1. Tecmonster it's definitely not a glitch.
2. I consulted jstouts dissassembly files. Always valuable.
Here is the bank in question:
Scroll down to the note jstout added randomize week games. it starts off with
JSR L_D8F7 AND #$0F
This is a routine to update the random numbers and then it constrains the result to be from 0x00 to 0x0F or 0 to 15 in decimal.
Anyways we just need the end of the whole routine to randomize the games which is
JSR store_sram_checksum LDA #%11000000 STA PRG_RAM_PROTECT
So at 0x3220A paste in 20 B3 C4 A9 C0 8D 01 A0 60.
This will prevent the schedule from being random. You may need to do a season reset once to get it unrandomized but it should be good from then on.
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There are 4x roms in the zip - actually, only two games (ROM 1 and ROM 2), but see below for reasoning for the extra two roms
the zip also contains a basic readme, and a png image of a playbook key
View attachment: Street Tecmo 2013 v1 also with no p2.zip
View attachment: tsb street var shots 1.png
There are two ROMs, each with 16 NFL teams.
The only difference between the ROMs are the teams/rosters/names, etc. and the color of the endzones.
Based on Jstout's "CIFL 7-on-7" NES Tecmo Super Bowl ROM
Upgraded plays (enhanced for the street)
50 yard "field"
COM v MAN (you can play as player 2 if you set up your emulator)
Competitive COM for challenging Season fun
No "Out of Bounds" - you can run into the walls
New Halftime and New Halftime Song
Game plays very fast (almost every variable is sped up greatly)
Turnovers and scoring are common
No punts (just "kicker")
Countless Graphic changes
In-game playbook changing
Cool new Uniforms (some throwbacks in there, too)
12-game season with 8-team playoffs
"Heroes" - it's like a mini-game
I have set up the heroes from the original Tecmo Super Bowl game
AFC and NFC - using their original ratings (although some are decreased because it's played as pro-bowl game)
but, it has a totally different feel and challenge than the other modern "street" teams
Pass Accuracy is completion/int variable
KR return at their own Max Speed
Player 2 condition indicator fixed
No pass-defender auto-dive
Quicker dives for defenders
Passing Game Hacks
Bruddog's OL/DL Differential (more random popcorn in the trenches)
HP Hack (MAN v MAN "popcorn" and/or "mash")
Also, HP is quantized to a scale of "0 to 3 extra presses" that are added to grapple counter)
6-25 HP = 0 extra press
31-50 HP = 1 extra press
56-75 HP = 2 extra press
81-100 HP = 3 extra press
EXTRA ("no p2" versions): the (main) 1st version of TSB Street posted on 9-5-12 has a very cool hack (thanks xplozv) that lets you play as the 2nd player (2nd side) vs COM (also in season mode).
A requirement is that you need to have your emulator set up such that you have control of the 2nd player controller (or if using an actual NES, a controller in port 2!) . In the emulator I use, I have them both programmed to the same controller/buttons.
If you use an emulator that will not allow you to program or play as a 2nd player controller, I have provided a set of roms with the additional "no p2" characters in the rom filename. this "no p2" will play just like the original TSB - MAN will always be player one side when playing COM.
Therefore I have updated the zip to include these "no p2" versions. I also updated the readme in the zip. No other changes have been made.
We must thank the following, because this rom would not be possible without their past or present help:
jstout, bruddog, cxrom, bad_al, average tsb player, elway, knobbe, bodom, and xplozv
(jstout did not have any direct hand in the making of this ROM, but we thought we should credit him because we used his CIFL 7-on-7 ROM as our base)
it's a party, jerk. so enjoy it.
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By TB: K Master
Hey guys, here is a example of me choosing the Seahawks against one of the all-time greatest D's, the Chicago Bears. And by the way, the 1st play of the game was a Safety by Joe Nash. And also, in the 2nd image is my playbook choice for Seattle, :).
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