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Found 101 results

  1. A while back I made a "For Dummies" guide on modding Bad News Baseball for the NES. While I enjoyed that game very much, I always had a soft spot for the original Bases Loaded. It was my second baseball game ever; RealSports Baseball on Atari 2600 was actually my first. I really appreciate the simplicity and pick-up-and-play-ability of it. However, I had never explored modding it until now. And I want to share that with you. So come along and make Bases Loaded your own.
  2. View File Tecmo Super Bowl 1960 The 1960 NFL season I didn't create it I just posted it Enjoy. Submitter SpaceJammer#5 Submitted 10/15/2013 Category Misc ROMs  
  3. When I was at the Detroit Kumite tournament last weekend, a number of players from the Cleveland area who I had never met before attended as well and we all had a great time! Many of these guys already get together a few times a year to play casual Tecmo Super Bowl at various venues. I collected emails and some cell phone numbers for players that wanted to provide one. This post is to see who would be interested in getting together potentially quarterly to play Tecmo Super Bowl and perhaps consider doing a Fantasy Football League in the fall for anyone who enjoys both Tecmo and Fantasy Football and lives in or near Northeast Ohio. If this is something that interests you, please message me and provide your email address and cell phone number, as I will be creating a text distribution group in addition to the email distribution list once we finalize the initial details. If you could also let me know ideas for places to meet, how many systems, cartridges, controllers and TVs you would be willing to share with the group, that would also be helpful. The idea is to simply get a group of great guys together semi regularly who enjoy both Tecmo Super Bowl and NFL football. Thanks in advance for your consideration. More to follow after I collect everyone's thoughts and responses.
  4. I've always been amazed by the Tecmo fan community and after many years of enjoying the fruits of your labor, I've been inspired to try hacking a game which I've loved since childhood - Little League Baseball for NES. I first started hacking this ROM in 2007 but gave up after realizing that the data wasn't as easy to manipulate as I'd first thought. Basically, I was thrown off by a row of FF's in the ROM which seemed to present the team data in a nice little table, but I was a few rows offset from truly grasping how it was laid out. I'm back now and have made some great strides, but still need a bit more to make the game as custom as I'd like. To me, this was always the baseball game I compared to Tecmo Super Bowl. I realize its similar in style and gameplay to some other more popular NES games such as the Baseball Stars series, but it resonated with me much more for some reason. The game play is easy to learn but difficult to master, and thanks to the disparity in team abilities and the ruthless nature of the CPU, you can continue to challenge yourself for many games. It's also super fun as a multiplayer game. I have posted on the romhacking subreddit already on Reddit, but I am posting here as well, to try and give back to the community and to also see if anyone is interested in collaborating on making this game as customizable as possible. I've done as much as I can with my limited knowledge of hex editing and by using the FCEUX tools as best as I can, and my progress is starting to stall. Without further ado, here is all the documentation I've come up with so far on editing the ROM. I've included some RAM values as well, as I've been trying to use them as a jumping off point for possibly pinpointing some of the data from the ROM that I'm missing. --- Little League Baseball: Championship Series RAM Addresses: 0x0004F9 - Away Team Pitcher’s Value 4 (see ROM info) 0x0004FA - Home Team Pitcher’s Value 4 (see ROM info) 0x0004FB - Away Team Pitcher’s Stamina Remaining (value 2) 0x0004FC - Home Team Pitcher’s Stamina Remaining (value 2) 0x0004FD - Away Team Pitcher’s position in the lineup (00 thru 08) 0x0004FE - Home Team Pitcher’s position in the lineup (00 thru 08) ROM Addresses: 0x010430 to 0x01054F - Japan’s team player information 0x010550 to 0x01066F - Arizona’s team player info etc. You can follow this pattern to get all the team’s player information. As far as I can tell so far, the teams are always listed in the same order in the ROM. Team order in the ROM: JAPAN, ARIZONA, PENNSYLVANIA, CHINESE TAIPEI, KOREA, NEW YORK, CALIFORNIA, TEXAS, HAWAII, SPAIN, PUERTO RICO, MEXICO, CANADA, ITALY, ILLINOIS, FLORIDA Player information guide - Each player’s information is on a single line of 16 hex characters as follows 1 thru 6 - Player’s name 7 - Player type (batting handedness and size) This is always 00, 01, 02, 80, 81, 82. First digit of 0 is Right handed, first digit of 8 is left handed. Second digit of 0 is tall, 1 is fat, 2 is short. 8 - always FF 9 - Unknown to me at this time, possible has to do with helping the CPU choose subs 10 - Hitting power (00 is low and DF is highest in the game, but I assume that it goes up to FF in theory) 11 - Some sort of player speed. This goes from 00 low to FF high. It DEFINITELY corresponds to baserunning speed and it has some sort of relationship with the player’s defensive skills but I’m not sure to what extent. 12 - the player’s printed Skill ability when they’re up to bat. 00 to 04 being Skill 1 thru Skill 5. Strangely, PARK on team KOREA is a 07, but I have no idea if this actually affects hitting ability. 13 - This designates the team’s pitchers. Each team has 3 pitcher types per team, but you can assign as many pitchers per team as you want. The values are always 08, 10, 18, or 00 (not a pitcher). This corresponds to values I will go over later on, it does not have any known effect on the pitcher’s ability or style. 14 - Always 00 15 - Always 00, 02, 03, 04. I don’t have data to back this up, but I believe it is some sort of batting ability / power multiplier because it typically is given to players in the “meat” of the lineup. 16 - always 00 Pitcher information - each team’s pitcher information is found in the two rows of 16 values found AFTER the row of FF’s that follow each team. Each pitcher appears to have 8 values attached to them, with the first starting at the 9th value on the 1st line, the second at the 1st value on the 2nd line, etc. So, any pitcher marked on your lineup (above) as 08 on your roster will have the same attributes as the first, any pitcher marked as 10 will have the same attributes as the 2nd, and 18 would be your final pitcher definition. The eight values for pitchers are as follows: 1 - This is always either 00, 01, 02, 80, 81, or 82. Just as your batters, the first digit is right or left handed, and the second digit is normal throw, hard throw, or side arm delivery. 2 - This value is tied to stamina, but there is some sort of calculation happening in the background. You’ll notice that a value of FF for instance does not equal FF in the stamina RAM addresses I provided above. FF appears to be the highest you can set, but you can manually change the RAM to allow for a greater stamina than the game allows. Stamina in this game is very interesting because it appears to be based mostly on the length of time you attempt to control a pitch, with a longer press taking away more stamina until your pitcher has 0 remaining… at which point I assume your pitcher’s overall ability to throw is based on their other stats… which brings us to… their other stats. 3 - This value is unknown to me. It must be a good thing for a pitcher to have a higher rating, as Italy has the lowest values, but I’m not skilled enough at ROM hacking to figure it out. 4 - Again, this is unknown to me. The values only range from 02 to 0F. Still need to figure this one out. 5 - always 00 6 - always 00 7 - this is the pitcher’s printed Skill Level when they’re on the mound. I do not know what (if any) correlation it has to their stats. 8 - Always 00 or 02. On assumption only, I’m guessing this MIGHT be some sort of multiplier in the same way that value 15 appears to be in the above player data. Other data: Lines 0x01FAD0 and 0x01FAE0 - these are the colors each team wears both on the field and in the bat throwing cut scene. There are two colors for each team and they follow the team order as shown above. Starting at address 0x0116DA and continuing until 0x011769 are the starting positions for each player in your lineup, following the team order mentioned above. So, for instance, Japan is 08 16 29 31 42 57 65 73 84. The first digit is the order in the line up (0 thru 8 aka 1 thru 9) and the second digit is their position on the field. The position numbers follow normal baseball scoring numbering… so 1 is pitcher, 2 is catcher, 3 is first base, etc. Starting at address 0x01176a is the FLAG data for each team, for the flag that appears on the team select screen, in the team order we’ve come to know and love. 48 is USA, the others you can figure out by just writing them out. Team names and abbreviations are fairly easy to find. I haven’t mapped out specifically which correlates with each screen yet, as that will be the easy part once this is all done. Also, I am pretty sure that the sliding bars on the POWER ANALYSIS screen are controlled by the values starting at 0x00F234, in team order. What I feel is missing to make a truly custom version of this game: If you grew up loving this game like I did, you probably know the in’s and out’s of a lot of the teams, even without having the ROM available to look at the player stats… BUT I feel that I cannot truly customize this game without knowing the following - and I’m listing them in their order of importance. 1 Defensive abilities - is throwing speed variable or team/player dependent? Is the baserunning attribute the only thing that controls speed in the field? 2 The unknown pitching stats need to be concretely defined although it IS amazing to be able to make a whole team of sidearm pitchers finally! 3 Changing team locations on the map - somewhat of a dream at this point, but probably not out of the question. 4 Other color and text changes - maybe changes to certain screens text, player hair color is clearly tied to each team in some way, etc. ---
  5. I wanted to put this in a seperate thread in case anyone missed it and so it could be pinned as a tournament. Below are the details of our Northeast Ohio Tecmo Meetup: Who: First 16 guys to respond What: Tecmo Super Bowl When: Sat, May 6th, 12-5pm Where: Italian Garden Restaurant 10511 Main Street, Mantua, OH 44255 Cost: $20 Payouts with 16 participants: 1st: $160 2nd: $80 3rd: $40 4th: $20 Confirmed participants: 01. Ryan M. 02. Chris H. 03. Jason A. 04. Cliff P. 05. Steve R. 06. Clarence J. 07. John C. 08. Jon R. 09. Louis B. 10. Francis B. 11. Tom J. 12. 13. 14. 15. 16. Please let me know if you are able to bring any of the following: -TVs -NES Systems -NES Controllers -Tecmo Super Bowl Carts -Extension cords -Power Strips If if you are able to bring any of the above items, please come 30-45 minutes early to help setup. Format will be informal, decided the day of the event and depend on number of participants and systems available. We guarantee the following: - At least 4 rounds of preliminary seeding where players with like records face off each round - A single or double elimination bracket where teams will be drafted based on seeding - (SF, GIA, BUF, HOU excluded from the draft) - If you win in the bracket round you can keep your team or swap teams with your opponent - Payouts to the top 4 finishers ($160. $80, $40, $20 if we get 16 guys) This format allows everyone to play a lot of meaningful games and is extremely fair and laid back If time permits, we will also have a single or double elimination NFL Blitz 2000 side tournament on N64. Participants are welcome and encouraged to order from the menu and BYOB. I have eaten there a number of times and everything is great - the dough is homemade every day and they make awesome pizza (I also love the JoJos) below is a link to the menu. Hope to see you there! https://www.orderstart.com/mobile/italiangarden#menuPage
  6. Hi, anyone seen a good place with a comprehensive catalog of TSB ROM versions (different years, etc)? Might have someone mod a NES Classic Mini and want to pimp it with a good selection of TSB versions. --------------------------------- I've seen: 1) This url (TecmoBowl.org "ROMs by year") has a few options... 2) ... and TecmoSB.com (clicky) has a link for "TSB Roms Collection <=== last update: 11/16/2014." I haven't been able to open this one, but it appears to have so many ROMs, that some years have 5-10+ versions. --------------------------------- Figured by now, someone may have already edited a good catalog list somewhere. nbd if not.
  7. A friend sent this tournament to me. It is the original Tecmo Bowl so I probably won't be attending but thought I'd share. Nice prizes for the winner (32" Smart TV & NES Classic). You can read about it/sign up here: http://staydriven.org/tecmobowltournament/
  8. This ROM is an update of the “Spring Training” edition. The rosters have been updated, and I updated the ratings to incorporate the new formula I’ve been using for the historical ROMs. The ratings are based on 2014’s statistics with a few “grandfather” exceptions (Alex Rodriguez, Prince Fielder, CC Sabathia). These players are rated on expected stats as opposed to their actual stats. They are better than .000AVG/0HR, .247AVG/3HR, and 3W-4L/5.28ERA, respectively, due to injury and suspension. The most difficult decision was whether or not to include Yu Darvish on the Rangers, even as a #4 starter due to him being out for the entire year after undergoing Tommy John surgery. Ultimately, I omitted him from the roster. When playing, don’t be afraid to dig deep into the bench. Some teams started this year with a handful of starters on the disabled list. They are on the roster, but didn’t make the opening day starting lineup. Don’t be surprised to find a 20+HR/.300+AVG player on the bench. EDIT: A download link would be nice. Linked! BaronROMS.wordpress.com RBI Baseball 3 - 2015 Opening Day Edition.nes
  9. This is a virgin 28-team NES TSB ROM with one big change - all DEFENSIVE PLAYS have been changed to the respective "BLITZ" for every play. So, when you play it, no matter what, the defense comes at you like they picked your play. In addition, the OFFENSIVE PLAYS were changed to use the actual play that it would run when the defense picks the offenses play, like Pass 1 Pro T Screen for instance. I went in and copied/pasted the "blitz" play for every play, so that every pick is a successful play-pick. At the bottom of this post is a screenshot of the defensive bytes that were changed to the common blitz byte for every play variation. In this picture, you can see that the RUNS use a Blitz Byte of 5B, 53, 57, 5F, 8F, or 99. Pass play Blitz Bytes are 5F, BB, DA, and 22...that's right, there are ONLY 4 variations to a Pass-Play blitz! Also, in this picture, The top-left starts with the 8 variations of Run Slot 1, Play 1. It continues (left to right, top to bottom), 8 plays for each slot, 8 variations of each play, down to the very last Pass Slot 4, Play 8. Now, changing the defense is NOT ENOUGH - because the offense has 8 possible variations for any given play - so I had to go in and change all of the offensive plays to run the variation that it uses when the defense picks the offenses respective play (sorry, no picture for this). This ROM is made for the sole purpose of practicing responses to getting your play called! (Note - this is mostly useful for practicing getting your Pass Play called. Work on those timed taps! Tecmo Super Bowl AllBlitzes.nes Have fun.
  10. File Name: Nintendo World Cup 2014 File Submitter: Baron von Lector File Submitted: 06 Sep 2015 File Category: NES Here is an update of the NES classic "Nintendo World Cup." It has updated rosters (to reflect the 2014 World Cup). I also changed the uniforms to closely represent their real-life counterparts. Also, I tweaked the gameplay mechanics a little so that the players on the field run a little faster. A little disclaimer, this ROM was my guinea pig as I figured out how to make ROM modifications and color changes using a hex editor. Enjoy! Click here to download this file
  11. Version 1.0.0

    920 downloads

    This is Super Mario Bros. 2016! In short, this is a graphically enhanced version of the original Super Mario Bros. for the NES. Using Tile Layer Pro, I swapped out most of SMB's sprites with those found in Super Mario Bros. 2 and 3. Those that I didn't swap, I modified to give them more of a SMB2/3 feel. No gameplay was modified, as this is strictly a cosmetic update. In fact, the only time I used a hex editor was when I changed the date on the title screen from 1985 to 2016. Nothing more. Enjoy!
  12. Super Mario 2016 View File This is Super Mario Bros. 2016! In short, this is a graphically enhanced version of the original Super Mario Bros. for the NES. Using Tile Layer Pro, I swapped out most of SMB's sprites with those found in Super Mario Bros. 2 and 3. Those that I didn't swap, I modified to give them more of a SMB2/3 feel. No gameplay was modified, as this is strictly a cosmetic update. In fact, the only time I used a hex editor was when I changed the date on the title screen from 1985 to 2016. Nothing more. Enjoy! Submitter Baron von Lector Submitted 12/01/2016 Category NES  
  13. File Name: Tecmo NBA Basketball 2016 File Submitter: Baron von Lector File Submitted: 15 Sep 2015 File Category: NES This ROM is based on the upcoming 2015-2016 NBA season. Using ESPN.com's depth charts, the rosters are accurate as of 9-15-15. Most of the work was done using Emuware's Tecmo NBA Manager, however, there were many aspects of the game that couldn't be changed using the editor. For this, I used FCEUX's hex editor and Tile Layer Pro. Using these additional tools, I was able to update team logos (Oklahoma City Thunder and Washington Wizards), remove obsolete hairstyles (mustaches, boxy flat-tops) and replace them with more current head accessories (long hair, headbands, and Jahlil Okafor's exploding afro), replace instances of "1991-92" with "2015-16", and other miscellaneous items. Along with roster updates, I (to the best of my knowledge) fixed the ratings to reflect the real-life counterparts. However, there is one small minor issue that doesn't affect gameplay, but can be annoying if you're all about 100% accuracy. There are some mercenaries in the game (Festus Ezeli, Mike Miller, Joey Dorsey, and Spencer Hawes) that try to ruin the simulation experience during season play. For some strange reason, these players, regardless of how I rate them (and they're relatively low-rated), end up leading the league in scoring with 30+ points-per-game every season. I don't know why this is. If you can ignore them, right underneath them will be Lebron James, Carmelo Anthony, Kevin Durant, Russell Westbrook, and the rest of the NBA elite. Like I said, it's just a small detail issue. There are 27 teams in the game. Nashville, Toronto, and New Orleans were the three teams that were left out. Enjoy! Click here to download this file
  14. View File TSB Convergence: Final Edition This is the final edition of Tecmo Super Bowl: Convergence. For those that haven't followed this project, this is a ROM that contains the greatest teams in each franchise's history. With this ROM, you can pit the battle of the undefeateds as the 1972 Dolphins are pitted against the 2007 Patriots, or hop in the way-back machine as Jim Brown and the 1964 Cleveland Browns square off against Bart Starr and the 1962 Green Bay Packers. There are 32 teams with fair representation of the decades going back to the 1960s (60s (7 teams), 70s (4), 80s (5), 90s (8), 00s (4), 10s (4)). The teams included are: 1960 Philadelphia Eagles 1961 Houston Oilers 1962 Green Bay Packers 1963 San Diego Chargers 1964 Cleveland Browns 1968 New York Jets 1969 Kansas City Chiefs 1970 Baltimore Colts 1972 Miami Dolphins 1976 Minnesota Vikings 1978 Pittsburgh Steelers 1983 Los Angeles Raiders 1985 Chicago Bears 1986 New York Giants 1988 Cincinnati Bengals 1989 San Francisco 49ers 1990 Buffalo Bills 1991 Detroit Lions 1991 Washington Redskins 1992 Dallas Cowboys 1998 Denver Broncos 1998 Atlanta Falcons 1999 Jacksonville Jaguars 1999 St. Louis Rams 2000 Baltimore Ravens 2002 Tampa Bay Buccaneers 2007 New England Patriots 2009 New Orleans Saints 2012 Houston Texans 2013 Seattle Seahawks 2015 Arizona Cardinals 2015 Carolina Panthers There have been some changes since the last release of Convergence 3.0. First and foremost, the 1975 Steelers have been replaced with the 1978 version of the team. The 1999 Tennessee Titans have reverted back to the 1961 Houston Oilers (the team that was featured in Convergence 1.0, replaced in 2.0). A few graphical tweaks have been made, mostly in presentations. On each of the Team Data screens, I have put a year "sticker" on the team helmets (see screenshot gallery). Also, new to the Convergence franchise are the inclusion of All-Time Super Bowl teams. With help from the TecmoBowl.org community, I was able to set an AFC and NFC All-Time Super Bowl roster for play in Pro Bowl mode. I'm sure there are discussions to be had regarding my choices for the team, but keep in mind my selections were based on (a) Super Bowl performance, (b) and player availability. In regards to player availability, one of the reasons that I replaced the '75 Steelers with the '78 team was because I couldn't imagine an AFC all-time Super Bowl team without Mike Webster at center. Mike Webster was on the 1978 team. He was not on the 1975 team. One other major update was the correction of the ROMs simdata. In previous versions of Convergence, it was not uncommon for Walter Payton or Thurman Thomas to lead the league, both in rushing, but also in receiving. In fact, the league's leading receivers were comprised of 95% running backs. This is no longer an issue. I also went back and recompiled defensive player simdata. In short, I figured out that using my editor's "Auto Update All Player Sim Attribute" button was a horrible, HORRIBLE idea and the bane of this ROM's existence. This has been fixed, so expect to see Lawrence Taylor, Rod Woodson, and the like at the top of the league leaderboards. Enjoy! Submitter Baron von Lector Submitted 03/14/2016 Category Misc ROMs
  15. View File Tecmo Bowl 2017 Amidst the sea of Tecmo Super Bowl 2017 releases, here's a ROM release for the original of the series, Tecmo Bowl 2017. This game contains all 32 NFL teams (expanded from 12). There is also a feature that allows you to choose your CPU opponent, as opposed to originally letting the CPU choose, in Exhibition mode. Rosters are based 99% off of depth charts provided by NFL.com and CBSSports.com, with a few exceptions taking into consideration suspensions (Tom Brady, Le'veon Bell) and other factors. Statistics and ratings are based on those provided by Pro-Football-Reference.com. A special thanks goes out to TheFes75 and TecmoTurd for their assistance. In keeping with tradition, the original Tecmo Bowl (and Tecmo Super Bowl) were notorious for their "beasts," like Bo Jackson, Christian Okoye, QB Eagles, Mike Singletary, Jerry Rice, and more. Well, Tecmo Bowl 2017 is no exception. Some of the "beasts" (based on career bodies of work and current work) included in this ROM are: RB - Adrian Peterson, Chris Johnson WR - Larry Fitzgerald, Antonio Brown, Odell Beckham DB - Darrelle Revis DE/LB - James Harrison, JJ Watt, Ndamukong Suh KR - Devin Hester Growing up, I preferred this version of Tecmo Bowl to Tecmo Super Bowl, despite the lack of the Pittsburgh Steelers in the game. To this day, I prefer Tecmo Bowl to Tecmo Super Bowl for the sheer sit-down-and-play factor. If there's anything glaring that I missed, please bring it to my attention. Enjoy! Submitter Baron von Lector Submitted 09/14/2016 Category Tecmo Bowl - NES  
  16. Version 1.0.4

    2,055 downloads

    Amidst the sea of Tecmo Super Bowl 2017 releases, here's a ROM release for the original of the series, Tecmo Bowl 2017. This game contains all 32 NFL teams (expanded from 12). There is also a feature that allows you to choose your CPU opponent, as opposed to originally letting the CPU choose, in Exhibition mode. Rosters are based 99% off of depth charts provided by NFL.com and CBSSports.com, with a few exceptions taking into consideration suspensions (Tom Brady, Le'veon Bell) and other factors. Statistics and ratings are based on those provided by Pro-Football-Reference.com. A special thanks goes out to TheFes75 and TecmoTurd for their assistance. In keeping with tradition, the original Tecmo Bowl (and Tecmo Super Bowl) were notorious for their "beasts," like Bo Jackson, Christian Okoye, QB Eagles, Mike Singletary, Jerry Rice, and more. Well, Tecmo Bowl 2017 is no exception. Some of the "beasts" (based on career bodies of work and current work) included in this ROM are: RB - Adrian Peterson, Chris Johnson WR - Larry Fitzgerald, Antonio Brown, Odell Beckham DB - Darrelle Revis DE/LB - James Harrison, JJ Watt, Ndamukong Suh KR - Devin Hester Growing up, I preferred this version of Tecmo Bowl to Tecmo Super Bowl, despite the lack of the Pittsburgh Steelers in the game. To this day, I prefer Tecmo Bowl to Tecmo Super Bowl for the sheer sit-down-and-play factor. If there's anything glaring that I missed, please bring it to my attention. Enjoy!
  17. View File Tecmo Super Bowl: Gold This is Tecmo Super Bowl: Gold. I started working on this Legends-themed ROM back in March. I delayed the release of this ROM for the simple fact that around the time of the originally planned debut, a glut of other "Legends" ROMs burst onto the scene as well. So as not to (a) get lost in the shuffle or (b) take away from the spotlight of other modders, I pulled my work. This delay allowed me to fine-tune this ROM into what I would consider the "gold-standard" of Legends edits (hence, the "Gold" title) previously established by my past Convergence ROMs. Each team is comprised of the greatest players in franchise history, whether it's based on talent, records, or the impact they left on the team (Players like Tim Tebow and Kordell Stewart are included for the latter reasons). In addition to the team rosters, the All-Pro rosters have been edited to contain the greatest players in the history of the National Football League. I've combed over this ROM obsessively. If there are any errors, please let me know. Enjoy! Submitter Baron von Lector Submitted 08/17/2016 Category Misc ROMs  
  18. Version 1.0.3

    1,900 downloads

    This is Tecmo Super Bowl: Gold. I started working on this Legends-themed ROM back in March. I delayed the release of this ROM for the simple fact that around the time of the originally planned debut, a glut of other "Legends" ROMs burst onto the scene as well. So as not to (a) get lost in the shuffle or (b) take away from the spotlight of other modders, I pulled my work. This delay allowed me to fine-tune this ROM into what I would consider the "gold-standard" of Legends edits (hence, the "Gold" title) previously established by my past Convergence ROMs. Each team is comprised of the greatest players in franchise history, whether it's based on talent, records, or the impact they left on the team (Players like Tim Tebow and Kordell Stewart are included for the latter reasons). In addition to the team rosters, the All-Pro rosters have been edited to contain the greatest players in the history of the National Football League. I've combed over this ROM obsessively. If there are any errors, please let me know. Enjoy!
  19. Ok, I have been up and down with SIM/SKP and have got SKP (teams that play season in the background) stats working almost perfect - the only problem is that the teams don't score enough touchdowns! For example, I have RBs running for the right amount of carries and picking up the right amount of yards BUT, they are scoring TDs about 1/2 of what I would like them to. Same as QBs. *Question is: Is there an (as of yet "undocumented") location in the ROM that essentially sets the SKP scoring ? I want to DOUBLE the scoring, but keep the yards the same. Note - I have tried many, many combinations of setting the values below to get what I want - and while in some scenarios I AM able to get the TDs and Points where I want them - but then the Yards are way off!!! # Sim Points/Yardage Modifiers 0x1703C-0x1703D # First Quarter/OT 0x17F0D-0x17F0E # Second-Fourth Quarter # Sim Rushing/Punt Returning Modifiers 0x180B3-0x180C3 # Sim Passing/Receiving Modifiers 0x180C3-0x180D3 # Sim Defense Modifiers 0x180D3-0x180E3 # Sim Offense Modifiers 0x180E3-0x180F3 # Sim Kicking Modifiers 0x180F3-0x18103 # Sim Punting Modifiers 0x18103-0x18113 # Sim Pocket Modifiers 0x18113-0x18117 # Sim Kick Returning Modifiers 0x18117-0x18127
  20. I was looking at the code that sits between the "team names/1st2nd3rd4th" and the "offensedefenseeastnorth, etc - the 0x1FC10 area... I have never really known exactly what this chunk of code is, even though I have edited the heck out of team names, I have always just copied and pasted to make stuff work.... anyways, I just noticed that some code is different between the two roms, and I am wondering why. on the CXROM 32-team rom, the code is: (at location 0x1FF90) D6D7B8D4D5D7D4D5D6DBDCDD on the ORIGINAL 28-team rom, the code is: (at location 0x1FF4D, in this case) D6D7B8D4D5D7D8D9DADBDCDD you can see where I bolded the code that is different. can anyone explain?
  21. as the subject says, I am looking for ideas to make onsides tougher for the kicking team to recover. or is there a way to make the onside kick travel farther? I have a rom where the teams are pretty fast and basically the kicking team is getting to the ball area so fast that they have a high percentage to recover the kick. I can't remember, but is the kickoff team code different for onside vs regular kick? I will test in a little bit to find out. some ideas that I have: add a "delay" to the kickoff team move receiving team closer to ball make the onside kick travel a bit further....but how to do this?
  22. View File RBI Baseball Calculator Putting my Visual Basic college classes to good use, I've created a calculator to help determine Batter ratings when putting together RBI Baseball ROMs. Using the data from the original RBI Baseball, I created a formula (seen here) to help determine Power and Contact ratings. The interface is simple. Enter a player's batting average. Enter a player's homeruns. Click Calculate. Keep in mind, this calculator is only for determining batting ratings. Running speed and pitching calculators will come, added to the batting calculator, at a later date. Submitter Baron von Lector Submitted 04/29/2016 Category Editors, Tools & Misc
  23. View File R.B.I. Baseball 2016 This is the Opening Day Edition of R.B.I. Baseball, the follow-up to the previously released R.B.I. Baseball: Spring Training Edition. All 30-teams are represented, featuring each team's Opening Day rosters (with a few minor "Editor's choice" changes). The ratings are determined using statistics from Baseball-Reference.com and my RBI Ratings formula. Enjoy! Submitter Baron von Lector Submitted 04/26/2016 Category RBI Baseball
  24. Version 1.0.0

    1,284 downloads

    This is the Opening Day Edition of R.B.I. Baseball, the follow-up to the previously released R.B.I. Baseball: Spring Training Edition. All 30-teams are represented, featuring each team's Opening Day rosters (with a few minor "Editor's choice" changes). The ratings are determined using statistics from Baseball-Reference.com and my RBI Ratings formula. Enjoy!
  25. Version 1.0.0

    1,043 downloads

    I searched long and hard to see if there was a current cover for the 2016 edition of Tecmo Super Bowl. I couldn't find one so I made one. Fits Custom Game Case sized cases and I'm assuming Bit-Boxes as well. Enjoy!