's full last name is
- R. Miller, and Oliver Miller's is O. Miller. This is presumably for
- indicating substitutions during gameplay. If you can live without
- the first initial indication on substitutions, create one copy of
- the name (some already have one uninitialled copy) and have all the
- players sharing that name use the single copy. You will then have
- many, many slots with which to add players names.
-
- Mark off any free slots you may have in the player name list with a
- unique character (a punctuation symbol for example). This makes it
- easier to do a search on free spaces in the name list.
-
- If you like, forego the use of nicknames, or perhaps some of the less
- well known ones, and use the spaces in the name list for 'real' names.
- This is especially useful for longer names.
-
- Use unused slots in the college name list. This can be especially useful
- if you have done a lot of editing of the entire league. Again, be sure
- you are overwriting a college name that is not being used by any player,
- as any player using that college will have the edited name show up as
- his college.
-
- If you still can't find enough room, you can always use some other
- part of the string space in the .EXE file to store names. This is
- not supported in NBA-ED 2.0, so you will have to add them with a hex
- editor. NBA-ED 2.0 allows only for editing the string spaces in the
- .EXE file containing college names and player names. Each name
- must be terminated with a zero byte. You can then use the Name Pointer
- Editor to have a player's name point to the added string. This method
- is not recommended as it may cause the game to crash on some systems.
-
- *** Making Your Own Patches
-
- Now that you have created your own super league with NBA-ED, perhaps you'd
- like to share it with others. Distributing the .EXE file, even compressed,
- results in a large file that takes a long time to transfer and takes up
- a good deal of disk space. It is much better to create and distribute a
- small 'patch' file of your changes that you can apply to the original.
- It would also be useful to create patches for both the original and the
- official PAS-16 fix. This version of NBA-ED contains all the tools necessary
- to create and convert patches for NBA95.EXE Here are the steps:
-
- 1. Make sure you have two copies of an *unmodified* NBA95.EXE. One will
- be a source from which you will create the patch (I will call this
- NBA95OLD.EXE) , the other will be the copy which contains your changes made
- by NBA-ED (I will call this NBA95NEW.EXE). You can get an unmodified copy
- of the original NBA95.EXE off the CD-ROM, but you must make sure yourself
- that you have an unmodified copy of the PAS-16 version of NBA95.EXE.
-
- 2. Make your changes to NBA95NEW.EXE (you can use the filename switch
- NBA-ED -F NBA95NEW.EXE to edit NBA95NEW.EXE rather than NBA95.EXE)
-
- 3. Once you have finished all your changes, use the BINDIFF program to
- generate a patch file. The command is:
-
- BINDIFF NBA95OLD.EXE NBA95NEW.EXE MYPAT.PAT
-
- This will create a small file MYPAT.PAT containing the differences
- between NBA95OLD.EXE and NBA95NEW.EXE to create NBA95NEW.EXE from
- NBA95OLD.EXE.
-
- 4. To create a PAS-16 compatible version of your patch, you need two
- unmodified copies of the PAS-16 version of NBA95.EXE, one source
- (NBAPAOLD.EXE) and one to change (NBAPANEW.EXE)
-
- 5. Run the NBACOPY program to convert the data for the original NBA95.EXE
- to the PAS-16 version of NBA95.EXE (Actually NBACOPY will do the same
- thing in the other direction as well (PAS-16 to original) automatically).
- Any missing names will be indicated on-screen. To capture the list of
- missing names, redirect the output to a file. The command in this case is:
-
- NBACOPY NBA95NEW.EXE NBAPANEW.EXE > CONVERT.LOG
-
- This will copy all the player data, player names list, and college names
- list from NBA95NEW.EXE to the proper places in NBAPANEW.EXE. Any missing
- names will be logged to the file CONVERT.LOG. You can then use the String
- Editor in NBA-ED to add these names.
-
- NOTE: Some patches may use parts of the .EXE file outside of the college
- and player name lists to store player names. NBACOPY does not copy these
- areas, as they may not exist in future official patches, or introduce some
- other side effects in gameplay. NBACOPY treats these as missing names. You
- will have to use a hex editor to add these names manually to some part of
- the target .EXE file, and use the Name Pointer Editor in NBA-ED to set the
- pointers to the added names. If you do decide to use a hex editor to add
- names, make sure each name ends in a byte value of 00.
-
- 6. Apply BINDIFF to NBAPANEW.EXE to create a PAS-16 version of your
- patch:
-
- BINDIFF NBAPAOLD.EXE NBAPANEW.EXE MYPATP16.PAT
-
- Applying the patch:
-
- You can use the BINPATCH program to apply the patch files you created to
- an unmodified copy of NBA95.EXE to create a version of NBA95.EXE that
- contains all the changes you made and saved in the patch.
-
- The command for using BINPATCH is:
-
- BINPATCH <oldfile> <patchfile>
-
- You must be careful to use 'original version' patches with *only* the
- original NBA95.EXE and PAS-16 patches with the PAS-16 version of NBA95.EXE.
- Using the wrong patch on the wrong .EXE file will cause crashes!
- If you intend to distribute your patches, it is suggested that you write
- a batch file to back up your original NBA95.EXE, determine which version of
- NBA95.EXE you have, and apply the correct patch. Included with this version
- of NBA-ED is a small utility (FST.EXE) that can compare a file with a size
- given as part of the command line of FST.EXE. This can be used to determine
- which version of NBA95.EXE you are running. The syntax of FST.EXE is:
-
- FST <file> <size>
-
- The errorlevel returned by FST is 1 if the size of <file> in bytes is
- equal to the number <size>. If the size of <file> is greater than <size>,
- the errorlevel returned is 2, if less, the errorlevel is 3.
-
- Here is a sample batch file that creates a patched version of NBA95.EXE:
-
- @echo off
- if not exist nba95.exe goto xit
- copy nba95.exe nbapatch.exe
- fst nbapatch.exe 1101579
- if errorlevel 2 goto try2
- if errorlevel 1 goto old
- :try2
- fst nbapatch.exe 1097483
- if errorlevel 2 goto err
- if errorlevel 1 goto p16
- :old
- echo You have an old version of NBA95.EXE.
- binpatch nbapatch.exe superpat.pat
- goto xit
- :p16
- echo You have the PAS-16 version of NBA95.EXE.
- binpatch nbapatch.exe superp16.pat
- goto xit
- :err
- echo The size of NBA95.EXE is not correct
- :xit
-
- *** Resources
-
- Here are some good resources for player stats (parts taken from the
- rec.sport.basketball.pro FAQ List)
-
- Media Resources
-
- - the annual Sporting News NBA Guide and NBA Register.
- - the NBA Encyclopedia
- Both available at fine bookstores everywhere.
-
- - any team Media Guide, especially the Philadelphia 76ers',
- which has all sorts of odd stuff.
-
- - Microsoft Complete NBA Basketball CD-ROM
- This disc truly lives up to its name. I couldn't imagine basketball fan
- with a system capable of running NBA Live 95 to be without this disc,
- despite what you might think of Bill Gates. An excellent resource for
- finding older players' stats, and lots of cool multimedia to boot.
-
- Internet Resources
-
- - NBA Stats project (FTP)
- The Usenet newsgroup rec.sport.basketball.pro has its own archive
- available via anonymous ftp at wuarchive.wustl.edu in the directory
- /doc/misc/sports/nba
-
- - ESPNET SportsZone (WWW)
- A WWW site catering to the sports fan. Presented by the ESPN sports
- network and Starwave Corporation. Features continually updated scores,
- stats, news, and features for all major sports. Has excellent college
- basketball and NBA sections. Great source for current players. You can
- get to it through your Web Browser at http://espnet.sportszone.com
-