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Posts posted by bruddog
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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.
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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.
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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.
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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.
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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.
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Original nes controller with usb adapter
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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.
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1 hour ago, Ryzzynnwa said:
This is what I use for a base. It works for most positions and based on their caliber; pro bowler, all pro, all decade, and HOF then I give boosts. For a QB depending on if it's a (scrambler 2/3), (balanced1/2), or (pocket1/3) QB you make those adjustments. For Kicker and Punter I would treat like a pocket QB and 1/3 the stats. This information is available on Pro football ref.
RS Centimeters RP (KG/CM)*100 MS (CM/KG)*40 HP Kilograms 63 200< 69 <50 75 85< 81 142< 56 195-199 63 51-55 69 80-84 75 135-141 50 191-194 56 56-60 63 75-79 69 128-134 44 187-190 50 61-65 56 70-74 63 121-127 38 183-186 44 66-70 50 65-69 56 114-120 31 179-182 38 71-75 44 60-64 50 107-113 25 175-178 31 76-80 38 55-59 44 100-106 19 171-174 25 80-85 31 50-54 38 93-99 13 <170 19 86-90 25 45-49 31 86-92 13 91< 19 40-44 25 79-85 13 <39 19 72-78 13 <71 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
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What is the coaching rating for??
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On 2/14/2024 at 10:11 AM, bruddog said:
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.
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
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Yes…it seems pretty extreme for my taste but yes.
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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 FFIn 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.
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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.
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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
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4 hours ago, MG3974 said:
Where is it on here and is it for SNES. (NOT THE TSB PART 2) I am looking for TSB 3 versions of the game, such as with trades and free agency. The NES versions are fun but the level of how good teams are or how bad they are cannot be changed because there are no trades or free agency. I am looking for accurate versions of TSB3 with players from the 70's, 80's and 90's with some 2000's players mixed in that were very good ones. Also I am specifically looking for a TSB3 version with college players in it. I did download some XFL versions on here but they were for TSB2, NOT TSB3. I cannot make versions myself as I do not use a computer. I also do not wish to pay someone to make it for me. I use my android phone to play the games on emulators. I could come up with teams and accurate rosters for both pro and college football easily and I could also make imaginary teams with better names and rosters that are not stupid like some of the ones I have seen on here. I just cannot do this from a cell phone, if I had use of a computer, I would upload several on here that several other people would like. I just cannot unless I was able to give rosters and information to others on here to create them.
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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.
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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.
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17 hours ago, SBlueman said:
Trying to figure out how to re-rate players with this mod. So using @buck's method, this is what it would look like for the original game:
What I am not clear on is do you edit the quickness value for just DBs or all players on defense? And if it's all players, what do you do with DL's and LB's who have high ratings? Example, Bruce Smith would get a bump from 81 to 88. That just doesn't seem right. Are there caps that should be in place for DL & LB spots? Or is there a standard scale that people use for this hack?
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.
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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).
Editing Large Helmets
in Hacking Documentation
Posted
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