Tecmonster

Members
  • Content count

    586
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Tecmonster

  1. After reading this thread again, I realized that I've been using the old code in my roms, so I tested the new vs. the old code. I've never noticed a problem with the old code (not saying there isn't one . . . just never noticed it) but I did notice a problem with the new one. I was testing with JJ Watt (88 HP) vs. the Seahawks abysmal o-line (31-38 HP guards and tackles) and when I called the computer's pass play, everyone BUT JJ Watt swarmed the QB. Instead, he got rapidly pushed pushed downfield (into the Texans secondary). This doesn't happen with the old code. Bruddog, I think you said that the original bug had something to do with adding OL's HP vs. loading it. What erroneous impact effect does that have on grapples?
  2. View File 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. Submitter Tecmonster Submitted 09/05/2016 Category NFL By Year  
  3. I love hacks that improve gameplay without adding complexity for the human player (to keep the simplistic Tecmo feel, vs. Madden), like: xplozv, can your hacks fit into the 32-team rom?
  4. This code will give the MAN player control over his QB immediately after the fake handoff on the four long rollout pass plays (Pro T Waggle R, Pro T Waggle L, Roll Out R, and Roll Out L), so you can choose to continue the prescribed rollout or break it off as necessary and do your own thing. SET(0x8db8,0xe4d800c0d808b8d818b0) SET(0x8502,0xe4d8e0c0d8d8c0) SET(0x881d,0xe4d8f8b8d800b0d810a8) SET(0x8b83,0xe4d8f8c8d8f4bcd8e8b4d8d8b0) If you do this, I recommend upgrading the blitz byte for the defense because, otherwise, calling the offense's play on defense is a BAD thing for the defense. They send all 11 players at the QB, relatively slowly, allowing the QB enough time to get the ball off to wide open receivers with nothing but green to the endzone. I would use the "DA" blitz byte because that sends the front seven defense to the QB and much faster, and drops all four defensive backs into coverage. So, here's the code for that (assuming you're still using original playbooks. . . if not, then you already probably know how to use PlayMaker to replace the blitz bytes): SET(0x1dd14,0xda) SET(0x1dd24,0xda) SET(0x1dd2c,0xda) SET(0x1dd34,0xda)
  5. Does anyone know how to make the game sort the Receiving Leaders screen by yardage instead of catches? I'm not talking about accessing the side menu to just look at the yardage leaders, but rather the default Leaders screen.
  6. Thanks to pambazos88, the 1-seed now has "home field advantage" (Player 1) all the way to the Super Bowl (vs. being forced to Player 2 for the conference championship game). The bracket has been flipped vertically around a middle axis, and the 1-seed appears at the top, playing the winner of the worst division winner and worst wild card. Here's the code: x23247 = 86 x2324C = 8E x23251 = 7E x23256 = 76 x232A1 = 7F x3F770 = 77 x23288 = 8A x2328D = 92 x23292 = 82 x23297 = 7A x3F77D = 83 x3F785 = 7B . . . and to change the text in the brackets that you see BEFORE the playoffs are set, go to these offsets: x1e6d9 = 31 53 54 (for example, this changes "2ND" to "1ST") x1e6e0 = 34 54 48 x1e6e4 = 32 4E 44 x1e6e8 = 31 53 54 x1e6f0 = 33 52 44 x1e6fb = 32 4E 44
  7. just to be clear though: if you change the stance of the outside LB, that's a change that affects all teams, so all teams will then be in that hybrid 4-3 (with one outside LB from the Tecmo standard 3-4 defense sitting in a 3 point stance . . . linebacker by position but lineman by stance).
  8. Yes, the defensive instructions start at xA010 and end at xBFFF. So if you start at that section and search for every D0 18 0C EC string (the LOLB's starting position and stance) and change the EC to EA, you'll be all set.
  9. There's no doubt that's a factor in overall tackling success vs. the COM, but I'm referring to isolated tackler-only vs. ballcarrier-only encounters. Also, it seems that when there's a simultaneous catch-and-grapple, that neither player's HP is factored into the equation -- winner is determined by luck and button presses. Bruddog, can you confirm?
  10. So the COM's HP never receives a boost at any point in the season (that is, a MAN's record-induced boost)? Seems like more MAN tackler vs. COM ballcarrier grapples are won by the COM as the season goes on.
  11. I'm just hoping you use RP as a real, dynamic category for it's true function -- acceleration (towards MS). If you just blanket all offensive players with a 69 RP, then not only do you lose one way to differentiate offensive players, but you also effectively eliminate another category (RS = starting speed) as a meaningful attribute. The reason: 69 RP propels offensive players to their max speed almost instantaneously, so their starting speed rating becomes irrelevant. I think that the general consensus is that high RS and low RP values are the trick to making all attributes matter, and to further differentiate one player from the next.
  12. File Name: Tecmonster's TSB 2016 rom File Submitter: Tecmonster File Submitted: 06 Sep 2015 File Category: NFL By Year Finally, the work is finished and the fun begins. The game is attached and so is the second 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; ( improved blocking schemes for many run plays; © 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 (qbvikings, Tecmonster) In my opinion, the two coolest plays new to the game this season are the Shotgun Shovel (run slot 1) and the Shotgun Zone Read RB Flat pass (pass slot 4). The Titans and 49ers have been assigned a full-time Shotgun playbook and they both utilize the Shotgun Shovel so see how your D does against it. Some of you won't like the fact that I included some out-for-season injured players in the game -- specifically, Kelvin Benjamin, Jordy Nelson, and Orlando Scandrick. My general rule for injured players is that if there's a massive drop-off in talent from the injured starter to his back-up -- and I define "massive" as a 10+ point difference in their Overall rating in Madden -- then I keep the injured player on the roster. Otherwise, I have tried to keep the rosters as accurate as possible. If you don't like having those three guys in the game, then you can remove them in TSBToolSupreme and add in the following players: Panthers: WR Jerricho Cotchery #82, ratings: 38-38-38-25-56-50 (recommend assigning to WR4 slot) Packers: WR Jeff Janis #83, ratings: 31-25-63-13-50-44 (recommend assigning to WR4 slot) Cowboys: CB Morris Claiborne #24, ratings: 56-25-63-19-44-63 On that note, if you do decide to make ANY edits to this game within TSBToolSupreme, then you'll also need to repair the rom afterwards because TSBTool 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 "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 TSB 2016 game rom (2) Preview Magazine (3) Fantasy Appendix (4) Team Playbooks. I was going to upload the x3ffc0 repair file, but the site won't let me upload zip files right now, so maybe later. Have fun, hope you like it . . . Click here to download this file
  13. Many, many hours have been logged, but it's finally done! The game is attached and so is the first ever "Preview Magazine" to the game. I spent a lot of time on it and I think a lot of you will appreciate it. 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 own speed rating (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 the playbooks to make them more useful, logical, balanced, and modern), including: -- improved blocking schemes for many run plays -- brand new plays, including but not limited to: -- Shotgun Zone Read RB R -- Shotgun Zone Read QB L (with QB HP boost) -- Shotgun Zone Read X Fly (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 Y Pick -- Shotgun XY Cross (in first pass slot) -- 1back Flare C -- Pro Z Deep Post -- some receiving routes for existing plays improved -- some receiving routes added, like for Oneback Flare A -- massive re-organization of plays in each slot -- thanks to bruddog, buck, and pambazos (zone read plays) for helping me understand play-making. -- team rosters, jersey #’s, faces (tommy2teeth) Thanks to all contributors. Hope you enjoy the second year of my rom. Tecmonster Tecmonster's TSB 2015.nes Tecmonster's 2015 TSB Preview Magazine.pdf
  14. That's a bruddog hack so he'd be the expert on it but, yes, I believe it applies in all situations.
  15. I don't know what that could be. We've yet to experience that in our league. Possibly sounds like an emulator issue (we use Nestopia).
  16. Of those suggestions, only 2-point conversions and switching sides every quarter (or half) are on my radar. I wouldn't count on any seeing any of your remaining ideas come to fruition on my rom. Plus, colors/graphics are very tricky and far more complex than it would seem on the surface. For instance, the football's color = white guys' skin color, so changing the ball to brown would change the skin color of every white guy to brown. Some of the ideas, like being able to catch a deflected or blocked pass, I'm adamantly against. Reminds me of the frustration I used to experience when defending passes in the early Madden games. Some other ideas for added in-game options, like audibles, you'll probably see on xplozv's rom that he'll probably be releasing in a couple months. Anyway, thanks for playing and maybe next year, my game will be a little bit closer to your ideal, but I can't make any promises.
  17. Hm, interesting, so it's impossible to actually make a pure 90 degree cut. Well, how hard would it be to adapt the hack so that the player's speed is reset to RS when he cuts at a 90 degree angle TO THE SIDELINES? OR . . . instead of resetting the player's speed to RS at EVERY 45 degree cut, make it so that there's, say, a 20% chance that his speed will be reset to RS. What do you think? I've been playing with the first hack you posted, and it's a total game-changer, literally. It makes the game more realistic because defenses seem to really struggle to catch a breakaway ball carrier from behind, but it's also tougher for a ball carrier to GET a breakaway run because of the cut slowdowns. It's such a radical change in player movement though, I think this would require a lot of testing to ensure a good run/pass potency balance and offense/defense balance. My first impressions though, thinking about a MAN vs. MAN game, are that this hack seems to make the passing game more potent, and the running game a little less potent, which helps make the game less RB-centric and, again, more realistic.
  18. Wow, I never realized that, and it just doesn't seem to play that way after I just tested it. I took a low RS, low RP, and high MS guy and played him with your 45 degree hack, and the slowdown at a 45 degree cut was obvious. Using the same guy in a rom without any speed hack, he doesn't seem to lose any speed on a 90 degree cut.
  19. That's really cool, bruddog -- another well-deserved blow to MS. If I want to try changing the angle to 90 (so the RB's speed is reset to his RS when he cuts at 90 degrees vs. 45), what do I need to change?
  20. We've been messaging here though, and he just sent me a bunch of info about all the new hacks coming. One of the big steps remaining is rosters and ratings (he's got all new attributes) and that is gonna take some time.
  21. Spin moves will be in xplozv's rom, but that rom won't be available for download for a while.
  22. I'm pretty sure that TSBToolSupreme (go to Downloads section at this site) is the only program that can properly edit the 32-team rom.
  23. Yep, you're right. I just looked at the screenshots. Ha, what a dick.
  24. Actually, it's more shocking to me that he used the same cover image for his cartridge that was used here. That's brazen.