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dokilen

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About dokilen

  • Birthday 04/26/1967

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    Houston, Texas

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  1. I've reached the end of my rope here and am hoping someone can throw me a line. I have a rom for a fantasy league that is 24 teams in 6 divs with 4 team each. I've got things like changing playbook in game, xp at the 15, halftime stats, touchback at 25, and such to work (I know, nothing huge there), but what I can't get to work for the life of me is the 2-point conversion. I've been going thru bruddog's TSB super hacks rom and while I've figured some stuff out, I CAN'T GET IT TO WORK, and my forehead is flat from banging it against the wall. I'm pretty sure it's going to turn out that I screwed up something small or put something in the wrong place, but it appears to be beyond me at this point. Here is what I'm wondering (fingers crossed): does someone have a rom out there that runs 24 teams and so forth like I need but includes the 2-point conversion? I'm not looking for someone to put together everything for me (though if someone wants to do it, I'm not going to say no!), just hoping that someone has 24 team, 2-poing XP that I can study to figure out what the heck I'm doing wrong. I'm really frustrated and have dumped everything and started over several times hoping that coming at it from different directions will help. A cheat sheet would be great, or at least being pointed in a workable direction. Thanks in advance for any help, dokilen
  2. http://tecmobowl.org/topic/61013-how-to-change-playoff-teams-turns-out-it-was-really-easy/
  3. I've looked all around and can't find a good answer to this, so forgive me if this has been covered before. While editing teams with TSB Tool Supreme I see the Sim Offense and Sim Defense numbers for each team. I understand how the ratings are applied in the game, but what I don't get is where the sim numbers are coming from. Is there some formula that is used to arrive at those numbers? For example, why are the Oilers given a SimOff of 10? Why not 11? Or 9? I've edited the ROM to create all new teams and all new players and things are great for our league when humans play, but some of the teams have to be simmed, so how do I know what sim numbers to use for the teams so that stronger teams have greater success over the weaker teams? And for that matter, if I make a bunch of roster changes then how do I know which teams are strong and which are weak to know what sim numbers to give them without having simmed them? And how about this: if I take a team and give them SimOff and SimDef of 0 and then sim a season, and then change only those two numbers (and nothing else) to say 15, what will that do to the team's performance the second season? I'm so confused...answers anyone??
  4. Just ask one of the original programmers. There has to be a few of them still wondering around Japan.
  5. See here: http://tecmobowl.org/topic/61013-how-to-change-playoff-teams-turns-out-it-was-really-easy/
  6. Ahhh, got ya - never occurred to me to just select everything and copy/paste. Great idea - worked great. Thanks!
  7. By stats I mean attributes. And the attached document is great, but I have a league of 24 teams with all different players, so how do I print that? Thanks for the help.
  8. Just a simple printout listing the players, positions, and stats per team. I have TSBtool but can't see how to printout the rosters. In fact, I don't see how to print them out in any of the editors. Point me in the right direction? Thanks guys!
  9. Does anyone know how to print team rosters with player stats?
  10. So as some of you know I've been trying to adjust the playoff teams for the past month or so now. I've spent a lot of time (too much time) trying to figure out a way to edit the hex to use different teams in the playoffs with no success. So I went a different route and think I have a way that works. To start, let me cover my hex editing attempts so that if I am close perhaps some smarter guys here can pick up where I left off and figure it out. I use the nestopia emulator and when you run a season with that then you get a separate file saved in a folder named save. The file has a .sav extension and can be opened using a hex editor. The season information is saved in this file, including the team records and such. The teams are identified in the .sav file using hex numbers with Buffalo being 00 and going sequentially through Atlanta at 1B. So the task was identifying where the playoff teams are located. To edit the .sav file I used the HxD hex editor. When you have a look at the hex for the .sav you see that the 12 playoff teams are sitting in sequence from 7A2 to 7AD. But simply changing the number for one team to the number for another team in this sequence doesn't work - if you try to open the game the emulator simply turns the file into a backup file and starts the season over. So back to file I went and noticed that the playoff teams also appeared more or less in order, with a few 00 entries between them, from 776 through 792. So I tried changing the two instances of one team (for example, both instances of 02 for Miami to 03 for NE) to another team. Again, didn't work. Back in the .sav I noticed that the playoff teams also appear as a group from 75A through 76F. So I tried changing the three instances of the team, again with no luck. Apparently a different approach was needed. Since it appeared the playoff structure was simply pointing to team positions, the game didn't care what team was sitting in what spot. So I figured if I changed the position of the teams in the game that the playoff structure would change in response. So I opened the .nes file using the General Manager for TSB (http://twofoos.org/content/gmtsb/) and simply dragged the teams to different positions. I saved the file and then opened it up in the emulator. Because the .sav file was drawing the teams from the POSITIONS they sat in inside the .nes file, the playoffs now reflected the new team. In other words, Buffalo made the playoffs, but when I switched the positions of Buffalo and NE in the team listing and opened the file in the emulator, the playoffs showed NE in the playoff spot Buffalo occupied. The team itself seems to be unaffected, as all of the players are still there and the playbook appears unchanged, and even the injuries are still there. This method works for what I need, and seems that it would work for most of what you other guys are doing. If you need 2 teams to switch so that one player gets player 1 position, simple flip the position of the two teams. The only catch is to make sure that you make a backup copy of your game so that everything will be back where it should be at the start of the next season. What do you guys think?
  11. @SBlueman, I do indeed get what Tecmonster meant. I tried all kinds of different things, even what he suggested, but I knew there had to be a way to accomplish what I wanted and I think I have figured it out. I'm going to start a new topic so I can get some additional feedback on this. Thanks for the reply!
  12. I'm surprised that no one has an answer for this. There seems to be many instances where being able to edit this would be useful, so I would have thought that someone would have figured it out.
  13. If seeding is based on points, then is it possible to change the point totals in the standings? Seems like this data must be stored some place.
  14. That's a good idea - didn't think of that - but that loses any injuries. Gotta be a way to change the teams...Ugh...
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