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Bloodthirsty Frank

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  1. I finally finished the 1997 rom for the SNES. I posted a summary of all my roms at: http://tecmobowl.org/topic/59682-bloodthirsty-franks-snes-super-tecmo-bowl-roms-for-seasons-1994-and-up/ 1998 is on my radar presently. I've got a long term approach to making these roms now. I'm making a rom template headed into the 1998 season. Things like uniform changes to the Broncos, Bucs, and Jets will be in place already for future years. I've got a written plan for every team to include/exclude through the 2013 season. I've even got plans for the Seahawks conference jump. As Darth Vader would say, "They'll be no one to stop us this time!"
  2. I posted my 1994 rom years ago, but I've been tinkering away these past few years on a few more. Aside from the usual schedule, playbook, lineup, and attribute changes made to each rom, I'll list some of the more interesting changes below. Needless to say, the roms improve each year as I got better at creating them. Expansion teams replace the worst teams in each conference for a given season. The Giants and Raiders are exempt from being removed, since they are the favorite teams of my friend and I. 1994 rom Phoenix Cardinals changed to Arizona Cardinals 1995 rom Los Angeles Raiders changed to Oakland Raiders Los Angeles Rams changed to the St Louis Rams New York Jets changed to the Jacksonville Jaguars Arizona Cardinals changed to Carolina Panthers Jags-Panthers-BigHelmets.bmp 1996 rom New York Jets changed to the Jacksonville Jaguars New Orleans Saints changed to Carolina Panthers Cleveland Browns changed to Baltimore Ravens Ravens_Endzone_Clear.bmp 1997 rom Indianapolis Colts changed to Jacksonville Jaguars Chicago Bears changed to Carolina Panthers Denver Broncos uniform/helmet changed Tampa Bay Buccaneers uniform/helmet changed Houston Oilers changed to Tennessee Oilers Tecmo 1997 0000.bmp Small Helmets.bmp Feedback and comments are appreciated. I'm probably not going to re-edit any of these roms, but I would welcome valuable input for future roms. Thanks for reading and keep enjoying Tecmo Bowl in all its many forms! SNES 1994-1997.zip
  3. ...and it is nearly impossible when you have a team that uses repeating tiles in the endzone and in the team logo. I was changing the Bears to the Panthers for my 1997 rom and the Bears logo has a lot of solid color tiles that just repeat all over the place. There was only one row of tiles I could use, so the Jaguars logo is now very small and has no resemblance to the actual jaguars logo! You do the best you can... not everything is going to be perfect!
  4. I guess I had better just ditch the idea. There's no way I'm going to test a hack that effects INT's and fumbles. I wouldn't have the patience to wait for them to happen... although I suppose you could hack the game further to make a RB fumble nearly every time he's tackled, eh? I considered the other roms you mentioned, but I wanted to keep the general look and feel of the original intact. The generic endzone thing would bother me too much! Who wants to celebrate a TD in a generic endzone? haha... as always, thanks for the response and your consideration. This 1997 rom I'm working on is going to be a good one... I'll be sure to come back and share when complete. I had fun doing the small helmet changes for Tampa Bay and Denver today (1997 is the year they both got new uniforms and logos). Modifying Tecmo is like doing a crossword puzzle or playing a strategy game to me. I actually do it to relax...
  5. I did a little digging of my own and found TecmoTurd's SNES Hacks page (fantastic resource - as is most of his stuff!). The last entry is: Use player attributes for INT return speed x167E44 SET(0x167E44, 0xE100E206E300E4DF) Which attribute(s) is this using? Does it apply to fumble recoveries as well? My Hex editing skills are a little rusty (they were also never really good to begin with), so correct me if I'm wrong, but the only real changes to be made are at x167E47 (change 03 to 06) and x167E49 (change EF to 00). Is this an accurate way to interpret this hex edit, or am I missing something?
  6. Hey gang, I'm finally getting around to starting my 1997 SNES STB1 rom. I realized I need to make a good template or "base" rom to start each new season with. I want to start cranking these things out. I'm trying to put together a list of things I've done in the past (particularly for my 1996 rom). Years ago I borrowed some great stuff from the knobbe.org site with the help of many of you - but I'm afraid I wasn't very good at documenting it. One of the things I remember doing had to do with "Quickness" and making it a meaningful attribute. I'm pretty sure it was used to determine Max Speed after an INT or fumble recovery? Was there a way to make kickoff return and punt return speeds more reflective of the player's attributes - particularly defensive players who were returning kicks?
  7. Seeing the helmet string mapped out would be AWESOME. Am I being too optimistic to think you'd do this for the large AND small helmets? Also, I am a huge SNES TSB fan and appreciate the fact that you keep the torch burning so brightly for the SNES version. Strangely enough, my interest in Tecmo wanes when real football is on (probably due to playing fantasy football), but now that the NFL season is coming to a close, my need for Tecmo goes through the roof! I have just begun working on a 1996 season ROM for the SNES. The Jaguars are replacing the Jets. The Panthers are replacing the Saints. The Ravens are replacing the Browns. This should be interesting.
  8. Google did away with it, TecmoTurd! THANK Tebow I saved the HTML page to my hard drive! You may want to repost it somewhere for these other fine SNES hacking enthusiasts...
  9. I am trying to find the Quickness Hack for SNES1. The link at the beginning of this thread doesn't seem to work: "Quickness Controls INT / Fumbl Return Speeds" takes you to a page about QB's and Punters. I'm exhausted after searching the boards for this all night. Can somebody help me out or point me in the right direction? Thanks!
  10. When the smoke cleared and you had finally worn the sticker off your first Tecmo Super Bowl cartridge for the SNES, where did you go from there? You played the '91, '92, and '93 seasons (using '93 rosters)... but now you can play the 1994 season using 1994 rosters with this ROM. This was my first shot at truly editing a ROM, but I did a lot of research here on Knobbe.org before even stepping into the hex arena! There are a few problems with the return teams. Sometimes the right personnel doesn't always show up on the field. Other than that, I think you'll find it consistent and thorough. It was a relatively simple ROM to make since the '94 season offered little changes in the NFL (the Cardinals went from Phoenix to Arizona!). I hope it offers some of you some enjoyment and I gladly welcome your criticisms and opinions. My '95 season ROM is proving to be quite a challenge with the introductions of the Panthers and the Jaguars, but I assure you that is nearly complete! Long live the SNES version of Tecmo Super Bowl! Tecmo 1994.rar Tecmo 1994.zip
  11. Hey Rod, it only took me about 5 full minutes to 1. figure out what "link up accounts" meant.... and 2. determine if that query was directed at me! Anyway, my answer is YES, please link up my accounts. You may remember "Gene and Frank's TECMO ONSLAUGHT" site that I had composed on the now deceased Geocities website builder place. The site may be gone, but the stats, facts, and figures from all of our tecmo seasons remain in the form of spreadsheets and carefully kept records. So no answers for my easy question above? I guess I'll just test it, but the testing phase for my 1995 ROM won't be for a little while. I guess I was impatiently curious so I went for the quick and easy answer.
  12. First of all, I just want to say that I'm editing Tecmo for the SNES. This may apply to both the NES and SNES versions, though. What impact does the "Sim Punt Ret" and "Sim Kick Ret" numbers have on a player who is not a part of the return team? I'll give a few examples of a recent 1995 ROM I'm working on for the SNES: Legit Returners Eric Metcalf: [1, 10, 10, 7 ] Glyn Milburn: [6, 5, 10, 12 ] Non Returners Jerry Rice: [1, 12, 1, 1 ] Barry Sanders: [12, 8, 0, 0 ] The way I see it, if a player is not on the return team, it shouldn't matter what their punt or return sim is... so I just with all 1's or 0's for non-returners. Is this OK? On a side note, I just want to thank everybody in this forum for all the great info and discussions. I'm a bit of a lurker around here, but I've learned so much and have put much of what I've learned into creating a 1994 ROM and a 1995 ROM for the SNES. Maybe I'll post them both in the ROM section for review when I finish with the 1995 ROM.
  13. Thanks TecmoTurd. I will use the Supreme Tool moving forward if that is the agreed best SNES STB1 editor. My friend and I experienced an error where all the stats doubled for a week 1 MAN vs. MAN game we played over the Internet. We were using my 1994 STB1 ROM and IND beat HOU. I realized IND then had a 2-0 record, plus all the stats were doubled.... right down to Bucky Richardson throwing 6 INT's (which did not happen - he only threw 3). Anybody ever see this? We're going to do more testing to see if it will happen again, but if you guys know what's going on here, I'd appreciate the help! Thanks!
  14. Thanks Al. Your tool has inspired me to start rom editing. I am currently working on a complete 1994 STB ROM. I'm beginning to delve into HEX editing as well. Had to resort to that to change the "Phoenix Cardinals" to the "Arizona Cardinals" (which they became in 1994). Between your editor and the Cardinals change, I should have everything I need to make it an accurate 1994 ROM. I can't wait to start playing more with the HEX editor to do future seasons with expansion teams and the like.
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