By Green Majik
Anyone experienced this glitch while trying to block a punt?
In a game as the Patriots v Browns, I dove and tackled the punter with Vincent Brown I believe. The punter's bar froze while the clock continued to run. The ball-carrier icon remained above the punter's head and the camera followed him as the ball-carrier, except the down never ended. My team kept pop-corning him, all the way into the Brown's defending end zone. Lol! I had to reset the game and start over.
Tecmo Super Bowl is the greatest sports video game of all time. Now, 24 years after TSB made 8-Bit legends of Bo Jackson and Lawrence Taylor, TecmoBowl.org proudly announces the release of Tecmo Super Bowl 2016. This site's 9th yearly iteration updates Tecmo's NES classic with up-to-date rosters, graphics, schedules and play books for all 32 NFL squads. Additionally, you can now check the defensive conditions of your players.
Playable on multiple platforms and operating systems via NES emulation software, Tecmo Super Bowl 2016 brings Nintendo's bone-crunching classic to today's computers and handheld devices.
Will offenses fear Richard Sherman like they feared Ronnie Lott? Who is the more deadly play-caller: Aaron Rodgers or Dan Marino? Will Marshawn Lynch live up to the hype? Loaded into an NES Emulator, Tecmo Super Bowl 2016 will make legends for the next 23 years.
Tecmo Super Bowl 2016
Table of Contents
A. How This Works
B. How To Play - PC/Mac
C. How to Play Online - Windows
D. Tecmo Super Bowl 2016 Notes
A. How This Works
If you're new to emulation:
ROM = Game or Cartridge (.nes file) Emulator = NES System
B. How To Play - PC/Mac
Download Nestopia for your platform and also the .nes ROM - Windows | Mac Open Nestopia. From Nestopia, File > Open and find your .nes ROM. C. How to Play Online - Windows
Setup for online play using our guide - http://tecmobowl.org/topic/53066-guide-get-started-playing-tsb-online-for-dummies/. We then recommend starting out at the TPC - http://www.tecmoplayers.com.
Most TPC players use the original Tecmo Super Bowl ROM, but you might be able to find some people playing TSB 2016. Remember that the versions of the game must be exactly the same or you will not be able to connect.
If you’re looking for an online league, we recommend TecmoBowl.org's Online Tecmo Leagues.
D. Tecmo Super Bowl 2016 notes
Check Defense condition - In the same location as the time out menu there is now a "CHECK DEF" option which lets you scroll left and right through your players 4-3 Defenses - Several teams employ 4-3 defenses. The "RT" (Right Tackle) will show up as the LILB on the rosters. Coverage Hack - This takes the place of Quickness. If an interception is not made, the Coverage value will be used to see if the defender causes an in-completion 32-Team ROM Rosters current as of 9/8/15 Adjustable quarter length Playbook editing in-game Player 2 attributes now display correctly Halftime stats Passing Accuracy hack is different from last year. Pass Control determines if a pass will be completed. Passing Accuracy determines if the ball will be on target. Quickness now works. This will be the maximum speed of a defender if they pick up a fumble or make an interception E. Credits
Graphics - Keithisgood | @keithisgood Rosters/Attributes/Sim - Buck 4-3 Defense - Jstout Roster QA - Nathan from Retro4ever.com Promo - davefmurray | @davefmurray QA/Rom Merge/Project Coordinator - Knobbe | @tecmogodfather Thanks to:
Jstout, Bruddog, Cxrom, Bad-Al & Buck for the hacking knowledge and tools. Members of TecmoBowl.org for helping beta test and for making this all worthwhile.
Tecmo Super Bowl 2016 by TecmoBowl.org is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Based on a work at http://tecmobowl.org/.
Other 2016 Versions to try:
By Fernando 49
View File TSB3 NFL 2016
FEBRUARY 17, 2017.
THE FINAL VERSION OF THIS ROM IS HERE
Accurate rosters Attributes according to the 2016 Season PRO BOWL 2016 Rosters and uniforms 2016 NFL RECORDS New FA Values (Thanx to DRUNKEN HONKEY)
Super Bowl LI Season 2016 is here with TECMO SUPER BOWL 3.
Changes over the league have happened and now the season kickoff is real.
First of all Thanx to Drunken Honkey for all his advices, and help without you man this couldn't be possible.
The TSB3 Bible.
Tons of people that developed TSB3 Roms before.
Pro Football Reference
Over the Cap
The valuable information helped me to create the ROM, ttrying to be very accurate in attributes.
Remember I'm not good at graphics, I do my best but I still suck...
Fine. The game itself.
30 Teams as you know, hope a 32 version arrives sometime soon because there's people working in this so difficult task, but in the meantime we have this.
The ROM contains every original team in TSB3 except for the Oilers. The Ravens are instead.
A complementary ROM will come in a few days with the Titans and Texans, removing Ravens and Browns.
Real uniforms, including cut scenes. Attributes completely customized for every player. Rosters updated to September 08, 2016. Free Agency Points according to the salary of each player. (This means that you could have a very good player, but his FAP value is low). Playbooks customized for maximize the attributes of the offenses. Offensive schemes designed for obtain the best of the players. Defensive schemes according to real. 2015 Pro Bowl rosters and unifors (the uniforms shouldn´t take so serious). Real Free Agents in the pool. (Mark Sanchez is here because I suppose that Romo will be back, not for much; so he is in the Cowboys roster, and Prescott will be starter, so if you want to have Sanchez, go for him in the Free Agency). Complete new Hidden Players took from the 1966, 1976, 1986 and 1996 drafts. I took the best I could from every position from these 4 drafts.
Just enjoy it and let me know anything you notice.
FOOTBALL IS BACK!
Submitter Fernando 49 Submitted 09/08/2016 Category SNES
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
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)
0x010430 to 0x01054F - Japan’s team player information
0x010550 to 0x01066F - Arizona’s team player info
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.
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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