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Tecmonster

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  1. View File Tecmonster's Tecmo Super Bowl 2022 SPECIAL NOTES FOR 2022: (1) I have tremendous time constraints these days and didn't think I would actually get around to making a game this year, but I decided to bite the bullet and get it done. With this in mind, please understand that my priority was expediency over accuracy, so you'll probably see a few roster gaffes. Please don't email me and ask for changes to be made because I just don't have the time. It is what it is. (2) Special thanks to SBlueman. I predominantly used his rosters (but not the player ratings) as the basis for mine. Saved a lot of time. His rosters are a little jacked up because I think his game utilizes multiple TE sets and nickel defenses so that's why you'll see nickel backs (they are the fast dudes with low HP) within the LB corps of most of my teams this year. (3) The Washington and LA Rams logos have not been updated. I've never been skilled with TSB graphics editing but if someone can send me the necessary code, I'll make those changes and re-publish with the new graphics. STANDARD GAME NOTES: This game, Tecmonster’s Tecmo Super Bowl, is based on the original Tecmo Super Bowl that we all know and love, but has been corrected, hacked and edited to a revolutionary extent. It's how the original game shoulda been made! To create the player ratings, I feed their Madden ratings into a spreadsheet of my own formulas that then spits out Tecmo-compatible ratings. You might also notice that I’m actually using the “Running Power” attribute as a dynamic category for offensive players instead of just assigning every player a 69 rating, as in the original game (which was, in my opinion, simply an oversight by the creators, or maybe just a shortcut to finish the game faster). I also changed its name to “Acceleration” because that’s its real function. All in all, there are roughly 40 different hacks implemented here (all described in the Preview Magazine and mostly sourced from highly skilled contributors at tecmobowl.org) and totally overhauled playbooks that better represent the modern-day NFL (like the pistol zone read, etc.). I think the final result here is a smoother, more dynamic, and better overall game experience, with a much smarter and harder-to-beat AI, while still keeping the game just as simple to play as the original. The greatest video game ever made is better than ever! FOR EDITORS: 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 free Translhextion hex editor to create a file, named x3ffc0, and you can download that file 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. If you have a Mac though, I don't know if this will work. Tecmonster's TSB Preview Magazine 2022.pdf tecmonsters_tecmo_super_bowl_2022.nes Submitter Tecmonster Submitted 08/28/2021 Category NFL By Year  
  2. Version 1.0.0

    2,718 downloads

    SPECIAL NOTES FOR 2022: (1) I have tremendous time constraints these days and didn't think I would actually get around to making a game this year, but I decided to bite the bullet and get it done. With this in mind, please understand that my priority was expediency over accuracy, so you'll probably see a few roster gaffes. Please don't email me and ask for changes to be made because I just don't have the time. It is what it is. (2) Special thanks to SBlueman. I predominantly used his rosters (but not the player ratings) as the basis for mine. Saved a lot of time. His rosters are a little jacked up because I think his game utilizes multiple TE sets and nickel defenses so that's why you'll see nickel backs (they are the fast dudes with low HP) within the LB corps of most of my teams this year. (3) The Washington and LA Rams logos have not been updated. I've never been skilled with TSB graphics editing but if someone can send me the necessary code, I'll make those changes and re-publish with the new graphics. STANDARD GAME NOTES: This game, Tecmonster’s Tecmo Super Bowl, is based on the original Tecmo Super Bowl that we all know and love, but has been corrected, hacked and edited to a revolutionary extent. It's how the original game shoulda been made! To create the player ratings, I feed their Madden ratings into a spreadsheet of my own formulas that then spits out Tecmo-compatible ratings. You might also notice that I’m actually using the “Running Power” attribute as a dynamic category for offensive players instead of just assigning every player a 69 rating, as in the original game (which was, in my opinion, simply an oversight by the creators, or maybe just a shortcut to finish the game faster). I also changed its name to “Acceleration” because that’s its real function. All in all, there are roughly 40 different hacks implemented here (all described in the Preview Magazine and mostly sourced from highly skilled contributors at tecmobowl.org) and totally overhauled playbooks that better represent the modern-day NFL (like the pistol zone read, etc.). I think the final result here is a smoother, more dynamic, and better overall game experience, with a much smarter and harder-to-beat AI, while still keeping the game just as simple to play as the original. The greatest video game ever made is better than ever! FOR EDITORS: 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 free Translhextion hex editor to create a file, named x3ffc0, and you can download that file 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. If you have a Mac though, I don't know if this will work. Tecmonster's TSB Preview Magazine 2022.pdf tecmonsters_tecmo_super_bowl_2022.nes
  3. Wow, it's amazing to me that you have to draw the same helmet two different times -- one for the team screen and one for the pregame matchup screen. Seems like a horribly inefficient way to design a game. I hate to say it, but with the playoffs and the regular season schedule expanding, and seemingly not enough room in the code to mirror those real-life changes, TSB is becoming endangered. Didn't bruddog say, at one point, that he was rebuilding the entire game from scratch? If so, and if he's still working on that, maybe that will rescue the TSB legacy.
  4. Thanks Knobbe. Helmet graphics is one area I've never even touched. Have you re-designed the Washington and LA Rams helmets in your own rom?
  5. My league uses bruddog's no flicker hack but I never add it to this game because it actually makes the graphics worse unless you know to enable that function on your emulator, and only if you're using an emulator that allows for that. Anyway, here it is. Tecmonster's Tecmo Super Bowl 2020 - no flicker.nes
  6. View File Tecmonster's Tecmo Super Bowl 2020 The game is now available and so is the 7th 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) -- automated and accurate sim ratings (Tecmonster) 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 2020 game file (2) Tecomonster’s TSB 2020 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 09/07/2019 Category NFL By Year
  7. Version 1.0.0

    2,020 downloads

    The game is now available and so is the 7th 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) -- automated and accurate sim ratings (Tecmonster) 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 2020 game file (2) Tecomonster’s TSB 2020 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.
  8. So, does anyone know which of the "80" bytes above refer to the "50% of the time (computer) will change the call to the run/pass play the offense has called most during the game." I'd like to change that to 75% of the time (C0). There are way too many 80's in all that code to run trial-and-error play tests. In addition, since the computer calling a defensive run play vs. the human's offensive pass play tends to have much more devastating consequences for the computer than when it's vice versa (when the computers call a pass play vs. the human's run), I'm looking to change the mix from 50/50 to 35%run/65%pass.
  9. No, I only release one rom per year. By the way, the Chiefs are rated #14, which is above average. They have a top 3 RB (Hunt), a WR who's the only offensive player in my game with a 75 MS (Hill), NFL's second best TE (Kelce), and the fifth best overall DB in the game (Berry). Mahomes has been far better than anyone anticipated so he's obviously under-rated here (though he still has 38 MS and an 88 ARM), but the overall team is definitely not atrocious.
  10. Seems like replicating the typical human behavior during a FG attempt would be a really hard thing to code, right?
  11. I owe it all to God, Satan (for keeping the Universe in balance), and non-static offensive RP ratings.
  12. So if TSBTool is mapped correctly, then offensive linemen have no sim values and, thus, no effect on the sim results for any team's offense? I guess the only way to make sure the o-line has an influence on each team's sim offense is adjust each skill player's sim ratings up or down based on the quality of the o-line.
  13. Wow, how am I just now seeing all of this too, almost 3 years later? So, does this mean that the game simulates offensive team scores as a function of the individual offensive sim #'s? But it simulates defensive team "scores" (i.e. the suppression of their opponent's offensive scoring) as a function of its sim rush defense # (incorrectly labeled as SIM OFFENSE in TSBTool) and its sim pass defense # (incorrectly labeled as SIM DEFENSE in TSBTool)? Do I have this right? If so, I guess that means there is no one single # that determines the offensive potency of a team in sim mode.
  14. Hm, I see what you mean. Will probably change that for next year.
  15. View File Tecmonster's Tecmo Super Bowl 2019 now available This game, Tecmonster’s Tecmo Super Bowl 2019, is based on the original Tecmo Super Bowl that we all know and love, but has been hacked and edited to a revolutionary extent! To create the player ratings, I feed their Madden ratings into a spreadsheet of my own formulas that then spits out Tecmo-compatible ratings. You might also notice that I’m actually using the “Running Power” attribute as a dynamic category for offensive players instead of just assigning every player a 69 rating, as in the original game (which was, in my opinion, simply an oversight by the creators, or maybe just a shortcut to finish the game faster). I also changed its name to “Acceleration” because that’s its real function. Here’s an index of the hacks used to create this game, in no particular order, with tecmobowl.org authors in parenthesis: -- 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 to 8yl, max to -3yl (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) -- REVISED 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) -- COM minimum punt distance @ 50% bar (bruddog) -- Avoid Pass Block ratios edited so APB means more (Tecmonster) -- team rosters, jersey #’s, faces (Tecmonster) -- city name changes (bruddog) -- automated and accurate sim ratings (Tecmonster) Special thanks to bruddog, buck, and pambazos (zone read plays) for helping me understand play-making, and to tecmobowl.org. 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. I'm planning to release the annual magazine that typically accompanies this game by Sunday night. Enjoy! Submitter Tecmonster Submitted 09/07/2018 Category NFL By Year
  16. Version 1.0.0

    2,615 downloads

    This game, Tecmonster’s Tecmo Super Bowl 2019, is based on the original Tecmo Super Bowl that we all know and love, but has been hacked and edited to a revolutionary extent! To create the player ratings, I feed their Madden ratings into a spreadsheet of my own formulas that then spits out Tecmo-compatible ratings. You might also notice that I’m actually using the “Running Power” attribute as a dynamic category for offensive players instead of just assigning every player a 69 rating, as in the original game (which was, in my opinion, simply an oversight by the creators, or maybe just a shortcut to finish the game faster). I also changed its name to “Acceleration” because that’s its real function. Here’s an index of the hacks used to create this game, in no particular order, with tecmobowl.org authors in parenthesis: -- 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 to 8yl, max to -3yl (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) -- REVISED 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) -- COM minimum punt distance @ 50% bar (bruddog) -- Avoid Pass Block ratios edited so APB means more (Tecmonster) -- team rosters, jersey #’s, faces (Tecmonster) -- city name changes (bruddog) -- automated and accurate sim ratings (Tecmonster) Special thanks to bruddog, buck, and pambazos (zone read plays) for helping me understand play-making, and to tecmobowl.org. 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. I'm planning to release the annual magazine that typically accompanies this game by Sunday night. Enjoy!
  17. I actually started updating rosters (names, faces, #'s) on Sunday and forgot the sheer # of hours it takes just to do that part. I'm finally done with it, and now I'm deleting all the non-TSB players from my player ratings file. Then I have to sort players on each depth chart and assign formations and playbooks. So, by my estimation, I still have about 8-10 hours of work left to do. My goal for the release was today, but I'm working a full-time job and a part-time job these days, so my new goal is Friday night.
  18. Oh, ok. I think I like your version a little better.
  19. Oh, I think I misunderstood your post. I overlooked where you said play TYPE. So I think you mean that if you've been calling a ton of pass plays, then the computer will call nothing but pass on defense (until you dip below whatever play-calling % threshold you set), AND, if it's a supplement to jstout's hack, then that means there is a 50% chance that your favorite pass play will be called by the computer D. Do I understand that correctly now?
  20. I agree on all counts. Bruddog, so if that "certain pct" you used was, say 33%, then multiple plays might be eligible to be called, right? If so, how did your code handle that?
  21. OK, so you're saying it doesn't track your IN-GAME run/pass play-calling ratio for a MAN-controlled team (since humans call any play they want and don't have to adhere to any weighted ratio settings). Essentially, you added this hack to make defensive play-calling smarter in COM vs. COM games, right?
  22. OK Major, just so I understand: jstout's original hack was built so that if the com defense called a pass play, then there was a 50% chance that it called your favorite (i.e. most-called) pass play and if it called a run play, there was a 50% chance that it called your favorite run play. BUT the computer doesn't factor your run/pass tendency into its initial decision to call a run or pass. So, with your hack, if all someone does is pass, the computer defense will call a pass 100% of the time, right? That also means that if this is a supplement to jstout's hack, and all someone does is call 1 pass play all game long, then the computer should call that play about 50% of the time, right? If I have this correct, then this is a brilliant wrinkle to an already brilliant hack.
  23. Goji, I bet you never anticipated a complaint of "too up-to-date."
  24. In my experience, your suspicions are correct. Changing the run defense reactions to BA will improve pass coverage. Bear in mind though, this also makes a MAN's pass defense better vs. the COM when MAN picks a run play on defense, so I don't know if you really gain anything. Plus, it sort of whitewashes play-picking strategy a little bit (i.e. if your priority is to stop the run so you call a run play on D, you should expect your team will play better vs. the run than if you had picked a pass play).
  25. Thanks SickSage, and I'm glad you're enjoying the game. I will always look to add "passive" complexity to my rom, but I want the controller mechanics to stay true to the original game. My biggest issue with Madden is how complicated the controller functions have become, so I'm staying on the other end of that spectrum. I'd love to add a 2pt conversion hack, but I don't have the code for that, may not even have the room in the rom to implement it, and I definitely don't have the expertise to build that hack myself.
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