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  1. Today
  2. Hello Tecmo Bowl brothers (and sisters) I have been considering building out a membership website that would allow one to establish a league online, it would maintain stats for all leagues (and member history), update player rosters, etc, etc. Given the current access to the ROMS, and tech behind the game, what do you guys think the feasibility would be for this kind of project?
  3. Yesterday
  4. bruddog, I don't know how to do the coding you've done. This rom you've attached is the original game with just this code tweaked? At work with my Macbook so can't open or test it until I get home later today. If your script to be added to the hacks section that would be cool.
  5. Last week
  6. I guess what I'm asking when simulating this through stats is: should I give a lower passer speed number and high pass control number (e.g. pass speed is 38 but pass control is 69)?
  7. I've been doing some (more) research into this & even though haven't solved my lifelong goal of "who is on the cover of TSB cart" - I did find a pretty cool story about how they got who is on the cover! So Tecmo wanted to use Marcus Allen on the cover (not Bo Jackson I'm guessing bc he was a mega star to the likes of MJ, Lebron, Derek Jeter, etc.. he wouldn't be worth even asking bc he would've been 10x anyone else at the time) - Allen was w/ the Raiders and they were a local team for Tecmo's HQ so it made sense (be like if today there was a video game company in San Francisco and they wanted ot put a player on the cover of their cartridge, Christian McCaf. would be the one for it) - so Marcus was approached about using a picture of him going over the goal line on the cover- Marcus Allen wanted $50k for this PLUS a certain % royatly on every cartridge sold. Tecmo told Marcus Allen's agent "where to stick their $50k offer" - Tecmo went looking for other current players but all of their agents wanted what was considered way too much so they hired a model for the day. Imagine if Tecmo actually gave a % cut of every cartridge sold to Marcus Allen or another player - over the years we are talking about WAY more than their late 80s / early 90s NFL contracts paid them! So I still am looking for my lifelong quest of the model used on the cartridge & plan on having him autograph a cart for me - but in the mean time the stories & info finding along the way is jsut as fascinating!
  8. I use passing yards as a barometer, because all QBs in the game can throw deep, anyway.
  9. Gentlemen, the custom order frame for my TB12 cartridge is complete, and it is pretty baller if I do say so myself. It’s the pièce de résistance of this TB12 Tecmo Super Bowl rom journey. Whenever I release the next rom update, my goal is to also release the spreadsheets that I used to build the rosters. Some folks might enjoy looking more closely at some of those details.
  10. I've been working on a new USFL hack, one with contemporary players. I have seen in some scouting reports--specifically Tennessee's Joe Milton III--about players who have considerable throwing power. Milton threw a 70-yard bomb at the combine I guess. However, his scouting report also indicated that he as a slow release. Would the way to emulate that in TSB is to give him a slow throwing speed but high pass control? Feels like passing speed comes up more with wildcat/spread guys.
  11. how do you edit the uniforms etc? I'd like to see the white sox uniforms with the white top and pinstripes
  12. I updated this tool to support the FinalBurn Neo (v0.2.97.44) emulator with the original 28-team ROM
  13. Earlier
  14. S. Blueman, at this point in my life I do not have the money to even afford that. I apologize to you and do really genuinely appreciate your work on TSB. I have downloaded several of your versions of the game.
  15. I am not totally sure, but I think if the game ends in a tie, it has the quarter scores intact, but once a score happens in OT then that issue shows up
  16. Hello everyone! We just completed Season 10 and are looking to make a minor league. We need just a few more guys. DM me on here if you have any interest. Thanks!
  17. So of the two players who are currently in the WR1 and WR 2 spot on the field, one of them will have a chance to pause their route. I guess its supposed to be a hot route of sorts where you can make a quick throw to the WR. But this seems kind of annoying if you need them to them run a bomb I haven't calculated the chance yet but the greater the reception skill the greater the chance the WR will stop. The table is at 0x18B37 18 = 06 rec skill value = 9.7% chance of stopping route 20 = 13 rec skill value = 12.8% chance of stopping route ... 90 = 100 rec skill value = 56% chance of stopping route if selected Every skill increase = 3.1% additional chance of stopping route So really the chance for the WR1 or Wr2 to stop a route on any play is half that chance since only one of them can get selected per play. I'm pretty sure these percentages are correct.
  18. More info figured out. The computer gets a random amount of presses.... 75% chance to get one press every 9 frames...
  19. Slow process, but three teams' players rated.
  20. Confirmed in the code agility value is definitely used when changing directions for a man controlled player, however it doesn't effect the qb for some reason. Or at least the QB doesn't use this code both behind the LOS and past the LOS. The table for offensive players is at 0x1d4FF in the rom 06 06 05 05 04 04 03 03 02 02 01 01 01 01 01 01 The table for offensive players is at 0x1d50F in the rom 07 07 07 06 06 05 05 05 04 04 03 02 01 01 01 01 These numbers represent how many frames it takes until it responds to you changing direction. I made the values 20 = 32 frames = ~ 0.5 sec and it was EXTREMELY noticeable. Its like trying to change directions in mud.
  21. I have two options as far as how names will be displayed in a... project. We have traditional Griffey-sytle with First initial-Last name, or mixed style of Full Names and First initial-Last name. Which looks better? Completeness, or consistency?
  22. @averagetsbplayer Without this hack…a game that goes into overtime has ALL the quarter scores cleared. So you have no idea what was scored in each qtr. this hack keeps all the qtr scores intact and only updates the total score. This gack lets you deduce what the score in OT was.
  23. Mostly for my own future reference, I think has one not-that-important gap: If a game goes to OT tied at 0-0, we can't distinguish if it went to OT 0-0 or the game's only score happened in the 1st quarter. Edit: I think I was wrong. My main issue was parsing an original game without the hack: - It's tough to tell the difference between a game that was 0-0 going into OT from a game that had it's only score in the first quarter.
  24. thanks for your time and efforts 👍🍕 May you have the best pizza today and everyday after. May the power of the pizza be with you always. 🍕
  25. Original nes controller with usb adapter
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