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bruddog got a reaction from Kevin Vernon in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Was hoping to push it out today but need to change/fix a few more things.
Friday at the latest
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bruddog got a reaction from MajorLee in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Was hoping to push it out today but need to change/fix a few more things.
Friday at the latest
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bruddog got a reaction from War6 in Editing Large Helmets
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
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bruddog reacted to SoulidifiedX in Considering building a website that supports multiple techmo bowl leagues.
Yea, a little background, I own an IT company (20 years running), My brother and I have been Tecmo bowl fans since it came out. He is a diehard Ram fan, I am a Niner fan, so the Everett vs Montana rivalry on Techmo Bowl was out of control lol
We are moving to design a website with full content management , that can automate league creation on the server side, and make things very user friendly. Once we have our "game plan" developed (over next month), I will run it by the forum for feedback.
Our assembly language guys are excited to dig into this.
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bruddog got a reaction from SoulidifiedX in Considering building a website that supports multiple techmo bowl leagues.
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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bruddog got a reaction from MajorLee in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Still targeting some time in April…
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bruddog got a reaction from Nelson79 in Agility controls how fast you change directions
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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bruddog got a reaction from SBlueman in WR1 and WR2 have a chance to pause their route
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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bruddog got a reaction from AZcards77 in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Still targeting some time in April…
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bruddog got a reaction from AZcards77 in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Hope is still alive…maybe April of this year.
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bruddog got a reaction from SBlueman in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Still targeting some time in April…
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bruddog got a reaction from SBlueman in TSB3 Man vs man and man vs com collisions/grappling
More info figured out.
The computer gets a random amount of presses....
75% chance to get one press every 9 frames...
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bruddog got a reaction from SBlueman in Agility controls how fast you change directions
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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bruddog got a reaction from palmcd in TSB3 weather impact
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.
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bruddog got a reaction from War6 in Weather effects
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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bruddog got a reaction from SBlueman in Weather effects
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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bruddog got a reaction from United Crypto in (NES) TB12 Tecmo Super Bowl
Holy juice for NE. Lol For reference the 49ers are 345 on the original rom. The Colts are a 30. Average team around 200.
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bruddog got a reaction from MG3974 in CAN SOMEONE PLEASE DO OTHER VERSION OF SNES TECMO SUPER BOWL III FINAL EDITION PLEASE?
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bruddog got a reaction from SBlueman in Weather effects
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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bruddog got a reaction from SBlueman in TSB3 weather impact
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.
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bruddog got a reaction from SBlueman in TSB3 Man vs man and man vs com collisions/grappling
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