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Everything posted by bruddog

  1. Ya sometimes its a chicken and egg thing. Does the qb runs more out of necessity because no one is open or the line blows. Or are they scrambling because they arent seeing the open wrs. Rypien was behind one of the all time great lines in this example and randles was historically bad.
  2. @buck Yes and no. As you know AV = approximate value that's a heavy emphasis on approximate value. The system was somewhat gamed until it produced results that passed the eye/sniff test if you read the methodolgy behind it. It definitely doesn't hurt as a rough starting point but its using somewhat limited information to form its rating. Defensive positions and offensive lineman suffer massively if you don't make the pro-bowl or all-pro. Offensive lineman basically have no other stats than starts and awards. Then they split all of the offensive pie evenly even if you have 3 good but not all pro OL and 2 awful ones. Also I've notices that certain positions AV has suffered due to more data being tracked and thus more of the wealth being spread around. DB's in particular have seen their AV drop both relatively from the 90's to now and also because more DB's are seeing the field so its splitting more of the defensive pie amongst more players. It works better but still not great as a career measure vs a yearly measure. The guy who came up with it basically qualifies as it like this "If one player is 16 and on player is 14 we can't be very confident that the 16 AV player had a better season than the 14 AV player. But i am pretty confident that the collection of ALL players with 16AV played better than the collection of ALL players with 14AV " The top 1000 article is like 6 guys watching a shit ton of film on all the guys they review. "Each player was scouted by a team of experienced evaluators (Dan Bazal, Cian Fahey, Duke Manyweather, Marshal Miller, Luke Easterling and Matt Miller) with these key criteria in mind. The following grades are the result of months of film study from our team. Is 6 guys reveiwing film the end all be all...nope. But its probably just as useful as AV or can help fill in more subtle things that AV misses.
  3. Ya the defense was always worse than the points allowed suggested. They had a few decent seasons although the SB season you are right it wasn't that good. It was mostly all the turnovers they generated including the now incarcerated sharpers 9 interceptions for 376 yards.
  4. @buck No, if the offense recovers their own fumble... then each offensive player is set to block a one specific defender(example RB1 set to block the FS) and the offensive player speed is reset to their default max speed. On a side note. Tecmo uses two different addresses for the defensive intereception return and fumble return command pointers. But they both point to the exact same individual commands. Many reasons that this could have occurred. L_4_B618: Defensive Interception return .WORD L_6_BF5D, L_6_BF65, L_6_BF6D, L_6_BF75, L_6_BF7D, L_6_BF85, L_6_BF8D, L_6_BF95, L_6_BF9D, L_6_BFA5, L_6_BFAD, L_6_BFB5 L_4_B6C0: Defensive Fumble return .WORD L_6_BF5D, L_6_BF65, L_6_BF6D, L_6_BF75, L_6_BF7D, L_6_BF85, L_6_BF8D, L_6_BF95, L_6_BF9D, L_6_BFA5, L_6_BFAD, L_6_BFB5
  5. THe returner needs lots of speed to deal with a whole team of 69rp defenders. This hack allows for big play int returns often. @BFC5 F7 20 - Boost HP 50 (Helps to break free from int grapples) E1 00 -Set MS to players value E0 0C- Set RS to 75 E3 04 - Boost MS 4 notches E4 -player take conrol DF -computer take control FE - loopback FF
  6. Ya offense wasn't really the problem for the Saints....the problem was the defense was basically as bad as the offense was good.
  7. The real thing that makes INT returns hard is that you are going against a defense(the opposing teams offense) that averages about 38RS and all have 69RP (barring conditions) this makes them very fast at changing directions. If I were doing one now I'd probably set the offenses RP down to about 31-38 and boost the defensive returners RP up to 69. That would make it more like the relative values have reversed. It's really hard to find the speed sweet spot. You don't want every possible return to go for a TD...kind of like when the defense recovers a fumble on a picked play call...pretty much an automatic TD. I always tended to err towards faster int returns as that balances out the 100 yd bombs that can be thrown with relative ease.
  8. Its a mixed bag... some people have gotten pretty close to a title with him. I remember I got close in S17 but canes beat me in a back and forth game where my one lost fumble by my RB to his zero was the difference. Grabbing defense and a regular 44 pc qb is sometimes more worthwhile than what you pay for that 31MS at QB. But it seems he has been falling farther as of late allowing people to add a solid defensive piece in the 2nd round. Your team needed a field stretcher at WR to make it work. You had a slow as dirt richard johnson and a dcent speed but low rec beebe.
  9. Ya his draft started out good and then went down hill very quickly after the first few rounds....
  10. Ya thats a great reference. Ive used it before.
  11. One person converts madden ratings to tecmo ratings via an excel spreadsheet. You probably still have some bias with the madden raters but that's the nature of rating players in a game like football that can't be broken down as easily as baseball because of all the interacting players and schemes. One other issue is that madden doesn't scale linearly really due to the nature of the engine so the formulas need to be pretty complex to be good. Many people have used various formulas using nfl statistics as a basis for their ratings. This makes it somewhat objective. Then they may apply subjective tweaks based on their knowledge of the teams players. There are a few websites that attempt to quantify the value of a player or rate them in various aspects. But in general scouting/rating data is hard to find. Defenders can be the hardest to rate since sometimes good defenders don't always generate a ton of stats that are recorded (tackles/sacks/ints) SOME RATING TOPIC THREADS Everyone here goes about making their rom slightly differently. There isn't really a wrong or right way as long as you like the final results.
  12. There are some articles scattered around the site for determining player ratings. If you can't find them, or are still stuck maybe come up with some more specific questions or what specifically you are having trouble with rating.
  13. If the worst players/records didn't always have the first few picks then you'd see a way different distribution of players. The best players are almost always drafting from the bottom...and from there one of the best strategy is typically to wait on QB.
  14. Possibly...a minimal amount. The amount of lag may depend on your TV's native resolution. There is a similar option from gamerztek for $29
  15. @SBlueman you'd have to actually draw new field tiles if you wanted to "stretch" the field
  16. This is untested but I'm pretty sure this should do the trick.... @TheRaja @Tundrayeti311 SET (0x17AD6, 0xEAEAEA) SET (0x17CB0, 0xEAEAEA) SET (0x17DCD, 0xEAEAEA) @SBlueman you can add this to the list if its verified to work.
  17. @TheRaja Try these. Removes P1 first down with chains draw SET (0x24F7D, 0xEAEAEAEAEA) Removes P2 first down with chains draw SET (0x24FC5, 0xEAEAEAEAEA) Removes close to first down chains drawing SET (0x25004, 0xEAEAEAEAEAEAEAEAEAEAEAEAEAEAEA)
  18. Never got into it but it looks pretty cool. I did play Tony La Russa's baseball on the PC with my friend. That was a cool sim alternative to baseball stars and RBI
  19. @crick78 So its really a pain to edit the names without a tool,spreadsheet, assembly file to autocalculate all the new pointer offsets after the name being changed. Say I need to change QB bills to something longer. I have to change every single pointer to EVERY other player = 30*28= 840 pointers. This file I'm attaching will be your best bet. Just edit them in there with the last NAME capitalized. Once you are done I can build that into a something you can paste into the rom or I can explain how to do it. Names.txt
  20. Yes I know. I need to look at the rom to see how xplosv modified the lengths/abilities.
  22. @crick78 can you make a post with the rom you are editing
  23. Try this @fgqb#19nyj TSB_no_reg_season_overtime.nes
  24. Unverified this will force all skp games to end in a tie if the score is tied at the end of regulation @fgqb#19nyj SET (0x17F34, 0xEAEA)