Jump to content

Dusto

Members
  • Posts

    128
  • Joined

  • Last visited

  • Days Won

    2

Dusto last won the day on June 7 2021

Dusto had the most liked content!

Recent Profile Visitors

1,046 profile views
  1. Appreciate it @drunken_honkey, in the same boat all the time anymore. I stared a github for my stats extractor, got 1 or 2 sections done and then haven't been back to it in a month cause of work stuff.
  2. sadly no. I know Drunken drops by occasionally . So hopefully he'll have a clearer version around. If not I'm still stuck at this step . The save point right before it runs, but this step failing keeps the rom from even loading
  3. Trying to follow along here. I've gotten through stage 2 where playoffs is invisible but at position 9 of the menu. Working on Stage 3 I know its probably long gone by now. But if you have a chance to screenshot the jpg that you did in the guide. I'm struggling to read it and when I enlarge it on my monitor is just goes more blurry. Going to do my best to see if I can guess and fill in the blanks. Basically as soon as I copy paste that large section, even before I change the pointer to it, it makes the game no load correctly on SNES9X, not sure if its just failed checksum or what.
  4. to expand a little cause I've been deep in this section lately, a lot of the statistics already double up on how they're represented, the original game was going for efficiency The touchdowns value is both a modifier of pass attempts and its actual value. Since the decimal max of a particular position is 256. When you go past 256 pass attempts the game starts keeping a counter of how many times you've surpassed 256 in a different column. (Think of it like a tally mark representing 256 per tally ) To keep from using a whole other field for this, they instead did some trickery around touchdowns, and make the number a multiple of 4. If the number was evenly divisible by four, (example 16), you'd see 4 touchdowns on screen. All numbers that were not a factor of 4, would then utilize the remainder value as a counter for any pass attempts over 256. So if you had the number 5 in the touchdowns position for a QB and 100 in the attempts column. That would translated to 1 touchdown 5/4 = 1 (in integer division) and The remainder 5-4 = 1 would represent a tally mark of 256 attempts (1*256) so that qb would display 1 touchdown, and 356 passing attempts represented by the touchdown number modifier = (passTdBase % 4) * 256 passAttempts = passAttemptsBase + modifier --- modifier = (5 % 4) * 256 -> 1 * 256 modifier = 256 passAtempts = 100 + modifier passAttamptes = 100 + 256 -> 356 attempts total TLDR: the change would need to be utilizing an extra offset for each qb on 32 teams, so 64 EXTRA spots (56 on 28 team rom) in total allocated to stat saving, in order to stop using touchdowns as the pass Attempt offset. It would allow it to count up to 255, while pass Attempts would use a whole new counter column.
  5. ah good to know. I checked against the original ram for this. So I was still a little confused as its been almost 8 years or so since I played around with this. There are 2 files , like a quick state save, and then there's a .SAV file that emulates i think the current battery save. Correct me if I'm wrong. When I was writing this in 2013 the save state for the Buffalo Bills QB was consistent to where CXROM said it was for QBBills(x7AE) The original rom in Mesen still writes to this location for the .Sav battery file that keeps the stats for a season. In the 2021 game it looks like the location changed to 027A0 (10144 decimal) with the offset in decimal staying about 208 per team. I haven't worked all the way through the stats section yet. I simmed through a whole season and was tackling the larger sets with little unit tests to make sure I had properly understood the Modifier section and use of modulus vs division. Going to make a github of the effort this go round if anyone wants to follow along. Just to kinda document the process a bit better for anyone wanting to build one out or build a better version of my work. DustinOgan/tsb-stats-extractor (github.com)
  6. Few questions for you. Are you set on the original Tecmo Bowl rom? Are you set on making your own? The reason I ask is GRG had a XFL rom that everyone was really impressed with complete with helmet art and mods. It's from 2006 and I haven't ever tried it, but it might be worth a download to see if it fills in what you're looking for. http://tecmobowl.org/topic/6940-xfl-tecmo/
  7. A company called Million bought up all the IP from Technos. They're still trying to make money off of the old stuff like Double Dragon. There was a crowdsource project to reboot river city ransom where a lot of the money had to be paid to Million in order to use the name. So if anyone was after them it'd be Technos / Million and or course TItan/WWE is pretty hard core about protecting their IP and trademarks as well. Wrestlers don't even own their own gimmicks with the exception of the deceased Warrior/Jim Hellwig.
  8. I don't have an opinion really one way or the other. Both are fine. I went to NFL.com and under Schedule. For their little matchup screen if you click on an individual scheule they still use the traditional helmet design. So there's that.
  9. I'm mixed about it. While i certainly like madden style passing, I've always felt like it was a fair trade off for the grapple to make you lose track of your receiver as well. Without the scramble I hope it doesn't unbalance the passing game too much. The blitz plays in particular feel like they'd suffer
  10. So I was looking for some instructions and background on Tecmo Kickoff and one of the articles pointed to a canceled effort to convert the game to a Wii game. The offshoot was called Family Fun Football. Was wondering if anyone had picked it up or played it. It definitely has a more kiddie look and doesn't outright state any stat tracking etc.
  11. Where'd you see it again? my first guess would be Free Agent Points, which would be how much it would cost to sign the player from waivers etc. But I could be totally off.
  12. 30 and 31 team hasn't been done. There have been a few people interested, myself included and I started on trying with some help from The_Rajah and a few others, but then work got really busy. There are a lot of threads in the hacking section on removing teams and editing schedules if you're interested in trying yourself.
  13. I'm pretty sure someone has made it already. Check the downloads forums. Then again it may have just been greatest teams
  14. Ordered this as well when I saw it was for regular DS which I had laying around. Hope it's good!
  15. Could you elaborate more on this? Which stats aren't tracked, which are? Or do you mean it's just harder to dig through the stats for non leaders etc.
×
×
  • Create New...