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TecmoEJ

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    TecmoEJ
  1. Does anyone know where attempts and completion multiplier is?
  2. BEEF! I'm doing good. pumped up for some football action tommorrow. love the fantasy football! i'm going to watch games all day unless the wife nags too much, i might have to do something, haha. glad to see you're still a presence in the tecmo community, you were one of the first that introduced me to online tecmo!!! what a blast my tecmo spirit has been revived recently with Coach mode on my PSP, I've never bothered with it ever... I actually find it fun. Just another reason why this game is soo fun and replayable. good to see you, sorry to give you shat back in the day. keep rockin - eric
  3. is TE still going? TE was the sweetest league, always loved the save states being loaded into the database automatically.
  4. It's been a while since I've looked in the tecmo forums. Has someone found an edit for run/pass ratio of teams (for sims). I remember you could make a new rom with all current values for the players, even edit their sim values, but that darn Houston team would still pass all day even though you tried to make them into a rushing team. thx, TecmoEJ
  5. i'm interested in playing some online games with this rom. TecmoEJ when it comes out
  6. is this complete random? or do better teams get more open guys?
  7. Tecmo is a bunch of tards. TSB is totally worth some cheap, easy PC relaease. Something that includes customizable players, league setup, online play. the info of what is wanted is all here with little research. we want the gameplay the same. We just want some small spruces like INTs off tipped passes, tackle stats. how can such a cheesey game that requires barely any work not make money? the problem is they think they need friggin oober-graphics, they prob think they need to compete with Madden. You programmers need to make a TSB game, instead of fuckin with hex crap
  8. i think we'll have to make due with the tiles we got because I don't think we can add tiles due to these only being 2 digit pointers. am i correct in saying we need 4 digit pointers to get anywhere on the rom? i don't know how to follow where the pointer says the tiles are. perhaps there's some blank area after the tiles to work with? i'm sticking my nose in
  9. i always wondered what triggered that darn chop block. gosh, imagine trying to avoid 5 chop blocks! maybe that wouldn't be prudent?
  10. How exactly do you guys find out the pointers and memory locations of this stuff? There's a mile list of hex in the game. Do the emulators tell ya where they're looking on the rom to give ya starting point or anything? like the old season simulation stuff... how did that guy find that info? he actually scrambled bit by bit and simulated a season to see if he found it? seems like that would take eons to do. or perhaps this guy knew where to look somehow? consider me clueless
  11. these crazy plays are fun to mess around with. i was thinking there definitely aren't enough tiles that show the routes the players are actually running on the play selection screen... defenses are helpless against this kind of attack. would it be possible to add tiles to the rom to remedy this? online tecmo will be reborn when someone finds the hex that dictates what routes are run. then custom plays can be formed which will add a whole new dimension to tecmo. amazing stuff has anyone made a webpage that maps out what has been found out already out of curiousity? i'm guessing no. that would be one massive project but would get everyone on the same page for anyone who sticks there nose in. i think i'll give this scrambler a try. prob takes hours of searching
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