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  1. I found this on NHL94.com, and found it to be a nice tutorial with a simulator baked into the tutorial... http://skilldrick.github.io/easy6502/index.html
    2 points
  2. The following contents are entirely credited to Jstout, as part of a locations .txt file that he created, and that Buck had recently posted a scan from. Some of the contents of the below TSB ROM locations have been posted previously in Hacking Documentation from other sources. A great deal of it, however, is unique to the information found below. Eventually, this information will be assimiliated into the main Hacking Documentation resource thread. Enjoy! # Tecmo Rabbit 0x13745-0x137B0 # Team NFL 0x158D4-0x15917,0x11 0x15E13-0x15E56,0x11 0x115B1-0x115EF # Tecmo Presents 0x16BF3-0x16C25,0x11 # NFL Shield Menu 0x23ED9-0x23F64,0xE # NFL Shield Intro 0x12B06-0x12B6C # NFL Players Association 0x1584C-0x158D3 # NFL Super Pro Football 0x16B7C-0x16BF2,0x11 # Tecmo Super Bowl 0x16472-0x16570,0x11 0x16B6B-0x16B7C,0x11 # 1991 Roster 0x16D9C-0x16E01,0x11 # 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 # Computer Juice 0x1DF10-0x1DF64,0x5 # Starting Time on the Clock 0x2224B-0x2224C # Minutes 0x22247-0x22248 # Seconds # Clock Speed 0x222A5-0x222A6 # Mini Helmets 0x23BC6-0x23C51,0x5 # Points for a Field Goal 0x244D4-0x244D5 # Player 1 0x24C5C-0x24C5D # Player 2 # Points for a Touchdown 0x24626-0x24627 # Player 1 0x24DAE-0x24DAF # Player 2 # Points for an Extra Point 0x24713-0x24714 # Player 1 0x24E9B-0x24E9C # Player 2 # Points for a Safety 0x24D65-0x24D66 # Player 1 0x245DD-0x245DE # Player 2 # Number of Downs 0x24FD4-0x24FD5 # Final Down Popups (Downs - 1) 0x268EF-0x268F0 # Player 1 0x26B92-0x26B93 # Player 2 0x18772-0x18773 # Computer 0x187B2-0x187B3 # Computer # Number of Yards for a 1st Down 0x24FDF-0x24FE0 # Chain Marker Screens 0x24FE3-0x24FE4 # First Down 0x25001-0x25002 # Short # Chain Marker Length 0x26471-0x26472 # Player 1 Lo Byte 0x26477-0x26478 # Player 1 Hi Byte 0x2649B-0x2649C # Player 2 Lo Byte 0x264A1-0x264A2 # Player 2 Hi Byte # 1st and # Text 0x2E495-0x2E496 # Player 1 Lo Byte 0x2E49B-0x2E49C # Player 1 Hi Byte 0x2E4C4-0x2E4C5 # Player 2 Lo Byte 0x2E4CA-0x2E4CB # Player 2 Hi Byte # QB and PR Ball Control Skill 0x286E7-0x286E8 # Kicking Distance 0x294C0-0x294C1 # Lo Byte 0x294C6-0x294C7 # Hi Byte # Punting Distance 0x29369-0x2936A # Lo Byte 0x2936E-0x2936F # Hi Byte # Speed of Kicking Arrow 0x2A7A0-0x2A7B0 # Distance of Kicking Arrow 0x2A7B0-0x2A7C0 # Passing Speed Skills 0x2BE54-0x2BE64 # Passing Loft Skills 0x2BE64-0x2BE74 # Rushing Power Skills 0x2BE74-0x2BE84 # Rushing Speed Skills 0x2BE84-0x2BE94 # Avoid Pass Block Skills 0x2BEE4-0x2BEF4 # Avoid Kick Block Skills 0x2BEF4-0x2BF04 # Ball Control Skills 0x2BF04-0x2BF14 # Pass Control Skills 0x2BF14-0x2BF24 # Receptions Skills 0x2BF24-0x2BF34 # Interceptions Skills 0x2BF34-0x2BF44 # Offensive Max Speed Skills 0x3DFDF-0x3DFEF # Defensive Max Speed Skills 0x3DFEF-0x3DFFF # Hitting Power Skills 0x3DFFF-0x3E00F # Team Background Colors 0x31140-0x3115B # Light Skin Color on Game Field 0x2C2C0-0x2C2C1 # Light Skin Color on Action Sequence 0x341E4-0x341E5 # Dark Skin Color on Action Sequence 0x341E9-0x341EA # Kickoff Power 0x2A538-0x2A539 # Lo Byte 0x2A53D-0x2A53E # Hi Byte # Kickoff Ball Arch 0x2A540-0x2A541 # Kickoff Ball Speed 0x2A544-0x2A545 # Kickoff Location 0x247BA-0x247BB # Player 1 Lo Byte 0x247BC-0x247BD # Player 1 Hi Byte 0x24032-0x24033 # Player 2 Lo Byte 0x24034-0x24035 # Player 2 Hi Byte # Safety Kickoff Location 0x247C1-0x247C2 # Player 1 Lo Byte 0x247C3-0x247C4 # Player 1 Hi Byte 0x24039-0x2403A # Player 2 Lo Byte 0x2403B-0x2403C # Player 2 Hi Byte # Extra Point Location 0x246B0-0x246B1 # Player 1 Lo Byte 0x246B4-0x246B5 # Player 1 Hi Byte 0x24E38-0x24E39 # Player 2 Lo Byte 0x24E3C-0x24E3D # Player 2 Hi Byte # Endzone YardLine 0x25046-0x25047 # Player 1 Lo Byte 0x2504B-0x2504C # Player 1 Hi Byte 0x25059-0x2505A # Player 2 Lo Byte 0x2505E-0x2505F # Player 2 Hi Byte # Safety YardLine 0x250EF-0x250F0 # Player 1 Lo Byte 0x250F3-0x250F4 # Player 1 Hi Byte 0x250DF-0x250E0 # Player 2 Lo Byte 0x250E3-0x250E4 # Player 2 Hi Byte # Back of the Endzone 0x3DB33-0x3DB34 # Player 1 Hi Byte 0x3DB37-0x3DB38 # Player 1 Lo Byte 0x3DB48-0x3DB49 # Player 2 Hi Byte 0x3DB4C-0x3DB4D # Player 2 Lo Byte # Throwing Back of the Endzone 0x2A88C-0x2A88D # Player 1 Lo Byte 0x2A88F-0x2A890 # Player 1 Hi Byte 0x2A898-0x2A899 # Player 1 Lo Byte 0x2A89E-0x2A89F # Player 1 Hi Byte 0x2A8C8-0x2A8C9 # Player 2 Lo Byte 0x2A8CB-0x2A8CC # Player 2 Hi Byte 0x2A8D4-0x2A8D5 # Player 2 Lo Byte 0x2A8DA-0x2A8DB # Player 2 Hi Byte # Field Goal Crossbars 0x294D0-0x294D1 # Player 1 Lo Byte 0x294D7-0x294D8 # Player 1 Hi Byte 0x294E3-0x294E4 # Player 2 Lo Byte 0x294E9-0x294EA # Player 2 Hi Byte # Screen Scroll Back 0x3D67A-0x3D67B # Player 1 Lo Byte 0x3D67E-0x3D67F # Player 1 Hi Byte 0x3D65A-0x3D65B # Player 2 Lo Byte 0x3D65E-0x3D65F # Player 2 Hi Byte # Punt Touchback 0x2506A-0x2506B # Player 1 Lo Byte 0x2506E-0x2506F # Player 1 Hi Byte 0x25083-0x25084 # Player 2 Lo Byte 0x25087-0x25088 # Player 2 Hi Byte # Touchback Location 0x25077-0x25078 # Player 1 Lo Byte 0x25079-0x2507A # Player 1 Hi Byte 0x25090-0x25091 # Player 2 Lo Byte 0x25092-0x25093 # Player 2 Hi Byte # Top of Field 0x3DB0E-0x3DB0F # Top Sideline (Out of Bounds) 0x25118-0x25119 # Bottom of Field 0x3DB05-0x3DB06 # Bottom Sideline (Out of Bounds) 0x2511C-0x2511D # Field Goal Crossbar (Top) 0x29544-0x29545 # Field Goal Crossbar (Bottom) 0x2954A-0x2954B # Football Field Block Order 0x2C478-0x2C58F,0x8 # Football Field 0x2C590-0x2CF41,0x11 # Midfield Rare Blue Color 0x2C149-0x2C14A
    1 point
  3. TecmoTurd

    Tecmo Bowl League

    A few years back, we had a fun Tecmo Bowl league that we ran with the original ROM (http://tecmo.sweethoss.com). It was a lot of fun, but crappy owners and really small amount of people enjoying TB contributed to its downfall... Seems like there are more TB fans here lately...wondering if anyone would be interested in a league again sometime... I've always wanted to do something where your team is your real team from high school, and you provide a bunch of teams created by random and you draft a "team" instead of individual players, and then just play a short 8 game season or something, top two teams playing in the "State Championship." TB is perfect for simple, no-frills tecmo fun...
    1 point
  4. TecmoTurd

    Young Melo's NBA 2k13 Nes

    I really don't know, it's been about 3 years, and I drop hints wherever I can. Unfortunately, we don't have too many genesis hackers around here, so it's not like someone can step up and help. We have about 95% of the data we need, so we're close. Honestly, if we can make it happen, converting to an NBA ROM wouldn't be difficult, and might be kind of fun... Anyways, I mostly have given up...thankfully there are lots of great projects to enjoy in it's stead...
    1 point
  5. TecmoTurd

    Young Melo's NBA 2k13 Nes

    Would be pretty easy to convert Coach K on the genesis over to an NBA ROM...in fact, it'd be real easy...if only we had that last bit of info from drunkenhonkey or hurricane55...
    1 point
  6. Here's an idea: We do the 3 game "regular season" like we did in Seattle. Determines the playoffs the same, but every time you win a game you have to take a shot. This means whoever wins the tournament would have had to take at least 7 shots.
    1 point
  7. The schedule: Below breaks down the 3 week schedule for each pool. The letter (U) or (J) by the team name distinguishes whether the team is USA or Japan version. The 3 game schedule dictates that half of each pool has 2 home games (Player 1), and the other half has 2 road games. Each tier was randomly represented with 3 teams having a predominant home schedule, and the other 3 with a predominant road schedule. Each week also featured 2 marquee games in order to spread out the big match-ups. The Tournament: The team records after 3 games will determine the seeding in the tournament. To determine seeding between teams with the same records a distinct metric was created. Each team was given a schedule ranking based on the competition inside their Pool. That ranking, then will be coupled with a rating for their wins to come up with a final tiebreaking number. It took into account the tier of opponents they faced, and also where the game was played. Home(Player 1) and Road(Player 2). With nearly 2,000 games worth of data, its clear that player 1 (home) has a distinct advantage and wins roughly 60-65% of the time. The top 8 teams in Pool play will be awarded 1st round byes in the tournament. The other 16, will play at the home of the higher seed in the 1st round. Pool Analysis: See my posts further down as I break down each Pool in great detail.
    1 point
  8. I still don't know metrics, I just rely on unmatched, unparalled, jedi like, natural, God givin' skill.
    1 point
  9. Sweet. I'm pretty stoked for this tournament.
    1 point
  10. Man I found something on this topic: As you did find on jstout's notes, at offset x22E4B it is said : $AE3A:C9 09 CMP #$09 ; Week to start checking (for DIVISION CHAMPS I guess..) I know the CORRECT answer is within the notes posted by cxrom, but they are way over my head (seriously I dont understand a thing in there). Anyway, in your rom you put a 04 (at that x22E4B offset), but if you input a 0E, ( or 0F worked ALMOST right for my rom) it will trigger that "search-week" later, it seems.. but you have to "trigger" it before the end of season (week 17). So, at offsets x22EDD-x22EDE , try the value A2 10 (I dont know why and I wish someone can tell me please what these bytes stand for?, it might seem that the 10 (HEX=16) is for the 16 you mentioned in your post, about the record but thats just guessing. This will make SOME teams leading their division by 2 games or more, to play that CUTSCENE after the 0E ("X") week, because of "the maths" they're the "virtual" Division champs no matter next results. Making a "crushing" team even more "feared", (or making you believe that they've qualified with ease just because of that cutscene..) NOW, I KNOW IT HAS A PROBLEM, and if I remember correctly, sometimes it "PRE-calculates", turning the champion into the second place of its division (because its record can still be tied...) So you have to "play" with the value for the "start-checking-week" and with the "10", or you have to change another value somewhere (I haven't found where yet) for it to work correctly. when 0E is input at offset x22E4B it "precalculates" it wrong, cause as you can see, season has 2 games left, for it to end. If WESTEROS wins those 2, and if WOLVERINES loses both. the two teams would end up with a TIED record. and the winner, will not always be the "pre-selected-champ" CUTSCENE has been already shown. But when 0F is the "X-week", this "calculation" will be correct ( I'm pretty sure it won't anyway. that´s why I removed it from my notes, but I checked and checked with your rom and it worked out right all the time...) The problem is that CUTSCENE will appear until the last week ( kinda late), right after AXE lost their last game, but You can see The MAULERS have not played their last game yet . **And when I say "0F is input (at offset x22E4B)" , also the offset x22EDD needs to be changed with A2. (or A7, or I dont remember..)
    1 point
  11. yeah man.. Haddix has hidden stats in the game I think. I can run so fast with him.. he's the ultimate weapon in the game. He can catch, run, popcorn, play D.. anything you want.
    1 point
  12. I agree. Haddix is the best running back in the game by FAR
    1 point
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