Jump to content

Tecmonster

Members
  • Posts

    638
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by Tecmonster

  1. OK, thanks. That's essentially what I'm doing now but using my keyboard to take screenshots instead of saving as screenshots.
  2. Do you have a computer program that automatically extracts and formats these stat screenshots? The weekly "print screen & paste & crop & organize & save" routine is getting old for me.
  3. How can you forget Jamarcus Russell? Also: Ryan Leaf, Matt Leinart, WR Mike Williams (one of the greatest college receivers I've ever seen), Tony Mandarich, Brian Bosworth, Steve Emtman.
  4. The way we do it is that we use the first round to draft our "base" team. So you pick one of the 32 NFL teams and you'll adopt that team's defense, offensive line, and offensive back-ups. Then we use the next 6 rounds to draft our starting QB, RB1, WR1, WR2, TE, and FLEX position, which can be either a RB or WR. For us, it gets more complicated because each team also has a salary cap and each player has a salary but you might not want to deal with all that. In any case, I would recommend NOT re-drafting an entire team's roster because of the massive amount of time you'll spend editing rosters. We also added an option where you could cut a defensive player, recoup his salary, and replace him with an upgrade at that position, as long as that upgraded player isn't already on someone else's base team (i.e. if someone took the Seahawks as a their base team, then nobody can draft a Seahawks defensive player). Then I edit the rosters with TSBToolSupreme. If you want to check out our full league rules, visit our league website at renotecmoleague.weebly.com.
  5. Maybe you applied it to the 28-team rom. It probably won't work for that one. Yes, the better seeded team will always play in the P1 slot with one exception. In the conference championship games, whatever team comes out of the top part of the bracket (where the 1-seed resides) will play as P1 regardless of its seeding. That means, if the 1-seed team gets upset in its first game (by either the 4 or 6 seed), and the 2-seed advances, then the 2-seed will still play as P2 in the conference champ game even though they have the better seed. So, that's the only flaw with this.
  6. Unless my notes are incomplete, that hack should do exactly what you want -- ensure that the better-seeded team plays in the P1 slot.
  7. Yeah, pambazos figured this out a few years ago. Here's the code to correct the brackets, and the labels for each bracket: x23247, 86 x2324c, 8E x23251, 7E x23256, 76 x232a1, 7F x3f770, 77 x23288, 8A x2328d, 92 x23292, 82 x23297, 7A x3f77d, 83 x3f785, 7B x1e6d9, 31 53 54 x1e6e0, 34 54 48 x1e6e4, 32 4E 44 x1e6e8, 31 53 54 x1e6f0, 33 52 44 x1e6fb, 32 4E 44
  8. OK, thanks. When you said "stat extractor" though, I didn't realize you were referring to roster/attribute extractor (vs. stats from season play). I've been looking for a program that would extract season stats from a 32-team rom.
  9. What TSB stat extractor are you using, and does it work for 32-team roms?
  10. Ah, because I was thinking that'd probably be an interesting hack to consider using in TSB leagues like ours, where there is a huge ability gap between the top players and bottom players.
  11. Goji, did you actually put in a hack where the team w/the lead fumbles more often?
  12. Yeah, I use ourlads too, and Yahoo. Yahoo actually stays far more up-to-the-minute than ourlads does when rosters are rapidly changing, but they're not quite as accurate overall. For me, Yahoo's big advantage is that they show all of a team's player faces on the same depth chart page. Makes that part of the roster updates much faster and easier.
  13. One of the two depth charts I use still shows Parks as the starter. The other shows Simmons. Typically, when I see conflicts like that, I put in the better rated player (in this case, Parks). As for jersey #'s, if a player didn't change teams from last season to this season, then I didn't check his jersey # and just ran on the assumption that it didn't change. Of course, changes do happen sometimes, so Stewart's # probably won't be the only error in that regard. Some players were so new to their team (as of this past weekend) that they didn't even have #'s yet, so I just used their old team's # as long as it didn't conflict with someone on the new team. To be honest, I'm not overly concerned about jersey # accuracy, but thanks for letting me know. I'm about to publish 9.0.1 that corrects Mike Tolbert's skin/face from white to black, and Christian McCaffrey's face was comically off the mark, so that will be corrected too. Please let me know if you see any more obvious errors, but I won't be adding/removing any players at this point with the possible exception of Kaepernick signing with someone within the next few days, as highly unlikely as that is.
  14. I just published the game in the Download section.
  15. View File Tecmonster's Tecmo Super Bowl 2018 The game is now available and so is the 5th 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) -- 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) NEW FOR 2018: -- automated and accurate sim ratings (Tecmonster) -- minor player ratings formula and playbook tweaks If you 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 file, named x3ffc0, and have included that with the rom here. I recommend saving this file to your Desktop. How you apply this file: open up your rom in Translhextion and jump to offset x3ffc0 (by clicking Offset > Jump To > then enter x3ffc0 in the field). 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 2018 game file (2) Tecomonster’s TSB 2018 Preview Magazine (3) 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. Submitter Tecmonster Submitted 09/04/2017 Category NFL By Year
  16. Version 1.0.1

    2,491 downloads

    The game is now available and so is the 5th 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) -- 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) NEW FOR 2018: -- automated and accurate sim ratings (Tecmonster) -- minor player ratings formula and playbook tweaks If you 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 file, named x3ffc0, and have included that with the rom here. I recommend saving this file to your Desktop. How you apply this file: open up your rom in Translhextion and jump to offset x3ffc0 (by clicking Offset > Jump To > then enter x3ffc0 in the field). 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 2018 game file (2) Tecomonster’s TSB 2018 Preview Magazine (3) 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.
  17. Yeah, ETA is Tuesday, September 5th. Opening day NFL rosters aren't finalized until next Sunday, so I'm waiting for that. The player ratings are done -- now I just need to know which players are actually going to be in the game.
  18. It's a cool feature, no doubt, but I can't imagine ever putting it in my game because (1) I probably don't have the room for it, and (2) it adds controller complexity and I'm dedicated to keeping the original, simplistic controls that help separate TSB from Madden. If you'll notice, all the in-game functionality that I've added is automatic -- like how bruddog's moving grapples just simply happen without the player having to hit any other buttons. I realize that a lot of people like the added degree of thinking/skill that accompanies hacks like "Press B to Spin," but I personally believe that one major reason TSB is undergoing a revival right now is out of a backlash against the incredibly complicated Madden controls. Personally, I know that's why I quit playing Madden. I felt like you had to have a PhD to play it. So -- sorry man -- but whatever the controls did in 1991 is what they'll do in 2018.
  19. Just out of curiosity, if you don't have a computer, how are you going to play it?
  20. The TD categories carry a 64 number maximum (0 to 63).
  21. bruddog, didn't you discover that the first byte in each 5 byte "juice" set doesn't just affect defensive MS, but affects RS, RP, and MS? And the second byte affects offensive RS, RP, and MS? In other words, it's a "3-for-1" attribute bump, right?
  22. The only small problem that I see with that is that their faces inside their helmets will be whatever third color you would choose.
  23. buck, could you send me one of your old roms where you tried a similar idea? Very curious about that.
  24. My Excel system gets more streamlined every year. I revamped it again this year to make it even faster and easier. Surprisingly, the part the takes the longest is matching up the damn faces. Ideally, instead of faces, we'd have a picture of either black or white player that displays what kind of player he is (like for RB's, for example, I envision speed RB's having motion lines behind them and power RB's to have a power "burst" in front of them). As for the release date, I have to push back that August 27th deadline because I read last night that the "final cut to 53" day for the NFL is Sunday, September 3rd. I always wait until that day to finalize the rosters/game. So, it will probably be more like Monday night the 4th or, at the latest, Tuesday the 5th.
  25. Release date is probably gonna be more like Sunday, August 27th. I rely on the Madden player ratings to formulate my TSB player ratings, and they're not releasing their game until August 25th.
×
×
  • Create New...