12 posts in this topic
By Tecmo man
this is my version of tsb its not completed the oilers have random players from the panthers jags texans and ravens since i cant add teams but other than that its random players in the year 1990
my custom tsb.nes
my custom tsb op otto graphm edition.nes
Ok, I have been up and down with SIM/SKP and have got SKP (teams that play season in the background) stats working almost perfect - the only problem is that the teams don't score enough touchdowns!
For example, I have RBs running for the right amount of carries and picking up the right amount of yards BUT, they are scoring TDs about 1/2 of what I would like them to. Same as QBs.
*Question is: Is there an (as of yet "undocumented") location in the ROM that essentially sets the SKP scoring ? I want to DOUBLE the scoring, but keep the yards the same.
Note - I have tried many, many combinations of setting the values below to get what I want - and while in some scenarios I AM able to get the TDs and Points where I want them - but then the Yards are way off!!!
# Sim Points/Yardage Modifiers
0x1703C-0x1703D # First Quarter/OT
0x17F0D-0x17F0E # Second-Fourth Quarter
# Sim Rushing/Punt Returning Modifiers
# Sim Passing/Receiving Modifiers
# Sim Defense Modifiers
# Sim Offense Modifiers
# Sim Kicking Modifiers
# Sim Punting Modifiers
# Sim Pocket Modifiers
# Sim Kick Returning Modifiers
I was looking at the code that sits between the "team names/1st2nd3rd4th" and the "offensedefenseeastnorth, etc - the 0x1FC10 area...
I have never really known exactly what this chunk of code is, even though I have edited the heck out of team names, I have always just copied and pasted to make stuff work....
anyways, I just noticed that some code is different between the two roms, and I am wondering why.
on the CXROM 32-team rom, the code is:
(at location 0x1FF90)
on the ORIGINAL 28-team rom, the code is:
(at location 0x1FF4D, in this case)
you can see where I bolded the code that is different. can anyone explain?
as the subject says, I am looking for ideas to make onsides tougher for the kicking team to recover.
or is there a way to make the onside kick travel farther?
I have a rom where the teams are pretty fast and basically the kicking team is getting to the ball area so fast that they have a high percentage to recover the kick.
I can't remember, but is the kickoff team code different for onside vs regular kick? I will test in a little bit to find out.
some ideas that I have:
add a "delay" to the kickoff team
move receiving team closer to ball
make the onside kick travel a bit further....but how to do this?
File Name: 1985 USFL and NFL TSB by buck.nes
File Submitter: buck
File Submitted: 19 Aug 2015
File Category: Misc ROMs
One of the greatest years of all time for USA pop culture and sport...1985.
Play the "spring" 1985 season of the USFL in 18-game glory....Then, play a separate 14-game season with the best NFL teams of 1985...Then fight through the playoffs and see if you get your team to meet up USFL v NFL in the world championship playoff game...Can the USFL "talent" hold its ground against the NFL? Probably not, but you can try!
The upper 14 team "conference" contains the full 14-team USFL experience.
The lower 14-team "conference" consists of the 10 NFL playoff teams and four other NFL teams from 1985 season.
Traditional NES TSB gameplay, with minor gameplay and graphic upgrades, etc.
Guaranteed to thrill.
Click here to download this file
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