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Found 6 results

  1. I couldn't tell if this was discovered before, but I was able to figure out how to fully extract season stats from a save state file created with VirtuaNES! I don't think VirtuaNES is the most popular emulator out there, but it was the easiest one to dissect the save states. Here's what I found, and I created a very rudimentary spreadsheet to help extract all the stats (I'm not a programmer, I did my best. By all means, somebody take the info and do a better job than me!) The way they store this info is convoluted as hell, so hopefully it's understandable. I included example bytes in my descriptions below. A few concepts: They often split up a two-digit byte into two different values, so that the left digit has one 0-F value for say TDs, and the right digit has a 0-F value for Attempts. So as I try to describe below, I call the left digit (x) and the right digit (y). Starting at x11C2 (Buffalo) Quarterbacks (9 bytes) Examples: x011C2 - 99 6E 84 24 6C 00 00 58 00 (QB1: 110/153, 2924 yds, 33TD, 9 INT, 0 Rush) x011CB - 00 00 00 00 00 00 00 00 00 (QB2: 0) Byte1: Pass Attempts (0-255) | Example: 99 = 153 Pass Attempts Byte2: Pass Completions (0-255) | Example: 6E = 110 Pass Completions Byte3: Pass TD (x) & Pass Attempts/TD (y) | Example: 84 = 32 Pass TD, 0 Pass Att. and 1 TD Pass (x) = TD * 4 (y) = Pass Attempts (0, 256, 512, or 768) & TD Passes (0,1,2,3) --- 0/4/8/C: 0 Att & 0/1/2/3 TD --- 1/5/9/D: 256 Att & 0/1/2/3 TD --- 2/6/A/E: 512 Att & 0/1/2/3 TD --- 3/7/B/F: 768 Att & 0/1/2/3 TD Byte4: Int (x) & Pass Completions/INT (y) | Example: 24 = 8 Int, 0 Pass Comp. and 1 Int (x) = INT * 4 (y) = Pass Completions (0, 256, 512, 768) & Int (0,1,2,3) --- 0/4/8/C: 0 Comp & 0/1/2/3 TD --- 1/5/9/D: 256 Comp & 0/1/2/3 TD --- 2/6/A/E: 512 Comp & 0/1/2/3 TD --- 3/7/B/F: 768 Comp & 0/1/2/3 TD Byte5: Pass Yards (0-255) | Example: 6C = 108 Pass Yards Byte6: QB Rush Att (0-255) | Example: 00 = 0 Rush Att Byte7: QB Rush Yds (0-255) | Example: 00 = 0 Rush Yds Byte8: Pass Yds (x) & Rush yds (y) | Example: 58 = 2,560 Pass Yds, 256 Pass Yards, 0 Rush Yards (x) = Pass Yds * 512 (y) = Rush Yards & Pass Yards --- 0-7: Rush Yards * 256 & 0 Pass Yards --- 8: 0 Rush Yards & 256 Pass Yards --- 9-F: Rush Yards * 256 & 256 Pass Yards Byte9: Rush TD | Example: 00 = 0 Rush TD (x) = Rush TD * 4 (y) = Rush TD Remainder --- 0-3: 0 Rush TD --- 4-7: 1 Rush TD --- 8-B: 2 Rush TD --- C-F: 3 Rush TD Offense (12 bytes) Examples: x011D4 - 18 9F 1C 00 00 00 02 00 02 A1 66 59 (RB1 Stats: 161 Rush, 1638 Yds, 22 TD / 24 Rec, 671 Yds, 7 TD) x011E0 - 07 C9 08 00 00 00 01 00 00 3A BF 24 (RB2 Stats: 58 Rush, 447 Yds, 9 TD / 7 Rec, 201 Yds, 2 TD) x011EC - 03 42 00 06 31 00 00 00 00 0B 5F 08 (RB3 Stats: 11 Rush, 95 Yds, 2 TD / 3 Rec, 66 Yds, 0 TD / 3 KR, 49 Yds, 0 TD) x011F8 - 00 00 00 62 64 03 00 00 00 00 00 00 (RB4 Stats: 49 KR, 868 Yds, 0 TD) x01204 - 10 E4 14 00 00 00 00 00 01 00 00 00 (WR1 Stats: 16 Rec, 484 Yds, 5 TD) x01210 - 23 8D 1C 00 00 00 00 00 03 00 00 00 (WR2 Stats: 35 Rec, 909 Yds, 7 TD) x0121C - 00 00 00 00 00 00 00 00 00 00 00 00 (WR3 Stats: 0) x01228 - 00 00 00 00 00 00 50 BC 00 00 00 00 (WR4 Stats: 20 PR, 188 Yds, 0 TD) x01234 - 19 51 30 00 00 00 00 00 02 00 00 00 (TE1 Stats: 25 Rec, 593 Yds, 12 TD) x01240 - 01 00 00 00 00 00 00 00 00 00 00 00 (TE2 Stats: 1 Rec, 0 yds) Byte1: Receptions (0-255) | Example: 18 = 24 Receptions Byte2: Receiving Yards (0-255) | Example: 9F = 159 Receiving Yards Byte3: Rec TD (x) & Punt Ret Yds / Rec TD (y) | Example: 1C = 4 Rec TD, 0 Punt Ret Yds, 3 Rec TD (x) = Rec TD * 4 (y) = Punt Ret Yds (0, 256, 512, or 768) & Rec TD (0,1,2,3) --- 0/4/8/C: 0 PR Yds & 0/1/2/3 Rec TD --- 1/5/9/D: 256 PR Yds & 0/1/2/3 Rec TD --- 2/6/A/E: 512 PR Yds & 0/1/2/3 Rec TD --- 3/7/B/F: 768 PR Yds & 0/1/2/3 Rec TD Byte4: Kickoff Returns divided by 2 | Example: 62 = Hex2Dec Value of 98 - divided by 2 = 49 Byte5: Kickoff Return Yards (0-255) | Example: 64 = 100 Kick Return Yards Byte6: KR TD (x) & Kickoff Ret Yds / KR TD (y) | Example: 03 = 0 KR TD, 768 KR Yards, 0 KR TD (x) = KR TD * 2 (y) = KR Ret Yds & KR TD --- 0-7: KR Yds * 256, 0 KR TD --- 8-F: KR Yds * 256, 1 KR TD Byte7: Punt Returns (x) & Rush Yds / Punt Returns (y) | Example: 02 = 0 Punt Returns, 512 Rush Yds, 0 Punt Returns (x) = Punt Ret * 4 (y) = Rush Yds (0, 256, 512, 768) & 0-3 punt returns --- 0/4/8/C: 0 Rush Yds & 0/1/2/3 Punt Ret --- 1/5/9/D: 256 Rush Yds & 0/1/2/3 Punt Ret --- 2/6/A/E: 512 Rush Yds & 0/1/2/3 Punt Ret --- 3/7/B/F: 768 Rush Yds & 0/1/2/3 Punt Ret Byte8: Pass Return Yds (0-255) | Example: BC = 188 Punt Return Yds Byte9: Punt Ret TD (x) & Rec Yards (y) | Example: 02 = 153 Pass Attempts (x) = Punt Ret TD (0-15) (y) = Rec Yds * 256 Byte10: Rush Attempts (0-255) | Example: A1 = 161 Rush Attempts Byte11: Rush Yds (0-255) | Example: 66 = 102 Rush Yds Byte12: Rush TD (x) & Rush Yds / Rush TD (y) | Example: 59 = 20 Rush TD, 1024 Rush Yds, 2 TD (x) = Rush TD * 4 (y) = Rush Yds (0, 1024, 2048, 3072) & 0-3 Rush TDs --- 0/4/8/C: 0 Rush Yds & 0/1/2/3 Rush TD --- 1/5/9/D: 1024 Rush Yds & 0/1/2/3 Rush TD --- 2/6/A/E: 2048 Rush Yds & 0/1/2/3 Rush TD --- 3/7/B/F: 3072 Rush Yds & 0/1/2/3 Rush TD Defense (3 bytes) Examples: x0124C - 2A 10 08 (RE Stats: 21 sacks, 1 int, 8 yds, 0 TD) x0124F - 08 10 05 (NT Stats: 4 sacks, 1 int, 5 yds, 0 TD) x01252 - 08 20 0D (LE Stats: 4 sacks, 2 int, 13 yds, 0 TD) X01255 - 0C 10 03 (ROLB Stats: 6 sacks, 1 int, 3 yds, 0 TD) X01258 - 06 00 00 (RILB Stats: 3 sacks, 0 int, 0 yds, 0 TD) X0125B - 08 20 15 (LILB Stats: 4 sacks, 2 int, 21 yds, 0 TD) x0125E - 0A 10 06 (LOLB Stats: 5 sacks, 1 int, 6 yds, 0 TD) x01261 - 00 00 00 (RCB Stats: 0 sacks, 0 int, 0 yds, 0 TD) x01264 - 00 20 04 (LCB Stats: 0 sacks, 2 int, 4 yds, 0 TD) x01267 - 02 20 09 (FS Stats: 1 sack, 2 int, 9 yds, 0 TD) x0126A - 00 40 2A (SS Stats: 0 sacks, 4 int, 42 yds, 0 TD) Byte1: Sacks (x) & Sacks / Int (y) | Example: 2A = 16 Sacks, 5 sacks, 0 INT (x) = Sacks * 8 (y) - Sacks (1-7) & Int --- Even # (0,2,4,6,8,A,C,E): Sacks 1-7 --- Odd #: (1,3,5,7,9,B,D,F): Sack 1-7 & 16 INT Byte2: Int (x) & Int TD / Int Return Yds (y) | Example: 40 = 4 INT, 0 Int Ret TD, 0 Int Ret Yds (x) = Int (0-15) (y) - Int TD (0-7) --- Even # (0,2,4,6,8,A,C,E): Int TD 0-7 --- Odd #: (1,3,5,7,9,B,D,F): Int TD 0-7, 256 Yds Byte3: Int Return Yards (0-255) | Example: 2A = 42 Int Ret Yds Kicker (4 bytes) Examples: x0126D - 42 3E 09 08 (62/66 XP, 8/9 FG) Byte1: XP Attempts (0-255) | Example: 42 = 66 XP Attempts Byte2: XP Made (0-255) | Example: 3E = 62 XP Made Byte3: FG Attempts (0-255) | Example: 09 = 9 FG Attempts Byte4: FG Made (0-255) | Example: 08 = 8 FG Made Punter (3 bytes) Examples: x01271 - 09 73 01 (9 punts, 371 yards) Byte1: Punts (0-255) | Example: 09 = 9 Punts Byte2 & 3: Punt Yards | Example: 73 01 = 01 73. 0173 = 371 yards (256 + 115) Team-Statistical Info x01274 - 0E | Wins (14) x01275 - 02 | Losses (2) x01276 - 00 | Ties (0) x01277 - E2 01 | PF (482) x01279 - 2E 01 | PA (302) x0127B - 39 0B | Pass Def (2873) x0127D - 98 05 | Rush Def (1432) X0127F - x01282 --> Playbook (Play byte) **LINEUP** (0 - QB1, 1 - QB2, 2 - RB1, 3 - RB2, 4 - RB3, 5 - RB4, 6 - WR1, 7 - WR2, 8 - WR3, 9 - WR4, A - TE1, B - TE2, C - C, D - LG, E - RG, F - LT) x01283 - 02 | QB1 / RB1 x01284 - 36 | RB2 / WR1 x01285 - 7A | WR2 / TE1 x01286 - 59 | KR / PR x01287 - x01289 --> Injuries x0128A --> Physical Condition (Each byte - pair players) (0 - BB, 1 - BA, 2 - BG, 3 - BE, 4 - AB, 5 - AA, 6 - AG, 7 - AE, 8 - GB, 9 - GA, A - GG, B - GE, C - EB, D - EA, E - EG, F - EE) Team addresses (208 bytes per team) x11C2 - BUF x1292 - IND x1362 - MIA x1432 - NE x1502 - NYJ x15D2 - CIN x16A2 - CLE x1772 - HOU x1842 - PIT (some dead space between PIT & DEN) x1A16 - DEN x1AE6 - KC x1BB6 - RAI x1C86 - SD x1D56 - SEA x1E26 - WAS x1EF6 - GIA x1FC6 - PHI x2092 - PHX x2166 - DAL x2236 - CHI x2306 - DET x23D6 - GB x24A6 - MIN x2576 - TB x2646 - SF x2716 - RAM x27E6 - NO x28B6 - ATL VirtuaNes Stat Extractor.zip
  2. This is a little program I've been developing the past month, which takes extracted CSV files of your single games and scans them to find and track single-game records. The program outputs the records into a normal .txt file in INI form. This way it can be both read easily and can be used by other programmers who may wish to add onto it. A LITTLE HISTORY 'm not personally really into the online Tecmo Leagues. I've had a lot of trouble connecting to the servers, finding matches, etc. But I've always played TSB with my friends or with my kids (as it is now) in normal season mode, with each of us taking a team, putting them in man or coach and trying to win the coveted SuperBowl Title. I still believe Tecmo is the world's greatest and simplest football game. That said, I've always wanted a way to have a career mode. In fact, the lot of us have used other editors found here on the site as basis for a makeshift off-season. We put together a draft system, custom teams, trades, etc. When the Stat Extractors came about, I was thrilled. And this also gave me a number of ideas and a clear path to make my own little apps to help make the painstaking process of keeping stats simpler. So, I set out a plan to create many of these apps, as among other things, I've become a modest programming hobbyist over the years. This was my third attempt at this particular app, and I'm proud to say I finally finished a version worthy of the community's viewing. WHAT YOU'LL NEED So if you want to try it out, you'll need the following items: Extracted single-game stats from Tecmo Madisons Stat Extractor found here. Also, you'll need this installer for the program, which I've zipped up and placed here. INSTRUCTIONS Once you've installed the program, you'll notice that it will, by default, add both the shortcut to the app and the data folder to your desktop. From there, you'll want to place all the files you want to search through for records in the folder labelled "GameRecords". You can actually search for any file anywhere, but by default, this is the folder where the application looks first so it will save you some time. Next, you'll just click twice on the shortcut, or the actual EXE inside the data folder in order to bring up the application. This is what you'll see: Once inside the program, you'll need to do two things in order to get the ball rolling. Number one, use the 'LOAD CSV' buttons on the left to upload the extracted game stat files, and click the 'Name the New File' button to use the popup record namer. This will give your file it's name. After that, you'll notice the 'Find Records' button is enabled and you are permitted to search and write records. A few notes are that I made it possible to upload 16 game files at once, that way you can do it 'weekly' or by a single teams entire season. I want to expand on this, making it have the ability to only track records for specific teams, but as of now, this is not the case. You can upload and search a single file, (between two teams), or you can select 16 files at once which should work well with a week of games played on the 32 team roms out there. Once you've searched, you'll find the records file has been output into the "OutputRecords" folder which is in the main data folder on your desktop. Furthermore, you can choose to open an existing file in order to add or change it with new records from new games. Just remember if you do this, the application will update the loaded file, and create a new one for the current records search. Another cool little feature allows you to place a 'season' value by changing the edit box which is by default 1991. This doesn't really have to come from a specific season ROM, rather it is only there for crazy people like me who want to simulate the seasons progressing. That way, if in your third season, you can say the passing yards record was broken by Johnny Strongarm in 1993 or whatever. SOME ADVICE Number one, I've tested it pretty good, but you should still be on the look out for strange occurences when using the application. If something just isn't right in the file output or something, please don't hesitate to post here and I'll try to fix it. Next, It is always my preference to check this and anything I download from a third party website. You use this at your own risk. I know I don't personally have any thing you should be concerned with, but I won't be responsible if something goes bad when you download it. So far, I've been using mediafire for years with no problem, but just in case, it would behoove you, if you don't already, to do a quick scan of the item before installation. Just putting that out there. Hope that doesn't cause alarm. FINALLY I welcome your feedback. If there's something I can do to help you or to answer questions, I will try my best. I'm gonna try to learn a little more about hex editting here soon and try my hand at some more apps. I've got an idea for a free agents app, a career stats app, a random player generator app, and much much more. Hope it's worthy, and keep on Superbowlin!
  3. so we all know that pass accuracy in tecmo super bowl for the nes is useless but is it useful in the genesis or sees version?
  4. With tournaments coming up I went looking for my NES controller and without fail 4 or 5 hours later I"m still messing around with ROMs I made in various states of completion. One thing I haven't figured out is how to export stats. I know it can be done, I sort of remember you gave a file to a website and got something back? But that was 4 or 5 years ago. I know it can be done because I mentioned in one of my older posts. Searches led me no where. Does anyone know? Has there been any kind of stats export advancement in my 4 or 5 year absence?
  5. What's your single best PF and PA? Has anyone scored over 1,000 points in one season? My highest recorded season total: Dolphins (PF and PA were aquired in the same season) Points For: 940 (Avg per game PF: 58.75) Points Against: 86 (Avg per game PA: 5.37) What kind of numbers have you guys put up?
  6. Creating an all time Tecmo Super Bowl and wanted to get feedback from the tecmo community. I used a formula to calculate value for QB's numbers in different era's. They are as follows Modern era (now-94), tecmo era (93-78), merger era (77-66), and old school (66-football began) each signifies significant changes in the game. 94 is the first major changes for the new passing game, 78 was also a rule change for passing game, 66 was the last year before the merger. 94 gets a decrease to completion% and INT%, 77-66 get a increase to completion% and INT%, and 66-before gets a major boost to completion% and INT%. 69 is max rating 56 is minimum rating for passer attributes. 69, 69, 69, 69 63, 69, 69, 69 tBRADY 69, 63, 69, 69 jUNITAS 69, 69, 63, 69 jELWAY 69, 69, 69, 63 dMARINO 56, 69, 69, 69 jMONTANA 69, 56, 69, 69 kSTABLER 69, 69, 56, 69 rGABRIEL 69, 69, 69, 56 aRODGERS 63, 63, 69, 69 pMANNING 69, 69, 63, 63 oGRAHM 69, 63. 63, 69 bFARVE 63, 69, 69, 63 dBREES 63, 69, 63, 69 fTARKENTON 69, 63, 69, 63 wMOON 56, 63, 69, 69 yaTITTLE 56, 69, 63, 69 rWILSON 56, 69, 69, 63 rSTAUBACH 63, 56, 69, 69 jKELLY 69, 56, 63, 69 eMANNING 69, 56, 69, 63 dFOUTS 63, 69, 56, 69 dNCNABB 69, 63, 56, 69 tBRADSHAW 69, 69, 56, 63 cNEWTON 63, 69, 69, 56 sYOUNG 69, 63, 69, 56 bROETHLISBERGER 69, 69, 63, 56 pRIVERS 69, 63, 63, 63 mSTAFFORD 63, 69, 63, 63 mRYAN 63, 63, 69, 63 sJURGENSON 63, 63, 63, 69 lDAWSON 63, 63, 63, 63 rCUNNINGHAM 56, 56, 69, 69 sBAUGH 56, 69, 56, 69 mBRUNELL 56, 69, 69, 56 cPENNINGTON 69, 56, 56, 69 jNAMATH 69, 56, 69, 56 dCULPEPPER 69, 69, 56, 56 sMCNAIR 56, 63, 63, 69 sLUCKMAN 56, 63, 69, 63 dKRIEG 56, 69, 63, 63 bKOSAR 63, 56, 63, 69 tAIKMAN 63, 56, 69, 63 kWARNER 69, 56, 63, 63 jCUTLER 63, 63, 56, 69 bJOHNSON 63, 69, 56, 63 69, 63, 56, 63 mVICK 63, 63, 69, 56 bESIASON 63, 69, 63, 56 cPALMER 69, 63, 63, 56 jFLACCO 56, 63, 63, 63 aSMITH 63, 56, 63, 63 aMANNING 63, 63, 56, 63 dWATSON 63, 63, 63, 56 56, 56, 63, 69 nVAN.BROCKLIN 56, 63, 56, 69 63, 56, 56, 69 bLAYNE 56, 56, 69, 63 bGRIESE 56, 63, 69, 56 mSHAUB 63, 56, 69, 56 kANDERSON 56, 69, 56, 63 56, 69, 63, 56 63, 69, 56, 56 69, 56, 56, 63 vTESTEVERDE 69, 56, 63, 56 bWATERFIELD 69, 63, 56, 56 dBLEDSOE 56, 56, 56, 69 56, 56, 69, 56 56, 69, 56, 56 69, 56, 56, 56 jKEMP 56, 56, 63, 63 cMORTON 63, 63, 56, 56 56, 63, 63, 56 63, 56, 56, 63 kCOLLINS 56, 63, 56, 63 63, 56, 63, 56 jHART 56, 56, 56, 63 56, 56, 63, 56 56, 63, 56, 56 63, 56, 56, 56 bBORTLES 56, 56, 56, 56
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