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Tecmo Super Bowl 16-Bit Upgrade!


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This is my most ambitious project to date.  Using the TSBToolSupreme editor, I have created an 8-bit NES to 16-bit SNES conversion of the original Tecmo Super Bowl.

 

Not only have I updated the rosters and ratings, but I've changed the schedule and all of the sim data so that this plays completely faithful to the original, from games against the CPU to full-season simulations.  After it was complete, I ran a series of side-by-side season simulations and the two version (NES and SNES) for the most part agreed with one another as far as end-of-season division results and statistic leaders.

 

I did take the liberty of making a few modifications, however.  The changes are:
Changed QB Browns (CLE) to Bernie Kosar
Changed QB Bills (BUF) to Jim Kelly
Changed QB Eagles (PHI) to R.Cunningham
Replaced Richard Bell (PIT) with Barry Foster
Replaced Ivy Joe Hunter (IND) with Eric Dickerson
Swapped Warren Williams' (PIT) and Tim Worley's (PIT) spot on the Steelers' depth chart

 

I did hit a couple of minor snags, however.  I was unable to update the Pro Bowl rosters within the ROM.  Except for the fact that Merril Hoge is the starting running back for the AFC, the rosters are still Pro Bowl-worthy.

 

On a personal note, as a fan of the Steelers, I think that Bubby Brister just might be the worst quarterback in the history of Tecmo Bowl.  I forget how many times he overthrew a wide-open Louis Lipps or threw the ball out of bounds while trying to capture the screenshots below.

 

tsb01.png?w=660

 

tsb02.png?w=660

 

tsb03.png?w=660

 

tsb04.png?w=660

 

tsb05.png?w=660

Tecmo Super Bowl 16 Bit.smc

Edited by Baron von Lector
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Awesome wow ive been waiting for someone to release this and all names are spelled correctly and its great! now next release should be the original tsb nes with no changes except correct names, eric dickerson, same thing u did for this, and that would be ballin with the grapple hack from qb vikings just thinking about it has me hyped up this is awesome thank you

Edited by mfrazier87
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This is my most ambitious project to date.  Using the TSBToolSupreme editor, I have created an 8-bit NES to 16-bit SNES conversion of the original Tecmo Super Bowl.

 

Not only have I updated the rosters and ratings, but I've changed the schedule and all of the sim data so that this plays completely faithful to the original, from games against the CPU to full-season simulations.  After it was complete, I ran a series of side-by-side season simulations and the two version (NES and SNES) for the most part agreed with one another as far as end-of-season division results and statistic leaders.

 

I did take the liberty of making a few modifications, however.  The changes are:

Changed QB Browns (CLE) to Bernie Kosar

Changed QB Bills (BUF) to Jim Kelly

Changed QB Eagles (PHI) to R.Cunningham

Replaced Richard Bell (PIT) with Barry Foster

Replaced Ivy Joe Hunter (IND) with Eric Dickerson

Swapped Warren Williams' (PIT) and Tim Worley's (PIT) spot on the Steelers' depth chart

 

I did hit a couple of minor snags, however.  I was unable to update the Pro Bowl rosters within the ROM.  Except for the fact that Merril Hoge is the starting running back for the AFC, the rosters are still Pro Bowl-worthy.

 

On a personal note, as a fan of the Steelers, I think that Bubby Brister just might be the worst quarterback in the history of Tecmo Bowl.  I forget how many times he overthrew a wide-open Louis Lipps or threw the ball out of bounds while trying to capture the screenshots below.

 

tsb01.png?w=660

 

tsb02.png?w=660

 

tsb03.png?w=660

 

tsb04.png?w=660

 

tsb05.png?w=660

 

Tecmo flipped running speed and Rushing Power between versions of the game. I haven't had a chance to try this out but I would suspect that the offesive players will all be fairly fast as their initial speeds will all be 69-75

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I dont think the swap will have much effective difference. They will start of with a faster initial speed but accelerate to their max speed slower.

Ill have to check my speed chart tool but i think they will still hit the top speed in the same amount of time. With 69 RS they will be able to juke a bit better i would suspect.

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I dont think the swap will have much effective difference. They will start of with a faster initial speed but accelerate to their max speed slower.

Ill have to check my speed chart tool but i think they will still hit the top speed in the same amount of time. With 69 RS they will be able to juke a bit better i would suspect.

Agreed, I think the players will start quicker (with better cutting ability overall) but will actually take them a little bit longer to run, say, a 20 yard dash.

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I noticed the swap in Running Speed and Rushing Power when I was taking the Christian Okoye screenshots.  I swapped 'em back so that it matched the NES version.  I then went through and swapped it on every other player in the game.

 

Cool...I'm in between computers so I don't have a proper SNES emulator going at the moment...the Okoye screenshots also had me wondering

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@TecmoSuperFan - I fixed Reggie White's jersey number.  No clue how it became mislabeled.


 


@eddydeanclassic - I've entertained the idea of doing a 2015/16 ROM on the SNES, but there's at least six problems with trying it.  Those problems are the Baltimore Ravens, Houston Oilers and Texans, Tennessee Titans, Jacksonville Jaguars, and Carolina Panthers.  I've even thought of doing a ROM using Tecmo Super Bowl 3 for the SNES, but that only gets rid of the Jacksonville and Carolina problems.


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Kinda the same problem with the Genesis version sadly though a couple of guys on here are looking into a 32 team SNES rom at the moment. Unfortunately the Genesis doesnt get the kind of love the NES and SNES version does. XD though i decided to test how the NES stats would work on the Genesis version by copying it over. Rathman still popcorns the daylights out of people. Can't get Bo to do so though .-.;

End results of the nes stats transferred to Genesis:

 

>http://www.youtube.com/watch?v=DO5SMITiuHc

 

and yes i know at some point the audio desyncs. havent figured out how to fix it on the Fusion's part >_>;

Edited by TecmoSuperFan
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Kinda the same problem with the Genesis version sadly though a couple of guys on here are looking into a 32 team SNES rom at the moment. Unfortunately the Genesis doesnt get the kind of love the NES and SNES version does. XD though i decided to test how the NES stats would work on the Genesis version by copying it over. Rathman still popcorns the daylights out of people. Can't get Bo to do so though .-.;

End results of the nes stats transferred to Genesis:

and yes i know at some point the audio desyncs. havent figured out how to fix it on the Fusion's part >_>;

Gens uses compressed graphics. Finding the where and how is the problem. Gens has like 4 "normal" ways it compresses, but that isn't the only ways. We looked into it because we truly like the graphics better on the Gens. But its just too much of a headache. We were able to do work on the Gens Coach K game. But we got lucky it didnt compress any graphics.

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What is this Coack K editing you say?  If there's an editor for it, I'd love to get my hands on it.  Being a hardcore Syracuse fan, I've been wanting to play around with some college basketball.  I wanted to convert Tecmo NCAA into a college game using the available editor, but the NBA team logos looking me in the face and the inability to change the names on the team-select screen turned me away from it.


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@Baron the Kega Fusion has its own AVI logging which i usually use. It bums me out that it keeps desyncing because the sound on it is pretty awesome. The Genesis version of Tecmo is the one i grew up on, as my mom would spend hours spamming Neal Anderson to help the Bears win the super bowl since she never figured out how to pass. 


Edited by TecmoSuperFan
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