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bruddog

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Posts posted by bruddog

  1. 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.

  2. 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. 

  3. 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.

     

     

    IMG_3686.jpeg

  4. 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

  5. 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 

  6. 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. 

  7. 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. 

     

     

  8. 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 

  9. 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.

    image.gif.7685b41bcbf113f220dda8102354f43c.gif

  10. 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. 

  11. 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. 

  12. 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:

     

    tsb-pass-ratings-1990.png.e840fd1e0cbe0dfd09073b4c5a71ca87.png

     

    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. 

  13. 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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