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    • By SpaceJammer#5


      View File Tecmo Super Bowl 1960
      The 1960 NFL season 

      I didn't create it I just posted it 

      Enjoy.
      Submitter SpaceJammer#5 Submitted 10/15/2013 Category Misc ROMs  
    • By red98sethuthut
        What: The Buffalo Six Pack. V.
      When: September 16th 2017 9/16/2017
      Where: AJ's Lounge 1028 Walden Avenue Buffalo NY 14211
      Time: 11am Tournament kickoffs ( 9am set-up/1oam registration )
      Entry Fee: $2o
      Format: The Buffalo Six Pack. 6 Different genres of tecmo
      Prize pool for 1st (55%), 2nd(30%) and 3rd(15%) + $20 Bonus Prize Per Round. Everyone gets a free drink or 1 food item on us. Also the 1st person who volunteers to be the bee-keeper ( Spaceghost Joke ) gets free entry.
      Pre-Game Players Party 6pm Friday Night at Ajs Lounge 1028 Walden avenue. Come on down and get some scrimms in. 
       
      FORMAT: THE BUFFALO SIX PACK....Each participant will play 6 random games with no rematches.  In Each round team selection will be based on a different theme ( see below ). Each round will have bonus prizes too ( $20) . The top 12 to 24 records in the Six rounds will square off in single elimination tournament. There MAY be an "odd" amount of players in the "six pack". If so 1 person per round will receive a bye (can't draw more than 1 bye per person). Also placement into the single elimination round is weighted by "Best Winning Percentage".  In a case of an tie a Head to Head win is the first tiebreaker, then Opponent Winning Percentage , Then Differential ( + - ). Note feel free to make suggestions on particular rounds. 
      Round 1: Next man up Round...Winner of the Coin toss must pick any matchup they desire. Loser of the coin toss may Pick Team or Controller preference. But each coach gets to bench 1 player off there Opponents team. Also pick one defender the defender can not man up.  So for example if Rams vs Lions is called. And player 1 is Det and player 2 is rams. Player 1 van elect to bench Jim Everett and Player 2 can elect to  bench Barry Sanders. Also each player will designate an player on there opponents defense they may NOT man up at any time in the game. For example SS white on det or lb offerdale on mia.  The player that has the most passing yards with any backup Qb gets $20     
      Round 2: The Trick Em Dick Em Fumble-Rooskie Round ( Ode to LuckyToolie and Chris Pike)...Winner of the coin toss can pick any matchup they desire. Loser of the coin toss may Pick Team or Controller preference. Both coaches must have an flea-flicker in there playbook. Each coach must run the flea flicker at least ONCE per half. If you do not have a chance in the 1st half call it twice in the second half.  Forget completely and you lose.  Automatic loss!!!!  1st person to GIVE UP a fumble for td wins $20.    
      Round 3: Ode to Fargo North Dakota... Slappies VS Lurchees. ( Let's have some Fun...Ya Ya Ya ) Winner of the coin toss Picks any match-up and is P1.  Both players  gets 1 NT Lurch or Controller Slap per half, per game or per quarter. If you and your opponent have some North Dakota sized balls you will do it all game.  Just agree with your opponent on how far you want to take it.  Opponents must sit tight together with controllers in open position and u MAY NOT DODGE a Slappy. $20 and an hamburger from Hardees Ya Ya Ya To the 1st person who gets an Safety with Bob Nelson.
      Round 4 Shit got ReaL: Winner of the coin toss is P1 and can pick any match-up  they desire but  NO going for 4th down unless inside the opponents  40.  No FG unless inside the opponents 40.  FG or PAT Blocks with 4th man is ok.  No End to End JJ's in the endzone ( Unless there is 20 seconds or less left in 2nd or 4th qtr or if your inside the 40 yard line of your opponent). This includes off the screen cross diagonal passes. You can throw of the screen but not red zone to red zone.  Or end zone to endzone.  $20 to player who scores most team points following the rules
      Round 5 Hellen Keller: Loser of the coin toss picks the matchup. Winner of the coin toss gets Team Selection or Controller Preference. The Loser of the coin toss gets what is left over.  But you may not see how much time is left in the game. We will cover up the time on tv with tape.. $20 to anyone who wins playing blindfolded. Close those peepers.
      Round 6 Ole Ye Madison Rules: Loser of the coin toss picks the matchup. Winner of the coin toss gets Team Selection or Controller Preference.The Loser of the coin toss gets what is left over.  examples Lou Picks Mia-Philly Morts takes Mia Lou takes P1 or Mort calls Chi-Kc LOu takes P1 and Mort takes CHi
      THE PLAY-OFFS
      Alright, after much consultation with Tecmo heads and commune with the Tecmo Gods, a final decision has been made on the playoffs. The Top 16 players based on record will play in a single elimination bracket ( seeded by record ). the Championship which will be a redux of the Redemption Round and Super Bowl XXV, Bills vs Giants.  Ole Ye Madison Rules. Higher seed will have their choice of team or player 1.
      BUFFALO BOUNTY I CHAMP Francis B. (mort1237) Runner up Laztlain (Jason P.) 3rd Louis B. (Red98sethuthut)
      BUFFALO BOUNTY II CHAMP Louis. B. (red98sethuthut) Runner-up Matt V. (BigMV54) 3rd Francis B. (mort1237)
      BUFFALO BOUNTY III CHAMP David T. (DT), Runner-Up Francis B. (mort1237) 3rd Kevin C
      BUFFALO BOUNTY IV CHAMP Franics B. (mort1237) Runner Up Eric O. ( TecmoOdell42) 3rd David T. ( DT) 4th Derek R. ( Tecmo Psycho)
      -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
      REGISTERED PLAYERS:
      1. Louis B. (Red98sethuthut) Buffalo NY 1 nes System 2 Tv's 1 Flat screen Tv
      2. Francis B. ( Mort1237) Lakewood IL 1 nes system
      3.  Jason P. (laztlain) LockPort NY. 1 Princess Tv 1 Lcd tv 1 Nes System w/o Cords                                                             
      4. Paul B. Townwanda Ny 1 Nes System 1 Tv 1 Cord 
      -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
       
      SIGN UP VIA 2 Steps
      1st step: email Ss4sonkun@yahoo.com with

      NAME:
      NICKNAME:
      EQUIPMENT: Were in need of more N.E.S systems and tube tv's to handle the format
      HOMETOWN:
      PHONE #:

      2nd step. payment. Send $20 to ss4sonkun@yahoo.com via paypal https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=9Z7UCSQ9TWCN8 , money order (email 4 my mailing address), or In-person assuming your in buffalo area or see us at another tournament or the night before. We have also had problems with people saying they want to play then no show on game day. Refund Policy: No refunds but you can transfer the money to another player who is attending. 
      ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
       
      Rules
      ----------------------------------------------------------------------------------------------------------------------------------------------
      Game play rules ( See each Round Description in the Six pack )
      1. Except for Round 4 Lurching is prohibited. If you want to rush with a DL, you must either go outside the offensive tackle or bump/grapple someone on the offensive line. Please note that this rule does not apply to LBs. If you want to rush with a DL, when crossing over the line of scrimmage within the restricted circle with a DL and before making a play on the QB, you must first bump or grapple an offensive lineman. The video below breaks it down. 
      The below video link shows what is illegal.
       
      2.  “One Matchup Once” Rule: The coin-flip winner can only select a particular matchup once throughout the entire tournament. For instance, if Player A wins the toss and selects Packers-Browns, Player A cannot call that exact matchup for the rest of the tournament. Player B, however, is free to select that matchup later in the tournament.
      3. Customizing Playbooks and Lineup Changes: Customizing playbooks is permissible. You can access your player change screen (screen where you check player conditions and make substitutions) only twice per half. This helps speed up the games.
       4. WR/TE at RB: A WR/TE cannot carry the football unless it is a reverse. You can insert a WR or TE into a RB slot for lead blocking purposes, but he cannot carry the football. To further clarify, players such as Ernest Givins, Ricky Sanders, and Andre Rison cannot carry the football unless it is a reverse.
      5. Ties/Overtime: A game can end in a tie. In 6 Pack round ties are allowed to speed things up. In the single elimination No ties are allowed. If a game is tied when regulation concludes, competitors will proceed to OT. If no one scores in the first OT, a new game will begin and the first competitor to score will be declared the winner. So that one competitor does not start with the ball in each OT period, the kicking team in the first OT will be the receiving team in the new game (i.e. the second OT).
      6. . System Malfunctions: If there is a system failure in the first half, games will be replayed from the start. If a system malfunctions in the 2nd half, only the second half is replayed. In that event, the scores from each half are added together to obtain a final score. If the game was noncompetitive or any equipment malfunctioned due to human error, the tourney organizers reserve the right to declare a winner without replaying any portion of the game.
      7. Controllers: Tournament competitors are allowed to bring their own controller to use in games. Tournament organizers will also coordinate obtaining equipment for the competition for those that do not bring their own. Tournament organizers will examine each controller and tag it as acceptable, only tagged controllers can be used. NES Max or NES Advantage are not allowed.
      8. A forfeit win   will be marked as  A14 to 0 win. Obviously if someone gives up when your up 28 to o then it will be counted as 28+ for margin of victory. The maximum differential of victory for any game is 28pts. IF  you win 35 to 3 it will marked as a 28 pt win for your differential.  
      9.. The top 12 to 24 records in the Six rounds will square off in single elimination tournament. Each game will be preceded with a manual coin flip. The Loser of the coin toss picks the matchup. Winner of the coin toss gets Team Selection or Controller Preference.The Loser of the coin toss gets what is left over.  examples Lou Picks Mia-Philly Morts takes Mia Lou takes P1 or Mort calls Chi-Kc LOu takes P1 and Mort takes CHi                    ---------------------------------------------------------------------------------------------------------------------------------------------------------------
      -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
      SIGN UP VIA 2 Steps
      1st step: email Ss4sonkun@yahoo.com with

      NAME:
      NICKNAME:
      EQUIPMENT: We are in need of more N.E.S systems and tube tv's to handle the format
      HOMETOWN:
      PHONE #:

      2nd step. payment. Send $2o to ss4sonkun@yahoo.com via paypal https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=9Z7UCSQ9TWCN8 , money order (email 4 my mailing address), or In-person assuming your in buffalo area or see us at another tournament or the night before. We have also had problems with people saying they want to play then no show on game day. Refund Policy: No refunds but you can transfer the money to another player who is attending. 
         
       
       
       
    • By davidjoshualightman
      I've always been amazed by the Tecmo fan community and after many years of enjoying the fruits of your labor, I've been inspired to try hacking a game which I've loved since childhood - Little League Baseball for NES.
       
      I first started hacking this ROM in 2007 but gave up after realizing that the data wasn't as easy to manipulate as I'd first thought.  Basically, I was thrown off by a row of FF's in the ROM which seemed to present the team data in a nice little table, but I was a few rows offset from truly grasping how it was laid out.  I'm back now and have made some great strides, but still need a bit more to make the game as custom as I'd like.  To me, this was always the baseball game I compared to Tecmo Super Bowl.  I realize its similar in style and gameplay to some other more popular NES games such as the Baseball Stars series, but it resonated with me much more for some reason.  The game play is easy to learn but difficult to master, and thanks to the disparity in team abilities and the ruthless nature of the CPU, you can continue to challenge yourself for many games.  It's also super fun as a multiplayer game.
       
      I have posted on the romhacking subreddit already on Reddit, but I am posting here as well, to try and give back to the community and to also see if anyone is interested in collaborating on making this game as customizable as possible.  I've done as much as I can with my limited knowledge of hex editing and by using the FCEUX tools as best as I can, and my progress is starting to stall.
       
      Without further ado, here is all the documentation I've come up with so far on editing the ROM.  I've included some RAM values as well, as I've been trying to use them as a jumping off point for possibly pinpointing some of the data from the ROM that I'm missing.
       
      ---
       
      Little League Baseball: Championship Series
       
      RAM Addresses:
      0x0004F9 - Away Team Pitcher’s Value 4 (see ROM info)
      0x0004FA - Home Team Pitcher’s Value 4 (see ROM info)
      0x0004FB - Away Team Pitcher’s Stamina Remaining (value 2)
      0x0004FC - Home Team Pitcher’s Stamina Remaining (value 2)
      0x0004FD - Away Team Pitcher’s position in the lineup (00 thru 08)
      0x0004FE - Home Team Pitcher’s position in the lineup (00 thru 08)
       
      ROM Addresses:
      0x010430 to 0x01054F - Japan’s team player information
      0x010550 to 0x01066F - Arizona’s team player info
      etc.
       
      You can follow this pattern to get all the team’s player information.  As far as I can tell so far, the teams are always listed in the same order in the ROM.
       
      Team order in the ROM:
      JAPAN, ARIZONA, PENNSYLVANIA, CHINESE TAIPEI, KOREA, NEW YORK, CALIFORNIA, TEXAS, HAWAII, SPAIN, PUERTO RICO, MEXICO, CANADA, ITALY, ILLINOIS, FLORIDA
       
      Player information guide - 
      Each player’s information is on a single line of 16 hex characters as follows
      1 thru 6 - Player’s name
      7 - Player type (batting handedness and size) This is always 00, 01, 02, 80, 81, 82.  First digit of 0 is Right handed, first digit of 8 is left handed.  Second digit of 0 is tall, 1 is fat, 2 is short.
      8 - always FF
      9 - Unknown to me at this time, possible has to do with helping the CPU choose subs
      10 - Hitting power (00 is low and DF is highest in the game, but I assume that it goes up to FF in theory)
      11 - Some sort of player speed.  This goes from 00 low to FF high.  It DEFINITELY corresponds to baserunning speed and it has some sort of relationship with the player’s defensive skills but I’m not sure to what extent.
      12 - the player’s printed Skill ability when they’re up to bat.  00 to 04 being Skill 1 thru Skill 5.  Strangely, PARK on team KOREA is a 07, but I have no idea if this actually affects hitting ability.
      13 - This designates the team’s pitchers.  Each team has 3 pitcher types per team, but you can assign as many pitchers per team as you want.  The values are always 08, 10, 18, or 00 (not a pitcher).  This corresponds to values I will go over later on, it does not have any known effect on the pitcher’s ability or style.
      14 - Always 00
      15 - Always 00, 02, 03, 04.  I don’t have data to back this up, but I believe it is some sort of batting ability / power multiplier because it typically is given to players in the “meat” of the lineup.
      16 - always 00

      Pitcher information - each team’s pitcher information is found in the two rows of 16 values found AFTER the row of FF’s that follow each team.  Each pitcher appears to have 8 values attached to them, with the first starting at the 9th value on the 1st line, the second at the 1st value on the 2nd line, etc.  So, any pitcher marked on your lineup (above) as 08 on your roster will have the same attributes as the first, any pitcher marked as 10 will have the same attributes as the 2nd, and 18 would be your final pitcher definition.
       
      The eight values for pitchers are as follows:
      1 - This is always either 00, 01, 02, 80, 81, or 82.  Just as your batters, the first digit is right or left handed, and the second digit is normal throw, hard throw, or side arm delivery.
      2 - This value is tied to stamina, but there is some sort of calculation happening in the background.  You’ll notice that a value of FF for instance does not equal FF in the stamina RAM addresses I provided above.  FF appears to be the highest you can set, but you can manually change the RAM to allow for a greater stamina than the game allows.  Stamina in this game is very interesting because it appears to be based mostly on the length of time you attempt to control a pitch, with a longer press taking away more stamina until your pitcher has 0 remaining… at which point I assume your pitcher’s overall ability to throw is based on their other stats… which brings us to… their other stats.
      3 - This value is unknown to me.  It must be a good thing for a pitcher to have a higher rating, as Italy has the lowest values, but I’m not skilled enough at ROM hacking to figure it out.  
      4 - Again, this is unknown to me.  The values only range from 02 to 0F.  Still need to figure this one out.
      5 - always 00
      6 - always 00
      7 - this is the pitcher’s printed Skill Level when they’re on the mound.  I do not know what (if any) correlation it has to their stats.
      8 - Always 00 or 02.  On assumption only, I’m guessing this MIGHT be some sort of multiplier in the same way that value 15 appears to be in the above player data.
       
      Other data:
      Lines 0x01FAD0 and 0x01FAE0 - these are the colors each team wears both on the field and in the bat throwing cut scene.  There are two colors for each team and they follow the team order as shown above.
       
      Starting at address 0x0116DA and continuing until 0x011769 are the starting positions for each player in your lineup, following the team order mentioned above.  So, for instance, Japan is 08 16 29 31 42 57 65 73 84.  The first digit is the order in the line up (0 thru 8 aka 1 thru 9) and the second digit is their position on the field.  The position numbers follow normal baseball scoring numbering… so 1 is pitcher, 2 is catcher, 3 is first base, etc.
       
      Starting at address 0x01176a is the FLAG data for each team, for the flag that appears on the team select screen, in the team order we’ve come to know and love.  48 is USA, the others you can figure out by just writing them out.
       
      Team names and abbreviations are fairly easy to find.  I haven’t mapped out specifically which correlates with each screen yet, as that will be the easy part once this is all done.  Also, I am pretty sure that the sliding bars on the POWER ANALYSIS screen are controlled by the values starting at 0x00F234, in team order.
       
      What I feel is missing to make a truly custom version of this game:
      If you grew up loving this game like I did, you probably know the in’s and out’s of a lot of the teams, even without having the ROM available to look at the player stats… BUT I feel that I cannot truly customize this game without knowing the following - and I’m listing them in their order of importance.

      1 Defensive abilities - is throwing speed variable or team/player dependent?  Is the baserunning attribute the only thing that controls speed in the field?
      2 The unknown pitching stats need to be concretely defined although it IS amazing to be able to make a whole team of sidearm pitchers finally!
      3 Changing team locations on the map - somewhat of a dream at this point, but probably not out of the question.
      4 Other color and text changes - maybe changes to certain screens text, player hair color is clearly tied to each team in some way, etc.
       
      --- 
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