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pi_hole

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  1. That's what I've heard. I still hate Hawkeye, Captain America, and (to a lesser extent because Scarlett) Black Widow, but apparently it was very well done. I'm looking forward to it.
  2. Age of Ultron, eh? Dick. Spoiler alert: Hawkeye sucks, Captain America is lame, and Black Widow is almost exclusively eye candy. I can't wait to watch it anyway. Enjoy.
  3. Also, I would assume that the counter for unlocking the 'greats' would be near the team control marker (i.e. MAN, COA, COM, SKP), but a) that value seems to be assigned through an input function (i.e. BUF and ARI differ only by conference in terms of input), and b ) there are evidently not, as I had expected, an obvious set of 30 locations. I'll work on it some more...
  4. I have a code for custom player points (7E0DD301; you'd have to manually assign them), and a fifteen-year-old notebook with codes for god only knows what (my labeling was, let's just say, unsatisfactory). Among them is a series of codes which evidently preassign player points (values = 'pips'; 0 = 1 total pips = 6pts, 10 = 16 total pips = 100pts -- hex values, obviously): 7E0DDA-F: RS, RP, MS, HP, BB, AG 7E0DE0-B: PS, PC, PA, AR, COOL, BC, REC, QUI, INT, KP, AB, KA You'd still have to manually create each player unless you looked further into the hex values, but hopefully that helps.
  5. Hello all, I'm playing with TSB3 using both my actual cart and ROMs on my RetroPie, phone, and desktop, and trying to locate a PAR/GG code which can unlock the 'greats' immediately rather than simming three seasons (but playing the Super Bowl) with an all-star team. Using my actual PAR on the cart is extremely tedious but probably the most likely to be effective, but due to its tedious nature I'm avoiding it. Using ZSNES on my desktop allows me to emulate the PAR by searching for codes, but ZSNES on Linux crashes after 30 minutes (I'm not the only one to experience this), and upon restart all saved code data is lost. I managed to reduce the possibilities down to some 432 candidate codes, about 200 of which seem to be somewhat likely candidates, but I'm hoping someone here may already have done this legwork and will be willing to provide the code(s) in question. My operating assumption is that the game counts up from 0 to 3 before unlocking them, but apart from loading up a virtual Windows box and running one of the Windows SNES emulators, I'm not convinced I can locate the code(s) quickly, if at all (patience being my greatest limitation). As you can imagine, there are several thousand codes which loop through these values as the game is played, so I was actually quite thrilled to reduce it to 432 after winning a second Super Bowl. Obviously, it's not at all difficult to unlock the 'greats' manually, but I'd rather have the ability to immediately begin building teams with them rather than sacrificing three seasons' worth of simulated stats. Anyone?
  6. Suffice it to say it sucks playing as this team (which I have to do twice, as I'm playing an anti-season against my beloved Pack). Kelly's stats may acceptably translate for WRs, but for OL and any defensive position, not so much.
  7. This happened some while ago, while I was using my PAR (actual cart, as in) for unlimited FA points while setting up the teams in my division...
  8. Good on you for making it. We've topped 5k passing yards in 5-minute quarters many times using customs, greats, or QBs like Marino, Elway, and Young (I don't think anybody did it with Favre, and none of us used Aikman, ever). It ultimately depends on how straight you want to play it. If you fair catch every kick or step out of bounds at the 1, you can obviously maximize the possible yardage. If you onside kick after every score in the fourth, likewise (I generally kick away for the first three quarters, as a safety nets more yards for the offense). If you stack your team with a quality OL and solid receivers, even better. For my part, I tried to not only break yardage records (whether running or passing), but I'd also strive to maintain impossibly high YPA/YPC. This would mean that I might run the ball inside the 20 if I was going for passing. I'll have to load up the actual cart later to see just what the current record is (most likely it is out of date, if it hasn't reset itself as it stands). Edit: I checked the cart, and while it hasn't reset, it's outdated. Drew Bledsoe (!) holds the record at 5211 yards. That is likely a CPU record.
  9. One of my buddies did this constantly on defense. He'd call the dime, select a safety, and then audible to the goalline. His safety was *blazing* fast and the ball was usually snapped right as he approached the line. He put up great numbers, but ultimately he couldn't beat my own defensive records (overall). His passing defense was ridiculous, though, so I want to say that if he was better at stopping the run generally, he might've beaten me.
  10. Players obviously stand a better chance at improving the more plays they see, but you can improve those odds by setting your roster, turning off injuries, and skipping through a season (i.e. all teams on 'SKP'). Make sure you are MAN or COA for trades and free agency, and then switch to SKP and let it run. You can stop the skipping of games by hitting B, and you should either do so occasionally or only skip six or so weeks at a time to make sure your players are in the correct positions -- even with injuries off, the game occasionally resets the rosters and your players can get benched. After the season is over, observe the All-Pro team and 'skip' through the playoffs, and notice that some of your custom players have improved -- and (hopefully) more than a single 'pip.' Through this method, I've had players with over a bar of improvement points. Repeat as desired; I've seen OL, DL, a couple LBs, and one RB improve beyond completely full ability scores (read: they have improvement points which cannot be used). Also, for standard players (not custom players), you can use free agency to force them into the right position. When I'm builing my roster, I fire all of my players and re-sign them in the desired order. For example, I want Barry Sanders at RB1, so I he's the first RB I sign. If you want a specific player to sub for him, put that guy at RB3, and if there's an injury he should be the next one in. Be warned, however, because doing this can also cause safeties to become cornerbacks and vice versa (which can be cool, but can also be annoying when the FA safety you want can't be signed because your CBs have suddenly become safeties).
  11. Trades are random; it has nothing to do with performance (especially since trading occurs before the season starts). Beware, however, because attempting a trade exposes your own roster to trades from other teams. I have seen, for example, a successful trade of [random scrub] for Reggie White, but in the same trade week some CPU team will give *you* [random scrub] for Barry Sanders. I've also seen two MAN teams attempt a legitimate trade (e.g. Bruce Smith for Neil Smith), with both players requesting the same trade, but the trade is declined (all three weeks), while other quite unrequested trades involving one or both teams take place. I have also seen all of the 'Greats' and all of the custom players placed onto two teams (i.e. one full of 'Greats,' the other full of customs). The customs were originally spread across some six or seven different teams (though mostly assigned to three), and none were recreated. This remarkable feat was accomplished during a lull in play by myself and my roommate, while a third spent weeks skipping seasons and working trades and free agency. As the 'Greats' are all extremely expensive in FA, and our customs were all significantly improved and expensive themselves, this was truly amazing. This also happened before I acquired a PAR, so given the above regarding trades, you can imagine how difficult it was as trades were usually unsuccessful *and* often backfired. When it was all done, however, watching the Giants ('Greats'; G-men indeed) face the Cardinals (customs) three times a year was quite the spectacle. Our customs usually lost, but you should've heard us yell at the screen when they didn't call the right plays or utilize our players the way we wanted. Good times.
  12. Heh. I thought this was about the glitch wherein if the game ends with a 100-point differential, you can play the OT kickoff. It's always nice getting one more play in...
  13. Long time no see... A while back I found out about a bad-ass gaming device / handheld PC called "Pandora." It's $500, and my wife won't let me buy it, but the guy who is behind the project has also made some super bad-ass retro gaming hardware, which I suspect this forum's users will find enticing. Anyway, here is his online shop. The products in question are the Retrode 2 (which has its own website here and a pending store here), and the SNES Super Everdrive. The Retrode allows actual game ROMs to be downloaded from actual cartridges and run in an emulator (including ports for actual SNES or Sega controllers), but more importantly, it allows actual game RAM -- saved game progress -- to be downloaded, edited, and uploaded. With an existing game ROM, league states could be uploaded into an actual cart's RAM for play on an actual console. The Everdrive acts as an adapter, and allows an SD or MMC card to be loaded with a ROM, which can be played on an actual console. This is likely the more useful of these devices for this forum, but each will no doubt be the object of envy for most everybody here. Anyway, enjoy.
  14. You know, I realize that I'm new here, and that as such my opinion may not mean shit, but seriously... This guy's an ass. My opinion, but what else do you call someone who intentionally spams a forum? -- pi hole
  15. Heh. Insane in the membrane. I just joined, see, so my enthusiasm has yet to fade. I'm also an olde-tyme Tecmo I and Tecmo III junkie, and when I was really playing teh intarwebs was just a little baby, so I didn't have the benefits of this fine forum to commune with my Tecmo brethren... But I'll accept insane... -- pi hole
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