Parámetro | Info |
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Consola: | SNES |
Juego Original: | NBA Jam: Tournament Edition |
Tipo: | Improvement |
Género: | Sports |
Modificaciones: | G,S,T,GP |
Creador: | eskayelle |
Fecha de creación: | 09/05/2019 |
Última modificación: | 09/06/2019 |
Parámetro | Info |
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Nombre del archivo: | NBA Jam TE - Double Z Mod v4.0.2 (U) [h] [x].zip |
Téléchargements: | 204 |
Requisitos: | No-Header (SNES) |
Versión: | 4.0.2 |
Clasificación: |
Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)
Note that the hack is incomplete but feel free to enjoy the hack as-is.
NBA Jam TE - Double Z Mod Project Time: 2 Weeks (May 2017) @ appx 40 hours Additional Time: Approx 125 hours for v2 Plus: 80 hours (June & July 2018) for v3 **CONTENTS** *****INTRODUCTION***** *****VERSION HISTORY***** *****KNOWN BUGS/ISSUES***** *****CHARACTER CODES***** *****INSTRUCTION BOOKLET***** *****CREDITS***** *****INTRODUCTION***** The NBA Jam TE - Double Z Mod vX.X.X (U) [h] [x].smc file is a modified SNES ROM of NBA Jam - Tournament Edition. Any IPS of this file should be patched to a headerless NBA Jam - Tournament Edition (U) [!] ROM. It can be opened and played via several emulators, including ZSNES or Snes9X for Windows and SuperRetro16 (f/k/a SuperGNES) for Android. The following is a list a known Windows or Android emulators within which this ROM works (note that it also works with Raspberry Pi/RetroArch software and the Super Everdrive): 1) bSNES-plus v073+3 2) Snes9X v1.33a 3) Snes9X v1.51.ep10r2 4) Snes9X v1.56.2 5) zSNES v1.51 6) SuperRetro16 v1.7.13 7) John SNES Lite v3.71 *****VERSION HISTORY***** 1.01: (5/6/17) Replaced BJ Armstrong profile with Jordan. 1.02: Replaced Longley profile with <> and fixed stats/name for Armstrong (Jordan) and Longley (< >). 1.03: Added Rodman to Bulls roster and adjusted stats for Jordan (Armstrong) and < > (Longley). 1.04: (5/7/17) Swapped Bulls roster order to move up < > (Longley) and put Benny near end of roster. 1.05: Replaced secret character Facime portrait with < >, edited stats and name. 1.06: (5/8/17) Edited roll call (attract screen lineup) via XVI32 to replace Luc Longley with < >, and B.J. Armstrong with Michael Jordan, and added mod version number to copyright screen. [5/11/17 1.10] 1.07: Edited copyright screen to add a return carriage to the mod version. [5/11/17 1.10] 1.08: Edited hex addresses $148B1B, C, and D to adjust secret character < > (Facime) initials. [5/11/17 1.10] Button presses (B,B,A) and holding Start while pressing each are kept the same. From here, I can now modify any secret character's initials, portrait, palette, and stats. I also am researching how to modify sprites to copy other unique ones, like Rodman or Worthy or Divac (to get < >?s beard). 1.09: (5/9/17) At address $1FC7D5 and 6, changed face bytes from 63 B8 to C3 B7 to give secret character < > a beard (Vlade Divac's). Facime is no more. [5/11/17 1.10] At address $1FBA87 and 8, changed face bytes from 97 B7 to C3 B7 to give Bulls player < > a beard (Vlade Divac's). Longley is no more. [5/11/17 1.10] Also adjusted Armstrong face byte via hex editor to be bald (changed B8 23 to AF B7 at address $1FBA52 and 3. Air Jordan lives! [5/11/17 1.10] 1.10 (5/10/17): At address $148B3F, 148B40, and 1, modified the Heavy D initials (player value 99). [5/11/17 1.10] At address $1FC88B and C, changed face bytes from 5B B8 (Heavy D) to AB B7 to give secret character Heavy D James Worthy's head/glasses. [5/11/17 1.10] Adjusted stats and nametags for secret characters Blazejowski and Heavy D. [5/11/17 1.10; PASS ON STATS!] At address $148AD3, 4, and 5 adjusted secret character Blazejowski initials to 37 17 37 (XXX). [5/11/17 1.10] (5/12/17): Using the Player Editor, assigned Skiles and O'Neal (unused code in the ROM) to Orlando. Note: O'Neal uses A.C. Green's portrait by default. 1.11: Replaced Green's portrait with Shaq's. Shaq is complete. Using the dext3r name editor, changed secret character Jazzy Jeff to Butler. Using the hex editor, edited Jazzy Jeff's head to mimic Will Smith's and edited stats to mimic Jimmy Butler's per NBA Jam 2k17. At address $148B45, 6 and 7, edited Jazzy Jeff's secret character initials to read BKT - 21 2A 33 (from 29 20 39). Just need to add the portrait. Edited All-Stars roster in Player Editor so that first slot is Dennis Rodman and Tera Patrick. (5/13/17): Added Butler's portrait. Secret character is complete. 1.12: In name editor, replaced secret character John Carlton's name with Barkley. Via address $1FC825, modified Carlton's stats to match Barkley's per Mattrizzle's NBA Jam TE - Old School Ed. Also modified skin color and head. At address $148A8B, C, and D, changed initials code from 29 2C 22 to 32 28 31 (SIR). Replaced John Carlton's portrait with Barkley's. Secret character is complete. 1.13: In name editor, replaced secret character Sal DiVita's name with Wade. Via address $1FC859, modified DiVita's stats to match Wade's per NBA Jam 2k17. Also modified skin color and head. At address $148A8B, C, and D, changed initials code from 32 20 0B to 23 36 03 (DWD). Replaced Sal DiVita's portrait with Wade's. Secret character is complete. 1.14: In name editor, replaced secret character Shaun Liptak's name with Lebron James. Via address $1FC88D, modified Liptak's stats to match James' per NBA Jam 2k17. Also modified skin color and head (F7 B7). At address $148A97, 8, and 9, changed initials code from 12 2B 3A to 0A 2D 26 (KNG). Replaced Liptak's portrait with James'. Secret character is complete. 1.15: In name editor, replaced secret character Tony Goskie's name with Westbrook. Via address $1FC751, modified Goskie's stats to match Westbrook's per NBA Jam 2k17. Also modified skin color and head (F7 B7). At address $148A7F, 80, and 81, changed initials code from 33 16 26 to 31 14 32 (RUS). Replaced Goskie's portrait with Westbrook's. Secret character is complete. 1.16: In name editor, replaced secret character Jamie Rivett's name with Curry. Via address $1FC80B, modified Rivett's stats to match Curry's per NBA Jam 2k17. Also modified height and head (17 B8). At address $148A85, 6, and 7, changed initials code from 11 29 31 to 02 34 31 (CUR). Replaced Goskie's portrait with Westbrook's. Secret character is complete. 1.17: In name editor, replaced secret character Scooter Pie's name with Griffin. Via address $1FC789, modified Scooter Pie's stats to match Griffin's per NBA Jam 2k17. Also modified head (9F B7). At address $148A94, 5, and 6, changed initials code from 27 13 2F to 21 0B 2A (BLK). Replaced Scooter Pie's portrait with Griffin's. Secret character is complete. 1.18: In name editor, replaced secret character Kid Silk's name with Thompson. Via address $1FC7A3, modified Kid Silk's stats to match Thompson's per NBA Jam 2k17. Also modified head (9B B7). At address $148AA9, AA, and AB, changed initials code from 0A 32 2A to 0A 2B 38 (KLY). Replaced Kid Silk's portrait with Thompson's. Secret character is complete. 1.19: In name editor, replaced secret character Chris Kirby's name with Johnson. Via address $1FC5E9, modified Chris Kirby's stats to match Johnson's per Mattrizzle's NBA Jam TE - Old School Ed. Also modified body color and head (AF B7). At address $148AA5, 6, and 7, changed initials code from 22 0A 3A to 24 11 35 (ERV). Modified Lebron James' hair to reflect that of Joe Dumars (0B B8) Replaced Kirby's portrait with Johnson's. Secret character is complete. 1.20: In name editor, replaced secret character Jason Falcus' name with < >. Via address $1FC6C4, modified Falcus' stats, etc. Head is at $1FC6EB and C (13 B8, as of v1.26). At address $148ABB, C, and D, changed initials code from 29 05 3A. Replaced Falcus' portrait with < >'s. Secret character is complete. 1.21: Added Tera Patrick portrait. Secret character is complete. 1.22: Added < > portrait. Secret character is complete. 1.23: (5/14/17) Improved portrait for regular character < >. In name editor, replaced secret character Muskett's name with Laimbeer. In name editor, replaced secret character Hill's name with Thomas. Via address $1FC6ED, modified Muskett's stats to agree with Laimbeer's per Mattrizzle's NBA Jam TE - Old School Ed. Likewise, at $1FC707, modified Hill's for Thomas. At address $148AA9, AA, and AB, changed Muskett's initials code from 2C 22 2C to 21 28 2B (BIL). At address $148AA9, AA, and AB, changed Hill's initials code from 2D 23 27 to 33 2E 2C (TOM). Replaced Muskett's portrait with Laimbeer's. Secret character is complete. Replaced Hill's portrait with Thomas'. Secret character is complete. 1.24: In name editor, replaced secret character Jay Moon's name with Ainge. Via address $1FC7D7, modified Moon's stats, etc. At address $148B1C, D, and E, changed initials code from 09 20 38 to 03 2D 38 (DNY). Replaced Moon's portrait with Ainge's. Secret character is complete. Using Player Editor, adjusted the All-Star roster to include the secret characters I've swapped and other interesting team-ups. 1.25: Added updated < > portrait to that secret character. Changed roll call text for A.C. Green to read Shaq. 1.26: (the homestretch!) In name editor, changed Snake Palmer to < >. Changed Chow-Chow to Duncan. Changed Brutah to Bryant. Via address $1FC603, reset Snake's stats for the < >. Via address $1FC8DB, reset Chow-Chow's stats for Duncan. If I messed anything up, it's at the 6F right after. Via address $1FC73B, reset Brutah's stats for Bryant. Duncan and Bryant will use head F7 B7. At address $148AA5, 6, and 7, changed initials code from 26 2E 25. At address $148B03, 4, and 5, changed initials code from 00 2C 37 to 13 28 2C (TIM). At address $148B09, 0A, and 0B, changed initials code from 2B 26 0D to 21 11 18 (BRY). Replaced Jordan's portrait (improvement). Using name editor and hex editor, replaced Air Dog's stats with Air Jordan's. Replaced Air Dog's portrait with Air Jordan's. Secret character complete. In name editor, changed Kabuki to Toasty! [5/18/17] In name editor, changed Randall Cunningham to Jackson. Changed Stud Muffin to D. Darhk. Changed Weasel to Michaels. Via address $1FC929, reset Randall Cunningham's stats to 10s for Bo Jackson (ala Tecmo Bowl). Head at $1FC941 and 2 is B3 B8. Via address $1FC929, reset Weasel's stats for Shawn Michaels. Head at $1FC76D and E is 2F B8. Via address $1FC9C5, reset Stud Muffin's stats for Damien Darhk. Head at $1FC9DD and E is 2B B8. At address $148B0F, 10, and 11, changed initials code from 31 20 18 to 07 21 0A (HBK). At address $148B33, 4, and 5, changed initials code from 26 3A 25 to 20 31 2E (ARO). At address $148B57, 8, and 9, changed initials code from 0F 27 28 to 01 2E 3A (BO ). Replaced Moosekat's portrait with BJ Armstrong's. Via address $1FC9DF, reset Moosekat's stats for Armstrong's. At address $148B39, 40, and 41, changed initials code from 2C 2F 05 to 21 29 1A (BJ ). Secret character Armstrong is complete. Added new Tera Patrick portrait. Secret character complete. Added new < > portrait. Secret character complete. [5/19/17] Added Toasty! portrait. Secret character complete. Added < > portrait. Secret character complete. Added Tim Duncan portrait. Secret character complete. Added Kobe Bryant portrait. Secret character complete. Added Damien Darhk portrait. Secret character complete. [5/20/17] Added Bo Jackson portrait. Secret character complete. Added Shawn Michaels portrait. Secret character complete. Cleaned up < > portrait. Swapped out 3 slots in All-Stars roster to add Jackson/Thomas, Robinson/Duncan, and Bryant/Shaq teams. While testing secret character codes, noted that Crunch's initials were improperly set to BRN. Changed to CRN. Might've been an error on my part when setting initials in characters previously. Time to Jam!!!! 1.27: $0B18CF section allows for roster changes for teams, including expanding the rosters before all 27 teams are beaten. To experiment with this, at $0B19CA, changed value 80 to 00 to unlock Bulls slots 7 - 12. At $0B19F0, changed value FF to 00 to unlock slots 13 - 20. Team roster is fully unlocked. Changed names for secret characters Mike D, Adrock, and MCA to < >, Norris, and Durant, respectively. Via address $1FC943, reset Mike D's stats for < >. Via address $1FC95D, reset Adrock's stats for Chuck Norris. Via address $1FC977, reset MCA's stats for Kevin Durant, based on NBA Jam 2k17. At address $148B5D, E, and F, changed initials code from 2C 0A 23. At address $148B63, 4, and 5, changed initials code from 00 23 31 to 13 24 37 (TEX). At address $148B69, 70, and 71, changed initials code from 2C 22 00 to 2A 24 15 (KEV). Added < > portrait. Secret character complete. Added Norris portrait. Secret character complete. Added Durant portrait. Secret character complete. 1.28: When I was creating the -< > character, I accidentally reversed the speed attribute bytes. She moved so fast, Turbo wasn't needed. So, as an additional throwback to Tecmo Bowl, reset the Bo Jackson attributes to exceed the game's maxes (in most cases, replacing 0A with 0F or FF, for speed --> 44 16, for 3s --> E2 99, for dunk 0A (so the game doesn't crash). 2.01 (5/27/17): Near address $0778AA, using TileMolester, changed the two Rookies graphics (player select screen and end-of-game box score) to read U.S.A. (U.S.A. 92 for select screen). Near address #0BDB00, located scoreboard tiles. Changed Rookies to read U.S.A. If U.S.A. wins, end of game will now read "U.S.A WIN!" Note that tiles are 4bpp planar composite (or 4BPP SNES, Normal if using YY-CHR). Changed the Rookies roster to cycle through the 1992 Dream Team. 2.02 (5/28/17): Updated the Pistons roster for the Motor City Bad Boys, with Grant Hill on the extended roster. Located start menu graphics near $09C670. In name editor, replaced secret character Prince Charles' name with Hasselhoff. Via address $1FC6D1, modified Prince Charles' head to match Sal DiVita's (3B B8). At address $148AF7, 8, and 9, changed initials code from 31 2E 18 to 27 2E 05 (HOF). Replaced Prince Charles' portrait with Hasselhoff's. Secret character is complete. Changed U.S.A. in end-of-game box score to Dream Team. 2.03 (5/29/17): Via TileMolester (settings = 2x2 tiles, 4bpp planar/composite), imported an in-game ZSNES save state to determine player palettes. At address $1D684B, revised the first < > head sprite tile to look like < >. Did this for the next 15 tiles (each address is +0xB0 or 139 bytes from the last). 2.04 (5/30/17): Via address $1FC991, modified Hillary Clinton's stats to create Hulk Hogan. At address $148B2D, E, and F, changed initials code from 07 22 1A to 0D 36 0E (NWO). Replaced Hillary Clinton's portrait with Hogan's. Secret character is complete. Revised heads for brunettes (hair longer, no bangs). 2.05: Replaced Bill Curley with Dennis Rodman and set him up in the Pistons line-up (black hair, Motor City Bad Boys Rodman). Swapped in Hogan/Rodman nWo team onto the All-stars roster. 2.06 (6/2/17): Using addresses $27000 to $27A8F, added player stats data for every player to the hex. Then, modified pointers at the following addresses to point to this data (changed from C9 B0 12 to 00 F0 14): $51B1A; $51B37; $51B91; $51BAE; $51C19; $51C36; $51C90; $51CAD. (6/3/17) Revised Bulls roster to add back B.J. Armstrong. < > removed from roster. Revised Suns roster to add Barkley and Ainge. Note: When I did this, the pointer for the head graphic in the Acclaim logo changed to the bald player, as the pointer is to the head graphic at $1FC83D and E (player $65) section. The pointer comes from whoever the first player on the Suns is... via address $B1F0F. Taking the 2.01 ROM and changing that value to 37 caused the Vlade Divac head to generate on the Acclaim logo. Taking the original JAM TE ROM and changing this value to 37 placed Luc Longley's head on the Acclaim logo player's body but did not adjust the body's skin tone. Need the pointer to point to $B19D9. Revised head sprites for brunettes. 2.07 (6/5/17): At addresses $1FBA3B and $1FC76F, revised Jordan characters' stats to match more balanced ones per Mattrizzle's NBA Jam TE - Old School Ed. At addresses $27900 and $270E0, revised Jordan characters' visual stats to match the revised ones per this update. At address $148AFD, changed hex from 3B 1B 3B 7A 01 01 to 38 00 2E 7A 04 01, unlocking the Steven Tyler secret player for use, changed the initials to YAO, and changed the buttons to Start/Y, A, Start/Y. Adjusted stats as follows to match those per NBA Jam 2k17 ($278D0 for player visual stats; $1FC721 for game values): Speed = 6; 3Pts = 1; Dunk = 8; Pass = 6; Power = 8; Steal = 5; Block = 9; Clutch = 7. Head graphic pointer ($1FC739 and 40) is currently at A7 B8 (#B8A7 is not otherwise used in the game). Changed to 5F B7. [6/6/17] Using name editor, changed name of character 7A from Tyler to Yao. Also edited All-Stars Roster to replace Olajuwon/Mutombo with Barkley/Yao. [6/7/17] Added Yao portrait, based upon NBA Jam 2k17. Secret character complete. [6/8/17] The name editor appears to be corrupting the ROM when trying to change Tyler to Yao, such that the attract mode will crash. Using TileMolester, and at address $0B624A, manually edited the name tile. 2.08: At address $148A7F, reset initials for all secret characters such that the button presses are Start/Y, * (any button), Start/Y. Stopped at address $148B6E; this is the last byte for secret character initials. 2.09 (6/13/17): Edited banner pointer table to add back those Mortal Kombat banners that were originally in the game but removed at the request of the NBA prior to release. Edits made to addresses $1FD424 (now 80 96 58); $1FD439 (now 00 DA 58); $1FD43C ("WINNERS DONT DO DRUGS" now 80 C3 58); and $1FD445 (now 60 D4 58). Edited features screens to highlight certain improvements made via the v1.01 - 2.09 mod. [6/17/17] Modified the 2nd start-up screen to serve as an acknowledgements screen for the Double Z mod. [6/20/17] Using player editor, modified roster for Washington team to add Juwan Howard (character was in the ROM but not placed in game upon its release). Since player value stats were removed from the game, his head graphic and height will (and must) point to Mookie Blaylock. To change one could change both. This would be the same for Clifford Rozier (other unused player in the ROM) if he were added back as well. So... I just made Mookie tall... 2.10 (6/21/17): Additional revisions to features screens. Replaced < > in roll call screen with Steve Kerr. 1996 Bulls roster to come. Using player editor, within the Bulls roster, swapped back in the Luc Longley player. Kerr will be inserted in the Longley position. Using name editor, revised the Longley player's name to read Kerr. Using player editor and Hang Time stats for Kerr, revised player stats for Kerr. Revised height as well. Via hex editor, located displayed player values for Kerr ($027100) and checked to make sure they match those inserted via player editor. Replaced portrait. Kerr is in the game! [6/23/17] At address $1FBA87 and 8, changed head graphic to 63 B8. Changed those head graphics to be lighter shades of brown. Retouched Kerr's portrait. Found an error in Butler's dunk stat. Fixed in hex code in stats and visual stats places. 2.11: Feature screen update. In the John Carlton player profile ($65), replaced Barkley's portrait with Joe Kleine. At address $27970, revised all visual stats to reflect an "average" NBA player. At address $1FC825, revised all in-game stats to match visual stats. At address $148A8B, changed initials codes from 32 08 31 65 to 29 0E 24 65 (JOE). Using name editor, changed player name to KLEINE. In the Bill Clinton player profile ($78), replaced Clinton's portrait with Barkley. At address $27880, revised all visual stats to reflect Barkley again. At address $1FC69F, revised all in-game stats to match visual stats. At address $148AF1, changed initials codes from 22 08 22 78 to 32 08 31 78 (SIR). Using name editor, changed player name to BARKLEY. Swapped Suns roster lineup via player editor. Swapped All-Stars and Dream Team as well to ensure Barkley is in. Revised < >/Chuck Norris/Kleine head graphic. 2.12: At address $2C0900, used TileMolester with a 9x5 tile window to modify the Acclaim banner to also read Double Z. 2.13 (6/24/17): At address $2C3DE0, used TileMolester with a 9x5 tile window to modify the hidden Air Morris banner to show a head graphic and read BRI! Unlocked the banner in the ROM by replacing hex at $1FD439 (formerly the previously hidden Liu Kang graphic) with E0 BD 58. 2.14: At address $2C5A00, swapped out unused Liu Kang banner for a BO KNOWS JAM one (via TileMolester). 2.15: Replaced Will Smith ($A4) portrait with OJ Simpson. Via name editor, changed player name to Simpson. Changed head graphic to 0B B8 ($1FC90D and E). [6/25/17] At address $148B4B, changed initials values to 36 08 2B A4 to 2E 09 3A A4 (OJ ). Changed Simpson's visual and in-game Power stat to 9. At address $2C2D00, swapped out basketball banner for a 1990s L.A. GUILTY one (via TileMolester). Cleaned up various < > head graphics via $04A214, etc. Swapped out Kobe Bryant portrait for the one from NBA 2k17. 2.16 [7/4/17]: Replaced Wesley Person ($A2) portrait with Kenny Smith. Via name editor, changed name to SMITH . Changed stats to match those per NBA Jam TE - Old School Ed. (addresses $1FC825 and $027970) and swapped Smith into Rockets roster. 2.17 [rev 7/7/17 for bugfix]: Replaced Brooks Thompson ($A1) portrait with Danny Ainge. Via TileMolester, changed name to AINGE. Changed stats to reflect those of previous Ainge secret player (addresses $1FC59B and $0277E0) and swapped into Suns roster. Replaced secret player Ainge ($80) portrait with Mr. T. Via name editor, changed name to MR. T. Changed stats to reflect ones similar to Hogan player (addresses $1FC7D7 and $027940). Using 4B B8 for head graphic pointer. At addresses $148B1c, D, and E, changed hex code to 2C 11 33 (MRT). Swapped out head graphics via addresses starting at $091F74. 2.18 [7/6/17]: Using player editor, swapped in Harper and Williams as first combos for Dallas. Changed Williams' stats and body type to reflect those of Mike Iuzzolino per NBA Jam - Old School Ed. Addresses $1FC567 and $0277C0 ranges updated. Using name editor, revised Williams' name to read IUZZOLINO. Replaced Monty Williams portrait ($A0) with Mike Iuzzolino. '92 Mavs per the original arcade NBA Jam are back! 2.19 [7/7/17]: Using stats editor, edited Bulls roster to include Rozier. Using TileMolester, adjusted centering/hyphenation for name tiles Smith, Iuzzolino, < >, Ainge, and Rozier (changed to Harper). Replaced Clifford Rozier portrait ($93) with Ron Harper. Minor Houston roster flip in 19 and 20 spots. Added self to end credits. Swapped roster to reacquire Barkley/Majerle as the first player combo [7/8/17]. 2.20 [6/1/18]: Via ASM instructions from phonymike: At address $B7C3A, changes bytes to read as 00 08 00 08 00 04 00 04 00 02 00 01 00 02 00 01 00 80 80 00 (Up, Up, Down, Down, Left, Right, Left, Right, B, A) At address $50858, changed value from 10 to 14. This takes the ASM ?compare? (CPX #$0010) value (bytes E0 10 00) and increases the number of buttons to watch for from 8 (2 bytes per button = 16; hex equivalent is 10) to 10 (2 bytes per button = 20; hex equivalent is 14). This now changes the extended roster code to the Konami code! [6/2/18] Added credit to phonymike in second title intro screen. Added feature to the attract mode screen. [6/3/18] Konami code revision. 3.0 [6/3/18]: Assembled ASM code to apply later (Applied on 6/5/18): 1) Konami Code identical to 2.20.4 hack 2) Set up Vlade Divac as the player on the Acclaim startup screen 3) Changed head sprite attribute for Divac to point to the old NBA Jam one with the beard 3.1 [6/8/18]: Using Lunar Expand, increased ROM size from 24 megabit (3MB) to 32 megabit (4MB). This will allow for additional space for future ASM hacks, tile/sprite/portrait/screen additions, etc. Assembled and applied revised ASM code for extended rosters. Now, only the Konami Code (with no initials) is required, and it works for all players (1-4)! And in Practice Mode! 3.2 [6/12 & 6/13/18]: Using xkas and ASM, resorted the order of the 27 teams based more closely on the 1992-93 NBA standings. Top 16 teams are ordered based on their playoff records. Bottom 11 teams are ordered based on their season records. Pulled New Jersey from the order in favor of the Dream Team (set as final "boss" team). (Jersey is restored in 3.3.1, due to pointer issues with respect to the "Last Opponent" input. Flipped 1st and 2nd Dream Team selections, so Magic and Bird are first and will thus show up in the attract mode screen. Changed AI difficulty for Bulls and Rockets players, since the order of play is swapped. Leaving the rest as is. Added feature to the attract mode screen. 3.3 [6/18 and 6/19/18]: Having previously performed a cheat search in the ROM using Geiger?s Snes9X Debugger, and having determined that the following RAM values store injuries: 1) Player 1 = $7E1677 (SNES LoROM Address) 2) Player 2 = $7E1679 3) Player 3 = $7E167B 4) Player 4 = $7E167D Conducted a search in the hex code for a byte-swapped string "AD 77 16" (translates to LDA $1677). Looked for a CMP, BCC, or BCS function near that code, with a value of #$19 (25 in decimal). Located such at PC address $0005E6. Using an opcode/hex code table from assembler.it/portale/5/65816_guide/opcode_reference.asp, translated by hand the hex codes to opcodes near that address. (I didn't have my tools at the time...) Based on the above, replaced 8 instances of #$19 (hex code 19; decimal 25) with #$63 (decimal 99). Effectively replaced the value in the compare function and the store function to increase the max injury value allowed from 25 (decimal) to 99. Playtest was successful! [6/21 and 6/22] Determined that a separate pointer table determined the last opponent played; table is at $267DE8. Revised the strings for the teams in the hex file ($151CF0) to match the new order, and placed New Jersey back into play, instead of the Dream Team. Resorted table at $267DE8 to point to the revised strings: Was: Is: Team: 0D 06 Golden State 0A 0D L.A. Clippers 10 0C L.A. Lakers 18 19 Phoenix 15 12 Portland 17 18 Seattle 05 03 Sacramento 00 00 Dallas 06 08 Denver 1A 16 Houston 01 01 Minnesota 13 15 San Antonio 16 10 Utah 09 0B Atlanta 0F 14 Charlotte 19 1A Chicago 12 13 Cleveland 0C 0A Detroit 08 0E Indiana 07 05 Milwaukee 0E 11 Boston 02 07 Miami 11 0F New Jersey 14 17 New York 0B 09 Orlando 04 04 Philadelphia 03 02 Washington [6/23 and 6/24] Revised end credits. 3.4 [6/24 and 6/25/18]: Replaced the Joe Kleine secret player (player value $65) with the Terminator. Head sprite AF B8 used (white male with sunglasses). Edits included name (TERMINATOR), portrait (from T2 poster), and stats (mimics Bo Jackson stats). Initials code changed to 20 11 2E (CPU). 3.5 [6/25/18]: Using TileMolester, swapped player names for $65 Terminator and $9A D. Darhk. Swapped the stats and visual stats for $65 and $9A via hex editor. Increased the stats for $9A to match Bo Jackson. Swapped portraits for $65 and $9A. Swapped the initials values for $65 and $9A. At this point, the special player requiring a code at the first screen is now the Terminator, which will also be the most OP player in the game. Reduced the attributes for $A6, Bo Jackson, to make him second best. Best player now requires that L+R+Left code. [6/27 and 6/28/18]: Located palettes for uniforms and swapped out the pointers for the Dream Team (formerly Rookies) and the All-Stars. Dream Team now points to Pistons uniform palette, and All-Stars points to a Black/Red one (likely Blazers.) 3.6 [7/3/18]: Added 1992 Team USA to the expanded ROM, arranged the tiles to line up properly, and set the palette, logo, and sprite table pointers for Rookies to point to these in expanded ROM. The Dream Team now has its logo! Used the Denver Nuggets logo as a tile sorting template (since the tiles appear easier to sort). Started with the palette and changed the pointer over to a red/white/blue one (palette is based on the Team USA logo and imported into Impaled, same as for portraits, but logos are 4bpp). Copied sprite table and logo for the Nuggets into expanded ROM and reset the Rookies pointer to it for proof in concept. Using TileMolester, copied the Team USA logo into expanded ROM next to a second Denver logo. Mapped the Team USA tiles based on Denver's mapping, since the same sprite table data is initially being used. Half way in, observed that Denver does not use some of the tiles at the top; sacrificed the bottom part of my logo ("Basketball") and kept the rest ("USA"). For one tile that would not sort properly, using vSNES, Labels tab, pulled the X and Y positions and compared them to where the tile should sit. Corrected the X and Y coordinates in the hex code, via the sprite table. End result... a truncated USA logo (with basketball also edited out)! More specifics: 1) The Team USA logo is at $300C7E; converted to SNES LoRom and byte-swapped as 7E 8C E0, E0 being the bank. 2) Sprite table for Team USA is at $300BFE, or FE 8B E0. 3) The second half of the sprite table is at $300C4E, or 4E 0C 30. 4) The sprite table pointer then becomes: 7E 8C (logo) 00 02 (size) FE 8B (sprite table) E0 00 (bank). 5) Be sure to place the sprite table right before the logo. 6) The palette is at $3000A0 (3,145,888 in decimal, for purposes of TileMolester), or A0 80 E0 00. 7) Team USA tile positions and coordinates match those of the Denver Nuggets, with the exception of tile #13, an 8x8 tile. Its position needed to be changed from 10 0B to 04 13 to correct for X and Y position. 3.7: Via addresses (approximately) $BE300, $777EA, and $77A7E in TileMolester, changed All-Stars team name to Underdogs. Also revised height of Dream Team name in final box score. [7/5/18]: Revised sprite tables to split Team USA into halves. First half is already set up in 3.6. Sorted tiles for bottom half of logo and reset the pointers, plus changed Y coordinates to fit the full logo. 3.8 [7/8/18]: Using injury values, plus location of timer and likely quarter designator in RAM, developed and injected assembly code that will fix the injury stat bug. Code will reset injuries to zero for every player if the timer is at 3:00 and the quarter is the first. [7/13/18] Added NOP code to remove "WIN!" from the U.S.A. team (formerly Rookies), and ensure when the team wins, "WINS!" displays. lorom org $BFAB57 ;placeholder for the Rookies "WIN!" comparison NOP #5 3.9 [7/14/18]: Added a Double Z splash screen to the very beginning of the ROM, using a tutorial from DackR / PunchaYoBuns. Wish list is to get it moved to after the Iguana screen. Edits made to acknowledgements screen [7/18], as well as Attention Ballplayers attracts mode screen and Congratulations screen [7/15 & 7/16]. [7/20] Swapped splash screen to after Iguana screen. [7/21] Revised splash screen placement, acknowledgements, and end credits. Revised Acclaim player palette via locations $01EA83 thru 8A (stripes) and $01EA99 thru 9F (uniform). [7/30] Via ASM, and as provided by phonymike, replaced one byte to force the code to read the proper SRAM routine for Grand Champions, sorted based on most wins. So, if teams AAA, BBB, CCC, and DDD have 30, 29, 28, and 27 wins apiece, but only AAA, CCC, and DDD beat all 27 teams, the Grand Champions screen will show: #1 - AAA #2 - ... #3 - CCC Meaning BBB will need to beat those 27 teams, and DDD will need to play more! ;==================== ;sort grand champions ;==================== org $12B8C9 ;20 06 BD ;JSR $BD06 ;[$12:BD06] JSR $BDB9 ;uses greatest players sort algorithm Edited features to credit the bugfixes. *****KNOWN BUGS/ISSUES***** BUG 1: 5/11/17: As of 1.05, the game will freeze at the Greatest Players or Grand Champions screen if A or Start isn't pressed within a few seconds of these screens' appearances. This does not otherwise seem to impact gameplay. Because roll call and copyright screens were not modified during this version, cause could be from roster swapping, stats/name changes, or portrait/palette swapping. Checked 1.04; the ROM checksum was bad, but this freezing issue was not present. Seems like the problem occurred when I created the first secret character? Reverted to 1.04. Added back the names in the roll call and the mod number. No issues. Changed the initials for Facime. No issues. It's the stats. Changing the stats on a secret character crashes the game, probably because most secret characters use one set of stats, and the editor is causing a conflict in trying to manipulate them. Attempting to change them back won't work either. Reverted to 1.04 and used this readme to revise the ROM to match 1.10. Addendum - I think player stats can't be changed via the Player Editor application because that application tries to apply the ratings to both the stats themselves and the discplayed stats (in the code, the actual attributes and the displayed ones are in two places, so they should be changed in both places). But... secret characters are coded to display ? as stats regardless, which would cause a conflict if the application tries to change those ?s to numbers. Going to try going into the hex code itself and modifying the stats data for Facime to see if a crash results and verify in the app that the stats did change. Tests (5/12/17): 1) Went to address $1FC7CD for Facime (player value address). Modified the bytes for block rating ($1FC7C7 now 0A), steal rating ($1FC7C9 now 0A), pass rating ($1FC7CD now 0A), power rating ($1FC7CF now 0A), and clutch rating ($1FC7D1 now 0A). Ran the ROM in SuperGNES. No crash in attract mode (the demo screens). Full game ran. Checked stats in the Player Editor app. Result: All 10s, as plugged into the hex editor. ISSUE SOLVED. USE THE HEX TO EDIT ATTRIBUTES DIRECTLY, NOT AN EDITING TOOL. NO BUG/CRASH REMAINS. 2) Using a different clean ROM (no crashes), need to access Turmell via the Player Editor app and adjust the stats all to 10. Then, run the ROM and see what happens. Result: ROM crashed at the Greatest Players screen, as expected. Secret characters are like Wu Tang Clan... BUG 2: Replaced Danny Manning's portrait with Charles Barkley's. Modified player name and stats to agree to Mattrizzle's NBA Jam TE - Old School Ed. Changed address $1FC28D from B3 to AF to create a bald player. The dext3r name editing app would not change Danny Manning's name. So, in 1.10, Barkley will have all his stats and likeness, but Manning's name. Reverted to a previous copy (i.e., put Manning back). As another test, attempted to switch slot 1 on the roster so Kevin Johnson is first and Manning second. The ROM will not take the change. Oddly enough this is the same problem when trying to swap out Anthony Peeler for Magic Johnson. Making Magic a secret character instead. ISSUE SOLVED VIA WORKAROUND. SWAPPING OUT STANDARD CHARACTERS SHOULD BE MINIMZED. START BY CHANGING THE NAME AND TESTING IF THE ROM SAVES BEFORE GOING FURTHER. NO BUG REMAINS. Update (5/28/2017): This can also be resolved by using TileMolester (Byte Fwd/Back buttons, codec 4bpp planar, composite) to go into the tiles for the names and edit them at the proper addresses. BUG 3: (5/14/17) When placing secret characters in the All-Stars roster, their stats display incorrectly. (6/2/17) Added pointers to open area within the code and manually entered each player's data (used JCE3000GT's mod for guidance). RESOLVED. BUG 4: (5/14/17) By changing A.C. Green's portrait to get Shaq, Shaq's portrait now shows up in the roll call with A.C. Green's name. The actual game code as initially published incorrectly points to Shaq versus Green, since Green's portrait shows up correctly on the Suns. Went into the roll call text in hex and changed the A.C. Green text to Shaq. RESOLVED. BUG 5: [This is a bug in the original game.] Upon defeating all 27 teams, a player's name will not display in the Grand Champions screen. An ASM hack (i.e., disassembling and editing the source code) would be needed to fix this. (Update 7/30/18) Fixed in 3.9!!! RESOLVED. BUG 6: [This is a bug in the original game.] If two games are played back to back, and the same combination of players are used on a team in the fourth quarter of the first game and first quarter of the second game, all the injuries sustained in the final quarter of the last game will carry forward to the next. An ASM hack (i.e., disassembling and editing the source code) would be needed to fix this. (Update 7/8/18) Fixed in 3.8!!! RESOLVED. BUG 7: The Double Z splash screen generates in a few places beyond just after the Iguana screen, such as after exiting Practice Mode and after the Game Over screen. This is due to the placement of the ASM for hijacking the original code and inserting the splash screen. Currently it's the best place to generate the splash screen without having it appear in even more places or worse, crash the game. Have fun with it! Cowabunga! *****CHARACTER CODES***** NOTE: As of v2.08, all button combos for all secret characters will be Start/Y, *, Start/Y, where * is any button (do not hold Start), instead of the button combos listed below. Initials remain the same. Character Swaps: 4A - B.J. Armstrong --> Michael Jordan 37 - Luc Longley --> < > 7F - Facime --> < > 99 - Heavy D --> < > 73 - Carol Blazejowski --> Tera Patrick (XXX) (Start/Y, A, Start/Y) A3 - DJ Jazzy Jeff --> Jimmy Butler (BKT) (Start/Y, Start/A, Start/A) 65 - John Carlton --> Charles Barkley (SIR) (Start/Y, Start/Y, Start/B) 66 - Sal DiVita --> Dwayne Wade (DWD) (Start/A, Start/Y, A) 67 - Shaun Liptak --> Lebron James (KNG) (A, Start/B, Start/B) 69 - Tony Goskie --> Russell Westbrook (RUS) (Start/B, A, Start/A) 6A - Jamie Rivett --> Stephen Curry (CUR) (A, Start/A, Start/Y) 6B - Scooter Pie --> Blake Griffin (BLK) (Start/A, A, Start/Y) 6C - Kid Silk --> Klay Thompson (KLY) (A, Start/B, Start/Y) 6D - Chris Kirby --> Magic Johnson (ERV) (Start/B, A, Start/Y) 6F - Jason Falcus --> < > 70 - Mike Muskett --> Bill Laimbeer (BIL) (Start/B, Start/B, Start/Y) 71 - Neil Hill --> Isaiah Thomas (TOM) (Start/A, Start/B, Start/A) 80 - Jay Moon --> Danny Ainge (DNY) (A, Start/A, Start/B) [v2.16] 6E - Snake --> < >) 7B - Chow-Chow --> Tim Duncan (TIM) (A, Start/A, Start/Y) 7C - Brutah --> Kobe Bryant (BRY) (Start/A, Start/B, A) 81 - Kabuki --> Dan "Toasty" Forden (DAN) (A, Start/B, Start/A) 7E - Air Dog --> Air Jordan (AIR) (Start/Y, A, Start/B) 7D - Weasel --> Shawn Michaels (HBK) (Start/B, Start/A, A) A6 - Randall Cunningham --> Bo Jackson (BO ) (A, Start/A, Start/Y) 9A - Stud Muffin --> Damien Darhk (ARO) (Start/A, Start/A, Start/Y) (Press & hold Left, L, R at copyright (first) screen) 9B - Moosekat --> B.J. Armstrong (BJ ) (Start/B, Start/Y, A) A7 - Mike D --> < > A8 - Adrock --> Chuck Norris (TEX) (A, Start/Y, Start/B) A9 - MCA --> Kevin Durant (KEV) (Start/B, Start/B, A) [v2.01] 79 - Prince Charles --> David Hasselhoff (HOF) (Start/B, Start/A, A) [v2.04] 98 - Hillary Clinton --> Hulk Hogan (NWO) (A, Start/B, A) [v2.07] 7A - Steven Tyler --> Yao Ming (YAO) (Start/Y, A, Start/Y) [v2.11] 65 - John Carlton --> Joe Kleine (JOE) (Start/Y, *, Start/Y) [v2.11] 78 - Bill Clinton --> Charles Barkley (SIR) (Start/Y, *, Start/Y) [v2.15] A4 - Will Smith --> O.J. Simpson (OJ ) (Start/Y, *, Start/Y) [v2.16] A2 - Wesley Person --> Kenny Smith [v2.17] A1 - Brooks Thompson --> Danny Ainge [v2.17] 80 - Jay Moon --> Danny Ainge --> Mr. T (MRT) (Start/Y, *, Start/Y) [v3.4] 65 - John Carlton --> Joe Kleine --> Terminator (CPU) (Start/Y, *, Start/Y) [v3.5] Flipped 65 with 9A (65 - Damien Darhk; 9A - Terminator; both still Start/Y, *, Start/Y) Playable Secret Characters Not Swapped: 68 - Mark Turmell (MJT) (Start/A, A, Start/A) 72 - Larry Bird (BRD) (Start/A, Start/Y, Start/A) 74 - Benny the Bull (BNY) (Start/B, A, Start/Y) 75 - Hugo (HGO) (A, Start/Y, Start/A) 76 - Crunch (CRN) (Start/A, Start/B, A) 77 - Suns Gorilla (GOR) (A, Start/B, Start/B) 78 - Bill Clinton (CIC) (Start/A, A, Start/B) (v2.10) A4 - Will Smith (WIL) (Start/Y, Start/B, A) (v2.14) A5 - Frank Thomas (SOX) (Start/B, A, Start/A) 79 - Prince Charles (ROY) (Start/B, Start/A, A) (v1.28) 98 - Hillary Clinton (HC ) (A, Start/B, A) (v1.28) "Stud Muffin" Code: To unlock player 9A, press L, R, and Left simultaneously at the very first screen (legal/copyright screen) in the game. Try it a couple times and hold to ensure it works. At the Enter Initials screen, use the initials provided in the Character Swaps section above for player 9A. Extended Roster Code (Unchanged until v2.20): At the title screen, press Start, Y, Up, Down, B, Left, A, Right, Down, Start, then enter JAM as initials. (As of v2.20, at the title screen, press Up, Up, Down, Down, Left, Right, Left, Right, B, A, Start, then enter JAM as initials.) NOTE: JAM must be entered as initials whenever you want to use the extended rosters (until v3.1!). *****INSTRUCTION BOOKLET***** NBA Jam Tournament Edition Instruction Booklet ---------------------------------- (2) CONTENTS Jam It Home!...................3 Before You Lace Up The Shoes...4 Customize The Game.............8 Time To Hit The Boards!.......12 Substitutions.................14 Jam Controls..................15 Offensive Chart...............21 Defensive Chart...............22 Wham It, Slam It, Jam It!.....23 Player Attributes.............25 ---------------------------------- (3) JAM IT HOME! Cut loose, drive for the net, and give it all you've got! With NBA JAM TOURNAMENT EDITION, you're experiencing wham, bam hoop action like you've never seen before! NBA JAM TOURNAMENT EDITION lets you wham it and slam it with rim-rocking superstars like Scottie Pippen, Patrick Ewing, Dominique Wilkins, Hakeem Olajuwon, Chris Mullin and Karl Malone! They're all here: the greatest superstars of the sport that has become the greatest game on the globe! Blast off with the Rockets and the Blazers, display some roundball Magic and Heat, fly high with the Hawks and the Hornets! All 27 NBA teams are represented as you take to the boards in one-on-one, two-on-two, or two-on-one competition! Prepare for full-scale competition with a Jam-packed practice session! Hit the hardwood with slams and turbo-charged Jams! Take the three-point shot from the far end of the court, or Jam it home from under your opponent's net! You think you know the game? Think again! With NBA JAM TOURNAMENT EDITION you're entering a whole new world of rim-ramming, hard-hitting hoop excitement! ---------------------------------- (4) BEFORE YOU LACE UP THE SHOES LOADING: 1. Make sure the power switch is OFF. 2. Insert the NBA JAM TOURNAMENT EDITION Game Pak as described in your SUPER NINTENDO ENTERTAINMENT SYSTEM instruction manual. If you wish to play a three or four-player game, plug in a Super Multitap or a Super Link (sold separately) at this time as described in its instruction manual. NOTE: NBA JAM TOURNAMENT EDITION supports only the Super Multitap or the Super Link. 3. Turn the power switch ON. When the NBA JAM TOURNAMENT EDITION title screen appears, press the START BUTTON. [NOTE: There are four different player positions in NBA JAM TOURNAMENT EDITION. Players 1 and 2 are teammates, and players 3 and 4 are teammates who oppose them.] HEAD TO HEAD mode places two human players on opposite teams. The person with controller 1 is player 1, but the person with controller 2 is player 3. You can play one-on-one, two-on-two, or two-on-one competitive games. ---------------------------------- (5) TEAM GAME mode puts both players on the same team (2 players vs. computer), making the person with controller 1 player 1, and the person with controller 2 player 2. It's you and a friend against the computer! PRACTICE mode, exclusive to NBA JAM TOURNAMENT EDITION, enables you to work extensively on perfecting your passing and Jamming skills before you take them into HEAD TO HEAD or TEAM GAME competition! Workable with one player plus a CPU teammate or with two human players, PRACTICE mode allows you to set up specialty drills, and to review and refine your dunks before you team up against the NBA's best! OPTIONS mode lets you customize your NBA JAM Tournament Edition game play in a wide variety of ways! (For additional details on this mode, see CUSTOMIZE THE GAME on page 8) If you are using a multi-player adaptor, you will be asked to select the controller number corresponding to the player you wish to control: controller 1 is player 1, controller 2 is player 2, and so on. Everyone who wishes to participate should then press the START BUTTON on their respective controllers. Whether you are using a multi-player adaptor or not, you will then be asked if you wish to enter your initials for record-keeping. Use the CONTROL PAD and the A, B, X, Y, or START BUTTON to choose. ---------------------------------- (6) This decision affects all players; no player can enter initials if "no" is selected. If "yes" is selected, each player will then be asked to enter his/her initials. Use the CONTROL PAD to move the cursor to the desired letter, then press the A, B, X, or Y BUTTON to select. If the initials entered are one of the sixteen in memory, your record will be immediately recalled. NBA JAM TOURNAMENT EDITION's record-keeping feature stores each player's record, ranking, winning percentage, and more! In all but the OPTIONS mode, you will then be asked to choose your NBA team. Use the CONTROL PAD to highlight the team you want. Both players can pick the same team. Each team is comprised of two players from a roster of three or more NBA teammates. In addition to the 27 NBA teams, NBA JAM TOURNAMENT EDITION features a rookie team made up entirely of NBA newcomers. As with regular teams, both players can select rookie teams. Rookie team games do NOT count towards a season. Notice that for every player featured in NBA JAM TOURNAMENT EDITION, a field of statistical ability rankings appears at the bottom of the screen below the player's portrait. These figures rate each player on a scale of 0 to 9 in eight important playing categories. ---------------------------------- (7) Attributes rated are: [LABELED SCREENSHOT OF PLAYERS WITH RATINGS] Speed: How peppy the player is. 3 Pt: Rates how well the player hits the hoop from "downtown". Dunk: A ranking of what kind of Jammer the player is. Pass: How accurate a player's passing game is. Power: The power of a player is important in terms of both his strength and his ability to withstand injury. Steal: Rates a player's ability to strip the ball from opponents. Block: How good is the player at rejecting and deflecting attempted shots? The block rating tells no lie! Clutch: Tells you whether this player comes through when you need him most, or if El Foldo is more his style. ---------------------------------- (8) Once you've highlighted your team, use the A, B, X, or Y BUTTON to scroll through the available player combinations on that team, then press the START BUTTON to lock in your choice. CUSTOMIZE THE GAME! The options screen provides you with a wide variety of ways to affect game play: TIMER SPEED: The speed of the clock may be set from 1 (very slow) to 5 (very fast). DRONE DIFFICULTY: The competitive intelligence of your computer controlled opponents may be set from 1 (not so smart) to 5 (very smart). TAG MODE: In a one-player or one human per team game, NBA JAM TOURNAMENT EDITION allows you to select how you wish to control your teammate. OFF is the default. As in the arcade version, you control one player the entire game, and the computer controls your teammate (unless a human player should "jump in" with his START BUTTON). ON enables you to control both the ball-handling and the movement of whichever player on your team has the ball. The "tag" occurs when your teammate gains possession, so if a pass is intercepted, you retain control of the player who passed. ---------------------------------- (9) COMPUTER ASSISTANCE: Set on or off. When on, this option button will cause the computer to make sure that games remain close by cooling off any team that gets too big a lead! Turn off to give both teams a "fair shake". CONTROLLER CONFIGURATION: This mode offers you six different ways of setting up the BUTTONS on your controller for various pass, shoot, and turbo options. VIEW/DELETE RECORDS: Activating this option will take you to the record screen. NBA JAM TOURNAMENT EDITION stores records and stats for up to 16 different players! At some point, however, you may wish to make room for a new one. To erase a record, use the CONTROL PAD to highlight the desired record and press the A BUTTON. You will then be asked to confirm whether you truly wish to delete this record. Press the START BUTTON to abort your deletion, or the Y BUTTON to erase the record. Press the START BUTTON to return to the OPTIONS screen. SPECIAL FEATURES allows you to make additional adjustments to six game features: 1. TOURNAMENT MODE. When on, this disallows all power-ups and cheats, and turns computer assistance off. Notice that when Tournament Mode is on, all other options in the special features menu are not available, and that Computer Assistance is automatically turned off on the regular options screen. ---------------------------------- (10) 2. SHOT CLOCK. May be adjusted from 5 seconds to 24 seconds. 3. OVERTIME. May be adjusted from 1 minute to 3 minutes. 4. HOT SPOTS. When on, will create visible hot spots with different point values. Shoot or Jam from a hot spot and score bonus points! When your player lands on one, you'll hear a sound and the color of the spot will change. 5. POWER-UP ICONS. These will enable a player to instantaneously (and temporarily) increase his dunking ability, cause a player to remain temporarily "on fire", increase his ability to intercept a pass...and more! Available to be picked up by a human player or the CPU, they appear on screen at random intervals. Here's a directory of available icons you'll find in NBA JAM TOURNAMENT EDITION: [3] Increases a player's ability to make the three-point outside shot! [D] Allows players to perform Monster Jams from anywhere on the court. ---------------------------------- (11) [S] Increases a player's overall speed! [P] Increases a player's power [T] Temporarily gives a player unlimited turbo! [F] Causes a player to catch fire, increasing his ability to sink those incredible slams! [B] The Bomb flattens everyone on the court except the player who collects it. 6. JUICE MODE. Talk about high-speed slamming! Turning up the juice increases all players' overall speed by a factor of 1 to 4. Try hitting turbo when your player's been juiced up to a factor of four! Awesome! NOTE: Hot Spot or Power-Up Icon games will NOT count toward your season record. ---------------------------------- (12) Once you've made whatever options changes you wish to make, press the START BUTTON to lock in those options. After the first and third quarters, the computer will provide coaching tips to help you improve your game! After the second quarter, the computer will review the players' statistics for the first half. TIME TO HIT THE BOARDS! An NBA JAM TOURNAMENT EDITION game is divided into 4 quarters of three minutes each. A game begins with a tipoff, as two players leap for the ball in order to gain control. Possession of the ball at the beginning of the second and fourth quarters goes to the home team (team two), and to the visiting team (team one) at the start of the third quarter, regardless of who wins the initial tip or who possesses the ball when the previous quarter ended. The home team defends the basket at the right side of the screen and scores against the visiting team's basket at the left side of the screen. ---------------------------------- (13) [SCREENSHOT] VISITING TEAM-----------------) [SCREENSHOT] (---------------------HOME TEAM The object of the game is to have outscored your opponents when the final buzzer sounds. A basket counts for two points when it is shot from inside the three-point line, and three points when shot from behind it. A defensive player can block a shot, but only when the ball is on the upward part of its arc. If it is touched by a defender on its downward flight, a goaltending call is made, and points are awarded whether or not the basket was going to go in. Once the ball touches the rim however, it can be grabbed by any player, either offensive or defensive. ---------------------------------- (14) To make identifying the ball-handler easy, whenever a player has possession of the ball, an orange basketball indicator will appear behind his name at the top of the screen. If nobody has possession - the ball is in the air or has been knocked away - there is no indicator. If a player scores three baskets in a row, he is "on fire!" During this time, he has unlimited turbo, and a much better chance of sinking shots from anywhere on the floor! Only one player can be "on fire" at a time. Being "on fire" lasts for four baskets by the "on fire" player or until the next opposing basket goes in, meaning that a teammate can score without disrupting the fire. The ball glows when the player on fire holds it and smokes when he shoots it! SUBSTITUTIONS After the 1st, 2nd and 3rd quarters, NBA JAM TOURNAMENT EDITION allows you to make player substitutions from your team roster. Change the player combination by pressing the A, B, X, or Y BUTTON. When you see the two players on screen you want in the game, press the START BUTTON to begin the next quarter. [NOTE: When a player completes a season by defeating all 27 ---------------------------------- (15) NBA teams, expanded rosters become available for some teams.] Injury: A progressive assessment of a player's health, this ranking will increase as a player sustains increased injury throughout a game. An injured player will suffer degraded play in all attribute areas, so you may wish to substitute a healthy player for an injured one. Sitting a player out for a quarter will completely restore his health. JAM CONTROLS CONTROL PAD: Moves your player up and down the court. When any player is off-screen, his position is marked by an arrow with his player number and color, the height showing where he is vertically on the court, and distance from the edge showing how far off-screen he is. [SCREENSHOT WITH OFF-SCREEN INDICATOR ARROW LABELED] ---------------------------------- (16) SHOOT/BLOCK: When your team has the ball, the SHOOT button will cause you (and on a one-human team, your computer teammate as well) to shoot for the basket. Your player releases the ball when you release the button. Releasing the ball at the apex of your leap gives your shot greater accuracy, but releasing it quickly or very slowly can often prevent a leaping defender from blocking or stealing the ball. Tapping SHOOT quickly several times executes a head-fake which may trick the defense, but it stops your dribble so you must either pass or shoot the ball before you can move! When your team does not have the ball, SHOOT/BLOCK causes your player to jump up for a block. Timing is crucial to denying the shot. Jump too early and the shooter can wait until you fall out of the way, jump too late and the shooter can shoot it over you! Many times your defender will get a piece of the ball without rejecting the shot completely. The ball will flash white whenever your defensive player makes contact with it. ---------------------------------- (17) PASS/STEAL: When your team has the ball, the pass button will cause you (and on a one-human team, your computer teammate) to pass the ball to his teammate. But a passed ball is easily intercepted by a defender, so look before you pass! When your team does not have the ball, tapping this button causes your player to swipe at the ball in the hopes of either stealing it or knocking it out of an opponent's hands. TURBO: TURBO causes your player to run much faster than he normally would (determined by his attributes), whether on offense or defense, allowing you to blow by a defender, or to step around a pick and block a shot! Unfortunately, your player has only a limited amount of turbo power, indicated by the meter under your player's name. As you use it, the meter runs down, but when you release TURBO, ---------------------------------- (18) it begins to regenerate. A player using Turbo can be spotted by his colored shoes! When a player is "on fire," he has unlimited turbo until his fire is put out, but to use the turbo, the button must still be held! [SCREENSHOT WITH TURBO METER AND PLAYER USING TURBO LABELED] Tapping TURBO several times quickly causes your player to grab and protect the ball, a move which can often knock defenders away and give you a clean shot at the basket. ---------------------------------- (19) TURBO + SHOOT/BLOCK: When your player has the ball near the basket, pressing these two buttons causes you (and on a one-human team, your computer teammate) to go for the Jam, slam-dunking the ball into the basket. There are many spectacular "Ultra-Jams" that can be executed, depending on a number of factors such as the player's dunking ability and position. Your player will only Jam if he is moving, however, so be sure to drive towards the hole if you want to slam! When your team doesn't have the ball, pressing these two buttons makes your player go for a super block, jumping much higher than he ordinarily would! ---------------------------------- (20) TURBO + PASS/STEAL: Pressing these buttons will cause the ball-handler to execute a much harder and safer pass than the PASS button by itself. Often these will take the forms of behind-the-back, or bounce passes. When your player doesn't have the ball, pressing these buttons together makes your player shove. When he connects, it knocks a player out of the way. Be careful, because you can knock down your own player, too! Defensively the shove is a useful tool for stealing the ball, bringing down rebounds, and stopping "easy Jams"! Offensively, the shove is a good way to clear an area so a teammate has a clear shot at the basket. START: START pauses or resumes a game. On the following pages are offensive and defensive charts for quick and easy reference. ---------------------------------- (21) OFFENSIVE CONTROLS When player has possession of the ball (default settings are in parentheses). TAP HOLD PRESS + BUTTON BUTTON TURBO ------------------------------------------------------- SHOOT/ Head fake Jump shot Dunk BLOCK (A or B BUTTON) ------------------------------------------------------- PASS/ Pass Pass Super- STEAL pass (X or Y BUTTON) ------------------------------------------------------- TURBO Protect Run (L or R Ball faster TRIGGER) ------------------------------------------------------- ---------------------------------- (22) DEFENSIVE CONTROLS When player does not have possession of the ball (default settings are in parentheses). TAP HOLD PRESS + BUTTON BUTTON TURBO ------------------------------------------------------- SHOOT/ Block Block Super- BLOCK block (A or B BUTTON) ------------------------------------------------------- PASS/ Steal Steal Shove STEAL (X or Y BUTTON) ------------------------------------------------------- TURBO Run (L or R faster TRIGGER) ------------------------------------------------------- ---------------------------------- (23 and 24) WHAM IT, SLAM IT, JAM IT! Practice your turbo-charged Jamming and slamming and see if you can duplicate some of these breathtaking moves! [SCREENSHOTS OF VARIOUS DUNKS] ---------------------------------- (25) PLAYER ATTRIBUTES NBA JAM TOURNAMENT EDITION includes all the greatest superstars of all 27 NBA teams, each ranked on a scale of 0 to 9 in eight important categories of ability! EASTERN CONFERENCE ATLANTIC DIVISION [SHOTS OF TEAMS WITH PLAYERS FROM TEAM SCREEN] Boston Celtics: Wilkins, Brown Miami Heat: Rice, Miner New Jersey Nets: Coleman, Anderson ---------------------------------- (26) New York Knicks: Ewing, Oakley Orlando Magic: Hardaway, Grant Philadelphia 76ers: Bradley, Weatherspoon Washington Bullets: Webber, Cheaney ---------------------------------- (27) EASTERN CONFERENCE CENTRAL DIVISION Atlanta Hawks: Blaylock, Willis Charlotte Hornets: Mourning, Johnson Chicago Bulls: Pippen, Armstrong ---------------------------------- (28) Cleveland Cavaliers: Price, Daugherty Detroit Pistons: Dumars, Mills Indiana Pacers: Miller, Smits Milwaukee Bucks: Baker, Day ---------------------------------- (29) WESTERN CONFERENCE MIDWEST DIVISION Dallas Mavericks: Mashburn, Jackson Denver Nuggets: Mutombo, Abdul-Rauf Houston Rockets: Olajuwon, Thorpe ---------------------------------- (30) Minnesota Timberwolves: Rider, Laettner San Antonio Spurs: Robinson, Rodman Utah Jazz: Malone, Stockton ---------------------------------- (31) WESTERN CONFERENCE PACIFIC DIVISION Golden State Warriors: Gugliotta, Sprewell Los Angeles Clippers: Richardson, Roberts Los Angeles Lakers: Divac, Peeler ---------------------------------- (32) Phoenix Suns: Manning, Johnson Portland Trail Blazers: Drexler, Robinson Seattle Supersonics: Kemp, Payton Sacramento Kings: Richmond, Webb --------------------------------- *****CREDITS**** Mattrizzle for his tutorial on portraits, forum replies regarding character data, and portraits via NBA Jam TE - Old School Ed. EMiller518 for portraits via NBA Jam 2k17. JCE3000GT for the NBA Jam Tournament Edition Player Editor and the head graphic pointer solution (based on a ROM hacked by JCE3000GT). dext3r for the NBA Jam Player Editor. phonymike for ASM tutorials and coding. DackR/PunchaYoBuns for splash screen tutorial (with ASM template). FooM for the typed out instruction manual. The Ultimate Atarian for initial assistance developing portraits. Mike and Wake for my love of Jam.