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bruddog

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Everything posted by bruddog

  1. Well this is a very open ended question. Even just given the choices above. I think I would go with choice B. Though white has fumbleitis his 50 ms is much less of a difference than the difference in PC between Moon and Harbaugh. Obviously we are not factoring WR's into the mix b/c another reason Harbuagh is so bad is that his WR's aren't worth shit either. But with White you can at least minimize his fumbles by running out of bounds wheneever possible.
  2. Actually I always thought the reason to run clock was not because you had a poor offense but because you had a poor defense. I mean say you get the ball with 4:00 left and you could score in a minute leaving the other guy with 2:30 or so left after the kickoff. Thats a lot of time if you have a crap defense. And you don't even necessarily change your style that much. Just make sure not to run out of bounds. Even wasting an extra minute or so is huge. But I am usually of the philosophy that it is better to score when you can and trust your defense to make the stop.
  3. In league play where you are allowed to move your guys anywhere and tend to have at least one good DB and LB, the inside LB and safety spots seem to be the best. Playing at the corner spot is more easily abused by certain plays. With a good inside LB you can neutralize just about any run play a majority of time.
  4. Uh, if your are talking about the pro power sweeps down those are some of the easiest plays to lurch either with the NT or the bottom DE. Not to mention those plays are easily stuffed by almost all the LB spots.
  5. Lurching would be more acceptable if it didn't 1 Didn't cause such a limitation of the playbook. On non shotgun pass plays if you practice you can pretty much gaurantee a sack on any average speed qb about 95% of the time. 2. Forget running any run play from the two set back formation. The defense would be picking your play about 33% of the time as you would be left to choosing from the two shotgun plays or run 3 to have any hope of getting significant yardage. Thats worse odds than the original tecmo bowl and wouldn't be nearly as fun.
  6. I know someone found how to hard code it into the rom as its been done in league play but it would take some digging to find it.
  7. Illigit no. Annoying at times.....yes. I tend not to play that way, but have used it at times. But it can definitely backfire on you. One time someone was trying to run out clock on me in a tie game in the 4th driving down the field but I got a turnover and drove and scored and it left them with little time left since they had been running down the clock. I believe that in league play you should do whatever it takes that is within the rules of the game. In a "pick-up" type game I would consider punting, deep bombs, and running the clock on every play pretty weak.
  8. I think the key is to start off using stats only and then go back and tweak from there. I think the most important thing is too make sure the relative strengths of the teams make sense. And that the teams strengths and weaknesses are displayed properly.
  9. You can check the rom hacking section as there should be posts by ROD and I already regarding play modification. All the play modification stuff was found months ago. I'm not as much of a guru regading the graphics though.To me that is the most time consuming thing but I may not be using the right program. As far as chaning the plays, I'll break it down simply from easiest to hardest as far as playbook hacks. What you need: Some kind of hex editor. 1. The easiest thing to do is to change the formation of an existing play to another exsisting formation. Ex. Have the R&S sweep play run out of the pro T formation. 2. The next easiest thing to do is to move plays into different slots. By this I mean you could make sure there is a shotgun play for every pass slot. The important thing to note is that putting run plays in pass slots does not work. Ex (you could put the redgun pass play in slot 1) 3. Make new formations by using exsisiting player formations. Basicallly you can create any formation by using the platyer locations in existing formations. 4. Make new plays by using exsiting routes and blocking assignments. All of the above can produce good results as well as disatrous results. There hasn't been enough testing on a lot of stuff. But with good common sense you can usually make a play that works. But this brings me to my next point.....defense Another important side effect of changing plays is that the defense may not react properly. In some instances where I changed running plays the defense wouldn't come after my guy until I passed the line of scrimmage or sometimes not at all. You have to watch out for wierd stuff like that. You need to know how defense reacts to certain plays so that you know what kind of D to put into your play. And I don't think anyone has really documented how defense reacts to plays. We know ONE section of code that controls that. All I'm saying is that you don't want to create a play that will basically never be stopped by the defense. Next... this asssumes that you have posts the section on how to modify play routes. Lets say that you give WR#1 a slant route that is a two part pattern....(straight for two yards and then slant) and move him to a strange place in the formation. I think with how the play coding works...he will try to go to the first location befor slanting. So say you put him on the bottom of the formation and the original location for the slant route was on the top. He will run from the bottom location to the top location and then slant. So you have an entirely new route in this case. Where before he went straight and then slanted he now goes vertically up the field and then slants. Also as far as modifying pass plays you have to make sure that if you switch routes that all the receivers are still selectable. Editing the plays is very time consuming using a hex editor. It would be helpful to have some kind of tool for all of the locations we know about already. Especially for the graphics portion.
  10. More like 2500 and 12.5. But feel free to exaggerate. Its all good B-hump was the man with 41 Td's.
  11. Of course against the computer you can do whatever you want but against a MAN opponent I think it kind of throws things out of whack. Off the top of my head this would benefit passing teams with no running game the most. It doesn't really work the tother way around. PHI, SF, and HOU,MIA become much stronger than they already are. I don't think the programmers intended Houston to have a strong running game but by putting Givins in they now have a much more fearsome running game especially not having to worry about White's fumbles. The reason I see RB at WR as much more acceptable is that in the NFL RB's frequently go out for patterns while WR's do ont frequently run the ball. Plus most of the RB's are hampered by thier low REC ability in Tecmo whereas the low HP is really a hamper to WR's playing RB in man games. As far as kick returning, again subbing a faster player in doesn't really give you an advantage because ms isn't used on kick returns. Otherwise gil fenerty wouldn't be the god that he is. And as far as the Eagles being easy to defend without a running game. You must be crazy! With a 56MS QB your offense should be just about unstoppable. Even if you pick the passing play Eagles can escape the rush. Sometimes it is even advantageous to the player with Eagles if this happens as more guys will be open. To recap I would play a man game either way but I think it is better when WR's can not be substituted at RB. Well let me clarify...you can put a WR at a RB spot as long as you don't intend to run with him in order to utilize a 4/5WR offense.
  12. I use a playstatoin controller with a PSX to USB adapter.
  13. I believe section 6000-78something has even more to do with how the plays work but this is an even bigger sectoin of code than the previous one I found. If anyone wants to give it a shot here you go. My assumption is that the plays here might be divided up into 64 byte chunks but I could be wrong.
  14. Back in the day when my three freinds and I used to have tournaments we would do the following. Roll a dice to see who got the first, second, etc pick. This would be repeated for as many teams as we were using in the tourney. Usually this would be about 4 each. No teams were off limits. Occasionally for a few tournaments we only played using the worst teams Indy, NE etc. One thing that I thought was unique was that we would sim the season to about week 6 before picking our teams to randomize the players conditions. And you weren't allowed to look at them before picking. Then we would roll dice again to determine the mtachups for all the brackets. I think we went through 30 tournaments or so. I remeber winning one tournament with Cleveland thanks to an excellent QB Browns/Minnifield/ and Webster Slaughter. We would record all the Championships and keep track of the championship game statistics. The funniest thing was that we didn't know you could change plays till after our first tournament when someone finally opened the instruction manual.
  15. Da Beerz, Have you ever played againsta man opponent with a fast qb. trust me they are fast enough to do damage.
  16. Thats some good shit jeid. Very very close to how I think my ratings would have come out. Not too many complaints. The only thing I can think of is possibly even bumping up hp for culpepper and mcanir even a bit more as those two qbs are absolute beasts to tackle. Also is culpepper really faster than mcnabb and culpepper? I'm just curious. There were a few other things but overall very solid. I'm sure some will have a problem with penningon being so highly rated. Its tough for him because the stats say one thing but I'm not sure if the stats tell the whole sotry in this case. Not that I would bumb him down much but maybe just a tad along with trent green as well. Good work on the passing speeds though. I heard that pennington has a pretty weak arm. For me I think offense is fairly easy to rate. Defense is much trickier and takes a lot more tweaking and some more in depth look at the stats. As far as the grading system. When I made my rom last time I actually had the original players stats on the side to see how many 81 PA there were, etc. To make sure I got the balance roughly right.
  17. My opinion is that Henry should be of the 56-63 MS variety with Lorenzo white ball control.
  18. Actually in tsb 50 is by far the most common with few above and below. The loewst bc is 31 i believe for lorenzo white. But the difference between 81 BC and 31 is not as big as the numbers would have you believe which is why I think there should be a team ball control based on that teams turnover ratio. Then the individual players ball control could be tweaked a bit form there. The problem is there are really only 3 guys whose ball control is going to matter so they shouldn't be modified that much. Its a tough call.
  19. 38 REC is pretty harsh. I mean I really don't think he's that bad. And second of all the worst of starting WR's in the original had about 50 REC. 63 would be closer to the ballpark.
  20. Whatever you do don't play the PSX version....its so very very bad.
  21. Think about how boring a game it would be if that were the case. I know there are a lot of people that have a big problem with the JJ. But by removing it you would be effectively killing any value of having a good WR. Plus I have no idea how to do that anyways. If I could do that, I could probably do anything because that has to be in the heart of the code.
  22. Gaffney- This is definitely the case. Because when you switch routes from a player that was the first option the new player becomes the first option. Now when I tried giving the same two players the same route codes from same play. I either easn't able to pass to anyone or couldn't select one of the WR's. Now I see why there are many different codes for the same pattern essentially.
  23. soxin- You didn't quite understand my follow up post correctly. When you went to change the coding for onesetback left you were actually changing the coding for a differentplay. But if you cahnged the code for the first 13 plays and that didn't work either I'm not sure what went wrong. Plus I'm not sure what you did. I haven't done much testing of this yet. One thing I did notice is that you have to be a little careful modifying play routes. I tried copying the same byte from play into two different positions and all of a sudden I could no longer select any of the WR's even though they were running the modified routes correctly. So there will be some limitations to this but I have made a few cool plays using this stuff and formations Here is the corrected list: ONEBACK SWEEP R (Alt) 6AAA 87AA C6AA CCAA 8EB7 4EBE 30BE 2EB8 93B7 2ABE 36BE ONEBACK SWEEP R 6AAA 87AA C6AA CCAA 8EB7 4EBE 30BE 2EB8 9CB7 2ABE 36BE WEAKSIDE OPEN 3EAB 87AA 55AB CCAA 66BE 5BAB 9CB7 30BE 36BE 2ABE 4EBE T OFFTACKLE R 16AC 21AC 58AC 9DA3 66BE 3CBE 30BE 42BE 9CB7 2ABE 36BE SHOTGUN DRAW 7EAC 81AC A5B7 B4B7 B9B7 BEB7 99BE DBAC BBBE E8AC EEAC R AND S SWEEP R FFAD 0AAE 44AE 9DA3 4AAE 53AE 9CB7 C3B7 77AE 89AE 8FAE T CROSS RUN L (ALT) F4AC 0BAD 17AD 59AD 01A9 5FAD 30BE 67AD 76AD 2ABE 9CB7 T CROSS RUN L F4AC 0BAD 17AD 59AD 01A9 E8B7 30BE 67AD 2EB8 2ABE 9CB7 SLOT OFFTACKLE 95AE A3AE B5AE 54BE 5FA6 36BE 7EA6 83A6 89A6 3CBE 9CB7 CROSS OFFTACKLE F4AC 0BAD F1AE 59AD 01A9 5FA6 7EA6 83A6 89A6 3CBE 9CB7 PITCH L OPEN (ALT) 26B8 66AF 2AAF 59AD 01A9 6CAF 42BE 67AD 76AD 2ABE 9CB7 PITCH L OPEN 26B8 66AF 2AAF 59AD 01A9 6CAF 42BE 67AD 2EB8 2ABE 9CB7 WR REVERSE R 30A9 9EA9 B0A9 BBA9 00AA D1B7 99BE ACBE BBBE CABE D7B7 WR REVERSE L 6AAA D4AA EEAA 60BE F6AA 4EBE 30BE 42BE 9CB7 2ABE 36BE R AND S QB RUN 08B0 4FB0 3CBE 59AD 76B0 61B0 30BE C8A3 67B0 2ABE 9CB7 SHOTGUN SWEEP L (ALT) 7BB1 B9B1 E2B7 DDB7 76B0 C6B1 30BE 67AD CEB1 2ABE F2B1 T FAKE SWEEP R 3AA3 4CA3 86A3 9DA3 AEA3 B7A3 BFA3 C8A3 CEA3 D7A3 DDA3 T POWER SWEEP 3DA4 4BA4 87A4 9DA4 A0A4 ABA4 B4A4 BDA4 CFA4 E4A4 4EBE WTE OFFTACKLE R 5CA5 67A5 9DA5 9DA4 ACA5 B7A5 30BE 42BE 48BE 2ABE CAA5 ONESETBACK L 15A6 26A6 5FA6 9DA4 6DA6 78A6 7EA6 83A6 89A6 3CBE CAA5 R AND S SWEEP L CDA6 D8A6 3CBE 81B7 14A7 20A7 7EA6 83A6 89A6 26A7 36BE TOSS SWEEP R (Alt) 2FA7 39A7 4DA7 9DA3 8EB7 4EBE 86A7 30BE CFA4 D7A3 36BE FB OFFTACKLE R (Alt) 3EAB C9AB 55AB CCAA 2ABF 05AC 86A7 30BE 36BE 2ABE 10AC FB OPEN L (Alt) 8BA7 9FA7 E1A7 86B7 F9A7 E7A7 30BE 83A6 BBBE F0A7 D9BE T POWER DIVE 49A8 5AA8 8EA8 9DA3 AEA3 B7A3 BFA3 C8A3 CEA3 D7A3 DDA3 FB OFFTACKLE L 15A6 26A6 5FA6 86B7 A2A8 36BE 7EA6 83A6 89A6 3CBE 48BE R AND S DRAW B4A8 BFA8 F5A8 FBA8 01A9 07A9 99BE ACBE 0DA9 CABE 1DA9 PITCH L FAKE 30A9 3BA9 78A9 84A9 98A9 8ABE 99BE ACBE BBBE CABE D9BE ONEBACK SWEEP R (Alt) 6AAA 87AA C6AA CCAA 8EB7 4EBE 30BE 42BE 48BE 2ABE 36BE WEAKSIDE OPEN (ALT) 3EAB 87AA 55AB CCAA 2ABF 5BAB 86A7 30BE 36BE 2ABE 4EBE T OFFTACKLE R (ALT) 16AC 21AC 58AC 9DA3 64AC 3CBE 30BE 42BE 48BE 2ABE 36BE T SWEEP STRONG 3DA4 4BA4 6DAC 9DA4 A0A4 ABA4 B4A4 BDA4 CFA4 E4A4 4EBE SHOTGUN DRAW (ALT) 7EAC 81AC C3AC C9AC CFAC D5AC 99BE DBAC BBBE E8AC EEAC T CROSS RUN L (ALT) F4AC 0BAD 17AD C9B7 01A9 5FAD 30BE 67AD 76AD 2ABE 9AAD R AND S SWEEP R (ALT) FFAD 0AAE 44AE 9DA3 4AAE 53AE 86A7 5CAE 77AE 89AE 8FAE WR REVERSE R (ALT) 30A9 9EA9 B0A9 BBA9 00AA 0EAA 99BE ACBE BBBE CABE 1AAA SLOT OFFTACKLE (ALT) 95AE A3AE B5AE 86B7 5FA6 36BE 7EA6 83A6 89A6 3CBE 48BE WR REVERSE L (ALT) 6AAA D4AA EEAA CCAA F6AA 4EBE 30BE 42BE 48BE 2ABE 36BE CROSS OFFTACKLE (ALT) F4AC 0BAD F1AE C9B7 01A9 5FA6 7EA6 83A6 89A6 3CBE 48BE PITCH L OPEN (ALT) 26B8 66AF 2AAF C9B7 01A9 6CAF 42BE 67AD 76AD 2ABE 9AAD PRO T DIVE E6A3 F7A3 09A4 9DA3 AEA3 B7A3 BFA3 C8A3 CEA3 D7A3 DDA3 ONESETBACK DIVE 78AF 86AF BAAF 9DA3 CCAF D8AF BFA3 C8A3 CEA3 D7A3 DDA3 R AND S QB RUN (ALT) 08B0 4FB0 3CBE C9B7 76B0 61B0 30BE C8A3 67B0 2ABE 48BE FB POWER DIVE B4B0 8DB0 86AF 9DA3 A2B0 D8AF BFA3 C8A3 CEA3 D7A3 DDA3 SHOTGUN C DRAW (ALT) EBB0 C3AC F2B0 C9AC CFAC D5AC 99BE DBAC BBBE CABE D9BE SHOTGUN SWEEP L 7BB1 B9B1 4EBE DDB7 76B0 C6B1 30BE 67AD CEB1 2ABE F2B1 R AND S QB SNEAK 28B1 32B8 5DB1 54BE 5ABE 63B1 30BE 42BE 6FB1 2ABE 48BE REVERSE PITCH R (ALT) FBB1 1BB2 2DB2 45B2 01A9 5FAD 30BE 67AD 76AD 2ABE 9AAD PRO T WAGGLE L EDA4 31A5 42A5 3CB8 52A5 ABA4 B4A4 BDA4 CFA4 E4A4 4EBE R AND S FLARE 87B2 62B9 7BB9 87B9 96B9 A6B9 99BE DBAC BBBE CABE D9BE PRO T WAGGLE R A0AD E9B8 EAAD 72B8 F6B8 5FAD 30BE 67AD 76AD 2ABE 9AAD ROLLOUT R 08A8 5AB8 E1A7 92BD 7CB8 8FB8 30BE 83A6 BBBE F0A7 D9BE ROLLOUT L 6EAB B4AB C8B8 9CBD DCB8 D2B8 86A7 30BE 36BE 2ABE 4EBE PLAY ACTION D BFB2 D7B9 BBB9 DEBD A0BD B7A3 BFA3 C8A3 CEA3 D7A3 DDA3 PRO T SCREEN EFB2 F3B9 7BBE A4BD 0BBA 21BA 99BE ACBE BBBE CABE D9BE PLAY ACTION C2B0 8DB0 36B9 A0BD 4FB9 D8AF BFA3 C8A3 CEA3 D7A3 DDA3 PWR FAKE Z POST FFB7 B8A6 5FA6 9BB8 7CB8 36BE 7EA6 83A6 89A6 3CBE 48BE WTE F-FLICKER DEA5 FEA5 9DA5 A0BD 46B8 B7A5 30BE 42BE 48BE 2ABE CAA5 SHOTGUN X CURL 2BB3 A8BD 2BBA 51BA 67BA 3EBA 99BE ACBE BBBE CABE D9BE R AND S Z FLY 63B3 6CBE 3CB8 B8BD A0BD 7DBA 99BE ACBE BBBE CABE D9BE PRO T FLARE D 9FB3 C2BD 87BA A8BA B5BA C6BD 99BE ACBE BBBE CABE D9BE OFFSET FLARE E C1B3 C4BA DABA CABD A0BD 8ABE 99BE ACBE BBBE CABE D9BE EONEBACK Z CROSS F5B3 ECBA 08BB 11BB 1EBB 29B4 99BE ACBE BBBE CABE D9BE FONEBACK FLARE A 36B4 6CBE 2BBB CABD 35BB 8ABE 99BE ACBE BBBE CABE D9BE T FLEA FLICKER 71B4 98B4 3FBB A8BA 2CB9 ABA4 B4A4 BDA4 CFA4 E4A4 4EBE PWR FAKE X FLY 8FA6 B8A6 5FA6 A4BD A0BD 50B8 7EA6 83A6 89A6 3CBE CAA5 SHOTGUN X DRIVE ACB4 54BB 69BB 3CB8 73BB A4BD 99BE ACBE BBBE CABE D9BE R AND S WING F5B4 31B5 7DBB A0BD 9CBD 9BBB 99BE ACBE BBBE CABE D9BE PLAYACTION Z IN E1AF 0FB9 19B9 A0BD CEBD D8AF BFA3 C8A3 CEA3 D7A3 DDA3 FLEA FLICKER 3CB5 6EB5 A5BB AFBB B9BB 5BAB 86A7 30BE 36BE 2ABE 4EBE PRO T FLARE C 82B5 6CBE C6BB A0BD 67BA DCBB 99BE ACBE BBBE CABE D9BE SHOTGUN WING BDB5 E6BB F9BB 0FBC 19BC 23BC 99BE ACBE BBBE CABE D9BE SHOTGUN XY BOMB EFB5 3CB8 2DBC A4BD A0BD 3ABC 99BE ACBE BBBE CABE D9BE R AND S Y UP 29B6 52BC 6DBC D6BD 77BC D2BD 99BE ACBE BBBE CABE D9BE X OUT AND FLY 66B6 81BC DABD 9ABC 7CB8 AABC 99BE ACBE BBBE CABE D9BE REV FAKE Z POST 26AA A5B8 78A9 52AA 7CB8 8ABE 99BE ACBE BBBE CABE D9BE SLOT L Z DRIVE 9BB6 B4BC C4BC CEBC D8BC E8BC 99BE ACBE BBBE CABE D9BE BACK X DEEP DFB6 F2BC 08BD CABD A0BD 8ABE 99BE ACBE BBBE CABE D9BE SHOTGUN Z S IN 15B7 15BD 28BD 32BD 47BD A4BD 99BE ACBE BBBE CABE D9BE REDGUN Z SLANT 43B7 51BD 6CBD 7FBD A4BD 3CB8 99BE ACBE BBBE CABE D9BE T FAKE SWEEP R (Alt Variation) 3AA3 4CA3 86A3 9DA3 AEA3 2EB8 BFA3 C8A3 75B7 D7A3 DDA3 R AND S SWEEP L (Alt ) CDA6 D8A6 3CBE 81B7 14A7 7BB7 7EA6 83A6 89A6 26A7 36BE R AND S SWEEP L (Alt) CDA6 D8A6 3CBE 54BE 14A7 7BB7 7EA6 83A6 89A6 26A7 36BE FB OFFTACKLE R 3EAB C9AB 7BB7 CCAA 66BE 05AC 32B8 30BE 36BE 2ABE 10AC FB OPEN L 8BA7 9FA7 E1A7 54BE F9A7 E7A7 30BE 83A6 BBBE F0A7 D9BE TOSS SWEEP R 2FA7 39A7 4DA7 9DA3 5ABE 4EBE 86A7 30BE CFA4 D7A3 36BE FB OFFTACKLE L (Alt) 15A6 26A6 5FA6 54BE A2A8 36BE 7EA6 83A6 89A6 3CBE 32B8 R AND S QB SNEAK (ALT) 28B1 32B8 5DB1 54BE 5ABE 63B1 30BE 69B1 6FB1 2ABE 75B1 SHOTGUN C DRAW EBB0 A5B7 F2B0 B4B7 B9B7 BEB7 99BE DBAC BBBE CABE D9BE REVERSE PITCH R FBB1 1BB2 2DB2 45B2 01A9 E8B7 30BE 67AD 2EB8 2ABE 9CB7 PRO T SCREEN (ALT) EEB7 F3B9 7BBE A4BD 0BBA 21BA 99BE ACBE BBBE CABE D9BE SHOTGUN X CURL (ALT) F4B7 A8BD 2BBA 51BA 67BA 3EBA 99BE ACBE BBBE CABE D9BE
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