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  1. Hello all! I'm proud to announce that I have completed the first beta-test version of the first rom I've ever altered/created/hacked on 6-21-14...a 1996 version of Ken Griffey Jr. Baseball for the Super Nintendo. Feel free to download it, below! NOTES/THINGS TO LOOK FOR ROSTERS - All of the roster and statistical information SHOULD be correct, however I am not perfect. I used baseball-reference.com to determine both defensive lineups and batting orders, while verifying names, numbers, right or left-battedness. I attempted to include the 25 players (15 batters, 10 pitchers) that contributed the most to/for the team...basically at-bats for batters and innings pitched for pitchers. Players are on the teams they played MOST for/with in the 1996 season, so Denny Neagle is still on the Pirates, Greg Vaughn is still on the Brewers, Cecil Fielder is still on the Tigers and so on. My reasoning behind this is that I didn't want to bastardize teams that made a lot of trades, or over-inflate those that greatly benefited, such as the above players I mentioned. The lineups and pitching staffs are meant to be played with as they're setup. Obviously you can do whatever the hell you want, but I would recommend playing it "as is" for beta purposes, as I am attempting to gain some legitimate information and feedback from this "test". STANCES - I tried to keep the stances the same for all players that were in the original 1994 (1993 season) version of the game...I say tried because even though I used the exact same inputs from the 1993 version, the some of the stances still aren't true to the original...but again the information I input was an exact duplicate/replication. For the rest of the races and stances, I pretty much Googled every player to best determine their stance. All of the pitchers not included in the 1993 version have the same batting stance. For the 1993 pitchers, I retained all of their pitching styles (some throw sidearm, underhanded almost, and just different nuances). For the "new" 1996 pitchers, I just used generic pitcher windups for righties and lefties accordingly. BATTER RATINGS - Just going to layout how I came to the ratings that you see, so perhaps you can make more informed critiques when playing... BAT - Solely based on batting average POWER - Based on a formula I created including only 2 components, total HR hit and HR percentage (this is the same formula I used for my Home Run Derby game when I ran that a while back if curious.) SPEED - Based on a formula I didn't create involving SBA per times on base, doubles, triples, stolen bases. It seems a bit biased against catchers, so this is something I'll be looking into closely. I don't want to give too many of my thoughts away at the moment because I really want you guys going in with a clean slate and an open mind. FIELDING - Based on a very loose, conservative interpretation/implementation of the "FIELDING RUNS" stat. This rating is about arm/throwing strength AND SEEMINGLY DEFENSIVE SPEED (which seems to be different than the SPEED rating), though this still needs further analysis and clarification. A great deal of the players are currently rated average (5), and I made all of the Gold Glove winners of that year, 10s (the max) in this category. *****EXTRA NOTE***** I would recommend not making rating suggestions about individual players as they've all basically been plugged into these (what I think are) solid formulas...so if tweaks/changes are to be made, it will most likely be to most or all of the players in the game. Again I don't foresee any complete overhauls, but I haven't even played a game yet myself (that is until I finish typing this lol) *************************** PITCHING RATINGS SPEED and CONTROL - I gave the same ratings for both attributes as I used a homemade stat that I came up with about 5 years ago to determine overall pitcher quality. The positive inclusions for this stat are innings pitched (outs) and strikeouts while the negative inclusions are hits allowed, walks, hit batsmen, and earned runs allowed. FATIGUE - Solely determined by innings pitched. Again I hope you enjoy it. If you have any comments, critiques, questions, suggestions, or other feedback, I'd love to hear it all. I'm pumped to play a full game/World Series with this!!! One last thing, in the ZIP file, I've included a list of the actual ERAs of 76 of the pitchers in the game, as the ERA limit is set to 5.11. Take care all! 1996 KGB - SWANGIN - BETA 1.zip 1996 KGB - SWANGIN - BETA 2.zip 1996 KGB - SWANGIN - FINAL.zip
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  2. I know there are tons of them. And I know many of you know way more about this game then I do. I was hopin you all could add any you can think of. I will start off with a few, some pretty obvious... Quickness and Acucuracy of passing attributes don't do anything at all. Punt returner speed is determined by the teams safety (strong safety I think) Lets hear them guys..... "EDITED BY BRUDDOG TO MOVE FACTS TO THE TOP OF THIS POST" BUGS -Player 2 actual Ratings are what the "Physical Condition" indicator says, not the number ratings. -Avoid kick block is not used...all kickers use the worst avoid kick block rating due to a bug -Avoid pass block only uses the correct value if a cutscene does not come up -Kick Returner Max Speed comes from the Right Tackle RT from the offensive line. -Punt Returner max speed comes from the Strong Safety on defense. -When QB overthrows the ball and the WR isn't close the QB's pass control isn't used but rather whatever is in the players player script. Basically none of the ratings will have any effect. -When the WR dives the game forgets to set the DB close to the ball. The defenders int ratings don't come into play at all. -Recovering an onside kick as player 2 is near impossible due to the way the ball is kicked. UNUSED ATTRIBUTES -Pass Accuracy does nothing. -Quickness does nothing. RATINGS HP -MAN Offense needs 50 or greater HP to popcorn COM defender. (a 94 HP RB can popcorn a 44 or less HP COM defender) -MAN Defender needs 50 or greater HP to flatten COM blocker. (a 63 HP defender can flatten a 13 HP COM blocker (or runner) -Defensive line needs 25 or greater HP to bust through Offensive Line (COM). (a 75 HP DL drone can popcorn a 50 or less HP OL drone) -There is a 75% chance that a player coming to break up a grapple will be successful. -HP has no effect on who will win a man vs man grapple. Whoever has more presses will win with a tie going to the defense INT/PC -You need at least a 19 or greater INT vs PC difference to have a chance to jump intercept a QB. Low int players vs high PC players will whiff when jumping often BC - 50BC is the average BC and is roughly a 4.2% chance of fumble. - QB's, OL, and Punt returners have a default 44Bc rating which equals a 4.7% chance of fumble. PS QBs with 44-56 Passing Speed are in the sweet spot of throwing fast enough normal passes along with being able to throw deep balls that can be jump caught. Typically faster WR's with decent REC are hard to defend on deep passes.
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  3. I don't know the dictionary definition of the BAT rating for Ken Griffey Jr. Baseball, however I based it solely on batting average, thus to me, this rating is how well the batter puts the ball into play, as far as base hits go...I'm not sure how it computes exactly.
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  4. I apologize if I missed it in the thread (I'm still rereading it right now) but how exactly does the "BAT" rating affect a player's performance? Is "BAT" simply a measure of how often the batter makes contact?
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  5. https://www.gamefaqs.com/nes/587685-tecmo-nba-basketball/faqs/50445 Good must read if you want to get into this game. Also, check out the manual. It gives a good recap on each team: http://www.neshq.com/games/t/tecmonbabasketball/tecmonba-man01.pdf And this review is a good one to give you an idea of what you are in for: http://nintendolegend.com/2011/09/tecmo-nba-basketball/
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  6. one more... QB throws ball instead of taking sack and runs less SET(0x28A39,0x4C3C8A)
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  7. Dont know if you got these? none of this is my work im just digging through notes. Multiple Fumbles....this lets more than one fumble happen per play SET(0x2AE10,0x00) Fumbles Always......reminds me of rugby SET (0x2BF04, FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF) Fumble Never SET (0x2BF04, 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00) 15 Yard XP SET(0x246B0,0x1C) SET(0x24E38,0xE4) here are some special teams formations and behaviors, might want to play around with these first Kickoff Wedge Return SET( 0x8043, 0xB0F080ECFC8600B478C040FF32B8 ) SET( 0x802B, 0xB0CC80ECFC3C00B46CC0 ) SET( 0x8010, 0xB0A880ECFCFFE0B451C0 ) SET( 0x8058, 0xB01480ECFC03C0B481C0 ) SET( 0x8070, 0xB03880ECFC00E0B49CC0 ) SET( 0x808B, 0xB1A800ECFC7000B45C50 ) SET( 0x80A0, 0xB1E400ECFC0E00B47060 ) SET( 0x80BC, 0xB1FC00ECFC0700B48060 ) SET( 0x80D8, 0xB13800ECB49150 ) SET( 0x80EA, 0xB1E078ECB47840 ) Punt Block Return SET( 0xA120, 0xD0E808EAFFADAA ) SET( 0xA253, 0xD0F008EAFFADAA ) SET( 0xA33A, 0xD0F808EAFFADAA ) SET( 0xA2C2, 0xD0D408ECF60AE209FFADAA ) SET( 0xA151, 0xD0E008EAF60AFFADAA ) SET( 0xA25A, 0xD00008EAF60AFFADAA ) SET( 0xA36B, 0xD00C08ECF60AE209FFADAA ) SET( 0xA078, 0xD1360CECF60AFC1000FFADAA ) SET( 0xA085, 0xD1C00CECF60AFC0800FFADAA ) SET( 0xA092, 0xD0F025EC ) SET( 0xA099, 0xD0F080EC ) Punt Coverage SET( 0x810C, 0xD0F048ECE6F400FEFE ) SET( 0x8115, 0xD00030ECFFE8BEFFFFFF ) SET( 0x811F, 0xD0D80EECFF3CBE ) SET( 0x8126, 0xD1360CEC4AFF66BEFFFF ) SET( 0x8130, 0xD1C00CECFF60BE ) SET( 0x8137, 0xD0080EECFF4EBE ) SET( 0x813E, 0xD0F006D3FF30BE ) SET( 0x8145, 0xD0E80AEAFF2ABE ) SET( 0x814C, 0xD0F80AEAFF36BE ) SET( 0x8153, 0xD0E00CEAFF42BE ) SET( 0x815A, 0xD0000CEAFF48BE ) Kickoff Coverage SET( 0xA010, 0xD0F038E5E4FFADAA ) SET( 0xA018, 0xD0A81EECD70064D70044F53264FFBCAA ) SET( 0xA028, 0xD0B01EECD7007FD70044FFADAA ) SET( 0xA035, 0xD0C01EECD7007FF43CFFBCAA ) SET( 0xA041, 0xD0D01EECFEE7 ) SET( 0xA047, 0xD0E01EECD7007FF564FFF564FFFFBCAA ) SET( 0xA057, 0xD0001EECFEF0 ) SET( 0xA05D, 0xD0101EECFF35A0 ) SET( 0xA064, 0xD0201EECFF29A0 ) SET( 0xA06B, 0xD0301EECFEF2 ) SET( 0xA071, 0xD0381EECFF0CA0 ) FG/XP Formation SET( 0x817A, 0xD0F040D6FF32B8 ) SET( 0x8181, 0xD0F060ECE7FF32B8 ) SET( 0x8189, 0xD0D012ECF706FF5ABE ) SET( 0x8192, 0xD0D810EAF706FF3CBE ) SET( 0x819B, 0xD0E00EEAF706FF42BE ) SET( 0x81A4, 0xD0E80CEAFF2ABE ) SET( 0x81AB, 0xD0F008F080D3FF30BE ) SET( 0x81B4, 0xD0F80CEAFF36BEFFFFFF ) SET( 0x81BE, 0xD0000EEAFF48BEFFFFFF ) SET( 0x81C8, 0xD00810EAFF4EBEFFFFFF ) SET( 0x81D2, 0xD01012ECFF54BE ) FG/XP Block SET( 0xA0B5, 0xD0E808EAFFADAAFFFFFF ) SET( 0xA0BF, 0xD0F008EAFFADAAFFFFFF ) SET( 0xA0C9, 0xD0F808EAFFADAAFFFFFF ) SET( 0xA0D3, 0xD0D808EAFFADAAFFFFFF ) SET( 0xA0DD, 0xD0E008EAFFADAAFFFFFF ) SET( 0xA0E7, 0xD00008EAFFADAAFFFFFF ) SET( 0xA0F1, 0xD00808EAFFADAAFFFFFF ) SET( 0xA0FB, 0xD01C08ECFFADAAFFFFFF ) SET( 0xA105, 0xD0C408ECFFADAAFFFFFF ) SET( 0xA10F, 0xD0E824ECFFADAAFFFFFF ) SET( 0xA119, 0xD0F040ECFFECBD ) Skip to main menu SET(0x20038,0x4C8980) COM Dive Tackling like SNES TSB I SET(0x28dd7, 0x30) SET(0x28e9d, 0x30)
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  8. ATTENTION! 1996 KGB - SWANGIN' - BETA 2 is now available for download!!!1 Can you tell I'm pumped lol. This is potentially the FINAL edition, however I want to test it before I go saying something is "official" KEY UPDATES IN BETA 2 - Batter races, stances, and hair colors fixed - Batter BAT ratings decreased marginally/slightly - Batter SPD ratings totally revamped...I created a new/my own stat incorporating doubles, triples, and stolen bases, essentially dividing those by times on base - home runs. Again, SPD ratings only reflect offensive/baserunning speed. - Batter FIELDING ratings increased a bit on the whole. I decided to use hard FIELDING RUNS, instead of AVG FIELDING RUNS OVER 1200 INNINGS (or whatever it is lol). This is by far the trickiest rating to determine as far as I'm concerned. I tried to make sure a lot was average, without hitting the extremes too much...the lowest fielding rating should now be a 3. I did NOT adjust the pitcher ratings at all because 1996 was obviously a hitter's year and I feel that the current setup forces you to manage your rotation more/better, as you're most likely not going to go 9 with your starter every single time out. I have considered increasing the FAT(igue) ratings by 1 for the starting pitchers (the first 5), however I have opted not to for the time being. I looked into races, stances, and hair colors a touch here, but just to see if I could change a/the pitcher's mound appearance, alas you cannot. If a pitcher had a mustache, beard, glasses, etc in the original version, they will have it in all hacks. Again, I would love, love, love feedback as that's how this thing is going to get better. I'm very pleased with the product I've output, but I'm arguably biased because I am the creator as well. Download away and play ball! Thanks for your support and testing and such!
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  9. I'm currently 15-0 (W-L) in this BETA 1 version, including a WS win with PIT over ATL, and DET over SD, both sweeps. My biggest win was my first game, COL over DET, 26-1. The closest game I've played to date was a 6-5, 12 inning thriller in game 2 of my WS with PIT @ ATL. I want to at least play with or against each team before I make any changes/release BETA 2 (or what will be the FINISHED PRODUCT?). I might circumvent this however, by combing over every player on every team to check on races, stances, ratings, stats, etc. I'm going to look into using my own stat instead of using FIELDING RUNS, since I've discovered that the fielding rating incorporates both defensive speed and arm strength. I might also look into creating my own stat for the speed rating, since this is only in reference to offensive/baserunning speed. That's about all I have. As always, I'm interested in any stories, comments, questions, suggestions, or other feedback you may have. Thank you and take care. Trevor
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  10. FWIW, I've played 7 games, won them all. I'm thinking of increasing everyone's FIELDING rating by 1 (except for those currently at 9s and 10s), bumping everyone that's at a SPEED of 1 to a 2, and slightly dumbing down the BAT ratings...probably -1 for most, and 0 for others...again it would solely be based on batting average. I made a last minute change as to how I wanted to rate BAT, and even when I was inputting it, I thought it was a touch high, so I'll be reviewing that as well. I feel like the game plays well otherwise. Again, your opinions are welcomed and greatly appreciated. I played almost 900 games of the original version back in 2010 so I'm very familiar with how it plays and all of its nuance. I'm going to play at least a handful more contests before I make any changes, as I don't want to make any rash decisions. Take care.
    1 point
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