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pjfoster13

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  1. Hey bro , saw some of your stuff on Tecmo NBA for NES . We are trying to start an online league but have hit a roadblock on the rom editing etc. If you have some time i have some questions, lol

     

    Thanks

    -Eric

  2. I am definitely still interested in this, I made a post over on the SNES version of this thread that TecmoTurd linked to. That version obviously has longer code and would need to be mapped out separately than the NES version, but there must be some overall similarity to NES TSB vs SNES TSB I made charts that convert real-life stats-per-36-minutes into tecmo calibration, points-per-36 = running speed, rebounds-per-36 = jumping, blocks and steals obviously self-explanatory. Minutes-per-game calibrates to stamina where NBA starters typically get 25-45, 6th men get 20-25 and the rest of the bench gets between 5-20 so you kind of need to build your own calibration on tecmo. The way the AI substitutes, I need to over-represent starters' stamina and under-represent backups stamina. The same thing for shooting range, it goes from 1-A (ten) scale but the default factory programming only uses 4-A.So I can leave the Steve Kerrs of the world at A (ten) but need to use more of the entire 1-A range and have more guys be near the middle and bottom of the range. The way the AI plays in COM mode, the shot selection and distance is not necessarily decided by shooting attribute, it is decided by some hidden programming related to Shooting Bias. And the AI does not shoot three-pointers unless it's at the end of the shot clock or quarter (or except when certain players- specifically some of the PFs- randomly launch from like 35 feet as if it was an NBA Jam hot-spot). For some reason there are "desperation" programming triggers but no "voluntary" programming triggers (ie shooting percentage or shooting attribute). on SNES, making any player edits / rearrangements removes their race, but if the 16 possible races are mapped 0-F then we should be able to re-add them back into the player's hex sequence making sequential rearrangements (ie changing Dominique Wilkins from SF to SG or Charles Barkley from PF to SF), leaves the player's picture fixed in the old location, but if the pictures are mapped to specific hexes like in TSB then we should be able to relocate the picture along with the entire profile and make this an additional field in the editor
  3. Good point about the juiced and juiced+, I only did a few on the regular version so I'm missing that context also. I will comment that the re-calibration in the image above is producing YPC in the 7-10 range that you do see on the original version, so your changes did indeed re-calibrate YPC downwards towards tecmo-standard. Overall production becomes about carry volume (which playbook composition factors into considering 4x1-carry vs 2x2-carry. Original sim only produces ~120-160 carries for top backs instead of ~180-250, so maybe for a guy like Forte throw him into a 2x2 combo with Powell, and for a guy like Cook maybe switch them from a 1-3-1 to a 2-2-1 and add in Latavius Murray as the 2+2 to split up their volume, or re-calibrate Vikings offense towards a more short-pass-heavy West-Coast-style in the hidden
  4. Yeah that completely makes sense in that context. It looks like the offensive lines are mostly quite strong in this version and that's cool, so with that in mind the RBs themselves do not necessarily need to be so good. Dialing them down provides the user more in-game opportunity to use his/her own personal running skills for weaving thru defenders to create those big gains, as opposed to every team simply having a guy who can house it on every play in a straight line Bo-Jackson-style. As a corollary, user gets tackled more often on the way to grinding out more 1st downs which is a more realistic experience overall. But to re-state above the QB/WR/DB calibration looks very good and the top of the passing range is well-controlled from that perspective, so kudos to you and thanks for the response!
  5. Played thru a few season sims on SKP, and the game has nice balance for passing, receiving, sacks, and interceptions. However it looks like RBs are MASSIVELY overpowered in this version. Each season has 5-10 rushers with 2,000-yard seasons, and 10-15 RB with 20+ touchdowns. RB attributes are completely mis-calibrated. Consider lowering SPD and HP by a full unit or even two across the entire crop of RB to achieve more accurate balance. For example LaGarrette Blount instead of 56-69-44-81 have him be something like 38-69-31-81 or 25-69-38-81 because he's fat and slow and takes awhile to get going. Or like LeSean McCoy instead of 63-69-63-44 have him be something like 69-69-56-25 because he is more quick than fast, and also not much of a tackle breaker. Aside from that, everything looks great. This is a very good version
  6. Hi there, I tried using the rabbit.exe editor on the web to recompose the project file for the SNES version--- I re-constructed the rosters, re-adjusted team points for and points against, re-calibrated their 1992 stats to re-distribute individual attributes, etc. But similar to what tecmoturd said- much of the final product is messed up... -all the players revert to default race value white, all the player "pictures" get left behind in their previous places (like if you move Charles Barkley from PF to SF, his picture stays in the original spot, -during COM v COM mode, players still get a disproportionately high volume of blocked shots regardless of how low you set the players' individual blocking attributes, -the sim does not distribute statistics based on attributes but rather applies all of the stats to the last player on the roster... kind of like the Scott Hastings effect but on steroids and for every team not just Denver. Fixing the ppg / ppa values alone sufficiently fixes team scores on the auto-sim (SKP), but I wouldn't even know where to start to fix the other stuff These are some of the thoughts that I have for what's wrong with the game itself, but I do not understand programming language whatsoever in order to work on it myself... If I sent somebody the .rpr would you know how to "fill in the gaps" like for their appearances and for the sim data? Also, do we know whether it would be possible to dive into the ROM to change some of the AI logic such as -locations on the floor that AI chooses to shoot from (ie choosing to actually shoot 3-pointers, adding corner threes, shooting off the inbounds, etc) -changing the paths that certain positions run around the floor -having tall guys (C and PF) "crash the boards" more on both defense and offense, and the clustering of players would require actually having to jump for the rebound -substituting more -such as whenever three "units" of fatigue are experienced, so like once the SF PF and C all go from Excellent to Good it substitutes those three, or when the PF goes one unit to good and the C goes two units to average it substitutes those two, etc) -substituting around foul trouble (such as whenever a player's foul total exceeds the quarter by 2 (3 fouls in the Q1 = substitute, 5 fouls in Q3= substitute, 6 fouls in Q4 = foulout, no restrictions on playing time for this reason) -adding additional position definitions for lineup variability and substitution purposes -for example if PG = 0 SG = 1 and SF = 2, a G-F hybrid like Kawhi Leonard would be 1.5, or whatever
  7. I have had the original TSB since I was a little kid and still play the game on smartphone emulator, I've probably simulated 10,000 seasons of this game... I am not a programmer but I think I have the answer to this question. Quickness is not a USER-functioning attribute but rather an input into the sim itself when you simulate seasons on SKP v SKP. It controls the distribution of Sacks and Interception yards (and TD) under simulated conditions Practical MAN v MAN and MAN v COM (or even COM v COM) gameplay is a completely different statistical experience than SKP v SKP. Let's say you're playing a MAN v COM with the 49ers (or whoever, pick your team), and let's say you prefer controlling the secondary guys like Lott or Waymer. Basically the only way your team is going to get a sack is if you blitz, and virtually every single time you blitz it's going to be Matt Millen (or whoever is your LILB) who gets the sack. This experience is typical no matter which team you play as, unless it happens to be a team with a dynamite RILB. The only other way to get a sack is if you have somebody like Bruce Smith or Lawrence Taylor who popcorns the offensive lineman. HOWEVER, consider how the statisical outputs function when you sim every game on SKP v SKP. Sim any sample season with the 9ers, and you will notice certain trends. One conclusion we can make is that the "LILB gets the sack on all pass blitzes" effect completely disappears. The ILBs get a sack here or there but nothing much. Also, the game completely ignores the "popcorn effect" because NT Michael Carter has high HP but typically accumulates very low sack totals, even when playing teams with weak centers. The sim does not "match up" the HP of OLB v T, DE vs G, NT vs C in the same way that it does when you are actually playing What I do notice, however, is that season sack totals correlate to Quickness (+MS). Charles Haley is a demigod on the sim, his quickness (+MS) is ridiculous and reflects in the season sack totals when you sim, but he's not always as good when you play. However, there are a few names I always noticed on season sim and wondered why- Broderick Thomas (TB), Ken Harvey (PHX), Jacob Green (SEA) are names who come to mind. They're all decent players but nobody who is ever going to popcorn unless under EXCELLENT v BAD conditions; definitely not the world-beaters they end up being the way they are on SKP sim. If you were to play COM v COM with either of those teams, you might play through 100 games before either of them actually gets a sack, but in SKP seasons they regularly get a sack per game. So in essence, I am inclined to believe that the sim engine goes thru play by play and assigns a certain number of "blitzes" to the play total and team sacks get assigned individually based on Quickness. Broderick Thomas is of specific interest to me because in a vacuum his Quickness is the lowest out of that bunch, but RELATIVE to all of the other players in TB's atrocious front seven Thomas's Q is almost double everyone else, so the engine assigns an abnormally-high % of sacks to that particular player. In similar fashion, Q's function for DBs appears to be related to INT YARDS (specifically AVG yards / int). Most DBs on the game hover at about 50Q at average condition. Tyrone Braxton (DEN), Maurice Hurst (NE), Hasty Stargell and Washington (JETS), are a few of the players who have low Q ratings (higher INT than Q) and those players are expected to have low Yards/INT. KC is an interesting team to perform an empirical study on because CB Ross has higher INT than Q and CB Lewis has higher Q than INT, and Cherry has much higher INT and Q than Porter. In a sample size of 100 or 1000 sims I would expect Ross to have higher int volume than Lewis but Lewis would have more yards and TD, and that Cherry would always be better than Porter by a quantifiable amount If I recall correctly, TSB15's programmers actually re-programmed these elements into MAN/COM gameplay rather than just the sim
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