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Tecmonster

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Tecmonster last won the day on September 7

Tecmonster had the most liked content!

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About Tecmonster

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    rom producer

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    Male
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    Reno, NV

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  1. No, I only release one rom per year. By the way, the Chiefs are rated #14, which is above average. They have a top 3 RB (Hunt), a WR who's the only offensive player in my game with a 75 MS (Hill), NFL's second best TE (Kelce), and the fifth best overall DB in the game (Berry). Mahomes has been far better than anyone anticipated so he's obviously under-rated here (though he still has 38 MS and an 88 ARM), but the overall team is definitely not atrocious.
  2. Tecmonster

    Modifier to FG accuracy

    Seems like replicating the typical human behavior during a FG attempt would be a really hard thing to code, right?
  3. Tecmonster

    Sim test USA

    I owe it all to God, Satan (for keeping the Universe in balance), and non-static offensive RP ratings.
  4. So if TSBTool is mapped correctly, then offensive linemen have no sim values and, thus, no effect on the sim results for any team's offense? I guess the only way to make sure the o-line has an influence on each team's sim offense is adjust each skill player's sim ratings up or down based on the quality of the o-line.
  5. Wow, how am I just now seeing all of this too, almost 3 years later? So, does this mean that the game simulates offensive team scores as a function of the individual offensive sim #'s? But it simulates defensive team "scores" (i.e. the suppression of their opponent's offensive scoring) as a function of its sim rush defense # (incorrectly labeled as SIM OFFENSE in TSBTool) and its sim pass defense # (incorrectly labeled as SIM DEFENSE in TSBTool)? Do I have this right? If so, I guess that means there is no one single # that determines the offensive potency of a team in sim mode.
  6. Hm, I see what you mean. Will probably change that for next year.
  7. View File Tecmonster's Tecmo Super Bowl 2019 now available This game, Tecmonster’s Tecmo Super Bowl 2019, is based on the original Tecmo Super Bowl that we all know and love, but has been hacked and edited to a revolutionary extent! To create the player ratings, I feed their Madden ratings into a spreadsheet of my own formulas that then spits out Tecmo-compatible ratings. You might also notice that I’m actually using the “Running Power” attribute as a dynamic category for offensive players instead of just assigning every player a 69 rating, as in the original game (which was, in my opinion, simply an oversight by the creators, or maybe just a shortcut to finish the game faster). I also changed its name to “Acceleration” because that’s its real function. Here’s an index of the hacks used to create this game, in no particular order, with tecmobowl.org authors in parenthesis: -- 32-team expansion rom (cx_rom, Maynard, Knobbe, others) -- helmets, field colors (keithisgood) -- COM looks for open receivers (jstout) -- COM Ultra Logic to play better defense (jstout) -- moving & dynamic grapples (bruddog) -- MAN vs. MAN popcorning (jstout) -- sort receiving leaders by yards (jstout) -- more accurate attribute labels, like “Acceleration” (Tecmonster) -- kicking arrow speed & range to make FG’s easier (Tecmonster) -- COM minimum kickoff distance to 8yl, max to -3yl (bruddog) -- increase kickoff ball speed (maynard, bodom) -- increase shotgun snap speed (jstout) -- tougher to block FG’s by adding personal protectors (Tecmonster) -- increase QB fumble rate (jstout) -- decrease diving animation time slightly (xplozv) -- decrease handoff animation time (xplozv) -- COM “juice” edited (by Tecmonster) -- PA affects “catchability/interceptability” of the pass (jstout) -- set kick returner farther back (bodom) -- Ball Control ratios edited so BC means more (by Tecmonster) -- static schedules from week to week (bruddog) -- Quickness changed to Coverage (jstout) -- kick returners use their actual attributes (konforce, jstout) -- stats screen at halftime (xplozv) -- corrected playoff bracket (pambazos) -- MAN-controlled QB rollouts on the rollout plays (Tecmonster) -- LB’s moved farther back from line of scrimmage (Tecmonster) -- Run & Shoot QB’s almost never scramble (Tecmonster) -- “heavy pass” teams don’t pass quite as much (Tecmonster) -- REVISED PLAYBOOKS (I have drastically changed and re-organized the playbooks to make them more useful, logical, balanced, and modern), including: (a) new plays, like the Shotgun Shovel, Shotgun Zone Read RB R, Shotgun Zone Read QB L (with QB HP boost), Shotgun RB Draw, Shotgun Zone Read Red Sea (pass), Shotgun Zone Read X Fly (pass), Shotgun Zone Read RB Flat (pass), Pro Set Quick Pitch L, Pro Set Quick Pitch R, Pro Set Zone Pitch R, 1back Offtackle R, 1back Pitch R, 1back Pitch L, Run and Shoot Fire (pass), Shotgun XZ Cross, 1back Flare C, Pro Z Deep Post; (b) improved blocking schemes for many run plays; (c) some receiving routes for existing plays improved; (d) some receiving routes added, like for Oneback Flare A; -- COM avoids sacks much better + faster COM rollouts (Tecmonster) -- shorter onside kicks (xplozv) -- COM RB reacts to the defense sooner after handoff (Tecmonster) -- smarter OL pass blocking (xplozv) -- receiver jump/dive based on REC rating (xplozv) -- defender jump/dive based on COV rating (xplozv) -- COM minimum punt distance @ 50% bar (bruddog) -- Avoid Pass Block ratios edited so APB means more (Tecmonster) -- team rosters, jersey #’s, faces (Tecmonster) -- city name changes (bruddog) -- automated and accurate sim ratings (Tecmonster) Special thanks to bruddog, buck, and pambazos (zone read plays) for helping me understand play-making, and to tecmobowl.org. If you decide to make ANY edits to this game within TSBToolSupreme, then you'll very likely need to repair the rom afterwards because that program will break part of the moving grapple code and the game will glitch. So, here's what you do: I used the Translhextion hex editor to create a file, named x3ffc0, and have included that with the rom here. I recommend saving this file to your Desktop. How you apply this file: open up your rom in Translhextion and jump to offset x3ffc0 (by clicking Offset > Jump To > then enter x3ffc0 in the field). Highlight (by dragging on) that byte + the next 48 bytes (49 bytes total), then: 1) go to Selection and click "Fill Selection with..." 2) in the pop-up box, select "File" from the dropdown box after "Fill selection with" 3) click "Browse" and find your file (preferably on your Desktop) and select it 4) click "OK" 5) Go to "File" and save your rom. This should fix the problem. Every time you edit your rom with TSBToolSupreme though, you're going to have to follow these steps directly afterwards. I'm planning to release the annual magazine that typically accompanies this game by Sunday night. Enjoy! Submitter Tecmonster Submitted 09/07/2018 Category NFL By Year  
  8. Version 1.0.0

    1,090 downloads

    This game, Tecmonster’s Tecmo Super Bowl 2019, is based on the original Tecmo Super Bowl that we all know and love, but has been hacked and edited to a revolutionary extent! To create the player ratings, I feed their Madden ratings into a spreadsheet of my own formulas that then spits out Tecmo-compatible ratings. You might also notice that I’m actually using the “Running Power” attribute as a dynamic category for offensive players instead of just assigning every player a 69 rating, as in the original game (which was, in my opinion, simply an oversight by the creators, or maybe just a shortcut to finish the game faster). I also changed its name to “Acceleration” because that’s its real function. Here’s an index of the hacks used to create this game, in no particular order, with tecmobowl.org authors in parenthesis: -- 32-team expansion rom (cx_rom, Maynard, Knobbe, others) -- helmets, field colors (keithisgood) -- COM looks for open receivers (jstout) -- COM Ultra Logic to play better defense (jstout) -- moving & dynamic grapples (bruddog) -- MAN vs. MAN popcorning (jstout) -- sort receiving leaders by yards (jstout) -- more accurate attribute labels, like “Acceleration” (Tecmonster) -- kicking arrow speed & range to make FG’s easier (Tecmonster) -- COM minimum kickoff distance to 8yl, max to -3yl (bruddog) -- increase kickoff ball speed (maynard, bodom) -- increase shotgun snap speed (jstout) -- tougher to block FG’s by adding personal protectors (Tecmonster) -- increase QB fumble rate (jstout) -- decrease diving animation time slightly (xplozv) -- decrease handoff animation time (xplozv) -- COM “juice” edited (by Tecmonster) -- PA affects “catchability/interceptability” of the pass (jstout) -- set kick returner farther back (bodom) -- Ball Control ratios edited so BC means more (by Tecmonster) -- static schedules from week to week (bruddog) -- Quickness changed to Coverage (jstout) -- kick returners use their actual attributes (konforce, jstout) -- stats screen at halftime (xplozv) -- corrected playoff bracket (pambazos) -- MAN-controlled QB rollouts on the rollout plays (Tecmonster) -- LB’s moved farther back from line of scrimmage (Tecmonster) -- Run & Shoot QB’s almost never scramble (Tecmonster) -- “heavy pass” teams don’t pass quite as much (Tecmonster) -- REVISED PLAYBOOKS (I have drastically changed and re-organized the playbooks to make them more useful, logical, balanced, and modern), including: (a) new plays, like the Shotgun Shovel, Shotgun Zone Read RB R, Shotgun Zone Read QB L (with QB HP boost), Shotgun RB Draw, Shotgun Zone Read Red Sea (pass), Shotgun Zone Read X Fly (pass), Shotgun Zone Read RB Flat (pass), Pro Set Quick Pitch L, Pro Set Quick Pitch R, Pro Set Zone Pitch R, 1back Offtackle R, 1back Pitch R, 1back Pitch L, Run and Shoot Fire (pass), Shotgun XZ Cross, 1back Flare C, Pro Z Deep Post; (b) improved blocking schemes for many run plays; (c) some receiving routes for existing plays improved; (d) some receiving routes added, like for Oneback Flare A; -- COM avoids sacks much better + faster COM rollouts (Tecmonster) -- shorter onside kicks (xplozv) -- COM RB reacts to the defense sooner after handoff (Tecmonster) -- smarter OL pass blocking (xplozv) -- receiver jump/dive based on REC rating (xplozv) -- defender jump/dive based on COV rating (xplozv) -- COM minimum punt distance @ 50% bar (bruddog) -- Avoid Pass Block ratios edited so APB means more (Tecmonster) -- team rosters, jersey #’s, faces (Tecmonster) -- city name changes (bruddog) -- automated and accurate sim ratings (Tecmonster) Special thanks to bruddog, buck, and pambazos (zone read plays) for helping me understand play-making, and to tecmobowl.org. If you decide to make ANY edits to this game within TSBToolSupreme, then you'll very likely need to repair the rom afterwards because that program will break part of the moving grapple code and the game will glitch. So, here's what you do: I used the Translhextion hex editor to create a file, named x3ffc0, and have included that with the rom here. I recommend saving this file to your Desktop. How you apply this file: open up your rom in Translhextion and jump to offset x3ffc0 (by clicking Offset > Jump To > then enter x3ffc0 in the field). Highlight (by dragging on) that byte + the next 48 bytes (49 bytes total), then: 1) go to Selection and click "Fill Selection with..." 2) in the pop-up box, select "File" from the dropdown box after "Fill selection with" 3) click "Browse" and find your file (preferably on your Desktop) and select it 4) click "OK" 5) Go to "File" and save your rom. This should fix the problem. Every time you edit your rom with TSBToolSupreme though, you're going to have to follow these steps directly afterwards. I'm planning to release the annual magazine that typically accompanies this game by Sunday night. Enjoy!
  9. Tecmonster

    (NES) Tecmonster's Tecmo Super Bowl 2018

    I actually started updating rosters (names, faces, #'s) on Sunday and forgot the sheer # of hours it takes just to do that part. I'm finally done with it, and now I'm deleting all the non-TSB players from my player ratings file. Then I have to sort players on each depth chart and assign formations and playbooks. So, by my estimation, I still have about 8-10 hours of work left to do. My goal for the release was today, but I'm working a full-time job and a part-time job these days, so my new goal is Friday night.
  10. Tecmonster

    CPU Logic for Play Selection?

    Oh, ok. I think I like your version a little better.
  11. Tecmonster

    CPU Logic for Play Selection?

    Oh, I think I misunderstood your post. I overlooked where you said play TYPE. So I think you mean that if you've been calling a ton of pass plays, then the computer will call nothing but pass on defense (until you dip below whatever play-calling % threshold you set), AND, if it's a supplement to jstout's hack, then that means there is a 50% chance that your favorite pass play will be called by the computer D. Do I understand that correctly now?
  12. Tecmonster

    CPU Logic for Play Selection?

    I agree on all counts. Bruddog, so if that "certain pct" you used was, say 33%, then multiple plays might be eligible to be called, right? If so, how did your code handle that?
  13. Tecmonster

    CPU Logic for Play Selection?

    OK, so you're saying it doesn't track your IN-GAME run/pass play-calling ratio for a MAN-controlled team (since humans call any play they want and don't have to adhere to any weighted ratio settings). Essentially, you added this hack to make defensive play-calling smarter in COM vs. COM games, right?
  14. Tecmonster

    CPU Logic for Play Selection?

    OK Major, just so I understand: jstout's original hack was built so that if the com defense called a pass play, then there was a 50% chance that it called your favorite (i.e. most-called) pass play and if it called a run play, there was a 50% chance that it called your favorite run play. BUT the computer doesn't factor your run/pass tendency into its initial decision to call a run or pass. So, with your hack, if all someone does is pass, the computer defense will call a pass 100% of the time, right? That also means that if this is a supplement to jstout's hack, and all someone does is call 1 pass play all game long, then the computer should call that play about 50% of the time, right? If I have this correct, then this is a brilliant wrinkle to an already brilliant hack.
  15. Tecmonster

    (NES) Goji's NFL Tecmo Super Bowl LII (2.4) +

    Goji, I bet you never anticipated a complaint of "too up-to-date."
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