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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. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. wow that cartridge is sick WEEi will pay for that definitely
    2 points
  11. 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
  12. 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
  13. 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
  14. 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
  15. bruddog

    Weather effects

    Found some other major weather effects will post details soon.
    2 points
  16. 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
  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.
    1 point
  18. More info figured out. The computer gets a random amount of presses.... 75% chance to get one press every 9 frames...
    1 point
  19. 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
  20. 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?
    1 point
  21. thanks for your time and efforts 👍
    1 point
  22. 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
  23. View File Tecmo NCAA Basketball '15 (NES) 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. Submitter Baron von Lector Submitted 02/25/2024 Category Misc ROMs  
    1 point
  24. Also, we are airing live games on Twitch and YouTube every Thursday! We usually air these at 530pm - 630pm ET, but for Week 1 we are doing a 9pm ET Special! So come check out TFO Live every Thursday this season!! YouTube: https://www.youtube.com/TFOFootball Twitch: https://www.twitch.tv/CantStopTheRaj
    1 point
  25. Voltron download RETROARCH its better
    1 point
  26. bruddog

    Weather effects

    Yes
    1 point
  27. 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
  28. 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
  29. Tecmo Super Bowl Super Bowl Edition happy super bowl day May you have the best pizza today and everyday after. May the power of the pizza be with you always. 🍕
    1 point
  30. 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
  31. 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
  32. I have been working on my NCAA 24 but now that I see you completed one that is superior to my efforts I will just pop a top and enjoy yours! Thanks. Glad to see you added my JMU DUKES and some smaller teams. Well done! Bummed to see you added UK instead of UF! I may have to fix that after I download it. Thanks again!
    1 point
  33. here is a 32-team NES TSB rom I've recently edited, and would like to share: "Champs - Flops" each NFL franchises best team, from 2002 to 2022. At least one team from each year (from 2002 to 2022 season) is represented; but no more than two teams for any given year. Yes, compromises have been made to make the game balanced and follow this format/outline. The teams have been "scaled" so that Super Bowl winners usually have better players or more "balanced" teams than Super Bowl losers, etc. There are no real major hacks, and it plays just like original. PC is completion and PA is target. Quickness does nothing (however, it has been rated for "incompletions", but I did not implement that hack, Interception does everything). RT and SS speed is KR and PR speed. I tried to make team tiers similar to original NES TSB, so you will find "pro bowl" players with 44MS, for example, as well as other players on a Champion team with somewhat "inflated" attributes. If there was a judgement call on ratings (and there were dozens) then the Champion got the better ratings, usually. Yes, there are a few teams that are Over-Powered (2004 Patriots, 2013 Seahawks, for example), like the original. but essentially, the player attributes are distributed and scaled to match original TSB, within reason. for example, the original game had four 44/56/75 RCB, and accordingly there are four here (except there is no 75MS RB or 56MS QB here...), etc. in my opinion, the only big difference from original TSB is that base Hitting Power for RCB/LCB is 13 HP, with all-pro RCB/LCB getting automatic 31HP. enjoy! TSB32 NFL greats 2002-2022 by buck.nes
    1 point
  34. Love it! Keep up the good work @Raphael Edo!
    1 point
  35. Absolutely! Uniquely, the Patriots roster consists of some of the best players from 2000-2019. My design was to give them a balance of players on both offense and defense that were represented in the two decades across Brady's playing career. Corey Dillon is represented by a 1600+ yard rushing season. Moss and Welker during '07. Early Gronk. I mean--they're stacked. So absolutely they are scored like an All-Pro team. And, honestly, for a rom like this, it both rewards Patriots fans to be able to control some of the past dynastic greats, and it gives the haters a clear adversary in the game. It's a win/win. The rest of the roster numbers you have here are fascinating to me! I strangely don't have those exact numbers, BUT, the elegant heatmap coloring in your image of the cells does a pretty good job illustrating each team's focuses. Like, I would love to use the sheet you're using for this chart to actually make a graphic from it. I think it would go a long way in helping to flesh out the experience playing as each team. Any chance you're willing to share with me just a flat copy of this sheet where you've screenshot this image? The rosters were made from ascending/descending player & team stats in various spreadsheets. I assigned those rankings OG TSB player stat sets, adjusting the stat sets in my rom for more unique characteristics--like Gronk's HP, and whatnot. OG TSB has so many duplicate stat sets across player positions, that a goal of mine was to also customize them across the board in incremental ways to actually make them unique, if even marginally. Some of those incremental attribute boosts are superficial, like QB HP bumps. I definitely stay very true to the OG player stat sets, though, with some subtle variation here or there. What I may not have paid as much attention to in my rom is in comparing overall team composition to OG TSB. From the onset, I knew teams would rate differently in the end on the whole than OG TSB, because I was selecting (more often than not) unique opponent teams for the Patriots. So for instance, teams that had good defenses in their own season year might be less so in a game consisting of teams from many different seasons. But absolutely my focus leaned more heavily in player-to-OG player comparison than team-to-OG team.
    1 point
  36. Holy juice for NE. Lol For reference the 49ers are 345 on the original rom. The Colts are a 30. Average team around 200.
    1 point
  37. 2 TB12 Challenges 1. Go undefeated while also guiding the Giants into the Super Bowl. Attempt to beat the Giants with full CPU juice. 2. Man control all games against Brady to make him go 0-16
    1 point
  38. 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
  39. 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
  40. 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
  41. List of To Dos: Expand the Trade / Free Agent Beginning Season Menus to 32 Teams. Correct the teams styles to reflect each (Will list all the locations for these. Some used the same # system so I combine them to pull from one table instead of multiple. This will make editing future editions easier.) Season Update "Division Champions" Menus (Change Graphics). F.A. Player names and ratings# Superbowl Field - Hack it so its on it's own Field with Superbowl Mid field Logo
    1 point
  42. 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
  43. This post will be for link's to each page in this thread with description of what is covered on each page: .
    1 point
  44. Beta - Date of release (Version 0.00) This post will be for betas
    1 point
  45. This post will be for printable manuals and cover art/rom sticker
    1 point
  46. This post will be the write up for the completed game. I will include final screen shots of menu's / game play screen shot's / Playbook Screen shots / Game mode descriptions / Hacks included to the rom / New Features / Player Data updates etc
    1 point
  47. Table of Contents: Hacks included in this thread: Stage 1 - Visually changing the Division Standings Menus to reflect 4 teams only. (Page 1) - 100% Stage 2 - Expanding the arrow mapping in the Main Standing Menu from 7 to 9. (Page 1) - 100% Stage 3 - Expand the text pointers for each of the Divsion Standings Menus from 6 to 8. (Page 1) - 100% Stage 4 - Relocating Code In the SRM File for Division Stats / Rosters (Page 1) 100% Stage 5 - Relocating Codes In the SRM File for Team Control Menu (Page 1) 100% Stage 6 - Create new Team Control Menus. Expanded to 32 screens (Page 1) 100% Stage 7 - Expand the Season Schedule to 32 Teams / 16 Games Per Week. (Page 1) - 100% Stage 8 - Expand the Season Team Stats to Read 16 Teams Per Division / 32 Teams. (Page 1) - 100% Stage 9 - Expanding the End of Season Menus to 8 Divisions / Season Awards & All Pro to account fir 32 Teams. (Page 1) - 100% Stage 10 - Expand the Playoffs to include 8 Divison Winners/4 Wildcard. (Page 1) - 100% Stage 11 - Expand the FA coding and Turn off Trade Function. (Page 1) - 100%. Stage 12 - Expand Team Tables for misc team styles (Page 1) - 100% Just need to post the locations. Stage 12 - Misc Roster Coding. (Page 2) - Will continue to add as I find coding that does not really apply to any of these stages). On Going. Tools Used For These Hacks: editing tools.zip This attachment contains the following tools I use to edit TSB on the SNES: Cygnus Free Edition - Hex Veiwer / Editor Geiger w/Debugger - SNES Emulator with DeBugger & DisAssembler SNESPal - SNES Pallet Editor TilEd2002 - Easy to use Graphics Veiwer / Editor TileMolestor - Hardcore Graphics Veiwer / Editor ZSNES - My personal favorite SNES Emulator HxD - Hex Veiwer / Editor / Compare Files no$sns - Not so good emulator but has VRAM Veiwer and Debugger. Enjoy!!
    1 point
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