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bruddog

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Everything posted by bruddog

  1. Set all bytes to 00 in the following locations. 0x5C180 thru 0x5C18F 0x5C1E0 thru 0x5C1EF These are sprites and not background objects like the remainder of the helmet BEFORE FIX AFTER FIX
  2. The dynastyphile (tecmobowl.net) site isn’t being maintained anymore. The person who created doesn’t have the time anymore. And it does have a few bugs and issues from what I’ve heard. Its not heavily used but a few active leagues use it. Definitely doesn’t hurt to have another possible option if this is mostly a labour of love type of thing.
  3. Only you would know that, if you are the one coding the website. It’s quite obviously feasible. We already have websites for the biggest leagues. See examples: hstl.tecmobowl.org http://tecmobowl.net/main/default.php That’s the bar you have to clear. I assume your website would be free/nearly free to use. If not, I wouldn’t bother.
  4. So of the two players who are currently in the WR1 and WR 2 spot on the field, one of them will have a chance to pause their route. I guess its supposed to be a hot route of sorts where you can make a quick throw to the WR. But this seems kind of annoying if you need them to them run a bomb I haven't calculated the chance yet but the greater the reception skill the greater the chance the WR will stop. The table is at 0x18B37 18 = 06 rec skill value = 9.7% chance of stopping route 20 = 13 rec skill value = 12.8% chance of stopping route ... 90 = 100 rec skill value = 56% chance of stopping route if selected Every skill increase = 3.1% additional chance of stopping route So really the chance for the WR1 or Wr2 to stop a route on any play is half that chance since only one of them can get selected per play. I'm pretty sure these percentages are correct.
  5. More info figured out. The computer gets a random amount of presses.... 75% chance to get one press every 9 frames...
  6. Confirmed in the code agility value is definitely used when changing directions for a man controlled player, however it doesn't effect the qb for some reason. Or at least the QB doesn't use this code both behind the LOS and past the LOS. The table for offensive players is at 0x1d4FF in the rom 06 06 05 05 04 04 03 03 02 02 01 01 01 01 01 01 The table for offensive players is at 0x1d50F in the rom 07 07 07 06 06 05 05 05 04 04 03 02 01 01 01 01 These numbers represent how many frames it takes until it responds to you changing direction. I made the values 20 = 32 frames = ~ 0.5 sec and it was EXTREMELY noticeable. Its like trying to change directions in mud.
  7. @averagetsbplayer Without this hack…a game that goes into overtime has ALL the quarter scores cleared. So you have no idea what was scored in each qtr. this hack keeps all the qtr scores intact and only updates the total score. This gack lets you deduce what the score in OT was.
  8. Original nes controller with usb adapter
  9. Shorter players tend to be quicker. Just look at the nba. Or slot wr’s. They tend to be the smaller/lighter guys. Running speed equals starting speed (quickness) in tecmo so that chart looks reversed. The max speed formula just seems like it ends up mostly as random noise… i picked a handful of slow and fast guys.. it told me ricky proehl needs to be 75 ms. Ummm… I get your thought process behind this but I have major doubts it works very well for the tecmo engine. Given tecmo is so limited in attributes and how much top speed means on offense. You really have to use the players/teams on field production to guide ratings.
  10. I do get what you are going for here but in many cases this going to be way off even as a baseline. I don't think rating their speed stats off their height/weight stats really makes much sense. Speed is near everything for an offensive player in tecmo. In real life speed matters but not anywhere near the extent it does in tecmo. What is the logic behind taller players being quicker (more RS?). If anything I would reverse that char to make the shorter players quicker. I mean for HP most OL are big dudes but their size doesn't have that much to do with their blocking ability. I think you'd really have to blend their (height and weight) with other stats
  11. Even more info on this Player 1 takes 10 +30 = 40 frames to get up after slipping Player 2 takes 10 +30 = 50 frames to get up after slipping 10 frames = ~0.166 seconds
  12. Yes…it seems pretty extreme for my taste but yes.
  13. Weather has the same impact on player attributes as TSB 1. The table starts at 0x18bb7 in the rom. 0 = no change FF = -1 to all all attributes but ms/ps FE = -2 to all all attributes but ms/ps S= snow, R= rain TSB 3 S R 00 FE ; BUF FE FE FE FF FF FE FF FF FF FF FF FE FE FE FF FF FF FF FF FE FE FF FE FF FE FE FE FE FE FE FE FF FE FF FE FE FE FF 00 FF FE FE 00 FE FE FE FE 00 FE FE FE FF FE FF FE FF FE FF In SNOW buffalo gets no penalties. In rain they lose 2 notches to ALL attributes but max speed and passing speed. TB is the only team not to get a RAIN penalty. These are quite massive adjustments. It would be like one team having their whole team in good and the other having their whole team in bad before even factoring in the actual conditions.
  14. The weather effects table for player attributes starts at 0x18804. It is team dependent. It appears everything but MAX speed and Passing speed is effected by it TABLE SNOW RAIN 0x00, 0xFE BUF 0xFE, 0xFE IND In SNOW buffalo gets no penalties. In rain they lose 2 notches to ALL attributes but max speed and passing speed. TB is the only team not to get a RAIN penalty. These are quite massive adjustments. It would be like one team having their whole team in good and the other having their whole team in bad before even factoring in the actual conditions.
  15. So got to digging into the code for this the other night. Some findings. This just if the players actually collide (not spin/ drag/ jump) 1. It appears there may be a bug because the game does the "is the opposing player the man controlled defender/opposing player or a computer controlled one" but then it jumps to the man vs man routine regardless of the outcome. 2. HP DOES factor heavily into the outcome. 3. The collision time in frames depends on the HP difference between the two players if its not a instant popcorn example: 0 notch hp difference = 40 frames minimum + Random (0-31) 1 notch hp difference = 35 frames minimum + Random (0-31) 2 notch hp difference = 25 frames minimum + Random (0-31) etc... Taps are used but its much less PLAYER1 value = (HP skill index+ random (0-7) + taps) PLAYER2 value = (HP skill index+ random (0-7) + taps) HP skill index 0 HP =0 HP skill index 6HP = 1 HP skill index 13HP = 2 etc... So the bigger the HP difference the less taps will matter since the collision time will be less. The com vs com collision routines
  16. Found some other major weather effects will post details soon.
  17. For the most part the attribute (pass control, max speed ,etc) look up tables value are the same in the snes as the nes but there are a few differences: 1. Ball Control. a 50 ball control player in SNES is the same as a 56 ball control player in NES. 2. Running Speed. Rushing Power in the SNES is what Running Speed is in the NES. With that point a 31 Rushing power player is equivalent to a 44 Running Speed player in the NES. This is another reason beyond the raw player ratings why running/juking is harder in this version. The average defender has LT level running speed.
  18. Found the weather flag last night that is checked for a few things Its it $025F in memory 0x80 = rain 0x40 = snow 0x00 = clear When you dropback for a pass you have a 0x10 (16/256) chance of slipping in the rain and a 0x18 (24/256) chance of slipping in the snow. If your QB, defender or punt returner (need to double check the last one) gets tackled in the rain or snow their fumble chance is 0x10 (16/256) vs 0x0c (12/256). So far that's the only weather effects that I'm finding.
  19. In man vs com… DL and OLB are almost never covering anybody because their player scripts are just to pass rush. I guess you could go as low as 6 ya. Max would be 81-88 (example revis island) max for a lb would be less maybe 50-63 (example derrick brooks) dt should be capped pretty low
  20. Not a fan of automatically tiering the teams like that. For example in 91 the eagles were so far away from the rest of the league yet they’d get the same boost as the 8th best team. That makes no sense. Now obviously a big part of their pass defense was their pass rush and not necessarily the coverage. You have to start from scratch with players quickness ratings not bump their existing stuff up or down. average db = 50 quickness average lb = 25 quickness average dl = 13 quickness. Maybe higher for CBs and less for safties. Higher for ilb and less for olb. Not a lot of coverage stats to go on for old school rosters but all-pro, passes defensed, draft position, defensive position might help.
  21. I am going to post something hopefully in the next month or so. I have been using diztinguish with bsnes to do a lot of the hard work with snes roms (variable register sizes). Luckily a decent amount of the reverse engineering I did for nes ports over to the nes. There is obviously lots of things that are more complicated and different (graphics engine, sound engine).
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