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Tecmonster

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Everything posted by Tecmonster

  1. what I don't understand is that reception skill and target likelihood lead to the bottom line known as receiving yardage, yet receiving yardage also has its own sim number. I guess what I'm asking is that once you enter a # for receiving yardage, how would reception skill and target likelihood matter at all?
  2. You have to hit the "View Contents" button.
  3. How about if the probable chance of returning is set to be a static 40% before each game? This would equal the following probabilities that a player returns BY a certain game: before game 1 (after the injury game): 40% by game 2: 64% by game 3: 79% by game 4: 87% by game 5: 92% by game 6: 95% by game 7: 97% by game 8: 98% by game 9: 99%
  4. Thanks bruddog, I'm gonna try this out.
  5. That's a good thought and there is definitely a punt timing sequence embedded in the code somewhere, but I haven't been able to find it either.
  6. There's no separate issue, as far as I can tell, with the NFC West sim ratings (I'm pretty sure those issues have already been corrected). His complaint is how all teams ignore WR2 and TE in the sim stats. I know exactly why that's happening (the 3rd and 4th sim #'s of RB1, RB2, and WR1 already "fill up" the total sim value limit), but have never taken the time to manually correct that.
  7. Yes, you can get my rom from the Downloads section of this site. It's more hacked up than Lizzy Borden's parents, so it plays drastically different than the original or TB.org's official release.
  8. Sim ratings aren't my forte -- maybe someone with interest and knowledge in that area will help you there.
  9. Yes, the Receptions rating helps decide whether the pass is caught or not, but the QB doesn't care about that and just throws the ball randomly (in the original, unhacked TSB).
  10. Quickness in the original TSB means absolutely nothing. If you want to lower defensive sim ratings, all you have to do is edit them in TSBToolSupreme.
  11. Yeah, I just use the "auto-update" button in TSBToolSupreme to set the sim #'s for each player, but it doesn't work well. When you play out the games in real-time, you see that the COM does use all its receivers, but a sim game is obviously a different story. I just don't care enough about sim stats to spend the time to manually assign those values.
  12. You get there the exact same way you already mentioned -- swap bytes, subtract 2000, add 10. So, 9FB3 --> B39F --> x93AF.
  13. Here are the top 27 teams on the Vegas futures board to win the national title: Maryland 8/1 North Carolina 8/1 Duke 9/1 Kentucky 9/1 Kansas 12/1 Virginia 18/1 Michigan State 22/1 Villanova 22/1 Gonzaga 24/1 Iowa State 24/1 Wichita State 25/1 Arizona 28/1 California 30/1 Indiana 35/1 Michigan 35/1 UConn 40/1 Oklahoma 45/1 Purdue 45/1 LSU 50/1 Louisville 55/1 Texas 55/1 Florida State 65/1 Notre Dame 65/1 Syracuse 75/1 Baylor 80/1 Butler 80/1 Utah 80/1
  14. My thought is that maybe you silently seed each team and then fill divisions not by geography, but by an even distribution of talent. So, the four 1-seeds would all be separated, as well as the four 2-seeds, and so on. Then, you could just name the divisions something arbitrary like Red, White, Blue, and Black.
  15. I think it's crazy that most of the media thinks Indiana is going to be better than Purdue this year. We swept the Hoosiers last year (including a total dismantling of them on our home floor), finished with a much better conference record, better overall record, only lose 1 starter (our least talented starter), and we actually add a McD's All-American in power forward Caleb Swanigan (as well as the national 3-point contest champion in shooting guard Ryan Cline). Hoosiers lose 1 starter and their talent influx isn't as substantial, in my opinion. So the math on IU > Purdue this season just doesn't add up.
  16. If you're having trouble with TSB Manager 2000, then try TSBToolSupreme. It could not be easier to use. You just (1) open it up, (2) Load TSB Rom, (3) View Contents, (4) make any changes you want, and finally (5) Apply to Rom.
  17. You can probably make those edits with TSBToolSupreme or Tecmo Super Bowl Manager, which are all free and easy-to-use programs, and downloadable from this site (I think).
  18. HP is very important when choosing a defender. If you're trying to tackle a power back with a typically light-hitting defensive back, then he probably won't be able to make the tackle by himself. You either have to hope he hangs on long enough for your cavalry to arrive and finish the tackle, or dive tackle. Chancellor has 56 HP, which is good enough to take down most ballcarriers by himself.
  19. OK, in the "Type" field, make sure "Pad 1" is highlighted and "Logitech Dual Action" is in the "Joysticks" field. The "Key" field tells you which direction/button to push when you map your controller. So, hit the "Set" button below the "Mapping" field and push LEFT on your directional pad (since LEFT is the first Key instruction). You should then see something appear in the "Mapping" field that should like something like "(joy 0) -x". Then, repeat this step for each Key instruction. I never enter anything for "Auto-Fire B", "Auto-Fire A", or "Mic." If nothing is happening or you're getting weird feedback while you're trying to map, then you'll probably need to hit the center button on the controller that turns the little light on the controller on/off. That button sort of acts like a power/activate button for the controller and sometimes you need to turn it on (if it's off) or off (if it's already on) if the controller is not responding.
  20. I'm not very knowledgeable about the hacks used in QBV's rom, but here is how each attribute works in the original. Running Speed = minimum speed, the speed at which a player moves the moment he starts to run Rushing Power = acceleration to Maximum Speed, how quickly the player ascends from minimum speed to maximum speed Hitting Power = the only factor in determining the winners and losers of a grapple or any other physical contact (some plays have HP boosts for certain players too) Passing Speed = self-explanatory, but also affects the arc of the pass (higher speeds = flatter arcs) Pass Control = accuracy of the pass, affects both how accurately the QB throws to the target, and the results of the pass once it gets there) Accuracy of Passing = nothing (in my rom though, this is re-named Pass Precision and affects the results of the pass once it arrives at the target, IF it arrives at the target) Ball Control = fumble frequency Physical condition changes are random.
  21. In my opinion, using the tighter coverage hack puts too much importance on having a mobile QB and, in standard TSB, the advantage of mobile QB's over pocket QB's is already enormous.
  22. Yeah, when you get the controller, you'll want to plug it into your laptop BEFORE you start up Nestopia and let Windows install it. Then once that happens (after about 60 seconds), you'll need to open up Nestopia and go to Options, then Input, and calibrate the controller.
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