hurricane55

2013 MT REmix Project Mayhem Trailer.....

328 posts in this topic

This looks and sounds awesome, and as someone who would play the hell out of your Tecmo version, thanks!  Good luck with development!

Share this post


Link to post
Share on other sites

There's still a couple of layers to edit but the players will have faces on the player data screen again. This is not how the final screen will look, but just letting every one know we're still at it!

 

Screenshot_2015-12-30-10-07-19.png

Screenshot_2015-12-30-10-17-08.png

Screenshot_2015-12-30-10-16-16.png

Edited by drunken_honkey

Share this post


Link to post
Share on other sites

Man it's been a long road.  3 years without a playable beta.  It will happen at some point, just not as fast as we hoped.  I am about 99% done with graphics and cut scenes.  Now all that's missing is players, plays and play art.  I promise this thing will be ready before the 2016 preseason starts.... 

 

teaser: you'll be able to read your players faces to see how they're feeling.

Share this post


Link to post
Share on other sites
19 hours ago, drunken_honkey said:

Man it's been a long road.  3 years without a playable beta.  It will happen at some point, just not as fast as we hoped.  I am about 99% done with graphics and cut scenes.  Now all that's missing is players, plays and play art.  I promise this thing will be ready before the 2016 preseason starts.... 

 

teaser: you'll be able to read your players faces to see how they're feeling.

Pretty awesome.

Without a doubt sounds like what we all are waiting for!!!

Share this post


Link to post
Share on other sites
17 hours ago, Baron von Lector said:

It's a good thing that Hines Ward's retired.  It would be hard to make his face reflect feeling.

 

hinesward.jpg

LOL

Share this post


Link to post
Share on other sites

I still have the itch.  I've been stupid busy with real life.  I'm going to try hard this weekend and code.  It's so close.  Just a handful of editing left.

Share this post


Link to post
Share on other sites

I hear that... Life gets crazy busy sometimes. I've had the same issues of late.

 

Glad to hear the itch is still there.

Share this post


Link to post
Share on other sites

I've added Rain and Snow effects to the cut scenes.  There's still a little glitch with the punt/fg block cut scene, but I'm getting back into it again.  I'll post a pic of each when I get home.

Share this post


Link to post
Share on other sites

Any word on when this is gonna be finished? Been looking forward to it for a long time. It looks awesome but I see there isnt much activity going on.

Share this post


Link to post
Share on other sites
On 11/19/2016 at 5:34 AM, Darkjedi8576 said:

Any word on when this is gonna be finished? Been looking forward to it for a long time. It looks awesome but I see there isnt much activity going on.

 

If this guys first post can be this bullshit, can my first post be to tell him to gtfoh with that crap. Seriously fuck you, unless you have blessed the internet some quality work and hours of time and effort. im highly annoyed.

This project looks jaw dropping. I checked in and seen the progress and im absolutely hyped all over again!! As a geek and as a player...just wow..

 

Take your sweet fucking time and make a donate page so I can buy you guys a beer :)

Back to the shadows....

Share this post


Link to post
Share on other sites

I didn't notice this project until just now (browsing through the entire message thread) - this looks amazing. I'm predominantly an NES TSB guy first (and if I play any SNES TSB at all, it's only been TSB II Special Edition). But this is something that I would make room in my starting rotation for...

Share this post


Link to post
Share on other sites

Posted (edited)

I've been busy with a new job, but I still tinker now and then.  Prolly be March before I can give it my all.  It will be here by start of preseason next year.  There are major graphical bugs I have to fix.  But I know where it's happening so it's just a matter of finding time again.  It's gonna get finished... I Promise!!

Edited by drunken_honkey

Share this post


Link to post
Share on other sites

Let me first give some perspective to what DH and hurricane are attempting...

 

24 years ago, many many people we're being paid lots of money to put together this sophisticated production that these two are now atempting to disassemble and reprogram by themselves. The amount of work involved is without a doubt nothing short of massive. (Please dont let me discredit those who have aided and supported them!!) I have been keeping an eye on this project for the last few years since this thread appeared, and I say this to encourage the both of you- When you accomplish a final product to match your vision, the pride and achievement levels you will experience will be astronomical! And if this thread is any indication, there will be countless number of appreciative people here and beyond, that will be able to relish in your accomplishment with joy.

 

I applaud your effort, regardless of the amount of time it takes.

Share this post


Link to post
Share on other sites

A question I do have-

 

In your Quest for 32 progress thread DH you've documented specific coding and bytes needed to alter the ROM to logistically accommodate the 2 extra teams. If an average bloke would follow these steps from an unaltered ROM, what more would need to be done to make it a functional 32-team TSB3 file in its original gameplay and functionality (aside from entering the specific team data- names, rosters, logos, map locations, etc.)?  This of course assumes no graphic or gameplay/playbook etc. updates.

 

Just curious- I'm still completely convinced that TSB4 > TSBIII 

 

 

Share this post


Link to post
Share on other sites

An extreme about of work. This is a not a task for the average bloke or it would have been done by now! :D

Share this post


Link to post
Share on other sites

Hey now Molto.... How can TSB4 be better than the best Tecmo football game ever made, Tecmo Super Bowl III?

 

Share this post


Link to post
Share on other sites
On 1/24/2017 at 3:00 PM, MoltoAbsurdo said:

A question I do have-

 

In your Quest for 32 progress thread DH you've documented specific coding and bytes needed to alter the ROM to logistically accommodate the 2 extra teams. If an average bloke would follow these steps from an unaltered ROM, what more would need to be done to make it a functional 32-team TSB3 file in its original gameplay and functionality (aside from entering the specific team data- names, rosters, logos, map locations, etc.)?  This of course assumes no graphic or gameplay/playbook etc. updates.

 

Just curious- I'm still completely convinced that TSB4 > TSBIII 

 

 

I still need to add a handful of items for that.  The tables for teams and team pallets need to be located and edited/moved to account for 32 teams.  I will finish that as I go.  

 

The last couple years have been good for me personally but bad for me editing wise.  in a month things will settle at my job and free me up to grind out the remaining coding.  This will be completed.  Really really close now

Share this post


Link to post
Share on other sites
On 2/4/2017 at 11:00 AM, drunken_honkey said:

The last couple years have been good for me personally but bad for me editing wise. 

 

This actually makes me happy to hear! Selfishly, of course as a minnow standing before a great white shark in the sea of editing knowledge, I am eager to be able to experience your project now. Ive been wanting an updated 32-team format for more than a decade now. But as a man with an amazing family of my own, I will always suport the fellow man who puts many of life's more important priorities in correct order before gaming.

 

Keep up the good work! 

 

P.S. Don't get me wrong - I'm still peeking back in here anxiously. Let us know if we can help!

Edited by MoltoAbsurdo

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

  • Similar Content

    • By yellowno7
      Hi, anyone seen a good place with a comprehensive catalog of TSB ROM versions (different years, etc)?
       
      Might have someone mod a NES Classic Mini and want to pimp it with a good selection of TSB versions.
        
      ---------------------------------
      I've seen:
      1) This url (TecmoBowl.org "ROMs by year") has a few options...
      2) ... and TecmoSB.com (clicky) has a link for "TSB Roms Collection <=== last update: 11/16/2014."  I haven't been able to open this one, but it appears to have so many ROMs, that some years have 5-10+ versions.  
      ---------------------------------
       
      Figured by now, someone may have already edited a good catalog list somewhere.  nbd if not.
    • By buck
      This is a virgin 28-team NES TSB ROM with one big change - 
       
      all DEFENSIVE PLAYS have been changed to the respective "BLITZ" for every play.  So, when you play it, no matter what, the defense comes at you like they picked your play.  In addition, the OFFENSIVE PLAYS were changed to use the actual play that it would run when the defense picks the offenses play, like Pass 1 Pro T Screen for instance.
       
      I went in and copied/pasted the "blitz" play for every play, so that every pick is a successful play-pick.  At the bottom of this post is a screenshot of the defensive bytes that were changed to the common blitz byte for every play variation.  
       
      In this picture, you can see that the RUNS use a Blitz Byte of 5B, 53, 57, 5F, 8F, or 99.    Pass play Blitz Bytes are 5F, BB, DA, and 22...that's right, there are ONLY 4 variations to a Pass-Play blitz! 
      Also, in this picture, The top-left starts with the 8 variations of Run Slot 1, Play 1.  It continues (left to right, top to bottom), 8 plays for each slot, 8 variations of each play, down to the very last Pass Slot 4, Play 8.
      Now, changing the defense is NOT ENOUGH - because the offense has 8 possible variations for any given play - so I had to go in and change all of the offensive plays to run the variation that it uses when the defense picks the offenses respective play (sorry, no picture for this).
       
      This ROM is made for the sole purpose of practicing responses to getting your play called!  (Note - this is mostly useful for practicing getting your Pass Play called.  
      Work on those timed taps!
       
      Tecmo Super Bowl AllBlitzes.nes
       
      Have fun.  
       

       
    • By TheRaja
      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)
      BLUE: 0x1a02d
      PINK:  0x1a02e
      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 buck
      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
      0x180B3-0x180C3
      # Sim Passing/Receiving Modifiers
      0x180C3-0x180D3
      # Sim Defense Modifiers
      0x180D3-0x180E3
      # Sim Offense Modifiers
      0x180E3-0x180F3
      # Sim Kicking Modifiers
      0x180F3-0x18103
      # Sim Punting Modifiers
      0x18103-0x18113
      # Sim Pocket Modifiers
      0x18113-0x18117
      # Sim Kick Returning Modifiers
      0x18117-0x18127
    • By buck
      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)
      D6D7B8D4D5D7D4D5D6DBDCDD
       
      on the ORIGINAL 28-team rom, the code is:
      (at location 0x1FF4D, in this case)
      D6D7B8D4D5D7D8D9DADBDCDD
       
      you can see where I bolded the code that is different.  can anyone explain?
       
  • Recently Browsing   0 members

    No registered users viewing this page.