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Showing content with the highest reputation since 10/05/2021 in Posts

  1. bigjim28

    Hardball 5

    2020 league here to keep the annual trend going. Obviously I did not get my player edits done very well as my sim ended up with a Cincinnati/Boston WS. Excited for a full 2021. I really wish there was a way to expand to league to include all teams. 2020.lgd
    4 points
  2. View File TECMO NCAA 2022-23 28 team platform. 8 team rotation in "AFC/NFC CENTRAL" for 4 different versions, along with a special Armed Forces version. 12 game schedule. 5 total versions: TN- has Tennessee and A&M in the rotation spot KY- has Kentucky and Arkansas MS- has TCU and Ole Miss, also the only version that has random teams in divisions. this is so you can have title game matchups like ALA/GEO, OSU/MICH, TEX/OKL etc. AF- has a special Armed Forces division that replaces Midwest division. Col. St, Army, Navy and Air Force replacing Cin, Ohio St, Notre Dame and Iowa. KS- has Kansas, Kansas St, Nebraska, Kentucky and Washington replacing Arkansas, Iowa, Wisconsin, North Carolina and Stanford. 2 different styles of gameplay: 0- regular gameplay, no hacks, standard juice progression 1- late season coverage hack (week 9 defense with 3-4 defenders rushing the QB, 7-8 defenders in coverage, starting week 1) standard juice progression Team and player sim data updated to accurately reflect the 2022-23 season. Authentic endzones, logos and alternate uniforms available. Programs used: HxD, TSBToolSupreme, Tile Layer Pro, Retron5IPSCreator, STUE All graphics and data done by: RAY269 Thanks: Matt Haydel- support/direction and that Hex Guide 0-NCAA2022KS.smc 1-NCAA2022KS.smc Submitter RAYOUNG269 Submitted 09/28/2022 Category SNES  
    3 points
  3. War6

    TSB 2023 (SNES)

    I just wanted to update everyone regarding the upcoming September release of TSB 2023 for SNES. Ray & I have been continually editing and I wanted to share our progress with a few screenshots. The game looks and plays great thus far and I think we are almost where we need to be in terms of features, new end zone art, and accurate rosters with realistic ratings. In the meantime, you can download our preseason/beta edition in the downloads section.
    3 points
  4. As you know from 1995-1998 the NFL had 30 teams and from 1999-2001 had 31 teams. At this point, I don't think anyone has attempted to take the 32 team rom and retroactively take out 2 teams. I'm looking to get this accomplished. Would love some help else this is where I will be talking into the void Planning to base the mod off this rom unless someone has a better suggestion
    3 points
  5. Gave it a second go after clearing my head and it's about as good as I can get it now: Here's an updated rom for anyone who'd like to use it for themselves: TSB Base 32-Team ROM - 2022.nes If anyone can make it better, please feel free to improve upon it!
    3 points
  6. You ain’t kidding!! Editing this beast was incredibly tough for SNES!!
    3 points
  7. Sorry about being MIA, still hanging around. Work and life has been kicking my arse. Very tough year, but I literally made finishing this game my Work's personal goal for the year. So now it has to be done or my bonus/raise is at risk. I have made it my mission to finish all the things I started. I am planning on getting some certifications for work by months end, something I have been putting off for too long. As for the new seeding, I haven't gone back to fix it, but I know the way the game does it so it's just a matter of moving the coding around. (Made a note of it due to our NCAA game that will at some point follow)
    3 points
  8. Can't do Commanders, too cheesy!! I whipped this up in about 20 minutes, not accurate. Added a little black shade to the edges, for crispness.
    3 points
  9. New BETA available today : https://drive.google.com/file/d/1REbkrRlGUheRLbsyWjVEdO4My0K-QJzt/view?fbclid=IwAR1dyDIPGomXnWbgK8-LSfzPDOHOxI9YyhpRDo4M0_vKtTWJsgrVOZaChBA
    3 points
  10. TheRaj

    TSB Blimp Text (NES)

    Oh I noticed I didnt post the Blimp for TFO 2021. Here it is in all its glory! Josh Porter is from The Office. I was asked if I could put his face on the blimp so I changed the pallet to have black and light flesh colors and used 4 of the character spaces to make the face using MSPaint and TileLayer Pro. It used all 14 available spaces when completed
    3 points
  11. View File Tecmo Super Bowl 2023 Presented by TecmoBowl.org Tecmo Super Bowl is the greatest sports video game of all time. Now, 31 years after TSB made 8-Bit legends of Bo Jackson and Lawrence Taylor, TecmoBowl.org proudly announces the belated release of Tecmo Super Bowl 2023. This site's 15th yearly iteration updates Tecmo's NES classic with up-to-date post-season rosters, graphics, schedules and play books for all 32 NFL squads. Additionally, you can now check the defensive conditions of your players. Playable on multiple platforms and operating systems via NES emulation software, Tecmo Super Bowl 2023 brings Nintendo's bone-crunching classic to today's computers and handheld devices. Tecmo Super Bowl 2023 Table of Contents A. How This Works B. How To Play - PC/Mac C. How to Play Online - Windows D. Tecmo Super Bowl 2023 Notes E. Known Issues F. Credits A. How This Works If you're new to emulation: ROM = Game or Cartridge (.nes file) Emulator = NES System B. How To Play - PC/Mac Download Nestopia for your platform and also the .nes ROM - Windows | Mac Open Nestopia. From Nestopia, File > Open and find your .nes ROM. C. How to Play Online - Windows Get started at the official chatrooms of TBORG, the Tecmo Super Bowl Discord - https://discord.gg/0bTEaH3dmy3Dzsgq If you’re looking for an online league, we recommend TecmoBowl.org's Online Tecmo Leagues. D. Tecmo Super Bowl 2022 notes Check Defense condition - In the same location as the time out menu there is now a "CHECK DEF" option which lets you scroll left and right through your players 32-Team ROM Rosters current as of 11:59pm CST on 9/7/2022 Adjustable quarter length Playbook editing in-game Player 2 attributes now display correctly Halftime stats Pass Control determines if a pass will be completed. Passing Accuracy determines if the ball will be on target. Schedule reset wont' randomize order (Thursday game should always be first, Monday night last) Schedule is only 16 games due to rom space constraints E. Known Issues You can't edit the player names for the NFC West teams using publicly released emulators. This rom may not work on some emulators. Sorry. F. Credits Graphics - Keithisgood | @keithisgood Rosters/Attributes/Sim - @Knobbe @War Machine Rom - @bruddog QA/Rom Merge/Project Coordinator - @Knobbe | @tecmogodfather Thanks to: Jstout, Bruddog, Cxrom, Bad-Al & Buck for the hacking knowledge and tools. Special thanks to @SBluemanfor his roster work and just pushing things in general Tecmo Super Bowl 2023 by TecmoBowl.org is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Based on a work at http://tecmobowl.org/. Submitter Knobbe Submitted 09/08/2022 Category TecmoBowl.org Official Yearly ROMs  
    2 points
  12. thank you for your interest. this is 6 months of extreeeemly hard work and quick learning. ENJOY! also, if you are a big fan of TSB SNES and its many forms, join our fb group. it has been a great community of info and shared love for all things TSB SNES!
    2 points
  13. View File Tecmo Super Bowl 2022 - SBlueman Edition [Updated 9/8/22] 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 9/8/2022! 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
  14. bruddog

    No Halftime

    Yes…
    2 points
  15. 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
  16. 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
  17. 2 points
  18. View File TECMO GREY CUP 2022 -EDM/MTL/BC helmets/logos updated -new player ratings (N. Rourke!) -Edmonton is now Elks -Schedule is 2022 -all wording "2022" -roster/jersey #'s (WARNING: WE DO NOT HAVE A TECMO BOWL ADDICTION HELP LINE.) Submitter gamerz Submitted 06/30/2022 Category Partial Hacks  
    2 points
  19. Yellow stripe, red facemask TSB Base 32-Team ROM - 2022.nes
    2 points
  20. This year's CFT Season is this Saturday. Still hoping for some Dakota representaysh at one of these. @segathonsov MINNY too!
    2 points
  21. Hello all, Over a period of years I managed to reverse engineer the entire Tecmo Super Bowl game into 6502 assembly source code with every piece of code documented and every variable labeled. There was a potential project in the works with said code but that project looks all but dead now. Because of that I am targeting the 30 year anniversary of TSB as the date I will publicly post all of the reverse engineered source code. -Bruddog View full article
    2 points
  22. 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
    2 points
  23. View File Tecmo Super Bowl: 2022 NCAA D.1 Edition The classic NES sports title, updated with 32 NCAA Division One teams from the 2021-22 season! Enjoy this version with the following features: Includes the Top 32 NCAA Division One team from CBS Sports Rankings before the bowl games Playbooks Edited – Plays Moved to Different Slots, Edited Running Plays, Removed ‘bad’ plays Over 35 Hacks Added to Hardtype Versions (26 hacks in 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 during regular season play (NFC West Glitch and Divisional Matchups Limits This Feature) Sim Code updated for more accurate team results I couldn't help but notice there wasn't an updated NCAA game released last year so I went to work to cook one up. I used a vanilla version that @fatcheerleader posted in the past as a base (props to him for his work!) and came up with an updated version. As with my other releases, I offer three different versions for people to enjoy: #1 – Vanilla – Hacks Included: Disable Alt 3 Uniforms Add 'Hut' Pre-Snap Cadence to 32-Team ROM Player 2 Conditions Fix Change Touchback To 25-Yard Line FG avoid kick block fix NFC West Sim Fixes TE sim fix Change offensive SIM to 'out of 32' sum Prevent schedule from being random Changing KR Speed PR speed change from SS to actual PR player COM Goes For FG w/:20 Left in Half/End of Game Kickoffs From 8 Yard Line To 3 Deep In Endzone Better INT returns Add stats after quarters Better COM punt timing PA/PC hack - PC is INT and PA is target XP Block ROLB More NFL like QB rating value QB backpedal animation hack Touchbacks on Kickoff Ultra Logic (IPS Patch) More Accurate FG's (IPS Patch) Decrease Fumbles by 30% (IPS Patch) 65 Yard Max Length on FG's 65 Yard Max Punt Length #2 –Hardtype – Hacks Included (also includes all the Vanilla version hacks): Timing of Snap Exchange b/n C & QB Faster Handoffs, Pitches, Snaps & Player Control QB/PR ball control Changing the differential for popcorning/ dl busting through Diving time based on HP QB throws ball instead of taking sack and runs less COM Dive Tackling like SNES TSB I Buck's TSB COM Juice Setter (Week 4 Juice – Max 02 DEF.SPEED) Find open receiver Push/Pull Hack #3 – Hardtype + P2 As Road Team Road team plays as Player 2 during regular season games Details: Base Rom: Updated 32-team ROM by @fatcheerleader 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 01/22/2022 Category Misc ROMs  
    2 points
  24. Just for fun, I'm doing a COM vs COM double elimination tournament. Games are played in preseason. Teams are seeded 1 to 28. I'm using a 32-team format because the math works out better, so 4 teams get byes in the first 2 rounds. Here are the results of round 1: https://docs.google.com/spreadsheets/d/1-teHrKFivSikdBdVNGBc3DKR3Yz8vZUMEdtOrl94fsc/edit?usp=sharing So if you're trying to follow along, my top 4 seeds are S.F., HOU, GIA, and RAI. They get byes in the first round. The first game is #5 seed BUF vs #28 seed IND. BUF won 42-10. Then PHI beat N.E. 24-10, SEA upset CHI 21-14, and so on. That CHI-SEA game was crazy with a lot of Tecmo bullshit. I recorded movies of every game, so I might make videos of some if there is any interest.
    2 points
  25. 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.
    2 points
  26. 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.
    2 points
  27. Just buy me a beer some day if we ever meet up 😀
    2 points
  28. It should be pretty easy to import rosters between supported roms. You just copy & paste the text. The newer versions (like 1.3) also have the ability to convert between the different formats for TSB1, TSB2 & TSB3 (although, this feature has been less used and tested little).
    2 points
  29. The reports of my death are greatly exaggerated. This is still a go. It will be done this year.
    2 points
  30. View File SBlueman's Tecmo Super Bowl 2021 - Final Edition The classic NES sports title, updated just in time for Super Bowl LVI! 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 (31 hacks in 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 Glitch and Divisional Matchups Limits This Feature) Sim Code updated for more accurate team results Updated 2/13/2022! Three Versions Available: #1 – Vanilla – Hacks Included: 1. Ultra Logic (.ips patch) 2. More Accurate FG's (.ips patch) 3. Decrease Fumbles By 30% (.ips patch) 4. Touchbacks on Kickoffs 5. 65 Yard Max FG Length 6. 65 Yard Max Punt Length 7. TEAM ROSTER instead of 1991 ROSTER after super bowl winner end game 8. Add 'Hut' Pre-Snap Cadence to 32-Team ROM 9. Player 2 Conditions Fix 10. Change Touchback To 25-Yard Line 11. 15 Yard XP 12. FG avoid kick block fix 13. TE sim fix 14. Change offensive SIM to 'out of 32' sum 15. Prevent schedule from being random 16. Changing KR Speed 17. PR speed change from SS to actual PR player 18. COM Goes for FG w/:20 Left in Half/End of Game 19. Kickoffs From 8 Yard Line To 3 Deep in Endzone 20. Better INT returns 21. Add stats after quarters 22. Better COM punt timing 23. PA/PC hack - PC is INT and PA is target 24. XP Block ROLB 25. More NFL like QB rating value 26. QB backpedal animation hack 27. QB/PR ball control 28. Reduce Punt Boost 29. Changing the differential for popcorning/ dl busting through 30. Diving time based on HP 31. QB throws ball instead of taking sack and runs less #2 – Hardtype – Hacks Included (also includes all the Vanilla version hacks): 32. COM Dive Tackling like SNES TSB I 33. Buck's TSB COM Juice Setter (Week 4 Juice – Max 02 DEF.SPEED) 34. COM QB Finds Open Receiver 35. Push/Pull Hack 36. Timing of Snap Exchange b/n C & QB 37. Faster Handoffs, Pitches, Snaps & Player Control #3 – Hardtype + P2 As Road Team 38. 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 02/13/2022 Category NFL By Year  
    2 points
  31. View File Goji's NFL Tecmo Super Bowl LVI (1.5) - All 32 NFL Teams! - (NEW) 2021-2022 NFL Schedule! - Team SIM ratings based upon success in the 2021 season! - Halftime Stats! - Press START instead of B to throw a lobb pass. - Hybrid Defenses. (Extra defensive backs!) - (NEW) 2020 AFC & NFC Pro Bowl Rosters - (NEW) Rosters 12/2/21 5 DIFFERENT VERSIONS AVAILABLE! (BASE ROM (NO HACKS) / STANDARD / JUICED / JUICED PLUS / NES CLASSIC EDITION) SET Commands / Hacks Applied : BASE ROM NO HACKS *Tecmobowl.org 32-Team Base Rom with rosters for the 2019-2020 NFL Season *Small graphical changes. STANDARD VERSION *Goji's NFL Tecmo Super Bowl LIV BASE ROM NO HACKS *No Sprite Flicker *Add stats after quarters (Halftime Only) *More NFL-like QB rating value *PA/PC Hack - PC is INT & PA is target *Player-controlled QB rollouts for playaction passes *Increase CPU kickoff length *Better COM punt timing *Press START instead of B to throw a LOB PASS *Bruddog's Moving Grapple / Push-Pull Hack *Directional Punts - hold UP or DOWN to angle your punt *Decrease fumbles *Decrease Injuries in SKP Mode *Decrease Injuries in MAN mode *Change player kickoff position to 30 Yard-Line *Change Touchback to 25 Yard-Line *FG Avoid Kick Block Fix *Extra Point Try Moved to 15 Yard-Line *'Hut-Hut' Pre-Snap Cadence for 32-Team Roms JUICED VERSION *ALL hacks from STANDARD VERSION *Faster handoffs, pitches, snaps & player control *CPU find open receiver *Passing game probability table hack *Ball carrier can break drone grapples *PR speed change from SS to actual PR player *OB throws ball instead of taking sack and runs less *Kickoff speed increased *Buck's TSB.COM Juice Setter (MILD) JUICED PLUS VERSION *ALL hacks from JUICED VERSION *Better INT returns *COM dive tackling like SNES TSB I *COM defensive coverage late in season (28 and 32 team codes) *Jstout 'Logic' Modifier *Preseason and zero win games are now more challenging *Buck's TSB.COM Juice Setter (HOT) (My personal favorite Version) NES CLASSIC EDITION *ALL hacks from JUICED PLUS VERSION -Minus *No Sprite Flicker (This is probably the version you would want to make a physical cartridge from, or livestream SIMS, unless you're familiar with the No Sprite Hack) HOW TO PLAY : Recommended Emulator : FCEUX : http://www.fceux.com/web/home.html Recommended Setup : 1. Config \ Video \ Check 'allow more than 8 sprites per scanline.' 2. Config \ Timing \ Check Overclocking (old PPU only) and enter '240' into both scan line boxes. *If you aren't using an emulator that supports these functions, don't care about flickering sprites, and just want to play, download the NES Classic Edition Many thanks to other user submitted roms for player stats and editing. Rosters may not be 100% perfect and any comments are appreciated. Enjoy! - Special thanks to Maverick209 for his insight on player ratings. **Please note this is a WIP rom, so check back often for revisions!** SET COMMANDS GUIDE by SBlueman : **ALL NEW** Submitter gojiphen malor Submitted 10/20/2021 Category NFL By Year  
    2 points
  32. bruddog - I went all over this and already fixed it. the logic path leads to loop22. in loop22, after the scores are Compared (A5A0 C59F), there is a BCC (branch if carry clear) to Loop27 if offense winning. then following that another BCC (9003) that won't get used because if the offense is losing or tied, the C flag won't be Clear. finally, it takes you to Loop40 where the offense is bound to run a play. basically, there should have been a "Greater Than (winning) or Equal To (tied)" check. the original programming only has the "greater than" part. Luckily, you can just overwrite that worthless BCC 9003 to an actual BEQ (branch if equal) F035 and jump to Loop27 - the same actions would be taken as if COM were winning (if ball is >= 50 yd line, will punt). I've been testing this for the past 3 days and run multiple tests and scenarios. it works. SET(0x18808, 0xF035)
    2 points
  33. Via this thread here is the logic that, among other things, breaks down OT. The code will check to see if it's the playoffs and jump to OT with no clock. Else it will go to a timed 5th quarter. This hack removes the logic check and will go to untimed playoff type OT for all games including pre-season, regular season, and pro bowl. SET(0x2216F,0xEAEAEAEAEAEAEAEAEAEAEAEAEAEAEAEA)
    2 points
  34. I think if someone is still using nesticle in 2021 they have bigger problems than worrying about extracting states from the save.🤣
    2 points
  35. It's been rather quiet in here.....How was Thanksgiving for everyone?
    2 points
  36. Players added : Bills - T, spencer BROWN Dolphins - *S, eric ROWE, S, brandon JONES Patriots - RB, r. STEVENSON, G, ted KARRAS Browns - RB, dernest JOHNSON Ravens - TE, eric TOMLINSON Steelers - DL, chris WORMLEY Colts - QB, sam EHLINGER, TE, kylen GRANSON, K, m. BADGLEY Texans - S, eric MURRAY Jaguars - WR, laquon TREADWELL Titans - RB, adrian PETERSON, *CB, elijah MOLDEN Broncos - *LB, malik REED Raiders - WR, desean JACKSON Chargers - *TE, s. ANDERSON Washington Team - K, joey SLYE Eagles - RB, jordan HOWARD, LB, t.j. EDWARDS, LB, davion TAYLOR Cowboys - S, jayron KEARSE Lions - WR, trinity BENSON, TE, brock WRIGHT, T, taylor DECKER Vikings - QB, sean MANNION, T, c. DARRISAW Saints - QB, trevor SIEMIAN Panthers - QB, cam NEWTON, RB, ameer ABDULLAH, CB, a.j. BOUYE 49ers - RB, jamycal HASTY Rams - WR, odell BECKHAM, LB, von MILLER Seahawks - C, e. POCIC
    2 points
  37. Players added : Patriots - WR, nkeal HARRY Ravens - RB, leveon BELL, G, ben POWERS, LB, josh BYNES Texans - WR, chris MOORE, CB, tavierre THOMAS Titans - WR, josh REYNOLDS Chargers - WR, andre ROBERTS, K, dustin HOPKINS Eagles - QB, gardner MINSHEW Bears - *CB, duke SHELLEY Packers - G, jon RUNYAN, T, elgton JENKINS, DL, kingsley KEKE Buccaneers - TE. o.j. HOWARD Saints - RB, mark INGRAM, WR, trequan SMITH, DL, david ONYEMATA, K, brian JOHNSON Falcons - P, d. COLQUITT Rams - DL, ashawn ROBINSON, LB, terrell LEWIS Download this file
    2 points
  38. The background palette was an issue when the rom was expanded from 28 to 32 teams so cxrom added in a custom routine. Not sure this is documented anywhere. The routine starts at x4210 but the relevant code to change is Palettes for Team Data Screen - x423B - x4279 Palettes for Pre-season team select screen - x427A - x42BA Attached is the updated rom Tecmo Super Bowl 1995 Season (2).nes
    2 points
  39. Bolt

    Yearly roms critique

    I haven't played @gojiphen malor's ROM yet - I love it - but, So far ... @SBlueman's is hardest - I love it. then @Tecmonster's - love it. then T-Borg/@Knobbe's - love it.
    2 points
  40. The NFTGL will return for season 23 on October 22nd at 10am. We will be streaming mostly non-stop until Sunday around 5pm. Playoffs are expected to start around 1pm on Sunday the 24th, so turn us on next to your football games and mute those stupid commentators.
    2 points
  41. BETA Version available here for now : https://www.facebook.com/336600623770150/photos/a.345009482929264/1050474835716055 Will upload the Launch Edition 1.0 soon !
    2 points
  42. forn

    All-Backups Team (SNES)

    Now I'm wondering if he was out here returning onside kicks for TDs
    1 point
  43. Thank you @bruddog ! I wouldn't have thought to look in Paths or equate "Use internal compression" with Encryption so thanks! You're a living Tecmo Legend! Weird to think next April I will have been getting help from you on this forum for 10 years!
    1 point
  44. OB99

    100 point club

    840 yards though
    1 point
  45. Thanks! I have used it a lot, but it is very limited. You can only edit stats and part of the stance. I wanted something more in depth that included every aspect of batters and pitchers.
    1 point
  46. Wesley Horn

    The

    I am not Getting Started i have won a game 35-0.
    1 point
  47. It's interesting how much fullbacks carried the ball in 1976 compared to just 14 years later in 1990. I decided to give all fullbacks between 81 and 94 hp and just vary rs/ms like this: 63/50 56/50 50/44 44/38 44/31 44/25 Halfbacks range mostly between 19 and 38 hp, with a couple of outliers up to 63 hp. Their ms is 31 to 63. Kick and punt returners in a rb spot have 56 hp, and i'm thinking of giving them 63 rs. On to the QBs.
    1 point
  48. I figured out how to get the extra defensive players on the DF starters page. So here is finished DF starters page.
    1 point
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