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Creating a realistic tsb rom


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#1 tecmoaddict

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Posted 19 October 2010 - 10:56 AM

Hi everyone,
I would like to create a version of tsb where the coverage and juice level is the same over the entire season, regardless of wins or losses, and where the gameplay is more dependent upon player attributes rather than the juice level. I guess what I am trying to achieve with gameplay is something similar to the original tsb for sega but more challenging and more realistic. I want to get away from having a CPU player with 25 max speed running like a track star later in the season leaving a user player with a much higher max speed in the dust. I also want to be able to run the ball later in the season without having the CPU defense in the backfield as soon as the ball is snapped. I have been tweaking the juice levels with my hex editor but I am having trouble getting it right. Has anybody tried to do this?
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#2 DAMFNDRZA

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Posted 19 October 2010 - 04:55 PM

Hi,
The correct acronym for Tecmo Super Bowl is tsb!
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#3 fatcheerleader

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Posted 19 October 2010 - 05:03 PM

Hi,
The correct acronym for Tecmo Super Bowl is tsb!

"TBS.... very funny"

ps-I am of no use to you. :wink:
[ Post made on a Tecmo Super Mobile Device!] Posted Image
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#4 tecmoaddict

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Posted 19 October 2010 - 06:21 PM

lol...my bad.
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#5 buck

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Posted 19 October 2010 - 06:43 PM

Hi everyone,
I would like to create a version of tsb where the coverage and juice level is the same over the entire season, regardless of wins or losses, and where the gameplay is more dependent upon player attributes rather than the juice level. I guess what I am trying to achieve with gameplay is something similar to the original tsb for sega but more challenging and more realistic. I want to get away from having a CPU player with 25 max speed running like a track star later in the season leaving a user player with a much higher max speed in the dust. I also want to be able to run the ball later in the season without having the CPU defense in the backfield as soon as the ball is snapped. I have been tweaking the juice levels with my hex editor but I am having trouble getting it right. Has anybody tried to do this?


com juice levels.JPG

this picture shows the default "juice values" for TSB. (in HEX, a "1" will be "01", etc)

If you want a COM 25MS RB to run at 25MS, then you would need to set the Offensive Speed Juice to "00".
if you would like the (lack of) juice to be the same the entire season, then set all the juice values to be the same.

there is another factor that kicks in at some point in the season - what I call COM "Mojo" - this makes COM defense tougher = more WRs covered and more aggressive Run stopping. I will have to look into how to stop that from happening.
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#6 tecmoaddict

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Posted 20 October 2010 - 07:37 AM

Thanks Buck, the "mojo" was another question I had. I was wondering where the location of that was in the NES version of tsb. The chart you provided will be a big help.
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"I've learned that life is one crushing defeat after another until you just wish Flanders was dead."

#7 buck

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Posted 20 October 2010 - 07:44 AM

Thanks Buck, the "mojo" was another question I had. I was wondering where the location of that was in the NES version of tsb.


let me direct you to this thread:
viewtopic.php?f=22&t=12210&hilit=com+coverage+late+in+season
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#8 kidlavington

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Posted 21 October 2010 - 10:27 AM

has anyone made a rom with random com juice levels through a season so it kind of correlates to the ebb and flow of a regular season?
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#9 buck

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Posted 21 October 2010 - 10:31 AM

has anyone made a rom with random com juice levels through a season so it kind of correlates to the ebb and flow of a regular season?


let me direct you to this thread:
viewtopic.php?f=22&t=12210&hilit=com+coverage+late+in+season
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#10 tecmoaddict

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Posted 21 October 2010 - 08:59 PM

I changed 0x28b44 and 0x28b45 both to ea and the CPU coverage seemed better in preseason but the game froze. Anybody else have that experience? I should mention that I tried to edit this with a hex editor. Should I have tried to edit it with another program instead? I've got some programming experience but I'm still a noob at some of this.
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"I've learned that life is one crushing defeat after another until you just wish Flanders was dead."

#11 tecmoaddict

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Posted 24 October 2010 - 04:44 PM

I figured out my mistake. The max coverage works great. :)
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"I've learned that life is one crushing defeat after another until you just wish Flanders was dead."

#12 TeBowl_Time

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Posted 04 July 2012 - 10:20 PM

The new forum isn't loading attachments? I need to see the juice table that Buck posted
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#13 Knobbe

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Posted 05 July 2012 - 07:14 AM

The new forum isn't loading attachments? I need to see the juice table that Buck posted


I'll have to check into this
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#14 Knobbe

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Posted 05 July 2012 - 02:45 PM

Fixed!
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2013 Nebraska: Final 4

2012 TomzcakV: Round of 32

2012 Madison: Round of 32

2012 Nebraska: Round of 16
2011 Nebraska: Final 4
2011 Madison: Round of 32

2010 Chicago: Round of 32
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#15 TeBowl_Time

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Posted 05 July 2012 - 04:39 PM

Yay! :cool:
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#16 Carther

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Posted 07 August 2012 - 06:59 PM

Is it possible to have the juice and coverage levels change based on which team you were playing against?
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#17 buck

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Posted 07 August 2012 - 07:44 PM

Is it possible to have the juice and coverage levels change based on which team you were playing against?


my first and best idea: rate the good teams good and the bad teams bad :-P

varying juice *might* be possible. but the "coverage level" (or what I call "COM mojo" - because they not only cover better, but they defend run better, too) is either on or off (the way it works now), and it really just changes a variable that's embedded in each defenses play design.

there's also jstout's "ultralogic" - it's "team based" - but it's all about the cpu picking your play.
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#18 drummer4god

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Posted 08 August 2012 - 06:18 AM

Awesome find buck. Thanks for the chart!
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