Jump to content

bruddog

Moderators
  • Content count

    11,089
  • Joined

  • Last visited

Everything posted by bruddog

  1. (NES) Goji's NFL Tecmo Super Bowl LII (2.1)

    He's been updating the rom every week unless I'm not understanding you right.
  2. It doesn't nullify the risk much vs run heavy team with bad qbs. If I have called pass can I can feel pretty safe that I can get back in position with a dl or that it will be a risky throw into coverage often. Of you put in the run sweep down i can also lurch that with the dl. Even more so as i get closer to the goalline where the deep wr pattern is mostly useless. It also makes for bad grey areas if I lurch on a play action when i thought it was a run. Doesn't seem like there is a great reason to allow dl run lurching.
  3. This a matchup spreadsheet that attempts to provide a rating and matchup analysis for any two teams chose EXCEL SHEET: team_tiers_OG_3.xlsx Google Sheets: https://docs.google.com/spreadsheets/d/1w0sntWyYUWOZ0xVncnGATONP57lnqFUZuIhDgYoh2Z8/edit#gid=626874606 OFFENSE QB RUN = Rating given based on QB's max speed. Fast QB's are tough to stop without a LB to help spy. They can often grind out first downs as you are forced to choose between going after the QB or leaving a man open. RUN = Rating given based on RB's max speed. Special exception given to Okoye's 94HP which makes him as dangerous as 63MS player vs weak HP secondaries. PASS = Rating given to teams passing game QB + WRS *************************************************************************************************************************************************************************************************** DEFENSE F5Pop = Bonus pts given if the DL HP vs Ol HP differential is enough for the DL to break through the OL instantly making running and passing tougher. Double points if it comes from the interior. LB = Grade given to entire unit based on all ratings but HP DB = Grade given to entire unit based on all ratings but HP *************************************************************************************************************************************************************************************************** SPECIAL JJ Mismatch = If one team has a player whose int rating is at least 3 skill notches (example 69 int vs 50 pc) they will have a 50% chance of jumping to intercept the pass if they are in the right place. If its 4 notches or greater they will have a 100% chance of jumping to intercept the pass if they are in the right place. 1 bonus pt given for a 3 notch difference. 2 Bonus pts given for a 4 or more notch difference. 94 HP Blocker = Putting a 94 HP blocker at TE vs a 44HP or less bottom LB (50 HP differential) can help greatly as on one of the best runs in the game(Run 3 R&S sweep down) the LB will get popped giving you an extra blocker in the way allowing you to get some extra yards. 1 pt given for this mismatch. *************************************************************************************************************************************************************************************************** OTHER LB4 = Having a good player at this position helps defeat a number of runs fairly easily by diving right after the snap at the RB or by grappling the blocker immediately and then outtapping the RB. 1 pt given for a good player here. RCB/FS = These are good positions to have for stopping run plays and not being in the way of power running plays to the bottom. 1 pt given for a good player here. The can also provide coverage vs the best WR's as the best WR is often put at the top of the screen. DL use = This has a number of conditional checks but if a team has no LBs and/or they are playing a bad QB selecting a DL can be useful to help maximize your coverage. Especially if you know a pass is coming (aka shotgun). Especially useful vs the redgun and weak QB's if you have no LB's to use. DB vs run = in somewhat opposite fashion a penalty is given if your best DB is at bottom CB or SS or if your only good player is at CB as a good run game can really neutralize the effectiveness of using that player by running all of their runs to the bottom. Penalty ranges from -1 to -2 depending on the strength of the run game of the team faced. Special exception in CIN vs DET matchup with Fulcher being able to popcorn everyone on DET. KR = 1 pt given to the return game of PIT and 2 to NO since they can put a 94HP returner there. *************************************************************************************************************************************************************************************************** OFF= Off total score DEF= DEF total score OTH = other total score SP= special total score. *************************************************************************************************************************************************************************************************** SPECIAL INFORMATION Coverage catch tables of best qb and best wr vs (19int lb,best db and worst Db have been provided so you can see how much of a mismatch you are at there). These percentages only apply when the WR doesn't jump or dive and there is only one defender covering. *****A defender may appear to be in coverage but if the game doesn't determine him to be in on the play when the pass is 1/4 of the way he will have no effect on the outcome of the pass***** OL vs front 5 HP matchup ***************************************************************************************************************************************************************************************************
  4. Team matchup sheet for new players

    I guess I’m confused because my matrix already showed the pt value for every team vs every possible opponent.
  5. That was my understanding as well. I didn't know you could DL dive pro run 2 up the middle. If you can, that makes the play pretty much un-useable in many matchups.
  6. Team matchup sheet for new players

    @The Ultimate Weapon you must have missed the matchup matrix that was on the actual google docs page. It would have saved you some timehttps://docs.google.com/spreadsheets/d/1w0sntWyYUWOZ0xVncnGATONP57lnqFUZuIhDgYoh2Z8/edit#gid=1458101331 As a disclaimer these numbers are just rough guidelines not fact. It's hard to fully estimate all the nuances of every matchup. Example I personally think HOU vs SF is a closer match than SF vs NYG even though that's what the numbers above show.
  7. LDY #$08 ; LOAD PLAYER ID LDA ($3E),Y ; JSR L_DD8D ; GET ACTUAL PLAYER AND TEAM(A=PLAYER ID) RET X=TEAM A= PLAYER() LDY #$89 ; LOAD AVOID PASS BLOCK SKILL INDEX JSR L_DDAA ; GET SKILL RATING(Y=SKILL TO GET) RETURNS SKILL INDEX IN Y Y REGISTER HOLDS THE CORRECT SKILL INDEX LDA $B6 ; Load random with 8 possible values AND #$20 ; BNE L_21_AD3E ; 35% to check for block with cutscene WITH NO CUT-SCENE THE Y REGISTER STILL HOLDS THE CORRECT PASS BLOCK INDEX ; PASS BLOCK CHECK NO CUTSCENE LDA $3D ; LOAD random number CMP AVOID_PASS_BLOCK_VALUES,Y ; iS random > pass block values .... .... BUG OCCURS BELOW THE Y REGISTER WHICH HELD THE AVOID PASS BLOCK INDEX HAS BEEN OVERWRITTEN AND IS NEVER RELOADED ; PASS BLOCK CHECK WITH CUT-SCENE LDY #$08 ; LOAD PLAYER ID LDA ($AE),Y ; CLC ; CONVERT PLAYER ID TO DEFENDER NOTATION ADC #$0B ; AND #$1F ; MASK out P1/P2 bit to convert to defender notation 0B=RE, 0C=NT, etc STA $0680 ; STORE DEFENDER BLOCKING PASS FOR CUTSCENE SINCE THE Y REGISTER IS NEVER RELOADED WITH THE QB'S CORRECT SKILL OUR SKILL INDEX IS Y= 08 FROM ABOVE WHICH IS EQUAL TO A 56 RATING. LDA $3D ; LOAD RANDOM NUM CMP AVOID_PASS_BLOCK_VALUES,Y ; random > pass block
  8. (NES) SBlueman's Tecmo Super Bowl 2017

    @SBlueman Just an... FYI there is no point to have both the 15 sprite per scanline and no flicker on the same rom. No sprite flicker = can have all sprites per scanline (will only work on emulators that allow this) 15 sprites = can have 15 sprites per scanline (this was really made as a special hack for the AVS HD-NES since it allows 15 sprites per sscanline. The OG nes only allows 8.
  9. View File Nestopia_Unlimited_Sprites_Netplay This build of Brudtopia includes the previous anti-cheat measures for online league play as well as the following change. 1. The unlimited sprite option will no longer be set to disabled by Nestopia during netplay. This will allow leagues to take advantage of ROMs with the no sprite flickering hack added during netplay. Submitter bruddog Submitted 09/24/2017 Category Emulators
  10. @broncofan7 It means the players don't "flicker/blink" at all. So visually its more pleasing. It could possible make gameplay slightly more responsive when it would normally slow down (I've only ever seen slow down on punt returns when there are tons of guys on the screen at once)
  11. LB4 Lurch Best Linebackers

    31 44 Lb's work but like Moe said its inconsistent. Worth the risk depending on the game situation. Remember to tap B for better results. Don't just press it once.
  12. Turn Off Defensive Auto Diving

    That hack only works for removing diving when chasing a ball carrier. It doesn't remove diving towards a player about to catch a pass.
  13. Overthrow Bug Fix Question

    Seeing.... Nothing visually. It fixes a bug where the defenders int ratings aren't used on overthrows where the wr isnt near the ball.
  14. Blocking during QB Scrambles

    It would be possible to do.
  15. How do you change the CPU difficulty?

    There is no special playoff setting.
  16. These are only meant to be used in hardware or emulators that can take advantage of the no sprite flickering. This rom completely removes sprite flickering with the following patch SET(0x2d04C, 0xA901209ACC4C3C90) TSB_no_sprite_flicker.nes You would need to use this in nestopia with the Machine->Options No Sprite Limit checked This next file would take advantage of the upcoming AVS's 15 sprites per scanline feature This patch changes the check from 8 sprites per scanline to 15. You could also use this in nestopia as with the above using the no sprite limit option to see how much of an improvement it makes (A LOT). SET(0x2D14E,0x10) SET(0x2D174,0x10) SET(0x2D19A,0x10) SET(0x2D1C0,0x10) TSB_sprite_limit_15.nes
  17. It would be more extensive than just changing one byte. You'd have to create a new scene or have it do multiple scenes.
  18. Overthrow Bug Fix Question

    Yes you will have to change the 4CF0BF to 4C60B0 if you move it to 2BF70.
  19. How do you change the CPU difficulty?

    No the first setting is for 0-0 or preseason. The last setting is for 16-0 Looks like what you did will work.
  20. Another useful link: https://stream.twitch.tv/encoding/ One quick rule is to set your CBR to about 75% or less of your max upload speed.
  21. Divisional Round PredictFest

    Just give brady his 6th now. Its over.
  22. Divisional Round PredictFest

    I had ATL and NE. Goint with PIT and NO today.
  23. Well it only took nearly 10 years from these posts but it was completed
×