Jump to content

Search the Community

Showing results for tags 'pass accuracy'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Articles
  • News
  • Online Leagues
  • Hacks/Resources
  • ROMs
    • Yearly Tecmo Releases
  • Documentation

Categories

  • League Games
  • Tecmo Tournament Live Feeds
  • Misc
  • Re-Creation
  • Strategy

Forums

  • Welcome to TecmoBowl.org
    • Getting Started
  • Tecmo Super Bowl
    • Tecmo Super Bowl - NES
    • All Other Versions
  • Downloads
    • Download Support
  • Hacking/Emulation
    • Hacking Documentation
    • ROM Editing Discussion
    • Editors/Emulation
    • Other Games
  • HSTL's League Discussion
  • SEGA GENESIS SPORTS's Games and Updates

Categories

  • Tecmo Super Bowl - NES
    • TecmoBowl.org Official Yearly ROMs
    • NFL By Year
    • Misc ROMs
  • Tecmo Super Bowl - SNES / GEN
    • SNES
    • Genesis
  • Tecmo Bowl - NES
  • Other - NES / SNES / Genesis / Other
    • NES
    • SNES
    • Genesis
    • Other
  • Emulators
  • Editors, Tools & Misc
  • Tecmo Super Bowl Media

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Yahoo


Jabber


Skype


Website URL


Discord


MSN


Location


Interests


Tecmo Titles


Custom Title

Found 1 result

  1. So, like many before me, I am looking to do a very simple "re-do" of 1990 TSB. as the NES TSB game works in it's natural unmodified state: Pass Control (PC) is THEE QBs variable for how "on target" a pass is; and it also is the variable for whether a pass will be "completed or intercepted". (Pass Accuracy (PA) does nothing, without a "hack"). I was considering the usual jstout PA hack - where PC is "target" and PA is "comp/int"... But I got to thinking - that it would make a guy like Elway TOO good. look at his 1990 stats, off the top of my head - 15 td, 14 ints. Anyways, that shouldn't deserve a 69 "completion/INT" variable! On to my point/question - I want to implement a version of the jstout "PA Hack" - BUT- "swap" the function of PC with PA for this hack -> So that PC is the "completion/int variable" only and PA becomes "on target" only. It seems like I've seen something discussed like this before (maybe bruddog talked about it?). so, for the Elway example: he would now throw a 69 (pretty good) "on target" pass, but his "completion/INT" variable would stay the same at 31, which is pretty bad. I suppose I could just physically swap (cut/paste) the attributes around in TOOL or something and do jstout's hack, but I wanted to keep the attributes looking the same. So, how can that be swapped around behind the scenes in the ROM? Anybody have ideas how to do it; and does it make sense within the original QB attributes to do this?
×
×
  • Create New...