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bruddog

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Everything posted by bruddog

  1. Yes, there is. Post something when i have time
  2. Took a quick look to see if it was setting the player/computer control the same way as tecmo super bowl but couldn’t find anything obvious.
  3. Here are the ROMS for both the no sprite limit and the 15 sprite limit. You need an emulator or piece of hardware (RetroUSB AVS supports 15 sprite limit) that supports these files. @Sargon @King Javo TSB_sprite_limit_15.nes TSB_no_sprite_flicker.nes
  4. @tecmo_ninja might be but no one has really broken down this version of the game code wise. Seems unlikely that its going to ever happen at this point.
  5. Rankings are a bit off. Was doing this quick just to make something.
  6. This is the concept I came up with a while back to deal with variable number of teams. Easier to modify to have any number of teams.
  7. See examples of helmete and team data text. @JJT did the helmet graphics
  8. @SBlueman It takes rearranging where the team names start on the team data screen. As well as moving the conference name over. But you will also have a problem on the blue screen stats page because there is a 10 character limit. The only way around that is to use small letters instead of large ones for the team mascots on the blue screen page.
  9. It requires a different trick because the name is too long…
  10. Are you putting in dedicated running plays for them?
  11. This was probably the cutscene bug where it shows the cutscene as a tip but its actually a whiff because the ball never changes direction. It's definitely impossible to INT a tipped pass.
  12. So you hacked it to make it easier to recover onsides kicks but now it is too easy so you want to make it harder again… I guess your first step is figuring out what rate you want them to be recovered at.
  13. Its actually very difficult to recover an onsides kick. The highest rate is maybe about 8% with a perfectly empty bar and using a fast defense like the steelers and player 1 side. its almost impossible to recover an onside kick from the player 2 side. Its like 1 in 500 or worse. The bigger the onsides bar the farther the ball goes so no need to adjust it.
  14. Well the 3-4 scheme as a default is getting pretty outdated for modern NFL. Most teams "base" defense is nickel. If anything one of the LB's should be an extra cornerback for most teams. It's one thing I never liked...LB3 picks up a ton of sacks on picked plays. I almost always aligned 4-3 teams as follows RE= ROLB DT= RE DT =NT LE= LE WLB = RILB MLB = LILB SLB= LOLB
  15. Not sure if the first tecmo bowl uses the same sound format/engine. If it does then it would be easy to replace some songs. Otherwise no one is going to bother figuring it out.
  16. No it hasn't been tried because its a very difficult and complex hack.
  17. In one of my roms, I made it so any qb could throw a lob for a deep ball by tapping B. Holding B threw at their normal speed.
  18. It would be easier to make the field longer rather than wider. You could make it a little wider if you got rid of the crowd and had the oob right at the edge of the screen. it would be kind of wierd tho to have a double wide(sideline to sideline) screen. You wouldn’t be able to see the wrs and dbs on one side of the field at all. Another option would be to make all players run slower when running vertically to simulate a wider field.
  19. Which SNES version? TSB 3? There have been a few roms with custom defenses and a few more with custom offensive plays. Yes, it has been figured out what each player does on every play. The problem is editing plays is VERY painful due to the space limitations. Its not too bad if you want to re-use existing formations/routes actions. There is a play editor tool that lets you do some stuff like that. The other hard part is you are limited to 256 tiles to create every single play graphic from.
  20. Yes, about a minute after I posted, I came to the same conclusion that you did. I must read your previous post too quickly.
  21. I have it all in words now so that doesn't help me much. It's such a convoluted mess that its hard to see. Seems like a unintended programming error to go for it when tied CHECK_FOR_COM_PUNT: ; CHECK FOR PUNT LDA QUARTER ; IS QTR = FOURTH QTR ? CMP #FOURTH_QUARTER ; BNE @check_for_2nd_4th_qtr_overtime_punt ; NO->CHECK FOR 2ND QTR OVERTIME PUNT @check_2_minutes_or_less_in_4th_quarter ; CHECK FOR PUNT 4TH QUARTER LDA CLOCK_MINUTES ; IS MINUTES LEFT >= 2 CMP #$02 ; BCS DO_COM_PUNT_IF_MORE_THAN_50_YARDS_AWAY_AND_AHEAD_OR_TRAIL_LESS_10 ; YES->NORMAL PUNT CHECKS LDA CPU_OPP_SCORE ; IS OPPONENT SCORE < COM TEAM SCORE CMP CPU_OFF_SCORE ; BCC DO_COM_PUNT_IF_MORE_THAN_50_YARDS_AWAY ; YES-> CHECK FOR FIELD GOAL OR GO FOR IT IF TRAILING BY 10 OR MORE BCC @check_for_2nd_4th_qtr_overtime_punt ; *** IMPOSSIBLE JMP COM_ALTERNATE_FG_OR_GO_CHECK ; NO->CHECK FOR FIELD GOAL, OR GO FOR IT @check_for_2nd_4th_qtr_overtime_punt: ; CHECK FOR 2ND QTR OVERTIME PUNT LDA QUARTER ; IS QTR = 2ND QTR ? CMP #SECOND_QUARTER ; BEQ CHECK_FOR_COM_PUNT_2nd_QUARTER_OR_OVERTIME ; YES->2ND QTR OR OVERTIME PUNT, FG OR GO FOR IT CMP #OVERTIME_QUARTER ; IS QTR = OVERTIME ? BNE DO_COM_PUNT_IF_MORE_THAN_50_YARDS_AWAY ; NO->NORMAL PUNT CHECKS CHECK_FOR_COM_PUNT_2nd_QUARTER_OR_OVERTIME: ; 2ND QTR PUNT, FG, GO FOR IT CHECKS @check_2_minutes_or_less_in_2nd_quarter LDA CLOCK_MINUTES ; IS MINUTES LEFT >= 2 CMP #$02 ; BCS DO_COM_PUNT_IF_MORE_THAN_50_YARDS_AWAY ; YES->NORMAL PUNT CHECKS @check_yards_from_endzone IF_YARDS_FROM_ENDZONE_LESS_THAN[amount_true] 50, COM_ALTERNATE_FG_OR_GO_CHECK SET_COM_PLAY_CALL_TO_PUNT: ; SET COM PLAY CALL = PUNT LDA #PUNT_PLAY_CALL_ID ; SET PLAY CALL = PUNT STA com_play_call ; JMP EXIT_COM_PLAY_CALL ; JUMP-> EXIT COM LOGIC DO_COM_PUNT_IF_MORE_THAN_50_YARDS_AWAY_AND_AHEAD_OR_TRAIL_LESS_10: ; CHECK FOR FIELD GOAL OR GO FOR IT IF TRAILING BY 10 OR MORE LDA CPU_OPP_SCORE ; = OPPONENT SCORE SEC ; SBC CPU_OFF_SCORE ; - COM TEAM SCORE BCC DO_COM_PUNT_IF_MORE_THAN_50_YARDS_AWAY ; OPP TRAILING? YES->NORMAL PUNT CHECKS CMP #$0A ; OPP AHEAD BY < 10 BCC DO_COM_PUNT_IF_MORE_THAN_50_YARDS_AWAY ; YES->NORMAL PUNT CHECKS JMP COM_ALTERNATE_FG_OR_GO_CHECK ; NO->CHECK FOR FIELD GOAL, OR GO FOR IT DO_COM_PUNT_IF_MORE_THAN_50_YARDS_AWAY: ; NORMAL PUNT CHECKS LDA yards_from_endzone ; IS YARDS FROM ENDZONE > 50 CMP #$91 ; LDA yards_from_endzone + 1 ; SBC #$01 ; BCS SET_COM_PLAY_CALL_TO_PUNT ; YES-> SET COM PLAY CALL = PUNT LDA yards_to_go ; YARDS TO GO <=5 CMP #$29 ; LDA yards_to_go + 1 ; SBC #$00 ; BCC COM_50PCT_PUNT_CHANCE ; YES->50% PUNT CHANCE LDA QUARTER ; IS QUARTER = 4 CMP #OVERTIME_QUARTER ; BNE SET_COM_PLAY_CALL_TO_PUNT ; YES-> SET COM PLAY CALL = PUNT LDA CLOCK_MINUTES ; MINUTES LEFT < 2? CMP #$02 ; BCC SET_COM_PLAY_CALL_TO_PUNT ; YES-> SET COM PLAY CALL = PUNT COM_50PCT_PUNT_CHANCE: ; 50% PUNT CHANCE JSR UPDATE_ALL_RANDOMS_SIM_LOAD_RANDOM_TWO ; EXTENSIVE RANDOM NUMBER UPDATE(), RET= RAND_3C CMP #$80 ; BCC SET_COM_PLAY_CALL_TO_PUNT ; YES-> SET COM PLAY CALL = PUNT JMP COM_ALTERNATE_FG_OR_GO_CHECK ; NO-> CHECK FOR FIELD GOAL, OR GO FOR IT
  22. They seem to run at the same speed to me that's why I didn't understand the question.
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