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  1. 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.
    4 points
  2. I released this game almost 8 years ago. In that time, great players have joined the league, like Patrick Mahomes, Travis Kelce, Lamar Jackson and Christian McCaffrey. It might be time to give other players like Bill Kenney, Fred Arbanas, Tony Banks and Rod "He Hate Me" Smart the boot. It might be time for an OFFICIAL update to Tecmo Super Bowl Gold (The Goldest Game!).
    3 points
  3. 239 downloads

    You know what to do (Download this!). I released this game back in 2015, however this time around, it is without the dreaded "12th man super-scorer" glitch. Nine years after its initial release, this has been fixed. As of today, this the first (and only) college basketball game on the NES (until I put out a follow-up in the next year or two). All the team logos, uniforms, and courts have been modified to reflect their college counterparts. SimData has been modified to reflect typical college basketball scores (Scores of 75-70 are the norm). There are 27 teams in this ROM. The team selection was partially based on what teams were hot in 2015, and historical significance (see attached screenshot). This provides for effortless future updates. For the sake of realness, it is HIGHLY advised you play a season with a SHORT schedule (26 games). This closest reflects a regular season of college basketball. This ROM is the best of its kind. You would be a fool NOT to add it to your collection. This is one of MANY games that I have on my BaronGaming.weebly.com and Patreon.com/BaronGaming sites, most of which you won't find anywhere else. The site is currently being renovated, so please mind the mess.
    3 points
  4. Version 1.0.0

    276 downloads

    Something cool happened this week! This is the ROM update I started at the end of last season that I just now finished. While the roster are a year old, this is still the (in my humble opinion) the best version of this game available. I've been busy saving the world with, you know, space lasers! I didn't update any of the logos (aside from the ones I did in the previous version). Maybe next season. I've seen a lot of versions of this game released over the last couple years and they all have the same issue: The scoring leaders are always the backup center, averaging 100+ points per game. This is not an issue in this ROM. Also, the season simdata has been updated for this season, so the level of success a team experienced during the 2022-23 season is reflected in this ROM. Now, this doesn't mean that a team won't over-play their simdata. It happens. The last season I updated this ROM was... four years ago in 2019? So with that, see you after the 2027 season. For more the most recent ROM updates and all upcoming projects, check out my online home at Patreon.com/BaronGaming and BaronGaming.weebly.com.
    3 points
  5. we can only hope this person can reflect and learn on this interaction and become a better member here i am very grateful to all people here this is amazing that TSB is still loved today 👍😎🙏
    3 points
  6. this guy is absolutely ridiculous he is rude and keeps demanding something yet does not expect himself to do it but others magically will make it for free you would think the military would teach discipline and respect
    3 points
  7. Hey guys—I cut some footage together from Ep. 1 of The Dynasty!! TB12 Tecmo Super Bowl > Tecmo Bowl 🥳🤣 TB12 Tecmo Super Bowl - The Dynasty Promo.mp4 ### Also, I nerfed some Patriots skill players speed. I’ve been getting great feedback from some players. Although my spreadsheets argue that the Patriots players are the stoutest, the general playing experience is better balanced by dropping speed values a bit. 1.0.5 update: RB - Corey Dillion RS from 38 to 31; MS from 69 to 50 WR - Wes Welker MS from 63 to 56 WR - Troy Brown MS from 56 to 50 WR - Julian Edelman RS from 44 to 38
    3 points
  8. 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!
    2 points
  9. 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.
    2 points
  10. Piggybacking off of this, an update of a nine-year old project is dropping tomorrow. Clue: It's a fix of an error that's been haunting Tecmo NBA games for the last nine years, and is considered to be the greatest update of Tecmo NBA of all time!
    2 points
  11. Version 1.0.1

    126 downloads

    I am delinquent posting this but it has the updated rosters for the Sega Genesis version FINAL EDITION III I want to give a HUGE Thanks to UltraMagnus for his 2021 version that allowed me to edit the rosters, greatly appreciate you!!!! I hope you all enjoy this and the more I learn how to edit then its more to come!!!
    2 points
  12. bruddog

    Weather effects

    Even more info on this Player 1 takes 10 +30 = 40 frames to get up after slipping Player 2 takes 10 +30 = 50 frames to get up after slipping 10 frames = ~0.166 seconds
    2 points
  13. wow that cartridge is sick WEEi will pay for that definitely
    2 points
  14. but yet youve constantly offended all the creators here that put time and effort into editing creating adding improving the various forms of Tecmo Football, you speaking your mind is also telling us you actually DO mean to offend everyone so again do what was advised, read this to yourself and look in the mirror I learned by trial and error when i edited the rosters and that took me 3 days to accomplish looking at every team roster checking their names and numbers yet an still I completed it because I knew I would like and updated roster and so would others so i did it and shared it im still learning today about other things I want to do I also only like the FINAL EDITION version which is the hardest one to edit because it takes points away from some stats look at the kickers stats lol sometimes it deducts all players stats in one category I mean its hard to do you can make as many different games you'd like to just learn to use the editor...boom youve became an editor
    2 points
  15. The ask is a pretty big project for anyone. You asked for 10 different versions in your original post: The amount of work and time that would take would be staggering, especially for people who do this as a hobby and still have to punch a clock for a 9-5 to keep a roof over their heads. My first question to you would be...what is stopping you from using a computer to download TSBTool and dabbling in editing versions to your liking? All the editors can be run on the most basic windows PCs and laptops. I can walk out of most retailers with a laptop for less than $300 that can run everything you'd need. And as you can see, we can use more people editing games since there are so many yet to be put together. As for why is TSB3 not represented well? The fanbase for the original is so much bigger than TSB3. Because of that you've had many more people over the years spend time reverse engineering the NES version to find out how to edit what. I know I won't ever dabble in editing TSB2 or TSB3 myself, they aren't my cup of tea. Lastly, you might not mean to come off wrong but take a step back and re-read your posts out loud to yourself. It reads as more of a demand that has to be met than an ask. That doesn't go over too well, especially with a crowd that knows how much work and time it would take to get those versions done. I'm just thankful that we have the versions we do have and am grateful for any others that get released.
    2 points
  16. bruddog

    TSB3 weather impact

    Weather has the same impact on player attributes as TSB 1. The table starts at 0x18bb7 in the rom. 0 = no change FF = -1 to all all attributes but ms/ps FE = -2 to all all attributes but ms/ps S= snow, R= rain TSB 3 S R 00 FE ; BUF FE FE FE FF FF FE FF FF FF FF FF FE FE FE FF FF FF FF FF FE FE FF FE FF FE FE FE FE FE FE FE FF FE FF FE FE FE FF 00 FF FE FE 00 FE FE FE FE 00 FE FE FE FF FE FF FE FF FE FF In SNOW buffalo gets no penalties. In rain they lose 2 notches to ALL attributes but max speed and passing speed. TB is the only team not to get a RAIN penalty. These are quite massive adjustments. It would be like one team having their whole team in good and the other having their whole team in bad before even factoring in the actual conditions.
    2 points
  17. bruddog

    Weather effects

    The weather effects table for player attributes starts at 0x18804. It is team dependent. It appears everything but MAX speed and Passing speed is effected by it TABLE SNOW RAIN 0x00, 0xFE BUF 0xFE, 0xFE IND In SNOW buffalo gets no penalties. In rain they lose 2 notches to ALL attributes but max speed and passing speed. TB is the only team not to get a RAIN penalty. These are quite massive adjustments. It would be like one team having their whole team in good and the other having their whole team in bad before even factoring in the actual conditions.
    2 points
  18. bruddog

    Weather effects

    Found some other major weather effects will post details soon.
    2 points
  19. So I got this physical NES cartridge of TB12 Tecmo Super Bowl last week, and am currently in talks with a frame maker to make me a custom frame/light box with TSB artwork for this cart. Haven’t gotten the quote on that yet. Very exciting developments.
    2 points
  20. I unfortunately do not have access to the roster management program everyone uses to update rosters on these games. Could someone please make versions of SNES and SEGA GENESIS TECMO SUPER BOWL III : FINAL EDITION USING MODERN / LEGENDARY/ NCAA PLAYERS AND TEAMS? CAN SOMEONE MAKE AN XFL/ WORLD LEAGUE/ CFL/ ARENA or other versions including make believe fantasy rosters of this game because I believe it is the best version of the game. Why does everyone only do the boring versions that do not have trades and free agency modes?
    1 point
  21. 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.
    1 point
  22. So got to digging into the code for this the other night. Some findings. This just if the players actually collide (not spin/ drag/ jump) 1. It appears there may be a bug because the game does the "is the opposing player the man controlled defender/opposing player or a computer controlled one" but then it jumps to the man vs man routine regardless of the outcome. 2. HP DOES factor heavily into the outcome. 3. The collision time in frames depends on the HP difference between the two players if its not a instant popcorn example: 0 notch hp difference = 40 frames minimum + Random (0-31) 1 notch hp difference = 35 frames minimum + Random (0-31) 2 notch hp difference = 25 frames minimum + Random (0-31) etc... Taps are used but its much less PLAYER1 value = (HP skill index+ random (0-7) + taps) PLAYER2 value = (HP skill index+ random (0-7) + taps) HP skill index 0 HP =0 HP skill index 6HP = 1 HP skill index 13HP = 2 etc... So the bigger the HP difference the less taps will matter since the collision time will be less. The com vs com collision routines
    1 point
  23. Slow process, but three teams' players rated.
    1 point
  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. 🍕
    1 point
  25. Version 1.0.0

    53 downloads

    This is the version with these players so if you like youre welcomed to enjoy and THANKS 😇 Tecmo Super Bowl 3 '21(1)-240224-232139.mkv This is a short video informing you of the roster
    1 point
  26. Voltron download RETROARCH its better
    1 point
  27. bruddog

    Weather effects

    Yes
    1 point
  28. Thanks for the props. I'll be the first to admit though that I am by no means some wiz Tecmo editor. Everything I've learned about editing the game I've found on this site thanks to countless hours of work over the last 20+ years by numerous members who have reverse engineered the game. Honestly, the most difficult skill I bring to the table is being able to copy and paste. If you can fix whatever the issue is with not being able to edit games, you'd be able to adjust games to however you see fit. If you can copy and paste, you can pretty much come up with an edit like mine and others. Player grades are so subjective, everyone has their own way to come up with them. I try to edit the games using various factors to come up with the player ratings. But you are never going to find an edit that you'll agree with 100% since everyone is going to have a different outlook on who should get what. The 32-team TSB 3 project is the best hope that I know of and @DrunkenGamer has been working on this since 2015. That gives you an idea as to how much work it can be to get these done. But if you can find a way to edit games it'll open up a new world of possibilities for you.
    1 point
  29. Here is part of the sim substitution logic. At these locations, I saw comparisons to team number, similar to how the game figures out formations. (see this thread) https://tecmobowl.org/forums/topic/1709-changing-formations/ At x238CF is 07 (Houston) At x238D2 is 0C (Sand Diego) At x238D6 is 0E (Washington) At x238DA is 11 (Phoenix) At x238DE is 14 (Detroit) At x238E2 is 1B (Falcons) These checks make sure the WRs substitute in 3-Wide/4 WR order, during skip only. Changing x23902 to 0B will make the WR in the RB2 position substitute correctly during skip mode!
    1 point
  30. Quote from Page 1 from the Author states the following "This is not a thread for questions about when the game will be done, when is the beta to be release, if I can give you a copy of the rom and so on. This is strictly for people to either check in on the progress of the project or who can help with coding. Once a beta is released, if you have questions about how we did something I will try to do a write up on it. I will include locations, screenshots and what tools were used."
    1 point
  31. This thread is intended to be just a spot for the TSB fans to follow the process of the our TSB4 rom project. Here we will post each stage of converting the season from 30 teams / 6 divisions to 32 teams / 8 divisions. We will post coding we may need help on, updates on the status of certain codes, screen shots and videos. Stage Titles will be in "red" until completion. Once the Stage is complete it will be in "green". At some point the betas will be released in this thread. Something like this has not been tried on this site, and seeing as me and my brother (Hurricane55) are going in uncharted SNES waters, I thought this would give everyone a basic idea of what we do as we edit this game and maybe get some help on parts we might be stuck on. I will try not to jump around, but if we hit a dead spot, I will move to another section until I can figure out what ever issue we might have. This should be a great guide once we are done. The hacks we will need to do will pretty much cover the processes of hacking text, mapping sprite locations, and data adding(we will have to add 2 division to be selectable in menus). Also, I still have some cutscene hacking to do, and once you edit one cutscene, you'll have an outline of how to hack the remaining. I will be adding individual spreadsheets for backgrounds and cutscene sprites when I get to those edits. I'm going to try and keep this thread as nice and orderly as possible for easier navagation for future edits. This is not a thread for questions about when the game will be done, when is the beta to be release, if I can give you a copy of the rom and so on. This is strictly for people to either check in on the progress of the project or who can help with coding. Once a beta is released, if you have questions about how we did something I will try to do a write up on it. I will include locations, screenshots and what tools were used. I will be using this thread as a guide for showing others how to hack each process as I go. (The curtain has been pulled back!!) As it gets further down the line, if you have an idea of what could be added or if you don't like the look of one of the screens, feel free to voice your opinions. Also, when the beta's are released, you will post your comments here. (A new thread will be created and linked here when the first beta is released) Any bugs, glitches or freezes will be posted here also. Thanks in advance and let's get the journey started: At some point the final release and updates to the final release will be attached to this post.
    1 point
  32. Well, I can tell you that, @gojiphen malor all your virgins won le SB - as did T-Borg rom's SIMs (including his own; posted elsewhere in Le BORGosphere) - so your 1.12 Mega-Virgin actually finished 11-2(; Bolt 9-4, in Predictions), these Playoffs!!
    1 point
  33. Glad to see you are enjoying the game @keyice! With the release of the Final Edition of Tecmo Super Bowl 2023, here's a preview of Super Bowl LVIII. This preview was run with the HARDTYPE + P2 ROAD HACK version:
    1 point
  34. Version 3.0

    5,564 downloads

    The classic NES sports title, updated for the 2023-24 NFL season! Enjoy this version with the following features: Playbooks edited – Plays moved to different slots, edited running plays, removed ‘bad’ plays (no more T formation plays). 41 hacks installed. 40 hacks in the Hardtype version, 26 hacks in the Vanilla version. Defensive players are setup for either 3-4, 4-3 or nickel defenses (RILB is the nickel back) Team uniforms edited so home team plays in primary uniform (NFC West teams & divisional matchups excluded due to limitations) Sim code updated for more accurate team results. Changes to text sprites, palette updates in various locations. Updated 2/2/24 (Final Edition) Four 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 17. Set PR ball control to 56, Set QB ball control to 44 #2 – Vanilla – Hacks Included: 18. Changing KR Speed 19. PR speed change from SS to actual PR player 20. Better INT returns 21. Add stats after quarters 22. QB backpedal animation hack 23. Kickoffs From 8 Yard Line To 3 Deep In Endzone 24. Better COM punt timing 25. PA/PC hack - PC is INT and PA is target 26. Punt coverage boost adjustment #3 – Hardtype – Hacks Included (also includes all the Vanilla version hacks): 27. Ultra Logic Hack 28. More Accurate FG's 29. Decrease Fumbles 30. Randomize In-Game Music 31. Timing of Snap Exchange b/n C & QB 32. Faster Handoffs, Pitches, Snaps & Player Control 33. QB throws ball instead of taking sack and runs less 34. COM Dive Tackling like SNES TSB I 35. Changing the differential for popcorning/ dl busting through 36. Buck's TSB COM Juice Setter (Week 4 Juice – Max 02 DEF.SPEED) 37. JStout's Find Open Receiver Hack 38. Push/Pull Hack 39. COM goes for FG w/:20 left in half/end of game #4 – Hardtype + P2 As Road Team (My personal favorite) 40. 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
    1 point
  35. Version 1.0.0

    67 downloads

    Here's another roster update for the Sega version of Tecmo Super Bowl, this time it is for the 1987 NFL season. Along with featuring rosters from the 1987 season, the Phoenix Cardinals now appear as the St. Louis Cardinals.
    1 point
  36. Version 1.0.0

    119 downloads

    1976 and 1977 rosters
    1 point
  37. Version 1.0.0

    537 downloads

    I upgraded the rosters basically hope you enjoy!!
    1 point
  38. This is awesome, IIRC TSBM2000 works with Genesis if the rom is the right file type, it was really strange, but I swear I got it to work once. Been quite a few years, so I could be wrong though.
    1 point
  39. I have been searching for who is on the cover many MANY years! I've had a few conversations w/ Shimogi about it and his only knowledge was that it was a hired person for the day & he has no way of finding out who it was as he was in Japan and the person used for this was in California Is there any chance you have Brian's last name ? Having a TSB cart autographed by him has been a lifelong quest for me!
    1 point
  40. retrofest

    Random 8-8 Teams

    Version 1.0.0

    65 downloads

    2002 Bills 2006 Bengals 2011 Broncos 2012 Cowboys 1983 Bears 2005 Falcons 1994 Colts 1985 Browns 2002 Chiefs 2009 Giants 1999 Lions 2004 Rams 1996 Dolphins 1998 Oilers 1989 Raiders 2007 Eagles 1999 Packers 2003 Saints 1983 Patroits 1981 Steelers 1985 Chargers 2007 Cardinals 2004 Vikings 2009 49ers 1999 Jets 1985 Seahawks 2000 Redskins 1998 Buccaneers
    1 point
  41. Version 1.0.2

    285 downloads

    Tecmo Super Bowl Decades-1990s (TSBD90) is a culmination of the 1990-1999 Legacy Series (LS90). TSBD90 is a dual game pack featuring all the best teams from LS90. Both game files provide the following gameplay elements: - All mini/large helmets to include team logos have been touched up to remove muddy textures and unnecessary shading. - Menu screens have been simplified and the drum loop music has been removed. - As indicated, all teams are ported from the LS90 games & showcase the best teams of the series with the exception of the 1999 Browns. The 1999 Browns were included as they are one of the worst teams in modern NFL history for a unique challenge. Sim data reflects actual player/team performance levels. - Uniform matchups corrected to ensure team colors do not clash with one another & with ZERO color versus color matchups just like NFL Sundays! - Hacks included: COM QB find open receiver, COM late season coverage, 4th quarter punt logic (COM will punt in 4th with 2+ minutes remaining), stats after each quarter, elimination of motion from all triangle set formation plays, & full juice from week 1. - Sprites=Classic Sprite Standard (CSS): Normal sized athletes to closely resemble the original 1993 sprites; however, all sprites were redesigned to reduce muddy skin textures & clashes with uniform or field turf. The field turf has been changed to single gradient in all weather conditions to provide more visibility to the focal point of the game--the players & on-screen TSB goodness. - Two Game files are available as the ROM file only accommodates 28 teams: Variations between Game 1 & Game 2 respectively: TEN/CIN, JAX/PIT, BAL/HOU, & CAR/WAS. - Uniforms & team imagery correspond to their respective year as they appear on the team data screens. * The Legacy series will resume with 2000-2009 and then another Decades dual game project (TSB Decades-2000s) following the completion of TSB Legacy-2009. Please, let us know if you find any issues with game graphics or typographical errors along with constructive feedback. This also applies to Legacy 90-99. DO NOT message with questions/queries regarding the specific rationale we utilized for team selection & inclusion in the two TSBD90 game files. We will upload a standard juice version at a later date depending on demand. Thanks for downloading & please enjoy… Programs used: HxD, TSBToolSupreme, Tile Layer Pro, Retron5IPSCreator, and War6's TSB SNES Hex Guide The Super TecBros are: RAYOUNG269 & War6.
    1 point
  42. You need an updated version of TSB Tool. The sim settings are wrongly identified in earlier versions Offensive sim settings are based on individual players. The settings control Rush and pass defense, respectively
    1 point
  43. Nice to see the Genesis version get some love. Welcome to the site @Raphael Edo, look forward to seeing how your efforts go with this.
    1 point
  44. I started about a month ago, so this is pretty new for me, too. First, are you able to find the players using a hex editor? I found him at line 001383EO. This is where loading the table helps. You should be able to see his name on the right side if the table is loaded. Offset 001383FC and the second byte(?) of 001393FD should give you your ERA. Maddux has EC20, or 2.36. The fourth digit is zero because his ERA is sub 2.56. E is the equivalent of 14, thus 14x.16=2.24 and C is the equivalent of 12, thus 12x.01=.12. Add E(2.24) to C(.12) and you get 2.36. I am not sure the value of the 2 in EC20. You can use the hex editor in Snes9x 1.51 to do live edits, which is a good way to learn the parts of the code. That is what I used to figure out things. That means if you want Maddux to have 6.66, you would change EC20 to 9A02 (9x.16)+(10x.1)+(2x2.56). Does that make any sense?
    1 point
  45. Link to the original thread for 2013. This link contains the early screens of new animations, new start menus and a video of the midfield logos showing some of the alternate unis: http://tecmobowl.org/topic/56988-2013-mt-remix-project-mayhem-trailer/ Link to the spreadsheet for TSB3. This link contains a spreadsheet for all the locations we found for TSB3. The TSB3 Bible has color pallet locations, background mapping locations, misc graphic locations, text locations, team data locations, and team off/def tendencies. http://tecmobowl.org/topic/53029-tecmo-super-bowl-iii-hackingresource-documentation/?p=346511 Link to the player faces editing. This link contains the locations of how to edit what players have faces in the game. http://tecmobowl.org/topic/1186-figured-out-how-to-edit-player-pics-in-tsb-3/page-2#entry99714 This post is for links we are on that have to do with this project that are not in this thread
    1 point
  46. This post will be for link's to each page in this thread with description of what is covered on each page: .
    1 point
  47. Beta - Date of release (Version 0.00) This post will be for betas
    1 point
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