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Found 4 results

  1. Background: The original game flickers(makes them disappear and reappear) sprites (players). This is due to a hardware limitation of the original NES that only allows 8 sprites per line. Hack added to this years rom: 1. Completely bypass the part of the game that does the sprite flickering Why add this hack 1. To make the game more visually easy on the eyes since there will be no more sprite flickering. This will make streams look a bit better as well. 2. There are no negative consequences to adding this hack. Why is the new version of nestopia needed? 1. Nestopia emulates the orignal NES hardware limitation of 8 spires per line but it has an option to allow for "unlimited sprites." However I originally failed to test that this option works in netplay. The old version of nestopia disabled unlimited sprites during netplay. If the unlimited sprites is disabled, players will completely disappear instead of just flickering since the flickering has been removed. The new version of nestopia fixes this problem. Where do I get the new version of nestopia? *****DON'T DELETE ANY OF YOUR OLD NESTOPIA FILES. ******* Simply copy and paste this version of nestopia into your folder. Will downloading the new version of nestopia cause any problems in any of my other leagues? 1. No What do I need to do in Nestopia? Nothing
  2. THe win%'s and lines account for home field advantage although if I had to guess the only real home field edge is the fact that some people are more comfortable playing as player 1. The win%'s and lines don't account for team strength estimates but is there for informational purposes HW% = home teams 3 yr average win% AW% = away teams 3 yr average win% TSCH = team score for home team (scored based on players drafted) TSCH = team score for away team (scored based on players drafted) DIH = home team - away team score differential. PW% = home team predicted win % line = estimated home team line (TB vs DET -11 = TB favored by 11). highlighted line = average home team spread for the week highlighted percent on far right = expected prediction win rate of all favored teams
  3. 30 24 Colts have a solid first drive that ends with a Brad Muster TD reception (7-0). Bengals keep a drive alive with a long Mark Super Duper JJ, which ended with a chip shot for 3 (7-3). Colts go deep on a JJ to Drew Hill (14-3). Bengals go for it in their own territory with 50 ticks left in the half and TOD. Colts miss a WIDE OPEN Ferrell Edmunds and throw to Drew Hill on a called play, but had 2 seconds for Lowery to tack on a FG (17-3 at half). Third quarter starts with 81 MS Bo, and after several shorter gains he is able to bust a big one to the benefit of his OL (17-10). After 2 straight called plays, and being backed up 16 yards, Drew Hill scores on a wide open dive TD (24-10). At he beginning of the 4th quarter Bo takes a reception about 70 yards and scores on a run the following play (24-17). On the ensuing kick return the Bengals narrowly escape a Brad Muster KR TD by the MAN player showing off his "up-downs" ability from practice. Colts are brought to a 4th and 3 around mid-field and elect to keep the ball out of Bo's hands. A good Steve Walsh misses a wide open Rueben Mayes (like no one within 15 yards open). TOD for the Colts. Bengals capitalize and score a TD with 43 seconds left (24-24). The Colts final hail mary ends with an auto locked Drew Hill with no chance for escape. OVERTIME Colts win the toss. This time Muster was a poppin that collar and returns the overtime kick off 106 yards to give the horseshoes the W. GG Brad and GLRW.
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