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buck

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Everything posted by buck

  1. So cxrom, what has been done here? How did you (basically) figure this out? What did you use to compile that? I'd like to try this out as an exercise, sorry for the slew of questions, but I'm very interested in this. I do understand assembly Thanks.
  2. Key word is SIM. For Simulation of the season games, these values effect performance of players in the games you "don't play." If you're not using your ROM for season-type play, the individual SIM values don't mean shit.
  3. Browse through the various threads here on knobbe - alot of info is sitting here, waiting to be read. It'll take a little time to sort through, but I copy and paste good info into a Word document so I can read it again later. If you have specific questions, then ask, but you should first try to look through the various posts (some dating a few years back) and see if your question has already been answered. *Use NESTICLE to hack some graphics and to see how shit works. Load the ROM in nesticle, go to "view pattern tables" on a screen with graphics you want to hack. Then start tearing shit up. Oh, be sure to always work with "backups" - in case something gets screwed. Also check the "downloads" section for any graphical hacking apps that are available. Good luck.
  4. FREAKING NICE. This is the kind I like. Excellent work on the playbooks. But I will apply the "jstout fix" KR speed patch. Thanks man.
  5. That's like what happens on a "false idol" ROM when the PR fix is on...the infinite fumble. And it sucks - the game is wasted.
  6. I am clearly playing some ROM game or another false idol of Big Red's father's game, because I am recovering fumbles with the player I am controlling. That is keen! And you are correct, Big Red. I have supplanted your father's game with these (more fun) false idol ROMs.
  7. You're mistaken because I've done it 3 or 4 times in the last month...There were no other teamates of mine around. No shit. Maybe they were FG blocks...I can't remember exactly because I've played a shitload of games in the last couple weeks.
  8. I have recovered a fumble with the player I'm controlling 3 or 4 times in the past month. Why does everyone say that it's impossible?
  9. Found some problems - *When QB1's FACE is edited through the pop up window, one of the attributes is deleted from the line (I think it's PA) and thus, TOOL gives warning on compilation that "QB1 attribute data could not be written" *When editing thru the pop-up window and using the "next player" button, for some reason, the K(ickers) name is overwritten with SS name. I've been using this for the last week and about the only thing it's lacking is ability to set team jersey colors and give team names, etc (like TSBM). I really like this TOOL, it's so fast!
  10. To play on PC, I use a playstation controller with a $10 rat shack PSX to USB adapter. I've always liked the playstation controllers.
  11. Brownie: Is the .nes file located inside the NESTICLE folder? If not, put it in there. I started having the same problem you're describing, and I found that if I put the .NES roms I wanted to play inside the NESTICLE folder, it will open them. If you don't care about online, try FCEUltra. peace
  12. dude, use this to trade (simple copy and paste): http://www.tecmobowl.org/forum/download.php?id=284 you'll find this can do most things.
  13. This is great BAD_AL! MANY THANKS for all your work and contributions!
  14. Yeah, but I'm talking about the SNES version of TSB 1, not 3 - which is an 'entirely' different game, right? I understand the attributes effect (or lack of) in NES TSB 1 - I'm wondering if anyone has found the attribute differences in the SNES TSB 1 (the TSB that your awesome editor is for BAD_AL.)
  15. Does "Accuracy" have no effect in the SNES version as in the NES version? Also, what about quickness on defense - does this do anything on SNES version? *I've noticed that the overall gameplay of the SNES version is slower, so I increased all speed related stats by 1 notch. Other than that, TSB SNES is pretty cool and netplay/emulation is a lot better than NES (in my experience.)
  16. Just getting around to use this. It's very nice. Thanks again to BAD_AL.
  17. I applied the "punt returner MS" patch to tsb and compared it to a default one. Here are the results of the differences: $Loc--- PATCHED ----DEFAULT $AAE0 --- EF ---- E1 $AAE1 --- E4 ---- 00 $AAE3 --- FE ---- DF $AAE4 --- FF ----- FE looks like that's all that changed using the patch that's available here at knobbe.
  18. The "punt shank bug" is a side effect from the Punt Return fix. (It's in the "nestsb hacking info and patches" download - the patch is called "dedicatedpuntreturner.ips") Here's how it goes: If someone shanks a punt (really low meter) the PR can't catch up to it and if the punt team gets to the ball before the PR can "suck it in", it will be an infinite fumble - no one can pick it up, and the game must be reset. I think to fix it, the "boost" needs to be there so the PR can get to the short kick quickly. Now probably the boost bytes were overwritten so the PR can have his actual MS loaded - so maybe there's not room to add in the boost?
  19. I just kicked 10+ times and it seemed good to me. This is great jstout! What about the punt-shank bug? Can this be fixed as easily? Thanks!
  20. Please help - I've tried re-downloading and stuff like that - All of a sudden, nesticle always gives me a "UNABLE TO OPEN FILE" error when I try to open ANY ROM. Has anyone else seen this before - and what can I do to fix it? mucho thanks in advance for help
  21. Thanks for the code, Moss. There's just so much to keep tabs on when making plays.
  22. I see your point Rod, but I think it'd be cool to try - with the info soby gave, it might work. But yeah, if it's too offensive, there'd be no need. But if someone starts playing too soft - lay an aluminum screen on that ass.
  23. A play that's very common these days is the WR screen. The receiver catches the ball at/behind the line of scrimmage. (Yesterday I saw T.O. catch 3 or 4 of them vs the Giants.) I'd like to make this play for TSB. If it would be a pass play (instead of a run play), the QB would have the option to throw to a different receiver. So far, I've just mixed bytes from other existing plays/player routines to make new ones, but I'd like to learn how to create a new route. What kinda code would work for a WR1 screen - where essentially, the WR stays in place at the line of scrimmage and is available as the first pass option? Any ideas/code?
  24. I dug through bruddog's posts (20 or so pages deep - wtf am I doing?) and didn't see one regarding fixing the side-effects. (I feel kinda dirty after looking through his posts, I need to wash myself now.) bruddog - if you have a fix for the side effects - can you post?
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