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Tundrayeti311

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Tundrayeti311 last won the day on July 27 2022

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  1. It seems that the information has gone missing? Any chance this post can be restored or updated or re-posted, etc?
  2. @malferds - no, not exactly. It was the outcome of the [crude] stat weights and ratings formulas I was using. I've adjusted recently to give less value to ball control, more value to defensive RP, and only count offensive starters. There are inherent problems with using static stat weights though. For example DB's HP - bad if 38 or less (e.g. popcorned by 88 HP RB), good if enough (63) to popcorn a 13 HP WR coming to block you, but other than that not really valuable imo i.e. 56 isn't really better than 50. That type of situation just can't be captured by score = stat1 * weight1 + stat2 * weight2, etc.
  3. Hello, I wrote a version in Perl to also handle 32-team rosters (tested w/ 'Tecmo2019_rev1.nes') for the challenge of it and decided to post in case others may want to use it. The original "Roster Extractor" is found here: http://www.tecmosb.com/Downloads/Editors/Roster Extractor.zip, but I wasn't involved, don't know who was, etc. RosterExtractor2.pl
  4. that's not too surprising, thanks for clarifying
  5. Is there a specific location that stores the value e.g. 28, 32? Or is it calculated based on number of pointers to team data or something like that?
  6. thanks for the help @bruddog, awesome as always! I searched through the page source of the pinned TSB Hacks | Documentation Directory post for this link http://tecmobowl.org/forums/topic/69298-player-attribute-locations-in-hex-file/, but I didn't see it listed. If it could be added, I think that would be a good addition to an already excellent resource.
  7. So I've been able to determine that starting at 0x10 there are 28 pointers to where a team's player's name info pointers (jersey#, firstname, LASTNAME) start, then the player's name info starts at 0x6DA. 0x7FF0 is the memory address offset being used. x3010 - x3CDC has the player attribute information, but I haven't been able to figure out how to "read" it yet. Is this documented somewhere that I've missed?
  8. @pambazos88 - excellent response! I too would like to know where "14010" comes from. I'm trying to figure out how to map between the player pointers and player data, and I think I need that same type of value. Alternatively, if anyone can show me where the pointer to 0x6DA (QB Bill's jersey #) is, I should be able to figure it out.
  9. @gojiphen malor me too - for a 32-team rom, you could generate a .csv roster extract (different format than Roster Extractor) from this tool - http://tecmobowl.org/forums/topic/11106-tsb-editor-tsbtool-supreme-season-generator/
  10. @Tecmonster, sorry for confusion, this might be of help: http://tecmobowl.org/forums/topic/12809-tecmobowltools-stat-extractor/
  11. @Tecmonster I used "Roster Extractor", and yes it (my script, not Roster Extractor) should work on 32-team rosters too.
  12. Hello, I wrote a script* to look at a .csv output file produced by a TSB rom roster/attribute extractor ("Roster Extractor", nice tool, thanks!), and produce the spreadsheet attached here which includes a bunch of sheets listing TSB players and attributes by team, position, etc. and providing some analysis based on my own attribute weights*. The file includes ratings, ranks, scores (an attempt at normalized ratings across positions), and attribute stats (e.g min,min,mean,mode of - e.g. RS, MS, RP, INT - at bottom of sheet) based on position (including KR, PR), ranking OL, DL, O, D, teams, as well as a suggested "best"* lineup. It also colors the min and max value for a particular attribute (per position), and provides some highlighting to draw attention to better players and attributes. Each team has two sheets: the first being a "raw" roster, and the second breaks it down a bit further, separates by position, and provides a suggested starting lineup. This file is based off of "The TSB Book of Armaments" (couldn't find the thread again on this site btw), which a few years ago when I started getting "serious" about playing Tecmo was a valuable resource (although it did have some issues and limitations). While the file here is not much beyond what you would find at tecmogeek.com or the tecmosuperapp (awesome resources!), perhaps the value would be in generating a reference for a custom rom such as for HSTL or TSB'18, etc or possibly having a reference when you don't have the internet and/or your smartphone. Additionally, the script could be re-run (takes seconds) to re-generate if you want to alter the stat weights in the source code (2). This was a project I made from the curiosity and challenge of being able to create a custom spreadsheet reference for myself, but hopefully others may find it helpful as well. 1. If this post is in the wrong spot, apologies, and fee free to re-thread 2. The script is in Perl, happy to share if anyone is interested -- or even regenerate spreadsheet and post if you send me request with rom and/or stat weights 3. These are generated through a very simple algorithm and are intended to provide a suggestion for initial lineup subs (no WR/TE allowed at RB1 btw). The team rankings are more an indication of total stat allocation across entire roster than actually being "better" e.g. PIT is not the 4th best team, but scores high for BC on O, and of course D and a bit for S/T. 5. The only other name I could think of was "TSB Grimoire" (any guitar players out there?), but it isn't nearly that expansive 6. "Roster Extractor" was found here: http://www.tecmosb.com/Downloads/Editors/Roster Extractor.zip The 2nd TSB Book of Armaments.xlsx
  13. UPDATE: This hack works as intended (user error previously, somehow managed to apply 0xEAEAEAEA) Tested: 1. Applied hack to TSB_TPC; 'game start' on one manual skp v skp: OK; autoskip through Week 17; went through Season Team Data and confirmed no injuries on any team 2. Applied hack to TSB_TPC; loaded previous save state w/ particular team lineups, e.g. QB @ NE = Wilson; 'game start' on one manual skp v skp: OK; autoskip through Week 17; went through Season Team Data and confirmed no injuries on any team or noticed any lineup reset due to injuries 3. Applied hack to custom rom TSB_TPC_Tapmeter + P2_OnsideKick_Rcvr + Player_2; loaded previous save state w/ particular team lineups, e.g. QB @ NE = Wilson; 'game start' on one manual skp v skp: OK; autoskip through Week 17; went through Season Team Data and confirmed no injuries on any team or noticed any lineup reset due to injuries @bruddog thanks again, awesome stuff!
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