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Found 51 results

  1. Tecmo Basketball 2018

    Is there a possibility someone can make a Tecmo Basketball 2018 ROM? With the NBA Season coming up? Or can soomone tell me how to edit Tecmo Basketball, what programs I need, etc.
  2. 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.
  3. TSB Blimp Text (NES)

    Hey all. Im working on my yearly TFO Rom and last season I started to give away the prize of placing text on the Tecmo Blimp that appears at halftime. So since I have my notes and couldn't find this on the boards I wanted to post it for others... and so I won't lose it next season when I do this all again So I like to think of the Tecmo Blimp as having 2 Lines of 10 "Spots". These spots are filled in with 8x8 pixel images. There are 16 available characters to use in these spots (not counting spaces). You would need to go in and EDIT these with your own images/letters/characters to appear on the blimp and one could have MORE spots by doing some edits on their own but I stick with the 16 as I haven't had an issue with it. I know there is more "real estate" on the blimp that could be used but since it shares a pallet with the background clouds I just stick with the two 10 character lines. CHARACTER GRAPHIC SPOTS (17 total counting Space/Blank) 03 = Space/Blank (DO NOT OVERWRITE) 0B = Left Part of Helmet Icon 0F = Right Part of Helmet Icon 1D = E (blue) 37 = C (blue) 39 = T (blue) 3D = M (blue) 3E = O (blue) 3F = S (pink) 41 = U (pink) 42 = P (pink) 43 = E (pink) 44 = R (pink) 45 = B (pink) 46 = O (pink) 47 = W (pink) 48 = L (pink) SPOTS AVAILABLE ON THE BLIMP (2 Lines of 10) 1ST: LINE: 0x1446c 0x1446d 0x1447b 0x1447c 0x1447d 0x1447e 0x1448c 0x1448d 0x1448e 0x1448f 2ND LINE: 0x14470 0x14471 0x1447f 0x14480 0x14481 0x14482 0x14490 0x14491 0x14492 0x14493 PALLET LOCATION (3 colors) BLUE: 0x1a02d PINK: 0x1a02e WHITE: 0x1a02f (DO NOT CHANGE) [Recommended not to mess with the white as the rest of the blimp's white spots share the same pallet as the clouds in the background] Attached is TFO 2016's Blimp Have fun!!!!
  4. 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
  5. 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?
  6. 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?
  7. Version version 1, August 19, 20

    677 downloads

    One of the greatest years of all time for USA pop culture and sport...1985. Play the "spring" 1985 season of the USFL in 18-game glory....Then, play a separate 14-game season with the best NFL teams of 1985...Then fight through the playoffs and see if you get your team to meet up USFL v NFL in the world championship playoff game...Can the USFL "talent" hold its ground against the NFL? Probably not, but you can try! The upper 14 team "conference" contains the full 14-team USFL experience. The lower 14-team "conference" consists of the 10 NFL playoff teams and four other NFL teams from 1985 season. Traditional NES TSB gameplay, with minor gameplay and graphic upgrades, etc. Guaranteed to thrill.
  8. File Name: 1985 USFL and NFL TSB by buck.nes File Submitter: buck File Submitted: 19 Aug 2015 File Category: Misc ROMs One of the greatest years of all time for USA pop culture and sport...1985. Play the "spring" 1985 season of the USFL in 18-game glory....Then, play a separate 14-game season with the best NFL teams of 1985...Then fight through the playoffs and see if you get your team to meet up USFL v NFL in the world championship playoff game...Can the USFL "talent" hold its ground against the NFL? Probably not, but you can try! The upper 14 team "conference" contains the full 14-team USFL experience. The lower 14-team "conference" consists of the 10 NFL playoff teams and four other NFL teams from 1985 season. Traditional NES TSB gameplay, with minor gameplay and graphic upgrades, etc. Guaranteed to thrill. Click here to download this file
  9. is there a location in the rom to make every tackle result in a Fumble? I have put all "FF" in for ball control, but there is still the occasional time where the ball carrier does not fumble. I need all fumble, all the time. thx. ps - I am working on a "rugby" rom. lol. funny, but not a joke.
  10. One of the greatest years of all time for USA pop culture and sport...1985. Play the "spring" 1985 season of the USFL in its 18-game glory....Then, play a separate 14-game season with the best NFL teams of 1985...Then fight through the playoffs to see if you get to meet up USFL v NFL in the world championship playoff game...Can the USFL "talent" hold its ground against the NFL? Probably not, but you can try! ...see attached screenshots... As you can see, the upper 14 team "conference" contains the full 14-team USFL experience. The lower 14-team "conference" consists of the 10 NFL playoff teams and four other NFL teams from 1985 season. Traditional NES TSB gameplay, with minor gameplay upgrades, etc. Guaranteed to thrill. Coming soon.
  11. Music to my ears...

    Okay, I've been curious to know if ANYONE in the entire world knows how add specific 8-bit versions of songs in an nes rom? If so, and if it's not too out of the way, I'd like to some help lol
  12. Does anyone know where to find or how to create a Screen saver of the TSB half time show for the PC?, any of them. any information would be very helpful.
  13. You know what's up. This is what real NFL players do in the offseason: they play 7-on-7 football without helmets, on a 50-yard asphalt/concrete street. Choose from one of the best 16 NFL teams from the 2014-2015 NFL season. Can you survive the fight? I doubt it, but you will have fun trying. New Plays and formations, like the Pistol. Totally new things, like MAN controlled players (without the ball). Check out the four "DIVA" passes - you actually control the receiver instead of the QB...will he throw it to you? Highspeed Updated Physics Engine. MOVE FAST, DUDE...In the TSB streets, there's not much time to think, you have to be able to react very quickly, or have the will to just force things to happen. Nobody is gonna give you anything for free in the streets, you have to go out and take it. Etc. See screenshots and download below. STREET tsb 14-15 NFL SUPERBOWL buck.nes
  14. help with SNES Tecmo Super Bowl 93

    I updated the snes roster of tecmo super bowl to be more stat based of that season but after kickoff you cant pick up play if somebody could help me fix this would be great n thanks snes Tecmo Super Bowl (J).smc
  15. If ported, this IS possible

    I know I've made MANY posts such as this before, BUT these are possible if ported to either PC or SNES. I'd keep the 8-bit designs though... If not please give some suggestions as to how to make TSB as similar to this as possible.
  16. 28-team 7 on 7?

    Is that possible? I've been trying to edit some 7v7 ROMs but my league has 28 teams.
  17. TSB Legends Rating

    Buck this thread is probably gonna drive you nuts, but you can thank whoever ask Buck about ratings as you're usually on point with this stuff. So if you would be so kind (or anyone else who wants to give their input), I'll start out with three players and can you give us their TSB ratings and please specify if it's the NES or SNES versions. Steve Young 1994 STATS: 324/461, 70.3%, 3,969 yds, 35 TD, 10 INT, 112.8 passer rating Jim Brown 1963 STATS: 291 Att, 1,863 yds, 12 TD, 24 rec, 268 yds, 3 TD (14 gm season) Barry Sanders 1997 STATS: 335 Att, 2,053 yds, 11 TD, 33 rec, 305 yds, 3 TD
  18. so when I heard TecmoPsycho talking (http://tecmobowl.org/topic/57730-tecmo-talk-radio-the-revival/page-3#entry427453) about his 7 yr old son playing TSB, I got jealous. because I have a son about that age but I could never really get him into TSB. he does like NFL football and watches it with me sometimes. his favorite teams are the bengals and seahawks. so, here is the secret to getting your young son to play NES Tecmo Super Bowl: 1. use an updated roster version that uses similar player/team ratings as the original 1991 game (like this one http://tecmobowl.org/topic/63474-bucks-tsb-2014-15-end-of-season-super-bowl-vintage-style-rom-download/) 2. use your son's favorite NFL team and use TSB TOOL Editor to replace RB4 with: a) YOUR SON'S NAME b.) make player pic look like him c) give your son BO JACKSON'S 1991 TSB ratings (75 MS)! *Please NOTE - even if he begs you to "make me even faster, dad!" - DON'T. simply tell him, "Bo is good enough, son. You can do it." 3. Start a season with this team, show him how to sub himself (essentially a Bo Jackson clone on a 2014 NFL team) in at RB. Your son will fall in love with TSB and you will find yourself watching him freak and hold his breath during long runs and giving him high-fives. Soon, he will also be telling you that he wants to go to a TSB Tournament and asking you to hook up the actual NES so he can practice for said tournament. Seriously, I did this last week. He is 12-1 in a season with the 14-15 Seahawks, with himself at RB.
  19. Here is my take on the End of NFL Season 2014-15 Tecmo Super Bowl for the NES. I've had Tecmo on my mind pretty hardcore for the last couple of weeks (due to playing in the Lincoln tournament). So, I had to put this ROM together. I know it's kind of premature, but the ratings are not gonna matter much, who goes to SB or whatever. (But I am gonna pick NE v SEA, and then I will pick SEA to win it all, but I digress) UPDATED FOR SUPER BOWL. 1.19.15 This is an OG-style (original gangster) 32-team NFL ROM with everything default. No play hacks at all. (except PA/PC - but I have rated every QB with the SAME PC and PA - so there is no difference, unless you modify it yourself). This ROM has the original 3-4 defenses (no 4-3). The player ratings and team balance/"spread" is based off of the 1991 games players and ratings and spread of talent. Bad teams are bad, good teams are good. Some ratings are exaggerated. This mod is designed primarily for MAN v MAN, for people who want a game that will play just like 1991 TSB, but with updated rosters and stuff. COM works fine, too, but there are no hacks to make them better than the original game makes them. The pro bowl teams are just the best players from each conference (that I personally selected, because I can be like Mike (Irvin)). Rosters should be pretty tight, I've spent the last week on them. They should reflect the 2014-2015 End of Season rosters and performances, for the most part. If there are any glaring issues, please let me know. ENJOY. TSB 2014-15 EOS Buck.nes old (1.16.19 version) TSB 2014-15 Super Bowl buck.nes (new 1.19.15 version)
  20. IS IT POSSIBLE...

    My friend and I were working on a TSB game with a whole new layout but he moved to San Fran(Im in NJ). Is it possible to make these screens? Or, is it possible to port the ROM to a different system that allows more capabilities? Note: We were working on my MLF Cereal Bowl ROM ...I think I brought this up before but nobody actually answered.
  21. So, maybe someone else has already noticed a long time ago, but I have always wondered where the seemingly arbitrary player attribute number system comes from in Tecmo Super Bowl. It was always a mystery to me. Not anymore. So, in case you wondered where these player attribute numbers come from: 6, 13, 19, 25, 31, 38, 44, 50, 56, 63, 69, 75, 81, 88, 94 These attribute numbers correspond to the "rounded off" percentage values of "1 through 16" divided by 16. Decimal % Chop off % Sign 1 / 16 = 0.06 6% 6 2 / 16 = 0.13 13% 13 3 / 16 = 0.19 19% 19 4 / 16 = 0.25 25% 25 5 / 16 = 0.31 31% 31 6 / 16 = 0.38 38% 38 7 / 16 = 0.44 44% 44 8 / 16 = 0.50 50% 50 9 / 16 = 0.56 56% 56 10 / 16 = 0.63 63% 63 11 / 16 = 0.69 69% 69 12 / 16 = 0.75 75% 75 13 / 16 = 0.81 81% 81 14 / 16 = 0.88 88% 88 15 / 16 = 0.94 94% 94 16 / 16 = 1.00 100% 100 also attached a screen shot incase the format is jumbled.
  22. Greetings Tecmo Super friends! My apologies if this is a redundant post, but I've tried to find a previous entry that dealt with this subject thoroughly, and I could not! I was curious about the physical condition of players (injured, bad, average, good, excellent, perhaps there are others?) and if there were any great guides or sagely advice someone could offer on the subject. Some teams have a lone hope on one side of the ball (Wayne Haddix comes to mind), and I was curious if there is any way to use a player often without their condition deteriorating. For example, I love to use Rod Woodson on virtually every snap against the COM because he can ruin an offense better than Steve Grogan. After four weeks he's wrecked, and I find myself having to use him very sparingly just to try and nurse him back to health. Is there any way to use superior players consistently without risking their health? Conversely, is there any method of bettering a player's condition into good or excellent? Can one maintain an excellent physical condition? I was also curious about what specifically makes a player's condition deteriorate. Hits? Winning too much? Scoring too much? Imbalance in play calling? Too much use by a human player? Not enough use? A little of everything? It's a mystery to me! Pretty much anything you can tell me on the subject is welcomed and appreciated! My current methods for maintaining player physical condition feel more like glorified superstition! Thank you so much for taking the time to read this!
  23. NCAA All-Timers

    NCAA All-Timers 2015 Produced by Bryon Phelps Rosters by Bryon Phelps, Kelly Rose, and Charlie Stymeist(and thanks to mfrazier87 lol) Overview: Friend: No NCAA 14? Me: Nah dude players wanna get paid. Friend: No Ultimate Team? Me: Nope. Friend: No Road to Glory? Me: Nope. Friend: Daaaaammmmnnnn yeo. Me: I know but the players do deserve to get paid. Friend: True, oh don't they have like NCAA Tecmo shit online. Me: Probably. Later... Friend: These suck, the rosters are old, the logos are ugly wtf dude. Me: OH SHIT I HAVE AN AWESOME IDEA!!!!! Even MORE Later... Friend: OH BRYON I SAW UR GAME DUDE Me: Told you I had an awesome idea. Friend: Yo put it on Tecmo site... Me: Kaaaay... And now we're here. Hope you enjoy it guys. I AM MARSHALL!!!!!! NCAA.nes
  24. Were you still jamming on the NES back in 1993? Were you pissed that Tecmo made Tecmo Super Bowl only for the so-called "Super" Nintendo (SNES)? Or, did you think that the SNES version sucked because it just "felt weird"? Do you want to play an "official" 1993 Tecmo Super Bowl game - the game that should have been? Do you want to play with QB CHIEFS on your NES emulator? THEN, THIS NES ROM IS FOR YOU. ROM download link below, at bottom of post. It plays great. 1993 TECMO SUPER BOWL - "SUPER" NINTENDO TO "8-BIT" NINTENDO CONVERSION ROM THIS ROM REPRESENTS WHAT TECMO COULD HAVE MADE for the NES LUDDITES back in 1993 "1993 Tecmo Super Bowl" for the NES, INSTEAD of the SUPER NINTENDO. **FEATURES** @ ROSTERS/RATINGS/PLAYBOOKS/TEAMS DIRECTLY COPIED (except for bench DBs) from SNES TSB 1 @ TEAM COLORS are DEFAULT NES COLORS @ SCHEDULE had to be SLIGHTLY MODIFIED (SNES was 18 WEEKS) SCHEDULE is EXACT SAME TEAMS and NUMBER of GAMES as SNES. @ PRO-BOWL ROSTERS/PLAYBOOKS UPDATED @ THERE ARE ALSO SOME VERY BASIC GAME UPGRADES THAT TECMO PROBABLY WOULD HAVE INCLUDED IN THIS VERSION - SEE BELOW **UPGRADES** @ QB "PASS ACCURACY" FIX (like SNES) @ PLAYER 2 "PHYSICAL CONDITION" PROPERLY DISPLAYED FIX (like SNES) @ SHOW STATISTICS SCREEN at HALFTIME (like SNES) @ YEARS CHANGED to 1993 (like SNES) @ TIGHT-END SIM/SKP STATS are now CORRECTLY CALCULATED @ ABILITY TO CHANGE TEAM PLAYBOOK DURING a GAME (like SNES) @ MAN-CONTROLLED TEAM CAN BE "2ND-PLAYER" VERSUS a COM/SKP TEAM (PRESEASON and SEASON MODE) @ REPETITIVE MENU MUSIC (like SNES)...just kidding - it worked, but I found it way too annoying **NOTES** @ QUICKNESS STILL DOES NOTHING (like NES and SNES) @ KR and PR RETURN SPEED STILL COMES FROM RT and SS (like SNES) @ SORRY, NO WEATHER OR QUARTER-LENGTH ADJUSTMENT **CREDITS** tecmobowl.org forum members: xplozv - developed halftime stat screen hack; MAN as 2nd player hack jstout - developed pass accuracy hack; 2P condition fix hack; te sim fix hack cxrom - developed the in-game playbook change ability hack BAD_AL - created the TSB TOOL application buck - concept; did the work and everything else with love, buck 1993 TSB 1 SNES to NES port.nes 1993 SNES-2-NES TECMO SUPER BOWL PORT NOTES.txt
  25. http://news.yahoo.com/reed-hof-induction-gives-bills-cause-celebrate-163932937--spt.html I always loved this Andre Reed on the football field, back in the early 90s...all those catches across the middle - turned into big gains. I always thought he was under-rated in TSB, too. Anyways, the man is finally getting what he deserves - inducted into the Pro Football Hall of Fame
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