Tecmonster

(NES) Tecmonster's Tecmo Super Bowl 2017

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Tecmonster's Tecmo Super Bowl 2017


The game is attached and so is the third annual "Preview Magazine" to the game. Madden ratings were used once again to rate every player. Here's a list of hacks and hack authors used to help create this:

-- 32-team expansion rom (cx_rom, Maynard, Knobbe, others)

-- helmets, field colors (keithisgood)

-- COM looks for open receivers (jstout)

-- COM Ultra Logic to play better defense (jstout)

-- moving & dynamic grapples (bruddog)

-- MAN vs. MAN popcorning (jstout)

-- sort receiving leaders by yards (jstout)

-- more accurate attribute labels, like “Acceleration” (Tecmonster)

-- kicking arrow speed & range to make FG’s easier (Tecmonster)

-- COM minimum kickoff distance (bruddog)

-- increase kickoff ball speed (maynard, bodom)

-- increase shotgun snap speed (jstout)

-- tougher to block FG’s by adding personal protectors (Tecmonster)

-- increase QB fumble rate (jstout)

-- decrease diving animation time slightly (xplozv)

-- decrease handoff animation time (xplozv)

-- COM “juice” edited (by Tecmonster)

-- PA affects “catchability/interceptability” of the pass (jstout)

-- set kick returner farther back (bodom)

-- Ball Control ratios edited so BC means more (by Tecmonster)

-- static schedules from week to week (bruddog)

-- Quickness changed to Coverage (jstout)

-- kick returners use their actual attributes (konforce, jstout)

-- stats screen at halftime (xplozv)

-- corrected playoff bracket (pambazos)

-- MAN-controlled QB rollouts on the rollout plays (Tecmonster)

-- LB’s moved farther back from line of scrimmage (Tecmonster)

-- Run & Shoot QB’s almost never scramble (Tecmonster)

-- “heavy pass” teams don’t pass quite as much (Tecmonster)

-- PLAYBOOKS (I have drastically changed and re-organized the playbooks to make them more useful, logical, balanced, and modern), including: (a) new plays, like the Shotgun Shovel, Shotgun Zone Read RB R, Shotgun Zone Read QB L (with QB HP boost), Shotgun RB Draw, Shotgun Zone Read Red Sea (pass), Shotgun Zone Read X Fly (pass), Shotgun Zone Read RB Flat (pass), Pro Set Quick Pitch L, Pro Set Quick Pitch R, Pro Set Zone Pitch R, 1back Offtackle R, 1back Pitch R, 1back Pitch L, Run and Shoot Fire (pass), Shotgun XZ Cross, 1back Flare C, Pro Z Deep Post; (b) improved blocking schemes for many run plays; (c) some receiving routes for existing plays improved; (d) some receiving routes added, like for Oneback Flare A;

-- COM avoids sacks much better + faster COM rollouts (Tecmonster)

-- shorter onside kicks (xplozv)

-- COM RB reacts to the defense sooner after handoff (Tecmonster)

-- smarter OL pass blocking (xplozv)

-- receiver jump/dive based on REC rating (xplozv)

-- defender jump/dive based on COV rating (xplozv)   

-- team rosters, jersey #’s, faces (Tecmonster)

NEW FOR 2017 . . .

-- minimum COM punts @ 50% meter (bruddog)

-- QB’s Avoid Pass Block rating is more important (low APB QB’s are bad news, notable increase in passes blocked)

-- moving grapples turbocharged (i.e. bruddog’s version sped up)

-- minor player ratings formula and playbook tweaks

If you do decide to make ANY edits to this game within TSBToolSupreme, then you'll very likely need to repair the rom afterwards because that program will break part of the moving grapple code and the game will glitch. So, here's what you do:

I used the Translhextion hex editor to create a zip file, named x3ffc0, and have included that with the rom here.  I recommend opening this zip file and placing the one and only file that is inside it, also called x3ffc0, on your Desktop. How you apply this file: open up your rom in Translhextion and jump to offset x3ffc0 (by clicking Offset > Jump To). Highlight (by dragging on) that byte + the next 48 bytes (49 bytes total), then:

1) go to Selection and click "Fill Selection with..."

2) in the pop-up box, select "File" from the dropdown box after "Fill selection with"

3) click "Browse" and find your file (preferably on your Desktop) and select it

4) click "OK"

5) Go to "File" and save your rom.

This should fix the problem. Every time you edit your rom with TSBToolSupreme though, you're going to have to follow these steps directly afterwards.

 

Files available: (1) Tecmonster's Tecmo Super Bowl 2017 (2) Preview Magazine (3) Team Playbooks (4) x3ffc0 repair file.

 

If you use this rom as a basis for a fantasy league like I do and you want the Draft Package, which lists players by salary, you can download it from the front page of our league’s website: renotecmoleague.weebly.com.


 

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I played a game with the Browns, and changed their offense to a shotgun only system. 

 

the first few plays went like this:

 

RG3 overthrow on a Gordon deep route.

 

Duke Johnson runs for minimal gain.

 

RG3 overthrows Gordon again, but Gordon skies for the reception.

 

RG3 keeps the ball on the option and scores.

 

Very realistic :D 

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The Browns are just awful, in general, in this game.  For the first time, I ran weighted power ratings on each team in my game (where certain positions are more important than others, like QB over WR2, and some attributes are more important than others, like Speed over Ball Control) and the Browns came in a distant last place.

 

To put it in perspective, these were the last 5 ranked teams on the weighted power rating list, along with their scores:

#28 Bears 127.8

#29 Falcons 127.0 (great offense, but the #31 ranked defense)

#30 Colts 124.8

#31 49ers 122.6

#32 Browns 115.5

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I like what you've done.  However, I have one question for you:  Why is Denver punter Riley Dixon rated like he's some kind of mortal punter?  His speed and hitting power are much too low.  Do I need to link you videos to serve as evidence that he's this generation's kicking Bo Jackson?

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The original game gave the same core attribute ratings to all punters and kickers (56-81-81-31 for kickers, and 25-56-44-31 for punters) so I do the same because no matter how hard I try, I just can't make myself care about K/P attributes.

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Thank you so much for your efforts!

 

Some Denver  errors I noticed:

 

1) Darian Stewart of the Broncos is listed as #24 in the game..he is actually #26.

 

2) You have Paxton Lynch as the starter instead of Siemian.

 

thank you again!!

 

 

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I installed Lynch as the starter intentionally and for two reasons, but the main reason is simply because he's rated much better.  I use Madden ratings to determine each player's Tecmo ratings and, while I do use the actual NFL depth charts to decide who makes each team's Tecmo roster, I almost always put the better-rated players in the starting spots. It saves time for any human who takes control of the team and logically wants the best players to play (anyone paying attention would always bench Siemian for Lynch).

 

The second reason is that I, along with most analysts that I've read, don't expect Siemian to keep that starting job all season.  Personally, if Lynch doesn't take over by mid-season, I'll be very surprised.

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Top notch! Really appreciate the rosters and everything else u put into this and am a big fan of moving line. I also would have liked different k/p ratings but I see why one would not care.  Look forward to many tecmo nights. Thanks

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Ratings look really good. The push pull is definitely super charged. For run plays it does open things up as even when the defenses pushes the OL back they push themself out of the play....

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15 minutes ago, bruddog said:

Ratings look really good. The push pull is definitely super charged. For run plays it does open things up as even when the defenses pushes the OL back they push themself out of the play....

Good point.  I think the ideal set-up would be two separate movement rates: one for ballcarrier grapples and one for everyone else.  I'd actually prefer the ballcarrier grapples to move even faster, I think, and all others to move slower, at about the same rate I used in last year's rom, probably.

 

I don't know . . . I'm looking forward to playing some man vs. man games in league play to see how I truly like it.

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Yep, I like that even better: slow rate for run plays, medium rate for pass plays, and fast rate for ball carriers (on all plays).

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Much thanks from and my Navy Fire Department who I help bring moral up with you and the rest on here that make these upgrades!! Can't wait to show them!!

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Hey tecmomonster, awesome rom! Love the challenging AI.  One thing Id really like to see added would be the defensive player conditions hack.  It would be great to know what defensive players are doing good during a game.  Is it possible to add this hack?   Keep up the great work!

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thanks bigdee.  I probably wouldn't mind adding that to my game, but I haven't been able to find it in the Hacking forum.

 

As is, I don't have much space left for new code, so even if I found it, I'd have to make sure it doesn't conflict with a pre-existing hack.

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44 minutes ago, Kvas23 said:

Is there a difference between the tecmonster rom and the tecmobowl.org version?  Sorry if thats a dumb question.  

Yes, completely different games. Read the posts to see the differences.

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forgive my ignorance, but I don't see the new playbook in my download. can anyone help me?

 

PS- thank you guys so much for these roms.  this really is the greatest video game of all time and its awesome to see a new version every year

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I'm referring to tecmonster's rom.

in the "about this file" section it mentions 

new plays.  

***

now as I was typing this I'm looking more closely and it looks like those plays are there and I was being a bonehead. 

Sorry, but thank you for the speedy reply. 

 

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