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fgqb#19nyj

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Everything posted by fgqb#19nyj

  1. What I'm trying to tell you is that the BF hex value isn't an error but rather a unique tile to complete the look of the left side goal post. Examine the image comparisons and you'll see what I mean.
  2. Remember, you also have to copy and paste tiles using a program like tile layer pro, or you'll get unfinished tiles appearing like you have now.
  3. Yeah, I see what you mean. How does 92 + 90 = 12 in hex?
  4. Does anyone know how to edit the hex location that would make all missed field goals be placed at the 20 yard line instead of on the original line of scrimmage? I know this applies to under 20, which is already in the game, but the old rule had it beyond the 20, also. This was a rule in the NFL prior to the 1974 season and I would like to implement this code into my 70-73 roms. Thanks to anyone that could help.
  5. Hmm. I wonder why it's happening then. It must be something simple.
  6. Thanks for responding. I tried what you said, and it still doesn't work like it should. Do you have Windows 10?
  7. Does anyone know why TSB Tool Supreme won't let me quickly scroll the up and down tabs when editing player attributes on Windows 10? For some reason, it only allows me to do one at a time, instead of continuously flipping through player positions, teams, etc. from top to bottom without it ever stopping. Any help would be grateful.
  8. Credit goes to Bruddog for helping me on this... (editing endzone cutscenes) -changing the endzone cutscenes so that the fg posts are in the front- (x1A180) color change location... 0F 15 15 11 0F 30 15 11 0F 10 19 30 0F 10 19 30 note: must use tile editor to recolor some tiles. 26 tiles have to be recolored...starting at offset 4E800 using Tile Editor Pro. (at x157E9 - right endzone has to be assigned a new tile to complete its pink look) copy and paste... B3 B3 02 EF B3 B3 02 F2 BB B3 EB E6 BF B3 77 02 EC BF B3 02 E7 E2 E3 02 ED E8 E9 02 EC BF B3 77 EA EE BF B3 02 F8 BE B3 02 EF B3 B3 02 EF B3 B3 11 B3 B3 BC BC B3 B9 B6 BD B3 B3 BD B6 B3 B9 B7 BC 11 B3 B3 BC B7 B3 B9 B6 BC B3 B3 BC B6 B3 B9 B6 BD 11 B3 B3 BD BC B3 B9 B6 B7 B3 B3 BD BC B3 -changing the running td cutscene so that fg posts are not visible- 18 tiles have to be recolored at location: 51D00 (Tile Editor Pro - color all fg post tiles green)
  9. (editing endzone cutscenes) -changing the endzone cutscenes so that the fg posts are in the front- (x1A180) color change location... 0F 15 15 11 0F 30 15 11 0F 10 19 30 0F 10 19 30 note: must use tile editor to recolor some tiles. 26 tiles have to be recolored...starting at offset 4E800 using Tile Editor Pro. (at x157E9 - right endzone has to be assigned a new tile to complete its pink look) copy and paste... B3 B3 02 EF B3 B3 02 F2 BB B3 EB E6 BF B3 77 02 EC BF B3 02 E7 E2 E3 02 ED E8 E9 02 EC BF B3 77 EA EE BF B3 02 F8 BE B3 02 EF B3 B3 02 EF B3 B3 11 B3 B3 BC BC B3 B9 B6 BD B3 B3 BD B6 B3 B9 B7 BC 11 B3 B3 BC B7 B3 B9 B6 BC B3 B3 BC B6 B3 B9 B6 BD 11 B3 B3 BD BC B3 B9 B6 B7 B3 B3 BD BC B3 -changing the running td cutscene so that fg posts are not visible- 18 tiles have to be recolored at location: 51D00 (Tile Editor Pro - color all fg post tiles green)
  10. I had it where they were both blue. I wanted it to be how it is in the game, where the left is only blue and the right is pink. That's basically what I'm trying to accomplish. This is for my early 70s roms, where the fg posts are in the front of the endzone. Hence the reason why I removed the crowd tiles and re-colored the endzones green. I used Tile Layer Pro to change the tiles, and I used HxD editor to change the colors to what you see in the above images.
  11. Hey Bruddog. I want the right side to be pink and keep the left the way it is. I'm hoping to re-assign the tiles so that right side field calls out an alternate blank tile that would come out as pink in the image, but I need the hex location in order for me to arrange it. I'm guessing that will work anyway. Do you happen to know where this is called out on the Rom?
  12. Hey, guys. I'm looking for the hex location for this particular cut scene, so that I can complete my 1970-73 TSB roms. As you can see, I can edit the right endzone's colors, but any other edits wil affect the left endzone, too. The only option I have is editing the hex values, which should allow me to coordinate which tiles are used in this particular event. Any help would be appreciated.
  13. (Tecmo logo relocations) copy and paste at hex locations... -40 YARD KICK OFF LOCATION- (x2C9B0) 01 98 01 01 01 98 01 94 94 8E 8F 01 01 98 01 A8 04 05 08 09 06 07 0A 0B 01 01 01 01 85 85 85 84 AA 01 01 01 98 01 9D B0 B1 01 01 01 98 01 01 01 98 AA 01 01 01 98 01 01 01 98 01 01 01 98 95 95 95 8C AA 01 01 E8 E9 01 01 EA EB 94 94 94 8E 01 01 01 98 AA 01 01 01 98 01 01 01 98 01 01 01 98 01 01 01 98 AA 01 9D A2 A3 01 01 01 98 87 87 87 86 01 01 01 01 AA 01 01 01 01 A6 A7 01 01 01 01 01 01 01 01 01 01 AA 01 01 01 01 01 01 01 01 01 01 01 01 8D 95 95 95 AA EC ED 01 01 EE EF (x2CB49) E8 E9 01 01 EA EB 94 94 94 8E 01 01 01 98 AA 01 01 A2 A3 01 01 01 98 87 87 87 86 01 01 01 01 AA 01 01 01 01 A6 A7 9C 01 01 01 01 01 01 01 01 01 AA EC ED 01 01 EE EF 01 01 8F 94 94 94 01 01 01 01 AA B4 B5 9C 01 01 01 01 01 87 87 87 87 01 01 01 01 AA 98 01 01 01 98 01 01 -30 YARD KICK OFF LOCATION- (x2C4DB) 42 29 3D 00 00 2B 2C 2D 2E 2C 2F 00 00 3F 40 41 47 43 44 00 00 1A 45 46 56 1B 48 00 00 1F 20 49 4A 23 24 00 03 4B 4C 4D 4E 4F 50 00 00 89 51 52 53 2C 54 00 00 8A 55 41 47 43 57 00 00 8B 58 46 56 1B 5A 00 00 8C 23 21 5B 23 5C 00 00 61 3C 27 42 (x2C9B0) 01 98 01 01 01 98 01 94 94 8E 8F 01 01 98 01 A8 04 05 08 09 06 07 0A 0B 01 01 01 01 85 85 85 84 AA 01 01 01 98 01 9D B0 B1 01 01 01 98 01 01 01 98 AA 01 01 01 98 01 01 01 98 01 01 01 98 95 95 95 8C AA E8 E9 EC ED EA EB EE EF 94 8E 8F 94 01 98 01 01 AA 01 01 01 98 01 01 01 98 01 01 01 98 01 01 01 98 AA 01 9D A2 A3 01 01 01 98 87 87 87 86 01 01 01 01 AA 01 01 01 01 A6 A7 01 01 01 01 01 01 01 01 01 01 AA 01 01 01 01 01 01 01 01 01 01 01 01 8D 95 95 95 AA 01 01 01 98 01 01 01 98 94 94 94 8E 01 01 01 98 (x2CB4A) 01 01 01 01 01 8F 94 94 94 01 01 01 01 AA 01 01 A2 A3 01 01 01 98 87 87 87 86 01 01 01 01 AA 01 01 01 01 A6 A7 9C 01 01 01 01 01 01 01 01 01 AA EC ED 01 01 EE EF 01 01 8F 94 94 94 01 01 01 01 AA B4 B5 9C 01 01 01 01 01 87 87 87 87 01 01 01 01 AA 98 01 01 01 98 01 01
  14. Thanks, man. I knew the math had to be off. The guy posted that FF and a 100 ka rating would mean a fg kick at around 90 yards or so, but I couldn't understand what he meant when adding up this figure. This affects the computer and man controlled player both, correct?
  15. Hmm. So there's no need, then. Thanks. Out of curiosity, does that also apply to the computer? I feel as if they're a little inconsistent...even from a short distance. I'm trying to get the game to feel and play like the original is all, but with an old style football field perspective. @#294C0. The default value is 90. I'm guessing changing this to 9A would add 10 yards?
  16. Yes. I want to add the ten for my 1970-73 Roms, where the fg posts are located in the front of the endzones. I see that there's a topic that already covers this, but it's a little vague. Hope you can help.
  17. Is there a hex code setting for distance accuracy that adds an additional ten yards to fgs?
  18. which of the four sim stat ratings affect kick and punt return average?
  19. Can anyone post a patch that would allow a 32 team rom to have this hack?
  20. View File Tecmo Super Bowl 1966-1994 seasons VERSION 5.25 Here is a collection of 1966-1994 Tecmo Super Bowl roms. I added the 2002 rom that I completed a while ago, too. It is by no means perfect or final, but I feel it's as good as I like it to be for now. I would like to thank all the guys at Tecmo Bowl.org., because it was all their hard work that allowed me to make these roms in the first place. In order to edit the players in a way that would reflect the seasons that the roms were designed for, and allow the game to feel and play a lot like the original, I had to assign player ratings that were similar to each and every player in the classic NES Tecmo Super Bowl. In other words, I had assigned the fastest running back (based on most yards from scrimmage, mind you) with the only 75 maximum speed rating, that in my opinion had been erroneously given to Bo Jackson. If anyone deserved a rating like that (I think nobody does, really), it's Thurman Thomas. He had a monster three or four years going, if you were to take into account of what he did on the field and where his team ended up in those years. But I digress. Although offensive players were a lot easier to rate, I found that offensive linemen and defensive skilled position players weren't and that a lack of info made them almost impossible. I can sort of live with that, though. If it wasn't for the internet, and Pro Football Reference.Com for that matter, it would have been impossible to edit any. I was at least able to edit the all pros for those years, making them the best at their positions. The basic formula I had to come up with when assigning player ratings had to be based on participation and production, not on popularity. Having said that, I had to be fair to all the players who excelled in seasons where their peers were either absent due to injury or failed to outplay their teammates. Keep in mind that some productive offensive players had to be replaced with Kick and Punt returners - with the lack of space on the roster, I tried to make the depth charts as accurate as I possibly could. (List of Edits) The 1966-69 roms for the most part contain Carther's rosters, as I had no time to edit them myself. I just wanted to edit the rom's menus so that it looks similar to the ones that I had created for the 1970-94 roms, which is to look and feel like the original despite the years that they were based on. There is supposed to be double base posts for the uprights in the 66 rom. Having said that, the upright cutscenes in the 66 rom are not all finished, mainly because I can't find where to edit two of them. Hopefully, I'll find where to do that some day, or even better, someone can tell me where to look for them. The playoff format works like it should in the 66 rom (thanks to Carther), but I couldn't fix the 67 and 69 formats that Carther created, so that the duplicate team playoff games are skipped. Hopefully, someone will post how to do that, as I don't have any inkling how to edit any playoff codes in the game. 1970-1975 roms contain only the 26 teams at that time. Team rosters and depth charts, as well as pro bowl teams, are all accurately edited to reflect their corresponding seasons. At least 99% of the players will have the correct name spelling, jersey number, for the most part his face image, as well as skin color. Accurate team city names. Accurate home and away game schedules and their actual dates. Helmet colors and logo designs, as well as uniforms, were all redone to be based on each year they were used. All playbooks were edited to somewhat match the team's yearly offense, but some liberties were taken to make use of every play that's available in the game. (game rules) 1966-77 roms were juiced a bit. Week 1 games will play like Week 3 if the player's team had been 2-0 in the original TSB. This was done so that a 14-0 win/loss season will play like a 16-0 win/loss season when entering the playoffs. 1966: double fg bases - to give it that vintage look before the slingshot design was made standard. 1966-71: hash marks are spread out (NCAA still uses this method) 1966-1973: 40 yard kick off position - Tecmo logos are located there, too; front field goal posts (imagine them as being transparent when players stand on them, because I do. - field goal kicking length was increased to make up for closer field goal posts; ball will be placed at the opponent's 20 yard line after any missed field goals; no overtime in man games, as well as auto skipped games. Note: the overtime hack doesn't work as good as I would have liked it to - playoff games will end up in ties, but a random winner is decided by the computer anyway, allowing one of the teams to move on to the next round. This only applies to skipped games - "man" games will still go into overtime during the playoffs. 8 team playoff schedule format. 14 game schedule. 1966: 4 team playoff schedule format. 1967-1969: playoff codes is not as is should be. Check above for reason. 1974-1977: 8 team playoff schedule format. 14 game schedule. 1978-1989: 10 team playoff schedule format. 1982: short season rom contains the 12 team playoff schedule format, as I wasn't able to implement a 16 team playoff format...not sure if it's even possible to do this, anyway. 1994: 30 yard kick off position - Tecmo logos are located there, too. All missed FGs will be placed at the spot of the kick. No two point conversion hack. Maybe one day someone will figure this out and I'll add it later. I hope. 2002: As a bonus, I added this rom. I had created it some years ago, but never bothered to post it on the site. Well, I hope you enjoy the roms. Cheers. Submitter fgqb#19nyj Submitted 02/20/2018 Category NFL By Year  
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