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Tecmonster

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Everything posted by Tecmonster

  1. That first link you posted is the one I used.
  2. Completely agree. The last time I played a rom with 4-3 defenses was a few years ago and I thought it was heavily flawed from a blocking scheme standpoint -- too many holes to exploit -- and if that's what's causing problems with the TB.org rom, then removing that hack seems like a reasonable solution. The LOLB plays closer to the line of scrimmage than his counterpart on the other side (ROLB), so when translating a real-life 4-3 to the Tecmo 3-4, I assign positions like this: DE = LOLB DT = LE DT = NT DE = RE weakside LB = ROLB middle LB = RILB strongside LB = LILB Most NFL 4-3 defenses employ a hybrid defensive end/rush LB type, so that makes it easy when deciding which DE to slide to LOLB. Also, vs. the 1back set (far more common than the 2back set, at least in my rom), the weakside LB will have nobody lined up across from him on the line of scrimmage, which is the way it should be. The LOLB (real-life DE in the 4-3) WILL face a blocker at the line, so that works too.
  3. I've been using the info in this thread, including the 32 point cumulative total for starters for the receiving target rating (slightly, technically incorrect but extremely functional), to create a spreadsheet that accurately automates sim values for each player. I'm pretty much done with the formulas but I'm unsure about the "pocket tendency" rating for QB's. I've noticed that it rarely rises above 3 for most QB's in other roms. My question is, what does pocket tendency really do and is 0-3 the "accepted" range for this rating? All other offensive sim ratings, except the aforementioned receiving target rating, are calculated as some fraction of 15 (sometimes very large fractions like 14/15), but I guess it's not the case for pocket tendency even though TSBTool allows for a max of 15.
  4. thanks bigdee. I probably wouldn't mind adding that to my game, but I haven't been able to find it in the Hacking forum. As is, I don't have much space left for new code, so even if I found it, I'd have to make sure it doesn't conflict with a pre-existing hack.
  5. Yep, I like that even better: slow rate for run plays, medium rate for pass plays, and fast rate for ball carriers (on all plays).
  6. Good point. I think the ideal set-up would be two separate movement rates: one for ballcarrier grapples and one for everyone else. I'd actually prefer the ballcarrier grapples to move even faster, I think, and all others to move slower, at about the same rate I used in last year's rom, probably. I don't know . . . I'm looking forward to playing some man vs. man games in league play to see how I truly like it.
  7. I installed Lynch as the starter intentionally and for two reasons, but the main reason is simply because he's rated much better. I use Madden ratings to determine each player's Tecmo ratings and, while I do use the actual NFL depth charts to decide who makes each team's Tecmo roster, I almost always put the better-rated players in the starting spots. It saves time for any human who takes control of the team and logically wants the best players to play (anyone paying attention would always bench Siemian for Lynch). The second reason is that I, along with most analysts that I've read, don't expect Siemian to keep that starting job all season. Personally, if Lynch doesn't take over by mid-season, I'll be very surprised.
  8. The original game gave the same core attribute ratings to all punters and kickers (56-81-81-31 for kickers, and 25-56-44-31 for punters) so I do the same because no matter how hard I try, I just can't make myself care about K/P attributes.
  9. Hm, well, I'm actually a little bit relieved to hear you say that because I was concerned that the game might be a little too defense-heavy this year. I ran the averages and noticed that OL vs. DL/LB Hit Power was a little out of balance in favor of the DL/LB's. The hack runs both ways though -- the defense can push o-lineman back just as easily -- so it basically just depends on whoever has the (HP + random number) advantage. I did accelerate the rate the movement this year, mainly because I wanted HP to have a bigger impact for ballcarriers. In the small handful of games that I played with the new rate applied, I liked it. We'll see if I still like it after playing/watching a full league season, which starts in a week.
  10. The Browns are just awful, in general, in this game. For the first time, I ran weighted power ratings on each team in my game (where certain positions are more important than others, like QB over WR2, and some attributes are more important than others, like Speed over Ball Control) and the Browns came in a distant last place. To put it in perspective, these were the last 5 ranked teams on the weighted power rating list, along with their scores: #28 Bears 127.8 #29 Falcons 127.0 (great offense, but the #31 ranked defense) #30 Colts 124.8 #31 49ers 122.6 #32 Browns 115.5
  11. If you're not seeing line separation, than you probably think that hack is UNDERpowered, right? There are two main grappling hacks that bruddog designed and even though the moving grapples hack gets more hype here (maybe because it's so visual), the dynamic grapples hack might be even more important. That's the hack that produces many more winners and losers in drone vs. drone grapples (like you see at the line of scrimmage) instead of never-ending tie-ups like in the original game. In the original, only an HP difference of 50+ between grapplers would produce a popcorn, but the dynamic grapples hack makes it possible -- based on a sliding scale that also includes a random number -- for popcorns to happen even between well-matched grapplers. So, if you want HP to have a greater impact on the game, then I think it's important to have BOTH hacks installed, not just the one that looks cool as hell.
  12. View File Tecmonster's Tecmo Super Bowl 2017 The game is attached and so is the third annual "Preview Magazine" to the game. Madden ratings were used once again to rate every player. Here's a list of hacks and hack authors used to help create this: -- 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 (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) -- 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) -- team rosters, jersey #’s, faces (Tecmonster) NEW FOR 2017 . . . -- minimum COM punts @ 50% meter (bruddog) -- QB’s Avoid Pass Block rating is more important (low APB QB’s are bad news, notable increase in passes blocked) -- moving grapples turbocharged (i.e. bruddog’s version sped up) -- minor player ratings formula and playbook tweaks If you do 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 zip file, named x3ffc0, and have included that with the rom here. I recommend opening this zip file and placing the one and only file that is inside it, also called x3ffc0, on your Desktop. How you apply this file: open up your rom in Translhextion and jump to offset x3ffc0 (by clicking Offset > Jump To). 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. Files available: (1) Tecmonster's Tecmo Super Bowl 2017 (2) Preview Magazine (3) Team Playbooks (4) x3ffc0 repair file. If you use this rom as a basis for a fantasy league like I do and you want the Draft Package, which lists players by salary, you can download it from the front page of our league’s website: renotecmoleague.weebly.com. Submitter Tecmonster Submitted 09/05/2016 Category NFL By Year
  13. Version 1.0.0

    5,259 downloads

    The game is attached and so is the third annual "Preview Magazine" to the game. Madden ratings were used once again to rate every player. Here's a list of hacks and hack authors used to help create this: -- 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 (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) -- 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) -- team rosters, jersey #’s, faces (Tecmonster) NEW FOR 2017 . . . -- minimum COM punts @ 50% meter (bruddog) -- QB’s Avoid Pass Block rating is more important (low APB QB’s are bad news, notable increase in passes blocked) -- moving grapples turbocharged (i.e. bruddog’s version sped up) -- minor player ratings formula and playbook tweaks If you do 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 zip file, named x3ffc0, and have included that with the rom here. I recommend opening this zip file and placing the one and only file that is inside it, also called x3ffc0, on your Desktop. How you apply this file: open up your rom in Translhextion and jump to offset x3ffc0 (by clicking Offset > Jump To). 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. Files available: (1) Tecmonster's Tecmo Super Bowl 2017 (2) Preview Magazine (3) Team Playbooks (4) x3ffc0 repair file. If you use this rom as a basis for a fantasy league like I do and you want the Draft Package, which lists players by salary, you can download it from the front page of our league’s website: renotecmoleague.weebly.com.
  14. Great work overall on those rosters again, qbvikings. I scanned 4-5 teams and noticed just one major omission -- Sheldon Richardson for the Jets, rated as the 10th best DL in the NFL by Pro Football Focus. He's suspended for the first game this season, so the depth chart you used might not have had him listed as a starter.
  15. I'm releasing my rom on this site on September 6th. Tecmobowl.org usually releases its rom within a couple days either way of opening Sunday, I believe. If you're down for a Madden-style version of TSB (tons of different options and game mechanics), xplozv will be releasing a rom this year too, but it might be a week or two after the NFL season starts before its ready. It's a MASSIVE overhaul and he's still working on it. . . . and, yeah, all roms are free to download here.
  16. Well, I finished the player ratings about a week ago and have been in a holding pattern since then. Now, I'm just waiting for the NFL teams to cut their rosters down to 53 players on September 3rd so that I can finish my own rosters. Other than that critical step, the game is ready. I'm still trying to decide if I want to slightly shorten the time span of MAN vs. COM and MAN vs. MAN grapples in order to increase the influence of HP on the game. I've already turbocharged the rate that the moving grapples move to help accomplish the same goal, but I think I may want a little more.
  17. but if the playoffs and the Super Bowl (or "national title" game, in the NCAA's case) for the 2016 regular season actually takes place in 2017, is it really an unreasonable leap to label it as a 2017 game? In the case of TSB, especially since the game is called Tecmo SUPER BOWL, I figure it makes sense to use the actual year of the Super Bowl in the game title.
  18. No, it's not been set for max juice starting at week 1 -- it's a graduated system that escalates faster than the original but caps out at +11 wins.
  19. that, and a "switch sides every quarter" hack, and a "max QB throwing distance based on arm strength" hack. xplozv has created one where a drone defender will spy on mobile qb's, but I'm not sure if it's done yet. I really like that idea though, since it will help tip the scales back toward pocket QB's and not give mobile QB's in TSB such a massive advantage over their slower colleagues.
  20. If they're gonna have two of somebody, obviously it should be two John Kuhn. Unfortunately for the Packers this year though, they'll have zero -- they finally cut ties with the rumbling, stumbling fan favorite.
  21. damn, ok, a palette limitation. thanks.
  22. Does anyone know the location for the color of the football (if there actually IS just one byte that controls this)? I'd like to try dark orange (07) or light brown (18). I couldn't find it in the editing index.
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