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bruddog

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Everything posted by bruddog

  1. bruddog

    Applying SIM data

    GP appears to be games played in that spreadsheet. This effects the final values on the sim page.
  2. bruddog

    Applying SIM data

    Looks like jstout hasn't visited the boards in about 6 months so I wouldn't hold your breath for an answer
  3. bruddog

    Make Helmets Disappear?

    @CoachMac Set(0x22018,0xEAEAEA) So you are changing 3 bytes at 0x22018 thru 0x2201A to EA.
  4. bruddog

    Hex editing help, player names

    @SBlueman The NFC west names have a similar restriction because they must fit into a finite amount of space. So you only get so many characters total. If you have a ton of long names then you are likely to go over. You essentialy have ~ 1481 characters you can use for all the nfc west player names and jersey number. So 30 players * 4 teams = 120 total players. so 1481/120= 12.3 - 1 character for the jersey = 11.3 characters per player name. At least for how the 32 team rom is currently constructed.
  5. bruddog

    Has anyone tried modifying Tecmo Bowl Manager?

    @SBlueman does tecmo bowl tool work on Tecmo Bowl roms as well as Tecmo Super Bowl roms. I think that is what @ShowMeYourTDs is referring to since he referenced the 12 team rom.
  6. bruddog

    Overthrow Bug Fix Question

    @jessegto whoops good catch. You are correct
  7. THe returner needs lots of speed to deal with a whole team of 69rp defenders. This hack allows for big play int returns often. @BFC5 F7 20 - Boost HP 50 (Helps to break free from int grapples) E1 00 -Set MS to players value E0 0C- Set RS to 75 E3 04 - Boost MS 4 notches E4 -player take conrol DF -computer take control FE - loopback FF
  8. bruddog

    Better INT return hack

    Sure if you are playing man vs com primarily than I suppose making the defender have a 50 HP boost might be excessive for man vs COM play. The main reason for it was so that they'd break free from the grapples more often. F7 is a player script byte code to boost HP. Each 0x04 boost the players HP one notch. So if you wanted it to to be 25 HP it would be F7 10. The reason I made them so fast is that you are facing a whole team of excellent LT's essentially since the entire defense will have 69 rushing power on int returns since all offensive players have 69RP.
  9. bruddog

    2017-18 NBA Season Discussion

    Cousins may not do much. Coming back from an Achilles is no easy task. But they were the faves without him anyways. This year was a joke. Unless Durant or Curry have a major injury no one is gonna beat them.
  10. bruddog

    QB attribute calculator

    I think you shouldn't base accuracy on completion percentage...because you get game manager qbs whose completion % looks good but 1. Throw useless completions. (example 1 yd screen pass that does nothing. Seed David Carr the year his comp% was near 70) 2. Take a lot of sacks rather than trying to complete the ball. A sack is worse than an incomplete. I would suggest something like adjusted net yards per attempt index for passing accuracy...
  11. I have the entire game reverse engineered. It's definitely possible to add A LOT of code to add penalties. But the game logic for adding penalties does not exist in the game at all. All that exists in the rom are the partially completed cutscene screens for dealing with penalites.
  12. I just made the screens appear. I never made a hack that made penalties actually work in the game. I know how to go about making such a hack at this point but its rather a long and involved hack that would involve a ton of new code and I haven't had the time to do it....yet. So in short you can't add false starts to the game yet.
  13. bruddog

    Atlanta, GA - 6/8/2018 - Tecmo Atlanta

    Right off the bat your playbook has a problem because of the race defect you know exactly when run 2 is coming. Should have put wolfley in. 1. Your first pick you threw way too soon with so many guys open and the qb slightly underthrew it to the rb amd got picked. There was no need to rush it there with everyone open 2. Second pick you threw to the rb and deion was way too close for you to do that and he got back and picked it. 3. Went for it on 4th and 15. Not too likely of a conversion from their where a fg might have helped. 4. What happened on the final play of half. Looked like a botched arrow trick as you threw short. 5. I only counted one fumble which definitely came at a bad time. 6. The scott case int was unlikely but it also came with only 30 sec left in the game so your chances of winning would be small needing an onsides if your wr had caught that. Homer had some int worthy throws but most were throws to rison which is less likely then throwing to rbs and low rec wrs bs deion. I only counted one fumble. The last two ints were desperation and you really cant expect a lot out of phx passing game. You had some bad luck but also some int luck that could have been avoided.
  14. Found it via an old post from @Knobbe and uploaded it to the downloads section. You can get it here.
  15. Version 1.0.0

    9 downloads

    Color scan of manual for the SNES version of Tecmo Super Bowl III
  16. Version 1.0.0

    16 downloads

    This is a scanned manual for the SNES version of Tecmo Super Bowl II
  17. Version 1.0.0

    7 downloads

    Scanned manual of Tecmo Super Bowl for the NES
  18. bruddog

    QB's ALL TIME

    I don't think there will be a very noticeable difference between the best and worst qb with only a 3 notch rating spread. Unless clutch throw and touch throw have some massive effect on outcome in only a 3 notch range. Also any fast QB's like VICK will dominate with that kind of ratings spread.
  19. bruddog

    QB's ALL TIME

    What are the four numbers? Passing Accuracy does nothing unless you are using a hack. There isn't going to be a much of difference between any of those qbs with such a tight rating spread. PS,PC,PA,APB
  20. bruddog

    Brutopia/Nestopia (PC)

    Version Unlimited-Sprites-3

    17,904 downloads

    This is our own hacked version of Nestopia that is used by most everyone who plays online Tecmo Anti-Cheat Version also called Brudtopia If you have an error about missing/needing "d3dx9_42.dll", you need to install Direct X and can find it here
  21. This a matchup spreadsheet that attempts to provide a rating and matchup analysis for any two teams chose EXCEL SHEET: team_tiers_OG_3.xlsx Google Sheets: https://docs.google.com/spreadsheets/d/1w0sntWyYUWOZ0xVncnGATONP57lnqFUZuIhDgYoh2Z8/edit#gid=626874606 OFFENSE QB RUN = Rating given based on QB's max speed. Fast QB's are tough to stop without a LB to help spy. They can often grind out first downs as you are forced to choose between going after the QB or leaving a man open. RUN = Rating given based on RB's max speed. Special exception given to Okoye's 94HP which makes him as dangerous as 63MS player vs weak HP secondaries. PASS = Rating given to teams passing game QB + WRS *************************************************************************************************************************************************************************************************** DEFENSE F5Pop = Bonus pts given if the DL HP vs Ol HP differential is enough for the DL to break through the OL instantly making running and passing tougher. Double points if it comes from the interior. LB = Grade given to entire unit based on all ratings but HP DB = Grade given to entire unit based on all ratings but HP *************************************************************************************************************************************************************************************************** SPECIAL JJ Mismatch = If one team has a player whose int rating is at least 3 skill notches (example 69 int vs 50 pc) they will have a 50% chance of jumping to intercept the pass if they are in the right place. If its 4 notches or greater they will have a 100% chance of jumping to intercept the pass if they are in the right place. 1 bonus pt given for a 3 notch difference. 2 Bonus pts given for a 4 or more notch difference. 94 HP Blocker = Putting a 94 HP blocker at TE vs a 44HP or less bottom LB (50 HP differential) can help greatly as on one of the best runs in the game(Run 3 R&S sweep down) the LB will get popped giving you an extra blocker in the way allowing you to get some extra yards. 1 pt given for this mismatch. *************************************************************************************************************************************************************************************************** OTHER LB4 = Having a good player at this position helps defeat a number of runs fairly easily by diving right after the snap at the RB or by grappling the blocker immediately and then outtapping the RB. 1 pt given for a good player here. RCB/FS = These are good positions to have for stopping run plays and not being in the way of power running plays to the bottom. 1 pt given for a good player here. The can also provide coverage vs the best WR's as the best WR is often put at the top of the screen. DL use = This has a number of conditional checks but if a team has no LBs and/or they are playing a bad QB selecting a DL can be useful to help maximize your coverage. Especially if you know a pass is coming (aka shotgun). Especially useful vs the redgun and weak QB's if you have no LB's to use. DB vs run = in somewhat opposite fashion a penalty is given if your best DB is at bottom CB or SS or if your only good player is at CB as a good run game can really neutralize the effectiveness of using that player by running all of their runs to the bottom. Penalty ranges from -1 to -2 depending on the strength of the run game of the team faced. Special exception in CIN vs DET matchup with Fulcher being able to popcorn everyone on DET. KR = 1 pt given to the return game of PIT and 2 to NO since they can put a 94HP returner there. *************************************************************************************************************************************************************************************************** OFF= Off total score DEF= DEF total score OTH = other total score SP= special total score. *************************************************************************************************************************************************************************************************** SPECIAL INFORMATION Coverage catch tables of best qb and best wr vs (19int lb,best db and worst Db have been provided so you can see how much of a mismatch you are at there). These percentages only apply when the WR doesn't jump or dive and there is only one defender covering. *****A defender may appear to be in coverage but if the game doesn't determine him to be in on the play when the pass is 1/4 of the way he will have no effect on the outcome of the pass***** OL vs front 5 HP matchup ***************************************************************************************************************************************************************************************************
  22. bruddog

    Sim Attributes? Can someone explain?!

    Skp vs skp is in season mode when you autoskip to a week. And all you see is the scoreboard and the qtr and final scores.
  23. bruddog

    Sim Attributes? Can someone explain?!

    They only matter in SKP vs SKP mode.
  24. bruddog

    Applying SIM data

    The most interesting thing to me about the sim code to me is that its actually simulating a game play by play and had a hook for simulating 2 pt conversions. Mayabe the team defensive ratings ended up being a fudge factor for the simulation to get certain teams making the playoffs more often. Since defenders can never get injured defensive teams would have an edge in that regard.
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