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Hey all. Im working on my yearly TFO Rom and last season I started to give away the prize of placing text on the Tecmo Blimp that appears at halftime. So since I have my notes and couldn't find this on the boards I wanted to post it for others... and so I won't lose it next season when I do this all again
So I like to think of the Tecmo Blimp as having 2 Lines of 10 "Spots". These spots are filled in with 8x8 pixel images. There are 16 available characters to use in these spots (not counting spaces). You would need to go in and EDIT these with your own images/letters/characters to appear on the blimp and one could have MORE spots by doing some edits on their own but I stick with the 16 as I haven't had an issue with it.
I know there is more "real estate" on the blimp that could be used but since it shares a pallet with the background clouds I just stick with the two 10 character lines.
CHARACTER GRAPHIC SPOTS (17 total counting Space/Blank)
03 = Space/Blank (DO NOT OVERWRITE)
0B = Left Part of Helmet Icon
0F = Right Part of Helmet Icon
1D = E (blue)
37 = C (blue)
39 = T (blue)
3D = M (blue)
3E = O (blue)
3F = S (pink)
41 = U (pink)
42 = P (pink)
43 = E (pink)
44 = R (pink)
45 = B (pink)
46 = O (pink)
47 = W (pink)
48 = L (pink)
SPOTS AVAILABLE ON THE BLIMP (2 Lines of 10)
1ST: LINE: 0x1446c 0x1446d 0x1447b 0x1447c 0x1447d 0x1447e 0x1448c 0x1448d 0x1448e 0x1448f
2ND LINE: 0x14470 0x14471 0x1447f 0x14480 0x14481 0x14482 0x14490 0x14491 0x14492 0x14493
PALLET LOCATION (3 colors)
WHITE: 0x1a02f (DO NOT CHANGE)
[Recommended not to mess with the white as the rest of the blimp's white spots share the same pallet as the clouds in the background]
Attached is TFO 2016's Blimp Have fun!!!!
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?
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