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Tundrayeti311

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Posts posted by Tundrayeti311

  1. On 3/25/2018 at 8:33 AM, malferds said:

    you ranked PIT having better offense than PHI?
    im on the hunt to try to find the value of running quarterbacks in relation to team total offense.  i know its huge but i need to learn more of other peoples opinions.  i dont want to just throw in my own personal bias.

     

    @malferds  -  no, not exactly. It was the outcome of the [crude] stat weights and ratings formulas I was using. I've adjusted recently to give less value to ball control, more value to defensive RP, and only count offensive starters. There are inherent problems with using static stat weights though. For example DB's HP - bad if 38 or less (e.g. popcorned by 88 HP RB), good if enough (63) to popcorn a 13 HP WR coming to block you, but other than that not really valuable imo i.e. 56 isn't really better than 50. That type of situation just can't be captured by score = stat1 * weight1 + stat2 * weight2, etc.

     

     

  2. 20 hours ago, Tundrayeti311 said:

     

    @pambazos88 - excellent response! I too would like to know where "14010" comes from. I'm trying to figure out how to map between the player pointers and player data, and I think I need that same type of value.

     

    Alternatively, if anyone can show me where the pointer to 0x6DA (QB Bill's jersey #) is, I should be able to figure it out.

     

    So I've been able to determine that starting at 0x10 there are 28 pointers to where a team's player's name info pointers (jersey#, firstname, LASTNAME) start, then the player's name info starts at 0x6DA. 0x7FF0 is the memory address offset being used.

     

    x3010 - x3CDC has the player attribute information, but I haven't been able to figure out how to "read" it yet. Is this documented somewhere that I've missed?

  3. On 4/21/2014 at 12:31 PM, Ghost said:

    Thanks again pambazos. Thanks to your awesome walk through I was able to successfually change the lengths of team locations and their names. 

     

    As with any good question though, it led me to more questions. 

     

    1.Perhaps I missed it but where did the value 14010 come from? 

     

    2. You mention TSB editors that can do this, I can't find one mentioned in the TSB Programs thread or by searching the forum, could you point me to one? 

     

     

    @pambazos88 - excellent response! I too would like to know where "14010" comes from. I'm trying to figure out how to map between the player pointers and player data, and I think I need that same type of value.

     

    Alternatively, if anyone can show me where the pointer to 0x6DA (QB Bill's jersey #) is, I should be able to figure it out.

  4. On 10/14/2017 at 5:44 PM, Tecmonster said:

    OK, thanks.  When you said "stat extractor" though, I didn't realize you were referring to roster/attribute extractor (vs. stats from season play).

     

    I've been looking for a program that would extract season stats from a 32-team rom.

     

    @Tecmonster, sorry for confusion, this might be of help: http://tecmobowl.org/forums/topic/12809-tecmobowltools-stat-extractor/

  5. Hello,

     

    I wrote a script* to look at a .csv output file produced by a TSB rom roster/attribute extractor ("Roster Extractor", nice tool, thanks!), and produce the spreadsheet attached here which includes a bunch of sheets listing TSB players and attributes by team, position, etc. and providing some analysis based on my own attribute weights*.

     

    The file includes ratings, ranks, scores (an attempt at normalized ratings across positions), and attribute stats (e.g min,min,mean,mode of - e.g. RS, MS, RP, INT - at bottom of sheet) based on position (including KR, PR), ranking OL, DL, O, D, teams, as well as a suggested "best"* lineup. It also colors the min and max value for a particular attribute (per position), and provides some highlighting to draw attention to better players and attributes.

     

    Each team has two sheets: the first being a "raw" roster, and the second breaks it down a bit further, separates by position, and provides a suggested starting lineup.

     

    This file is based off of "The TSB Book of Armaments" (couldn't find the thread again on this site btw), which a few years ago when I started getting "serious" about playing Tecmo was a valuable resource (although it did have some issues and limitations).

     

    While the file here is not much beyond what you would find at tecmogeek.com or the tecmosuperapp (awesome resources!), perhaps the value would be in generating a reference for a custom rom such as for HSTL or TSB'18, etc or possibly having a reference when you don't have the internet and/or your smartphone. Additionally, the script could be re-run (takes seconds) to re-generate if you want to alter the stat weights in the source code (2).

     

    This was a project I made from the curiosity and challenge of being able to create a custom spreadsheet reference for myself, but hopefully others may find it helpful as well.

     

    1. If this post is in the wrong spot, apologies, and fee free to re-thread

    2. The script is in Perl, happy to share if anyone is interested -- or even regenerate spreadsheet and post if you send me request with rom and/or stat weights

    3. These are generated through a very simple algorithm and are intended to provide a suggestion for initial lineup subs (no WR/TE allowed at RB1 btw). The team rankings are more an indication of total stat allocation across entire roster than actually being "better" e.g. PIT is not the 4th best team, but scores high for BC on O, and of course D and a bit for S/T.

    5. The only other name I could think of was "TSB Grimoire" (any guitar players out there?), but it isn't nearly that expansive

    6. "Roster Extractor" was found here: http://www.tecmosb.com/Downloads/Editors/Roster Extractor.zip

     

    The 2nd TSB Book of Armaments.xlsx

  6. On 5/21/2017 at 11:16 PM, Tundrayeti311 said:

    @bruddog thank you for looking at it! The game is freezing on the scoreboard screen during auto skip games. It has gotten through a few quarters but not through an entire game yet.

     

    UPDATE:  This hack works as intended (user error previously, somehow managed to apply 0xEAEAEAEA)

     

    Tested:

    1. Applied hack to TSB_TPC; 'game start' on one manual skp v skp: OK; autoskip through Week 17; went through Season Team Data and confirmed no injuries on any team

     

    2. Applied hack to TSB_TPC; loaded previous save state w/ particular team lineups, e.g. QB @ NE = Wilson; 'game start' on one manual skp v skp: OK; autoskip through Week 17; went through Season Team Data and confirmed no injuries on any team or noticed any lineup reset due to injuries

     

    3. Applied hack to custom rom TSB_TPC_Tapmeter + P2_OnsideKick_Rcvr + Player_2; loaded previous save state w/ particular team lineups, e.g. QB @ NE = Wilson; 'game start' on one manual skp v skp: OK; autoskip through Week 17; went through Season Team Data and confirmed no injuries on any team or noticed any lineup reset due to injuries

     

    @bruddog thanks again, awesome stuff!

  7. On 7/2/2015 at 5:06 PM, bruddog said:

    This it a slightly more more correct way to do  the preseason injuries hack....the other way sort of changes something that might have a possible side effect. 

     

    @0x25EA1

     

    ORIGINAL CODE

    LDA $2D                     ; LOAD GAME STATUS
    AND #$03                   ; PRESERVE LAST TWO BITS
    CMP #$02                   ; IS SEASON or PLAYOFFS? (0= preseason, 1=pro bowl, 2= season, 3 = playoffs)
    BCC @Loop1             ; NO->BRANCH TO NO INJURY

     

    A52D2903C902901E

     

    NEW CODE (INJURIES IN ALL MODES)

    NOP x8                        ; CPU cycle waste no-op

     

    SET (0x25EA1, 0xEAEAEAEAEAEAEAEA)

     

    NEW CODE (NO INJURIES INJUIRES IN PROBOWL ONLY)

    LDA $2D                     ; LOAD GAME STATUS
    AND #$01                   ; 
    CMP #$01                   ; IS PROBOWL? (0= preseason, 1=pro bowl)
    BEQ  @Loop1             ; NO->BRANCH TO NO INJURY

     

    SET (0x25EA1,A52D2901C901F01E)

     

    It seems like this ought to be able to be manipulated to e.g. turn off all season injuries or all injuries across the board, however I'm not having any luck with it. I've tried a number of hacks, but continue to get injuries during autoskip season games.

     

    (Also, will SET (0x25EA1,A52D2901C901F01E) leave injuries on for playoffs as well?)

     

    e.g. I've tried

    SET (0x25EA1,A52D2900C901F01E) # Clear bits in register and CMP #$01 -> non-zero

    SET (0x25EA1,A52D2903C904F01E) # CMP #$04 which should always be non-zero regardless of game mode

     

    It seems like I'm missing something - perhaps there is an easier way to do this? Or the autoskip injury code is elsewhere... ?

     

  8. Are injuries during autoskip Season games expected with this hack?

     

    I played a season with $60 $EA @ 0x25EBB. There were no injuries during games that I played, however injuries were occurring during cpu v cpu "autoskip" games.

     

    I played one Season game with xC9 x00 instead and again no injuries, but autoskipped ahead and teams had injured players.

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