wi77iam

adjust tecmo super bowl game clock

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gee thanks a lot, it makes total sense now! i guess i should've asked how to, let me do some other research and see if i can do this on my own, if not, you'll hear from me again, thanks for you replies!

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guys i found it! my very first tsb hack! cool! i set the time to 8mins. i know its not a big deal, but to me its a start!

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Is there a way that you can change the quarter??????????????????

Please tell me asap because i just find 5 mins to be too little time.

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Is there a way that you can change the quarter??????????????????

Please tell me asap because i just find 5 mins to be too little time.

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0x2224B is the location of the quarter length if my old notes are correct.

Get a hex editor and go at it. They already answered your question.

change the 05 to whatever turns you on.

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people recommend 7, if i recall correctly. never did it myself. original rom ratings with longer time would be stupid. I've been sort of contemplating making a rom with 15 minute quarters and vastly reduced ratings so you really get something close to how an NFL game moves. Max RB ms at 44 or something, with most guys at 38 or 31. something to get around 4.5-5.0 YPC instead of 10-15.

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I've been sort of contemplating making a rom with 15 minute quarters and vastly reduced ratings so you really get something close to how an NFL game moves.

would you slow the game clock down to be more accurate?

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I think it would be pretty hard to get the passing game down to 6-7 yards per attempt. Plus one of the nice things about tecmo is that a game can be completed in a relatively short amount of time.

people recommend 7, if i recall correctly. never did it myself. original rom ratings with longer time would be stupid. I've been sort of contemplating making a rom with 15 minute quarters and vastly reduced ratings so you really get something close to how an NFL game moves. Max RB ms at 44 or something, with most guys at 38 or 31. something to get around 4.5-5.0 YPC instead of 10-15.

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I've been sort of contemplating making a rom with 15 minute quarters and vastly reduced ratings so you really get something close to how an NFL game moves.

would you slow the game clock down to be more accurate?

Is that possible?

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0x222A5 is the nmi timer reload value. it gets reloaded to #$14 (#20) everytime the "seconds" variable ($41) is decreased (actually when X==#00). the timer is held entirely in the X register but gets preserved on the stack during function calls. it gets decremented every frame sometime between scanlines 8 and 20.

the nes ppu renders ~60fps so change the reload value to #$3C (#60) to get a more realistic clock.

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first experiment with 15 real minutes a quarter is a failure. I used the Giants to play SF in the first week on a juiced rom. I cut Simms' 63pc to 38 and Montana's 81 to 44. 50ms became 31, 69ms became 50, 81rec down to 63, 56 to 38, etc. I also cut all defensive speed ratings by one notch with a min of 25/31/38 so LT wouldn't get 100 sacks in one game, but I boosted all DL by 2 notches of HP and LBs by one notch of HP to further limit the running game. It didn't work. Even with Anderson and Meggett down to 31ms I could still get a first down in 2 or 3 downs, and the CPU was pretty much able to keep pace with me. Before the first quarter was over the score was 46-34.

guess this isn't really feasible.

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0x222A5 is the nmi timer reload value. it gets reloaded to #$14 (#20) everytime the "seconds" variable ($41) is decreased (actually when X==#00). the timer is held entirely in the X register but gets preserved on the stack during function calls. it gets decremented every frame sometime between scanlines 8 and 20.

the nes ppu renders ~60fps so change the reload value to #$3C (#60) to get a more realistic clock.

This does not seem to have an effect during the playcalling screen. Do you know if there is a location that can be changed for that purpose as well?

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15 minutes would be way too long because not much time rolls off during play calling. In the NFL, a lot of time rolls off between plays. In tecmo hardly any rolls off.

6-7 minute quarters under slightly modified ratings seems optimal.

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0x222A5 is the nmi timer reload value. it gets reloaded to #$14 (#20) everytime the "seconds" variable ($41) is decreased (actually when X==#00). the timer is held entirely in the X register but gets preserved on the stack during function calls. it gets decremented every frame sometime between scanlines 8 and 20.

the nes ppu renders ~60fps so change the reload value to #$3C (#60) to get a more realistic clock.

The comparable byte for this value in TSB3 is located here:

x247EF

AM Rush

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0x222A5 is the nmi timer reload value. it gets reloaded to #$14 (#20) everytime the "seconds" variable ($41) is decreased (actually when X==#00). the timer is held entirely in the X register but gets preserved on the stack during function calls. it gets decremented every frame sometime between scanlines 8 and 20.

the nes ppu renders ~60fps so change the reload value to #$3C (#60) to get a more realistic clock.

This does not seem to have an effect during the playcalling screen. Do you know if there is a location that can be changed for that purpose as well?

I noticed this myself. I think I actually like this though, because I'm speeding up the clock in order to run 15 minute quarters. It helps in the 2 min drill to be able to call a time out in the playbook screen when the clock is running slower than it does on the field.

:mrgreen:

AM Rush

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I'm using xvi32 and I cannot find this hex string 0x2224B. I'm trying to find it in the original 28 team rom with the juiced hacks etc...Help please?

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Ctrl-g brings up the address finder. Type that in the second box and it'll seek to that location.

[ Post made on a Tecmo Super Mobile Device!] mobile.png

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Amruch is on to something. We use that "trick" on our NCAA rom. The Game clock runs about at about 120% of the actual speed of a real second. Which means for every 10 real life seconds, 12 will tick off of the TSB clock, but on the paly call it should be about 80 %, which means for every 10 real seconds, you lose only 8 TSB seconds. And the play clock can be set to run from 0-i'm guessing 256 based on Amrushes detailed clock hacks on TSB3. We chose 15 seconds, so you can kill the clock in a pvp game if you want. I would recommend if you are running 15 min qrtrs, you have to figure in that the play field is minature, so the time should actually run faster than normal. the goal is the number of plays in a game. I'm guessing there are about 80-90 plays per nfl game, so mayber clock speed at twice during game play, or even better have a 30 second runnoff on the play call screen, but 5 times the speed, which means for every second, 5 runs off. Even the computer takes 3-4 seconds to call a play, and that would be 15-20 seconds off the clock, and with the game clock at twice the speed, you should get close to the actual amount of plays. Quik math looks like this

CPU---seconds per play @ 40 seconds seconds, which means if they hold the ball for half the game, it would run 45 plays tops. Human would run anywheres from 30 to 60, depending on your style.

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I found on the TBorg2XXX base rom, the HEX locations were different.

 

Change the quarter length ~ 3F967 (04 was default)

Clock speed ~ 222A5 (14 was default)

 

I'm a noob but hope this helps someone!

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