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bruddog

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Everything posted by bruddog

  1. For the most part the attribute (pass control, max speed ,etc) look up tables value are the same in the snes as the nes but there are a few differences: 1. Ball Control. a 50 ball control player in SNES is the same as a 56 ball control player in NES. 2. Running Speed. Rushing Power in the SNES is what Running Speed is in the NES. With that point a 31 Rushing power player is equivalent to a 44 Running Speed player in the NES. This is another reason beyond the raw player ratings why running/juking is harder in this version. The average defender has LT level running speed.
  2. Found the weather flag last night that is checked for a few things Its it $025F in memory 0x80 = rain 0x40 = snow 0x00 = clear When you dropback for a pass you have a 0x10 (16/256) chance of slipping in the rain and a 0x18 (24/256) chance of slipping in the snow. If your QB, defender or punt returner (need to double check the last one) gets tackled in the rain or snow their fumble chance is 0x10 (16/256) vs 0x0c (12/256). So far that's the only weather effects that I'm finding.
  3. In man vs com… DL and OLB are almost never covering anybody because their player scripts are just to pass rush. I guess you could go as low as 6 ya. Max would be 81-88 (example revis island) max for a lb would be less maybe 50-63 (example derrick brooks) dt should be capped pretty low
  4. Not a fan of automatically tiering the teams like that. For example in 91 the eagles were so far away from the rest of the league yet they’d get the same boost as the 8th best team. That makes no sense. Now obviously a big part of their pass defense was their pass rush and not necessarily the coverage. You have to start from scratch with players quickness ratings not bump their existing stuff up or down. average db = 50 quickness average lb = 25 quickness average dl = 13 quickness. Maybe higher for CBs and less for safties. Higher for ilb and less for olb. Not a lot of coverage stats to go on for old school rosters but all-pro, passes defensed, draft position, defensive position might help.
  5. I am going to post something hopefully in the next month or so. I have been using diztinguish with bsnes to do a lot of the hard work with snes roms (variable register sizes). Luckily a decent amount of the reverse engineering I did for nes ports over to the nes. There is obviously lots of things that are more complicated and different (graphics engine, sound engine).
  6. Typically ive used pro football focus, football outsiders (RIP), pro-football reference. Tecmo doesn't have many ratings to assign
  7. I would typically pull roster information from pro-football-reference.com or pff. As far as ratings.. again combination of info from different sites
  8. Mostly on the defensive side having the 3-4 being the base defense is like forcing a square peg into a round hole. Most teams most often used defense (60-70%) is something like a 4-2-5 now. 4DL, 2LB, 5DB. Old base defenses like 3-4,4-3 etc are much more situational now.
  9. Some positive news for the SNES folks. Using Diztinguish https://github.com/IsoFrieze/DiztinGUIsh/releases with https://github.com/binary1230/bsnes-plus/releases per the insturctions here: https://github.com/IsoFrieze/DiztinGUIsh/blob/master/TRACE CAPTURE INSTRUCTIONS.md makes it so a huge chunk of the raw disassembly can be automated. The other good news is the sequence of instructions and sequence of memory locations are identical in many cases. This will make "porting" reverse engineering of the NES version a lot easier if I ever have time. Will try and post a dump at some point. I was also able to modify my java based condition checker to work with the zsnes emulator.
  10. This is not correct. Its not a "game speed slider" These are starting speed values for all players.... they accelerate from these starting speeds to their top speeds.
  11. The problem is most basic formulas assume each notch of an attribute is worth the same amount but thats not really the case for SOME things in tecmo. One easy example is running back hitting power Rb hitting power is basically worth 0 until you get to maybe 88. At least in man vs man game. But then its kind if exponential because 94 hp popcorns way more defenders and then 100 hp even more. So you need a lookup table of values. Passing speed is a weird on in that mid level passing speed is probably the best overall especially with a fast wr. High passing speed results in very few jjs and having to hold the ball forever for very long passes. Its good for quick strikes though. Super low passing speed tends to have more wild overthrows and makes it tough to sneak passes in tight spaces.However a kreig paired with a 56+ wr is a nightmare on 70 yd+ passes as you defender and the drones will get “no locked” a ton.
  12. Defense max speed starts at 0x3DFEF. Defensive max speed values are boxed in red starting with a hex (not decimal) value of 0x25 and continuing until 0x34. The offensive max speed values are right before it boxed in green
  13. Sorry ghost, what you are describing simply does not occur. I have reversed engineer every piece of the code and there are no in game boosts for the computer based on the current score.
  14. How about just changing the defensive speed lookup table. So then instead of 75 defensive MS being = 175 MS on offense it could be 100 offensive MS or 125 offensive MS.
  15. It COULD be done but it seems better to use that attribute for something else. Its not really a bonus max speed that gets added. The max speed that gets loaded for defenders gets loaded from a different table than the offensive players. So technically the code would have to be adjusted to either load from the offensive max speed table and add in additional speed or continue to load from the defensive sped table and subtract some amount of speed. There is a strong correlation between players quickness values and their max speed value so the players will basically perform the same other than defenders in general would have a much harder time chasing down guys that get past them because instead of the average defender being 150MS they will be something like 100MS.
  16. 1 pt deducted for calling it TECHmo Bowl...😛
  17. I don't think using 40 times really works for tecmo unless you severely hack it. Because speed is everything for tecmo especially without custom injury ratings for each player. Nick Chubb becomes a scrub with 44MS and Achane is a god with 69ms.
  18. The weather setting doesn't do anything. Someone just grabbed a bunch of roms off this site or somewhere else and plopped them onto a cart....
  19. Its probably easier just to put the no flicker hack into a base 32 team rom.
  20. Holy juice for NE. Lol For reference the 49ers are 345 on the original rom. The Colts are a 30. Average team around 200.
  21. No. 6 MS really corresponds to a value in a table which represents some amount of yards per second…let say 10(not the real value) The values below are for the sake of this example. 6MS = 10 yards per second 50 RS = 9.5 yards per second 44RS = 9 yards per second 38 RS = 8.5 yards per second etc..
  22. It doesn’t all go to 100 ms. The defense max speed values reference a different table then offense ones. It means a defender with 56 ms has a top speed equal to an offensive player with 156 max speed. What boost are you referring to? 1. The players attributes all get boosted during season play in man vs com games depending on the man teams win loss record. 2. Boosts during picked plays? 3. A man controlled defender has his top speed reduced at the beginning of the snap and then it is boosted back up not quite to the original max speed at a later time.
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