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  1. View File Tecmo Super Bowl 2022 - SBlueman Edition The classic NES sports title, updated just in time for the upcoming 2022 NFL season! Enjoy this version with the following features: Playbooks edited – Plays moved to different slots, edited running plays, removed ‘bad’ plays Over 35 hacks added to Hardtype versions (25 hacks in Vanilla version) Defensive players are setup for either 3-4, 4-3 or nickel defenses (RILB is the nickel back - Patriots line up in a dime formation) Team uniforms edited so home team plays in primary uniform (NFC West teams & divsional matchups excluded due to limitations) Sim code updated for more accurate team results Updated helmets (thanks to @Knobbe for updating the Commanders!) Updated 8/11/2022! Three Versions Available: #1 - Base - Hacks Included: 1. Add touchbacks 2. FG length max of 65 yards 3. Punt length max of 65 yards 4. Add 'Hut' Pre-Snap Cadence to 32-Team ROM 5. NFC West Sim Fixes 6. Player 2 Conditions Fix 7. FG avoid kick block fix 8. TE sim fix 9. Change offensive SIM to 'out of 32' sum 10. Prevent schedule from being random 11. Fix Playoff Seeding 12. More NFL like QB rating value 13. TEAM ROSTER instead of 1991 ROSTER after super bowl winner end game 14. Set Pro Bowl Kick/Punt Return 15. Change Touchback To 25-Yard Line 16. 15 Yard XP #2 – Vanilla – Hacks Included: 17. Changing KR Speed 18. PR speed change from SS to actual PR player 19. Better INT returns 20. Add stats after quarters 21. QB backpedal animation hack 22. Kickoffs From 8 Yard Line To 3 Deep In Endzone 23. Better COM punt timing 24. PA/PC hack - PC is INT and PA is target 25. Punt coverage boost adjustment #3 – Hardtype – Hacks Included (also includes all the Vanilla version hacks): 26. Ultra Logic Hack 27. More Accurate FG's 28. Decrease Fumbles ips patches 29. Timing of Snap Exchange b/n C & QB 30. Faster Handoffs, Pitches, Snaps & Player Control 31. QB throws ball instead of taking sack and runs less 32. COM Dive Tackling like SNES TSB I 33. Changing the differential for popcorning/ dl busting through 34. Buck's TSB COM Juice Setter (Week 4 Juice – Max 02 DEF.SPEED) 35. JStout's Find Open Receiver Hack 36. Push/Pull Hack #4 – Hardtype + P2 As Road Team (My personal favorite) 37. Road team plays as player 2 vs COM Details: Base Rom: Updated 32-team ROM Editors Used: TSBTool 1.3.0.0, TSB Playbook Editor Beta03, General Manager for TSB, Tecmo Super Bowl Manager 2000, Lunar IPS, Translhextion, TSB Play Editor, yy-chr, Tecmo Endzone Editor, Tecmo Hack Setter Submitter SBlueman Submitted 08/11/2022 Category NFL By Year  
    2 points
  2. Version 1.0.0

    227 downloads

    The classic NES sports title, updated just in time for the upcoming 2022 NFL season! Enjoy this version with the following features: Playbooks edited – Plays moved to different slots, edited running plays, removed ‘bad’ plays Over 35 hacks added to Hardtype versions (25 hacks in Vanilla version) Defensive players are setup for either 3-4, 4-3 or nickel defenses (RILB is the nickel back - Patriots line up in a dime formation) Team uniforms edited so home team plays in primary uniform (NFC West teams & divsional matchups excluded due to limitations) Sim code updated for more accurate team results Updated helmets (thanks to @Knobbe for updating the Commanders!) Updated 8/11/2022! Three Versions Available: #1 - Base - Hacks Included: 1. Add touchbacks 2. FG length max of 65 yards 3. Punt length max of 65 yards 4. Add 'Hut' Pre-Snap Cadence to 32-Team ROM 5. NFC West Sim Fixes 6. Player 2 Conditions Fix 7. FG avoid kick block fix 8. TE sim fix 9. Change offensive SIM to 'out of 32' sum 10. Prevent schedule from being random 11. Fix Playoff Seeding 12. More NFL like QB rating value 13. TEAM ROSTER instead of 1991 ROSTER after super bowl winner end game 14. Set Pro Bowl Kick/Punt Return 15. Change Touchback To 25-Yard Line 16. 15 Yard XP #2 – Vanilla – Hacks Included: 17. Changing KR Speed 18. PR speed change from SS to actual PR player 19. Better INT returns 20. Add stats after quarters 21. QB backpedal animation hack 22. Kickoffs From 8 Yard Line To 3 Deep In Endzone 23. Better COM punt timing 24. PA/PC hack - PC is INT and PA is target 25. Punt coverage boost adjustment #3 – Hardtype – Hacks Included (also includes all the Vanilla version hacks): 26. Ultra Logic Hack 27. More Accurate FG's 28. Decrease Fumbles ips patches 29. Timing of Snap Exchange b/n C & QB 30. Faster Handoffs, Pitches, Snaps & Player Control 31. QB throws ball instead of taking sack and runs less 32. COM Dive Tackling like SNES TSB I 33. Changing the differential for popcorning/ dl busting through 34. Buck's TSB COM Juice Setter (Week 4 Juice – Max 02 DEF.SPEED) 35. JStout's Find Open Receiver Hack 36. Push/Pull Hack #4 – Hardtype + P2 As Road Team (My personal favorite) 37. Road team plays as player 2 vs COM Details: Base Rom: Updated 32-team ROM Editors Used: TSBTool 1.3.0.0, TSB Playbook Editor Beta03, General Manager for TSB, Tecmo Super Bowl Manager 2000, Lunar IPS, Translhextion, TSB Play Editor, yy-chr, Tecmo Endzone Editor, Tecmo Hack Setter
    2 points
  3. Your drumming may have cost you the win, but you're #1 in our hearts. The fact alone that you've made 3 of these things via 8 hour one-way drives is a feat no other has dared to attempt. Also, your Fireside Chat rally after your chair "lost it's balance" was quite impressive. In summary: Don't touch the drums
    2 points
  4. Burning Mort 5 early outlook Keys to Beef’s Success: 1. Don’t touch the drums. 2. Don’t smoke anything. Thanks guys. I had so much fun, even when my incessant drumming cost my troupe’s chances and I smoked myself into the upside-down. Sincerely, Beef Juice (3-time last place king)
    2 points
  5. 2 points
  6. Version 1.0.0

    310 downloads

    Alpha build of the 2022-2023 roster for Tecmo on Genesis. Washington= Wash. Commanders
    2 points
  7. TheRaj

    Disabling Onside Kicks?

    So far so good
    1 point
  8. TheRaj

    Disabling Onside Kicks?

    I've ran about 20 games and so far so good. Its gonna be a fun mid-season tourney where all fumbles and losers move on, Ill make sure to post about it here on Tecmobowl.org. Should be alot of fun. Thanks again bru!!!
    1 point
  9. rkrenegade31

    Tecmo Stat Screen

    Hello all! I did some experimenting and figured out the code to replace the nfl shield. I wanted to share in case someone is looking to do the same. Above are the square numbers The bottom are the YY-CHR codes for it. Hope this helps
    1 point
  10. bruddog

    Disabling Onside Kicks?

    Lots of different ways to do this but this should be the simplest since its just one byte SET(0x258FE, 0xA9) This changes this from loading a variable in memory to loading an immediate value that will make the routine branch to the no onsides exit) I didn’t test this so let me know if it works. This doesn’t apply for skp vs skp games.
    1 point
  11. War6

    TSB 2023 (SNES)

    Yes. 23 will be ready prior to the regular season. All of our testing and graphics work is complete…just waiting on the actual rosters to shake out then we will upload the ROMs. We will have two versions available with three variations for a total of six ROMs. Gameplay sprites will be of the enhanced variety and a classic sprite plus version. Three variations will be normal juice, normal juice + cpu pass defense hack, and full juice with cpu defense hack. About one month to go…
    1 point
  12. bruddog

    Disabling Onside Kicks?

    Yes, there is. Post something when i have time
    1 point
  13. Bolt

    (NES) TSB 1992

    Well, you've crafted quite a nice ROM here, Knockerin'-Me-Around-For-A-Loop... Unable to advance outta the Div Rd with G.B, nither: 80-yard game-winning drive vs. Bears upended by backup RB D. Thompson fumbling away a reception/not enough time left/never got the ball back! Well I'll be juggered... Anyway... Bolt gives this ROM 2-out-of-2 Tits, everbody
    1 point
  14. To change player 1 to the 20: at 0x247B9 type in A0 10 at 0x247BB type in A2 07 To change player 2 to the 20: at 0x24031 type in A0 F0 at 0x24033 type in A2 08
    1 point
  15. Version 0.9

    147 downloads

    28 team TSB rom only Java; Works for Windows, Linux, and Mac Java install required to run Features Most of what you'd expect from a Tecmo Super Bowl editor. This list starts with the more unusual features that gm for tsb offers and then moves on to the standard ones. Drag and drop to move players and teams Ability to save more players and teams than fit in the rom without requiring a special "export" phase Automatic calculation of simulation codes Rearranging players doesn't break Pro Bowl teams or returners All a team's receivers grouped together, even for 3‐WR and 4‐WR formations (and similarly for running backs and tight ends) A 2‐TE pseudo‐formation that allows you to group TE's together while presenting one as a WR in a 3‐WR formation to the game Team player‐data background color Ability to attach notes to any player or team Automatic abbreviation of first names when necessary Team run‐pass ratio Uniform editing, including which uniform to wear against each team Sortable lists of all players at a position Formation and playbook editing Pro Bowl players Return men Team names Player names, numbers, faces, and attributes
    1 point
  16. Version 1.0.0

    1,592 downloads

    - Schedules available for 2020 (16 GAMES), 2021 (17 GAMES) and the just released upcoming 2022-23 season (17 GAMES) - Using (SNES) TECMOFOOTBALL'S 28 team base ROM : So minor schedule adjustments have been made due to the exclusion of HOU, JAX, ATL and ARZ - Sprite refresh and enhancements: Black outlined players, lighter shadowing around the feet Moved to a more "aggressive" stance instead of standing statue Beefed up lineman QB signal calling and horizontal throws appear smoother - Rosters accurate as of May 12, 2022: Includes all trades Releases or team declined player options Free agent signings 2022 NFL Draft class - Updated individual and team sim data for more accurate and consistent results - 2 versions are available: #1 - Tecmo Super Bowl 2022 Final Edition - has the standard programmed juice level that increases with wins above .500, just like the original SNES Tecmo Super Bowl #2 - Tecmo Super Bowl 2022 Final Edition (JUICED) - contains War6 Sheepdog's Tecmo juice command (so blame him if it is way too much LOL) * Mini/large helmets and endzones in the process of being edited/updated CREDITS: ALL GRAPHICS/HEX SCHEDULING/GRAPHICS VISION/ADMIN: War6 Sheepdog ALL ROSTERS/ATTRIBUTES/SIM DATA/ SCHEDULING: RAY269 EDITORS USED: TSB TOOL 1.3.0.0, HxD, Retron5IPSCreatorV2, TLP (Tile Layer Pro), TSUE (Tecmo Super Uniform Editor) THANKS: (SNES) TECMOFOOTBALL - Base ROM JG Games - TSUE War6 Sheepdog - for understanding my vision and making it come to life and the hundreds of hours spent perfecting this game Sarah Lea - for not getting too pissed at me for the ungodly amount of hours I put into this project
    1 point
  17. I put together a schedule that people can use if they want for their 2022 edits. What I changed from the actual NFL schedule was: 1. Eliminated all week 12 games from the schedule except for the only divisional matchup of the week (NYG @ DAL) 2. Move the NYG @ DAL week 12 matchup to week 9 3. Move the teams playing NYG and DAL on week 8 to play each other (CHI @ SEA), thus giving a bye to NYG and DAL. The games lost in the week 12 purge were: BUF @ DET N.E. @ MIN DEN @ CAR T.B. @ CLE BAL @ JAX HOU @ MIA CHI @ NYJ CIN @ TEN ATL @ WAS LAC @ ARI L.V. @ SEA LAR @ K.C. N.O @ S.F. G.B. @ PHI PIT @ IND Here is MY 2021 32-team Base rom with the only edits being the NFL schedule, schedule dates and year (no changes to WAS helmets and team nicknames for 2022 done yet): TSB Base 32-Team ROM - 2022 Schedule Updated.nes Here's the schedule in text form, just copy and paste over the schedule with TSBTool and save: WEEK 1 bills at rams saints at falcons browns at panthers 49ers at bears steelers at bengals eagles at lions colts at texans patriots at dolphins ravens at jets jaguars at redskins chiefs at cardinals raiders at chargers packers at vikings giants at titans buccaneers at cowboys broncos at seahawks WEEK 2 chargers at chiefs dolphins at ravens jets at browns redskins at lions colts at jaguars buccaneers at saints panthers at giants patriots at steelers falcons at rams seahawks at 49ers bengals at cowboys texans at broncos cardinals at raiders bears at packers titans at bills vikings at eagles WEEK 3 steelers at browns saints at panthers texans at bears chiefs at colts bills at dolphins lions at vikings ravens at patriots bengals at jets raiders at titans eagles at redskins jaguars at chargers rams at cardinals falcons at seahawks packers at buccaneers 49ers at broncos cowboys at giants WEEK 4 dolphins at bengals vikings at saints browns at falcons bills at ravens redskins at cowboys seahawks at lions chargers at texans titans at colts bears at giants jaguars at eagles jets at steelers cardinals at panthers patriots at packers broncos at raiders chiefs at buccaneers rams at 49ers WEEK 5 colts at broncos giants at packers steelers at bills chargers at browns texans at jaguars bears at vikings lions at patriots seahawks at saints dolphins at jets falcons at buccaneers titans at redskins 49ers at panthers eagles at cardinals cowboys at rams bengals at ravens raiders at chiefs WEEK 6 redskins at bears 49ers at falcons patriots at browns jets at packers jaguars at colts vikings at dolphins bengals at saints ravens at giants buccaneers at steelers panthers at rams cardinals at seahawks bills at chiefs cowboys at eagles broncos at chargers WEEK 7 saints at cardinals browns at ravens buccaneers at panthers falcons at bengals lions at cowboys giants at jaguars colts at titans packers at redskins jets at broncos texans at raiders seahawks at chargers chiefs at 49ers steelers at dolphins bears at patriots WEEK 8 ravens at buccaneers broncos at jaguars panthers at falcons dolphins at lions cardinals at vikings raiders at saints patriots at jets steelers at eagles titans at texans redskins at colts bears at seahawks 49ers at rams packers at bills bengals at browns WEEK 9 giants at cowboys eagles at texans chargers at falcons dolphins at bears panthers at bengals packers at lions raiders at jaguars colts at patriots bills at jets vikings at redskins seahawks at cardinals rams at buccaneers titans at chiefs ravens at saints WEEK 10 falcons at panthers seahawks at buccaneers vikings at bills lions at bears jaguars at chiefs browns at dolphins texans at giants saints at steelers broncos at titans colts at raiders cowboys at packers cardinals at rams chargers at 49ers redskins at eagles WEEK 11 titans at packers bears at falcons panthers at ravens browns at bills redskins at texans eagles at colts jets at patriots rams at saints lions at giants raiders at broncos chiefs at chargers cowboys at vikings bengals at steelers 49ers at cardinals WEEK 12 bills at patriots steelers at falcons broncos at ravens packers at bears jaguars at lions browns at texans jets at vikings redskins at giants titans at eagles seahawks at rams dolphins at 49ers chiefs at bengals chargers at raiders colts at cowboys saints at buccaneers WEEK 13 raiders at rams jets at bills browns at bengals texans at cowboys vikings at lions eagles at giants ravens at steelers jaguars at titans dolphins at chargers buccaneers at 49ers panthers at seahawks chiefs at broncos patriots at cardinals WEEK 14 49ers at seahawks dolphins at bills ravens at browns colts at vikings falcons at saints giants at redskins steelers at panthers eagles at bears chiefs at texans cowboys at jaguars lions at jets cardinals at broncos titans at chargers bengals at buccaneers patriots at raiders rams at packers WEEK 15 jaguars at jets falcons at ravens lions at panthers bills at bears saints at browns seahawks at chiefs giants at vikings bengals at patriots texans at titans redskins at 49ers eagles at cowboys raiders at steelers packers at dolphins broncos at rams buccaneers at cardinals chargers at colts WEEK 16 cowboys at titans cardinals at falcons steelers at ravens bears at lions jaguars at texans broncos at chiefs dolphins at patriots colts at giants saints at eagles panthers at buccaneers browns at redskins 49ers at raiders jets at seahawks vikings at packers rams at chargers bills at bengals WEEK 17 buccaneers at falcons patriots at bills vikings at bears ravens at bengals lions at packers texans at colts titans at jaguars jets at dolphins panthers at saints giants at eagles browns at steelers cowboys at redskins chargers at broncos chiefs at raiders cardinals at 49ers rams at seahawks
    1 point
  18. Thanks for the accolades. That was done with Tile layer Pro…and it was hard…all free hand and I suppose a good eye? That was my first large helmet and it came out great. The SNES helmets have an odd orientation as well. I need to do the Ravens helmet but with the helmet positioned like that will take some serious creativity. The endzone was my first as well and that took up a whole day.
    1 point
  19. I have begun writing a training manual for TSB3, here's the beginning: Tecmo Super Bowl 3 – Training Manual Understanding your Roster – This might be the most important aspect of learning the game. Each team has 37 players (17 offensive, 18 defensive, 2 special teams). Each player has a series of attributes that determine how good that player is. These can range from 6 attributes (offensive linemen) up to as many as 11 attributes (quarterbacks) Let's break down all of the attributes first and then go in depth in them at each position, as they generally seem to vary in importance at each position. First, let's break down the base attributes that every player in the game has: Running Speed (RS) – has been determined to be a players starting speed. It is important to know that a player with 69 running speed doesn't start at a speed of 69. 69 is just a factor in the game that points at a factor in the games code that says “I'm this fast to start”. So while RS (for offense) generally will show higher than rushing power (discussed next) or maximum speed (discussed shortly) it does not mean they start faster than they can become. Rushing Power (RP) – has been determined to be a players acceleration factor. This basically says that a player while moving will accelerate from his starting speed, to his maximum speed at a certain rate, and RP will point, again, to a table in the code that determines what that rate is. Maximum Speed (MS) – has been determined... duh... to be the 'MAXIMUM SPEED' of the player. As mentioned under RS, this number will generally be lower than the RS of the player (on offense) but they do not relate in that way. MS points to a separate table in the code of the game that says what the players MS will be. ALSO, defensive players have a speed boost built into the game which means that while they may have a lower MS than an offensive player, they could still potentially catch them. Hitting Power (HP) - unlike many other variations of Tecmo Super Bowl, in TSB3 Hitting Power has meaning; and that meaning is significant. HP is a players ability to tackle or break a tackle when they come in contact with a player on the opposing team. The higher the separation in HP between the two players, the more likely the player with the higher HP is to break free. HP is one attribute that functions pretty much the same for all positions in the game. Where this is different is when the player is controlled by the computer or if he is MAN controlled. When a player has control of a player, his number seems to work as is. SOMETIMES, when the computer has control of a player the HP of players doesn't matter so much. The COMPUTER will just take you down. Tapping the 'A' button in TSB3 is helpful in a tackle, but the impact it has is extremely marginal compared to the HP of the players involved. Body Balance (BB) – has only been determined to do one thing for sure. Spinning. Spinning is a new feature to TSB (new being relative as TSB3 came out in 1995 and I'm writing this in 2014). Every time a player is about to come into contact with an opposing player there is a chance that he will spin. The higher his BB, the higher the likelihood. When a player spins, he moves in the direction he was going THROUGH the opposing players. There is also some debate that BB has an effect on the movement of a player and the fluidity of his changes of direction on the field, but these have not been confirmed and are difficult to test. Agility (AG) - another new attribute to Tecmo Super Bowl, and this impacts another new move 'Jumping' that was introduced with TSB3. Jumping occurs when a defensive player dives at the ball carrier, the ball carrier will jump, sometimes over the diving player. SNES pathing can make this look weird. Be wary of this because if you're running near the top of the screen, and your player jumps to avoid a diving tackle... he might just jump out of bounds! It's crazy, but it happens and it'll make you scream when it's right outside the goal line and time has expired. I promise. Some debate has been made that AG is also tied with the ability to catch the ball, and might also impact a players fluidity of movement, like BB... but this isn't 100% confirmed. It has also been discussed that AG could impact a players ability to perform a jumping catch. In the coming sections, each position will be covered and what the key attributes are for each. So let's begin on offense as this is inherently where many football fans (especially you fantasy football people out there) gravitate to. Quarterbacks – Easily the most important position on a team. Having a good quarterback (QB) can really open things up for you offensively and help to make even your mediocre running backs look better. The QB has more total attributes than any other position in the game. In addition to the base attributes listed above, the QB has 5 attributes dedicated to them alone. Some quick notes on base attributes in relation to the QB before explaining those. Maximum Speed (MS) – In TSB3 there are only two QB's with a MS of 44. This is as high as they go, and for good reason. A QB with 44 ms moves really fast. If a QB had a MS higher than 44 base, it would not work well within the design of the game. As it stands, 44 means the guy could very well be your best running option. The standard MS for QB's is 13. Guys that have above this are few in general, but once you start getting to 31+ MS you're talking about a player who is a big time duel threat. Passing Speed (PS) – determines how quickly the ball travels from the QB to the destination it will land. Having a high passing speed generally allows a player to hit open receivers before a man controlled defender can get in place. However, if a QB has a PS that is significantly higher than his other passing stats (Control to be discussed next, and Accuracy to be discussed shortly) it seems to cause an increased likelihood of throwing interceptions and passes that are off target. PS isn't the most important of the passing attritbutes, but it IS important and the higher it is, the more you can do with it. Passing Control (PC) – is probably the most important passing statistic a QB has. PC determines the likelihood that a pass will be complete and if a defender is present, the likelihood of it being intercepted or knocked to the ground. The higher this is the better. Period. Passing Accuracy (PA) – the third of the passing attributes, PA determines how on target a pass is going to be. The higher this is, the more likely the pass is to go to the receiver, as opposed to going out of bounds, or being overthrown. Avoid Rush (AR) – Avoid Rush is a QB only attribute that acts like a secondary speed stat that is only in effect when the QB is scrambling around in the backfield. This is a funny stat because a guy that could be flying around in circles in the back field avoiding defensive lineman that are in pursuit could look like he has all day back there... but once he tries to move up field with his 13 MS... he's going down. On the whole, AR isn't a really important stat in the game, but it's definitely a nice intangible on a guy. I believe this stat also impacts the likelihood that a computer controlled QB is to run the ball on a pass play. Coolness (Coolness) – coolness is so cool that it doesn't get abbreviated. BAM... how do you like dem apples? But for serious... coolness might do nothing? In TSB3 there is a thing players like to call “the B-button glitch”. This is where you are trying to pass the ball under pressure with your QB and the ball doesn't throw... so you slam your thumb on the button, over and over... and then you get sacked and you start shouting “PASS THE DAMN BALL”... and you might even use profanity. This is where I believe coolness comes in. The higher a guys coolness, the less likely he is to suffer from this glitch. AND the less likely you are to snap your paddle in half in your hands. Oh... and if you are a high strung kind of player who really does want to break things because of this glitch. I do not recommend that you ever play online. Just sayin! Running Backs (RB), Wide Receivers (WR) and Tight Ends (TE) - the skill players that fill out the rest of your offense will all be lumped together here as they are all interchangeable in TSB3. Each position is built very differently however, so let's briefly discuss some key things: Running Backs are built in two specific ways, running back and full back (FB), and when you see them in the game, they generally are built to match. RB's generally have a higher MS ceiling while FB's generally cap out around 38-44ms but can have HP through the roof (Craig “Ironhead” Heyward has 94HP, but is by far the highest in the game) but generally HP above 63 is rare on the offensive side of the ball. Both styles of RB can be very effective in the game. Wide Receiver and Tight End are both generally built to catch the football, and because of this they generally have a higher ability to do this than RB's, the difference between the two positions is that WR is generally better at catching and TE generally has more HP and a much lower MS ceiling. There are 2 new attributes that are specific to these 3 classes: Ball Control (BC) – this attribute determines a players likelihood of fumbling the ball. This number varies anywhere from 44 – 81 with those numbers being very rare. The standard (Average) is about 63. On a whole though, the variance in fumbling between a player with 81 BC and 44 BC isn't very high. There is some debate that higher HP on a defender compared to the HP of the ball carrier can increase the likelihood of fumbling and that dive tackling also can increase the likelihood of fumbling. Neither of these have been proven. Receptions (REC) – this attribute determines a players likelihood to catch a pass. The higher this number the better. WR's will generally have the highest REC among all offensive players, then TE's and some RB's will also have some pretty great REC statistics. As mentioned previously, AG is believed to have some impact on a players ability to catch and pass, and this is most notable between TE and WR with the same REC stat where a WR will generally have a higher AG stat and is usually more likely to catch a pass in coverage or get a jumping catch. That isn't to say that RB's and TE's cannot get those coverage catches or those jumping catches. They do, and when they do, it can be far more devastating as they are more likely to break a tackle and take off with the ball downfield. That leaves us with Offensive Lineman. A position that is often neglected or ignored. It is the one offensive player you can NOT ever look at during a game. Offensive Line (OL) – this position has no additional stats and is the only one in the game that does not. It is broken up into 3 different positions and each team has 5 players. One center, two guards and two tackles. The primary attribute for OL is HP. It is far and away the most important attribute. Arguably, it's the only one that really matters. You can look at other numbers. For instance if one guy has 56 HP and another has 50, but the guy with 50 HP is 2-3 attribute bumps better in every other category, then it's very likely that the 50HP guy might play better over all. However, since the only ways to change your OL are by using the trades/free agency and player creation aspects of the game, it's not a huge deal for getting into the game and I'll come back to that later when I discuss those aspects (because they're really neat and one of the best features of TSB3, in my opinion) Ok... so that was fun, right? If you haven't pulled your kidney out through your nose yet... let's get this next part out of the way now so we can discuss defensive players. Kicker (K) & Punter (P) – yeah... so every team has these guys and there are 3 total kicking attributes. K has all three of them, while punter only has two. They also both have the base 6 attributes and the numbers on them are always the same on every single player at their respective position. They are also the only other players whose attributes you can NOT ever look at during a game... so who really cares? Kicking Power (KP) – determines the distance a K or P can boot the ball. Avoid Kick Block (AKB) – impacts the likelihood that a defensive player will block the kick when he gets in line to do so. Kicking Accuracy (KA) – a kicker only attribute that determines the speed that the field goal/extra point arrow moves up and down in front of the kicker when lining up a kick. The lower the attribute, the faster the arrow moves. In many cases, it is actually better to have a low Kicking Accuracy for this reason. Congratulations... you have completed reading about offensive players AND kickers/punters... I bet you're proud! Keep reading and you can find out about defensive players now! Defense – There are either 3 or 4 positions on the defensive side of the ball. It depends how you look at things. When you're playing a game, there are 3. Defensive Line, Line Backers and Defensive Backs. If you're looking at players individually, defensive backs have two sub categories, Corner Backs and Safeties. All defensive players have the 6 base attributes and 2 additional attributes that are the same for ALL defensive positions. So I'll cover those two first and then go into the positions. Interceptions (INT) – determines a players likelihood of intercepting a pass from a QB. Each position is generally more likely to pick off a pass than others and I will cover that below. Quickness (QUI) – might do absolutely nothing. Like... for reals! However, I have done testing and have found a real difference in one thing between guys with QUI and guys without and I feel confident saying QUI does affect the following: When a player is man controlled, and a pass is thrown, occasionally (often) the computer will take control of your player and move him toward the place the ball is going to. I have found that guys with higher QUI will move faster when the comp takes control of them for the brief moment than a player with a lower quickness. I tested this by using the created player tool to create two players on a cart, on the same team, with identical stats, except QUI. One player had high QUI (75) and the other had min QUI (6). It wasn't always noticeable, but one some plays, the guy with 6 would just lose all momentum when the computer took control of him, and the guy with 75 would occasionally go faster. So, is this 100% the real thing... no, it probably isn't. However, no one else has found QUI to do anything that I've read or heard of. So to me, this is what it does, and it's really not a huge thing. But if I had to choose a guy with the same stats but one has high qui and the other has none, i'm taking the QUI, just in case. Defensive Formations – There are 4 formations on defense in TSB3, however one of them can be different from team to team, so in a way there are five. I'll break them down real quick before getting into the positions A big thing about defense is that you only control one player while on defense and that player cannot change once the play has started. So you hope to get the most assistance from the other 10 computer players on the field each play. That doesn't always happen though, and depending on what team you are, and how good that supporting cast is, you might sometimes get no help whatsoever. Goal Line – this formation uses 5 defensive lineman, 3 linebackers and 3 defensive backs. It essentially puts 10 guys up front and 1 guy in the backfield and provides hands down the best run defense and the most pressure on the qb of all of the defensive formations. The downside to the goal line defense is that you almost never get any assistance covering players, so against a passing play, you can often get picked apart by a decent play call. Normal – this formation changes from team to team. At all times, there are 4 defensive backs on the field. Then the team will either run what is called a 3-4 or a 4-3 defensive scheme. This means you either have 3 defensive lineman and 4 linebackers or 4 defensive lineman and 3 linebackers. The 4-3 scheme is far more common in the game, and there is no way to change this scheme. So each team is what it is. The 3-4 normal defense is the only defensive scheme in the game that allows up to 4 linebackers to be used and is also the only scheme that allows a team to get down to 3 defensive lineman. Normal formation is arguably the worst formation in the game. It doesn't seem to give the run support that goal line does and it doesn't give the support against the pass that nickel or dime provide. But that is just my opinion, and I think all defensive formations are functional if you practice with them and they fit your personnel. Nickel – this formation uses 4 defensive lineman, two linebackers and 5 defensive backs. The added linebacker helps to defend against the run a bit more than dime coverage at the loss of a defensive back. The extra linebacker helps most in situations where the QB is looking to move outside of the pocket. Dime – this formation usees 4 defensive lineman, one linebacker and 6 defensive lineman. This is the ultimate pass coverage package. If your team is stacked with defensive backs, or they just happen to be better than your busted up group of terrible linebackers, then maybe this is the one for you. Assuming of course, you have a guy that can stop the run. In the dime formation, you are essentially charging yourself with taking down the running backs all on your own, because you will rarely get any decent help. So there are those... now onto the defensive positions Defensive Line (DL) – each team has 6 defensive line players of which they can start up to 5 of them. When a defensive line player is computer controlled, the stats that are most important are HP and then MS. That is pretty much all that matters. However, on the chance that you might want to use a defensive lineman (and with the use of audibles, which we'll cover more later, you can put DL players at both LB and DB positions on the field) then you also want to look at RP. RP is a really big deal for players in the DL and LB slots on the field. In some cases, it might be more important than MS and when man controlled, the speed stats are probably more important than HP because it determines how easily you can move around the field and disrupt the offense. Honestly, if you're using a DL, your options are already slim... so, good luck! (you know, unless you just prefer to use Reggie White yourself because he's a monster. A f&$%ing monster! No... no... not the one in New England.) Linebackers (LB) – each team has 5 linebacker players of which they can start up to 3, or in some cases 4 of them. LB is very similar to DL in that the most important stats when computer controlled are HP and MS, though not necessarily in that order anymore. Computer controlled players generally will tackle guys even when they have lower HP. It's not guaranteed, but it happens, and because of it, i'd be more inclined to want a faster LB than a harder hitting one. Again, when playing at the LB spot, if you're controlling the player, you want to look at RP as well. A big reason for this is that you need to move faster sooner because blockers and lineman will come gunning for you when the play starts, and if you get caught up on a block, or even worse, dumped on the ground, you're giving the opponent almost a free pass to score on you. The other thing worth looking at with LB is INT. Though LB's don't generally have high INT's (they cap at 44), they can have considerably more than a DL and can be very helpful in coverage, if you're dropping back. Defensive Backs (DB) – there are two kinds of DB: Corner Backs (CB) and safties (S). Corner backs generally are faster, more agile and have overall higher INT. Safties while slower, less agile and with lower INT make up for this with having higher HP. In some cases, S can have HP close to that of DL and LB When looking at DB's to be computer controlled, you want to look at INT, MS and HP. Nothing else really matters. If you're looking to use a DB, you still look at those numbers, but also look at RP. While RP is not AS important at the DB position, you usually want a guy with 44 RP or higher. Alright... so where to next. We've covered player attributes and player positions.
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  20. So I am pretty close with this USFL '84 hack, but I have been having some difficulty with the field and some of the menu graphics. Jstout's and Denny's original rom placed a USFL Logo and the World League logo together on the menu screen--I edited the WLAF logo to look like the old ESPN logo from the era and made that the a joining graphic on the stats screen. I have read the docs on how to edit the logo on the field and it seems to be working color wise, but I also know that it is working a different set of palattes. My question is, where exactly is the palatte for the Tecmo logo? I have tried to poke around and play with different palaettes, but nothing seems to work. The ESPN logo is sharing the same colors as the original Tecmo logo and the WLAF logo. Any help would be appreciated. I did have further questions on how to change menu-screen text, but I will try to dig around in the forums first. I have found how to change the scrolling text in the title screen, but I have yet to find any precise discussion on the text in the menu. I basically just want to replace "WLAF-USFL" with "USFL '84."
    1 point
  21. am I correct in assuming that this hack does not work properly? I just read through the thread and am left with the impression that it might have gotten fixed but bruddog has not "felt like" posting the fix. oh well, a cool idea on paper. thanks for the half ass broken hack.
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