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AZcactus reacted to SP3 in SNES Upgraded!!!!!
Hey guys. I'm working on a college rom and having some issues with the midfield logo. The logo shares 3 titles with the bottom of the first down marker, the field number hash mark and something else I can't identify. when you put something in those spots weird things happen so you can't use them. 3 tiles seem to be missing but they are probably hidden like the big helmet. I managed to use some of the logo but it wasn't my original idea (I like the trophy so its all good lol) but want to know if there's a way to make the weird tiles to work right to use the whole logo just not some of it. If the pic is huge sorry
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AZcactus reacted to GameplayLoop in Changing QB WR Priority
A few people have sent me messages asking to help explain how to alter the QB WR priority selection. Here's a brief tutorial.
Go to the destination HEX addresses below.
Pass Play Pointers:
PRO T WAGGLE L = $A4ED (x84FD)
R AND S FLARE C = $B287 (x9297)
PRO T WAGGLE R = $ADA0 (x8DB0)
ROLL OUT R = $A808 (x8818)
ROLL OUT L = $AB6E (x8B7E)
T PLAY ACTION D = $B2BF (x92CF)
PRO T SCREEN L = $B2EF (x92FF) and $B7EE (x97FE)
PLAY ACTION = $B0C2 (x90D2)
PWR FAKE Z POST = $B7FF (x980F)
WTE F;FLICKER = $A5DE (x85EE)
SHOTGUN X CURL = $B32B (x933B) and $B7F4 (x9804)
R AND S Z FLY = $B363 (x9373)
PRO T FLARE D = $B39F (x93AF)
OFFSET FLARE E = $B3C1 (x93D1)
ONEBACK Z CROSS = $B3F5 (x9405)
ONEBACK FLARE A = $B436 (x9446)
T FLEA FLICKER = $B471 (x9481)
PWR FAKE X FLY = $A68F (x869F)
SHOTGUN X DRIVE = $B4AC (x94BC)
R AND S 3;WING = $B4F5 (x9505)
PLAYACTION Z IN = $AFE1 (x8FF1)
FLEA FLICKER = $B53C (x954C)
PRO T FLARE C = $B582 (x9592)
SHOTGUN 3;WING = $B5BD (x95CD)
SHOTGUN XY BOMB = $B5EF (x95FF)
R AND S Y UP = $B629 (x9639)
X OUT AND FLY = $B666 (x9676)
REV;FAKE Z POST = $AA26 (x8A36)
SLOT L Z DRIVE = $B69B (x96AB)
NO BACK X DEEP = $B6DF (x96EF)
SHOTGUN Z S;IN = $B715 (x9725)
REDGUN Z SLANT = $B743 (x9753)
> credit Jstout
Additional QB Priority Information:
Example Play:
R&S FLARE C QB
$B287 (x9297): d4; c0 00 dc; e4; c0 00 f0; f0 80; 2c $B2AC; c7 $B2A6; c1 1e c8 b3;
THROW (x92AB): 94 31 25 44 32 f3 $B842; ff $B832
$B2A6 (x92B6): c1 1e c8 f3; fe THROW
$B2AC (x92BC): c1 23 2d fd; e2 04; e3 04; d8 10 e8; d8 1a f0; 27 $B838; fe THROW
Common Designs:
$B832 (x9842): STAND FOREVER
$B838 (x9848): RUN
$B842 (x9852): SWITCH CONTROL TO RECEIVER
Key:
91-94 = PASS RECEIVERS
20-2F = RANDOM GOTO (20 is likely to 2F is not likely)
C0 = DROPBACK
C1 = PASS TIMING
C7 = GOTO POINTER IF CPU (CPU and COA/MAN are different)
D4 = TAKE SNAP
D8 = MOVE TO LOCATION
E2 = BOOST RP
E3 = BOOST MS
E4 = PLAYER TAKES CONTROL
F0 = FACE DIRECTION
FE = GOTO
FF = GOTO POINTER
C1 has 3 values. The first is START TIME, the second is END TIME, and the third is TAKE A SACK CHANCE. The QB will throw the ball anywhere inbetween the start and end times (so a small range 23 2d will not vary much but a large one like 1e C8 would). The final value is the chance of taking a sack or immediately throwing it (higher is more likely to throw) even if not in time frame.
91-94 has values for the odds of throwing to a receiver and which receiver order. 91 has 2 players, 92 has 3 receivers, 93 has 4 receivers, and 94 has 5 receivers. From the play above (94 31 25 44 32 f3) 31 is 3 chance to 1 (RB1), 25 is 2 chance to 5 (TE), 44 is 4 chance to 4 (WR2), 32 is 3 chance to 2 (RB2), and F3 is F chance to 3 (WR1). The chances are 0 is very unlikely to F who is very likely and F will always be the final receivers value. The QB will look in order from first to last on the list one by one checking whether to throw or not.
Note: the QB will only throw the ball once the 91-94 command has been reached.
> credit Jstout
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AZcactus reacted to Bodom in Changing QB WR Priority
This is like a late Christmas present...thanks!
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AZcactus reacted to COA Elway in Applying SIM data
Hey Jstout!
Is there any way, to not make the QB scramble when you are in COA mode or the COM.
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AZcactus reacted to intsoccersuperstar in Sim code editing tips (NES Tecmo)
yeah, y'all should make a nice comprehensive ROM creation FAQ and put it on the Repository. that would be teh roxorz.
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AZcactus reacted to Knobbe in Sim code editing tips (NES Tecmo)
Hey SBlueman, have you ever thought of writing a rom editing tutorial? I'm guessing you have the experience and know a couple of tricks....
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AZcactus reacted to MrNFL in Coming September, the Tecmo Football Legends Simulation
The 1980s
After a decade of AFC dominance in the 70s, the script flipped to NFC success in the 80s and into the mid 90s. Four teams from the 80s are part of the simulation
1984 San Francisco 49ers
Record: 15-1
Points Per Game: 29.7 (Ranked 9th among teams in simulation)
Allowed Per Game: 14.2 (Ranked 10th)
Point Differential: 15.5 (7th)
Turnover Differential: +16 (11th)
Simple Rating System: +12.7 (10th)
ELO Rating: 1759 (5th)
Yards Per Pass: 8.2 (13th)
Yards Per Carry: 4.6 (9th)
Yards Per Play: 6.0 (6th)
Yards Per Pass Allowed: 6.9 (27th)
Yards Per Carry Allowed: 4.2 (24th)
Yards Per Play Allowed: 5.0 (25th)
Head Coach: Bill Walsh, Hall of Famer with three Super Bowl wins in San Fran from 1979 to 1988.
Other 49ers teams considered: This was one of the toughest to pick because the 84, 89, and 94 teams all could be argued as being a top 10 all-time team. Between the three, the 84 team had the fewest points allowed, best point differential, best record, and best SRS rating.
Plus, their postseason run was the most impressive in my opinion, taking out the Giants (who were two years away from a title), the Bears (who won it the next year) and the record-setting Dolphins. Hard to leave out Jerry Rice, but the 84 team gets the nod.
The Season: The only blemish came in a 20-17 week 7 loss to Pittsburgh, who went onto the AFC final. They were the first team to ever go 15-1 and had a convincing playoff run. Most impressively, they topped the Bears 23-0 in the NFC final and held a record-breaking Dolphin team to a 38-16 final in Super Bowl XIX, giving the 49ers their second ring.
Offense: Joe Montana was the model of efficiency at quarterback, putting together a lethal pass offense despite the lack of all-star receivers. Dwight Clark and Freddie Solomon were solid, but not studs. Wendell Tyler had a great year at running back (5.1 YPC, 1262 yds) and a young Roger Craig was emerging as a rushing and receiving threat. The line had three Pro Bowlers and one All-Pro in RT Keith Fahnhorst.
Defense: They had five Pro Bowlers, including all four starters in the secondary (CB's Ronnie Lott and Eric Wright, S's Carlton Williamson and Dwight Hicks). The front seven wasn't filled with big names, but the unit combined for the fewest points allowed that season, including no more than 17 in their final 11 games.
Special Teams: Ray Wersching and Max Runager were respectable as the kicker and punter. Dana McLemore was a strong punt returner, although the kickoff game wasn't anything special.
Overall Chances in the Sim: It's not a team that's necessarily outstanding at any one area, but it's a team that's very good pretty much across the board. Their offense is incredibly efficient and their defense is solid from front-to-back. The 49ers should definitely factor in among the NFC's best in the sim.
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AZcactus reacted to MrNFL in Coming September, the Tecmo Football Legends Simulation
Coming this September is the Tecmo Super Bowl Football Legends Simulation! Learn more about the teams involved in the video above.
Using my Legends rom I created, this video series puts the top team from 28 franchises against each other iinto a season-long competition. At the end, we'll determine the greatest NFL team of all-time...at least according to Tecmo.
The season lasts 16 weeks, with all AFC teams playing each other and all NFC teams meeting in the first 13 weeks. The final three weeks features AFC vs NFC play. Follow along with video recaps of each week's games every Sunday, along with a full "Game of the Week" each Thursday.
Each team was chosen after a statistical analysis of each franchise's most successful squads. The competitors span seven decades of professional football history, featuring 17 Super Bowl champions, five NFL champions, two AFL champions and four conference champions.
AFC
1990 Buffalo Bills
1958 Baltimore Colts
1972 Miami Dolphins
2004 New England Patriots
1968 New York Jets
1988 Cincinnati Bengals
1964 Cleveland Browns
1961 Houston Oilers
1975 Pittsburgh Steelers
1998 Denver Broncos
1969 Kansas City Chiefs
1976 Oakland Raiders
1963 San Diego Chargers
2000 Baltimore Ravens
NFC
1992 Dallas Cowboys
1986 New York Giants
1960 Philadelphia Eagles
1952 Detroit Lions
1991 Washington Redskins
1985 Chicago Bears
2013 Seattle Seahawks
1962 Green Bay Packers
1969 Minnesota Vikings
2002 Tampa Bay Buccaneers
2015 Carolina Panthers
1999 St. Louis Rams
2009 New Orleans Saints
1984 San Francisco 49ers
Because the original SNES Tecmo game came out in an era with 28 teams, four franchises had to be left out. Sorry Jaguars, Texans, Cardinals, and Falcons, your teams were the weakest .
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AZcactus reacted to Epa1patine in do sim values effect players in coached games?
I have Skipped (simmed) 24 season, 6 season for each of 4 conditions
1. QB Eagles with Run 4 play and 0 Pocket (control default)
2. QB Eagles with Run 4 play and 3 Pocket
3. QB Eagles with NO Run 4 play and 0 pocket
4. QB Eagles with NO Run 4 play and 3 pocket
All seasons were simmed using the Eagles with QB Eagles as the subject
Here are the results ... The first set is basicly the control where nothing in the original rom has been altered.
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AZcactus reacted to Epa1patine in do sim values effect players in coached games?
Average for 6 seasons
Att. 64.1
Yds. 617.5
Avg. 9.58
Td. 9.6
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AZcactus reacted to Epa1patine in do sim values effect players in coached games?
Average for 6 seasons
Att. 55.3
Yds. 502.6
Avg. 9.05
TD. 9.8
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AZcactus reacted to Epa1patine in do sim values effect players in coached games?
Average for 6 seasons
Att. 3
Yds. 45
Avg. 15.3
TD. 0.3
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AZcactus reacted to Epa1patine in do sim values effect players in coached games?
Yeah but the results could be greater, looking at all the season for each test i decided to toss out the low score on each
QB with Run Play and 0 Pocket
and
QB with Run Play and 3 Pocket
and reaverage
1. QB Eagles with Run 4 play and 0 Pocket
Att. 66.8
Yds. 654.2
Avr. 9.8
TD. 9.8
2. QB Eagles with Run 4 play and 3 Pocket
Att. 56.4
Yds. 518.6
Avr. 9.18
TD. 10.8
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AZcactus reacted to Epa1patine in do sim values effect players in coached games?
actually no ....I have before but now I am just using jnes. I simmed all those season in the background while I was sittin on my ass basicly. haha
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AZcactus got a reaction from Slippery Nips in Super Bowl 54 according to Tecmo
TSB nearly nailed the final score!
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AZcactus got a reaction from BO FB Offtackle Left in Super Bowl 54 according to Tecmo
TSB nearly nailed the final score!
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AZcactus got a reaction from Knobbe in Super Bowl 54 according to Tecmo
TSB nearly nailed the final score!
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AZcactus got a reaction from Slippery Nips in Home, away uniforms
Hi,
I am a new guy on here that just loves the snes version of TSB.
And before I post a question, I want to thank everyone who created roms, editors, etc. Because I have found those tools to be very useful. Especially, STUE for uniform editing, TSBtoolSupreme for team and player editing.
My question is: Has anyone figured out how the computer chooses what uniform will be worn by a particular team and when?
I wish the computer automatically assigned dark jerseys to home teams and white jerseys to away teams. With certain teams being excluded from that approach such as the Cowboys (don't they always use the white jerseys?).
Thanks