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bruddog

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  1. Like
    bruddog got a reaction from SBlueman in 2022 Helmet changes...damn you Washington!   
    See examples of helmete and team data text. @JJT did the helmet graphics


  2. Like
    bruddog got a reaction from SBlueman in 2022 Helmet changes...damn you Washington!   
    @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.
  3. Like
    bruddog got a reaction from SBlueman in 2022 Helmet changes...damn you Washington!   
    It requires a different trick because the name is too long…
  4. Like
    bruddog got a reaction from TheRaja in Modifier to FG accuracy   
    This will skip past the yardline check and always set it to the twenty. 
     
    P1 side:
    SET (0x24502, 0xEAEAEAEAEAEAEAEAEAEA)
     
    P2 side:
    SET (0x24C8A, 0xEAEAEAEAEAEAEAEAEAEA)
     
    I didn't double check this but it should work
     
  5. Like
    bruddog got a reaction from TheRaja in FG AVOID KICK BLOCK FIX   
    This fixes the bug of the game always loading the worst avoid kick block value no matter what the kickers avoid kick block skill is. Found here: http://tecmobowl.org/topic/64764-big-buggame-is-always-loading-the-worst-avoid-kick-value/

     

     

    (SET 0x293E1, 0x8D) 

    (SET 0x293EB, 0x8D)

    (SET 0x29487, 0xAC)

     

    Thank you come again. 

  6. Haha
    bruddog got a reaction from TheRaja in TecmoBowlTools - Stat Extractor   
    I think if someone is still using nesticle in 2021 they have bigger problems than worrying about extracting states from the save.🤣
  7. Upvote
    bruddog reacted to chrittycren in Tecmo Bowl music added to Tecmo Super Bowl   
    Just by hearing the music in both games, it's safe to say that there are two different engines. Earlier games (Tecmo Bowl, Rygar, Ninja Gaiden, and Tecmo Baseball) have the same sounds and instrumentation while later games (Tecmo Super Bowl, Tecmo World Wrestling, Ninja Gaiden II & III, and Bad News Baseball) have the same sounds and instrumentation.
  8. Upvote
    bruddog got a reaction from ngunn421 in Play as 2nd player against CPU   
    To play as the correct side during man vs SKP/COM season mode (have to use P2 controller for away side). 
     
    Set (0x214BD, 0x38EA)
  9. Like
    bruddog got a reaction from buck in How can you edit logic so COM doesn't go for it on 4th down in a tie when inside their own end of the field?   
    Yes, about a minute after I posted, I came to the same conclusion that you did.  I must read your previous post too quickly.
  10. Upvote
    bruddog reacted to buck in How can you edit logic so COM doesn't go for it on 4th down in a tie when inside their own end of the field?   
    bruddog - I went all over this and already fixed it.  the logic path leads to loop22.  in loop22, after the scores are Compared (A5A0 C59F), there is a BCC (branch if carry clear) to Loop27 if offense winning.  then following that another BCC (9003) that won't get used because if the offense is losing or tied, the C flag won't be Clear. finally, it takes you to Loop40 where the offense is bound to run a play.
     
    basically, there should have been a "Greater Than (winning) or Equal To (tied)" check. the original programming only has the "greater than" part.
     
    Luckily, you can just overwrite that worthless BCC 9003 to an actual BEQ (branch if equal) F035 and jump to Loop27 - the same actions would be taken as if COM were winning (if ball is >= 50 yd line, will punt).  
     
    I've been testing this for the past 3 days and run multiple tests and scenarios.  it works. 
     
    SET(0x18808, 0xF035)
     
  11. Upvote
    bruddog got a reaction from buck in Possible to edit how quickly players get up?   
    I took a look into devolving this so that roll animations could be created

     

    at 0x1B109 we have the pointer to B132 + 10 for ines offset= 0x1B142

     

    From bucks earlier great work we have that pointer = quick flip back wards right (3 yards)

     

    General command code

    80 FF    = end of animation

    80 xx yy = load new sprite animation address

    81-8F xx = repeat direction for 0x01 to 0x0F frames where xx is the direction    

     

    everything else = direction to move sprite =yx= high nibble = y direction, low nibble = x direction. 

     

    examples

    01= move sprite right 1/8 yard

    10= move sprite down 1/8 yard

    0F= move sprite left 1/8 yard

    F0= move sprite up 1/8 yard

    44= move sprite right and down 1/2 yard

     

     

    @0x1B142 

    03               ; move right 3/8 of yards

    80 BD 24    ; load sprite upright at 45 degree angle graphic

    F3               ; move up 1/8, right 3/8

    F2               ; move up 1/8, right 2/8

    02               ; move right 2/8

    01               ; move right 1/8 

    00               ; do nothing

    01               ; move right 1/8

    82 00          ; do nothing 2 frames

    80 BD 28    ; load sprite on back graphic

    04               ; move right 4/8

    82 00          ; do nothing 2 frames

    22               ; move down 2/8, right 2/8

    00               ; do nothing

    F2               ; up 1/8, right 2/8

    00               ; do nothing

    F3               ; up 1/8, right 3/8

    00               ; do nothing

    02               ; right 2/8

    00               ; nothing

    11               ; down 1/8, right 1/8

    00               ; nothing

    10               ; down 1/8

    82 00          ; nothing for 2 frames

    01               ; right 1/8

    83 00          ; nothing for 3 frames

    01               ; right 1/8

    84 00          ; nothing for 4 frames

    80 BD 50    ; load player on side sprite graphic

    25               ; down 2/8 right 5/8

    8F 00          ; do nothing 15 frames

    8F 00          ; do nothing 15 frames

    8F 00          ; do nothing 15 frames

    80 FF          ; end of sequence

     

    Total down 1/4 yd Right 4.125 yds ~36 frames + 45 do nothing frames at end. 

  12. Upvote
    bruddog got a reaction from buck in Onsides kick hack...better recovery rate for P2   
    This hack makes recovering an onsides much more possible for player 2. This hack gives the ball a 20% chance of bouncing back towards the side that kicked it. I could make a better one but this fits without having to jump anywhere. 

     

    SET (0x2D9EA,0xA53CC933B006A98065AA85AA)

     

     

    Change the 33 to change how frequently the ball bounces back towards the side that kicked it

     

    FF = everytime

    00 = never

     

    This hack doesn't apply if the player catches the ball right when it hits. 

  13. Like
    bruddog got a reaction from buck in Tecmo Super Bowl Enable Slow Motion And Pause   
    Made a video for this hidden mode.
     
     
  14. Like
    bruddog got a reaction from TheRaja in TSB NES - Adding Longer Team Names (Team Data & Return From Injury Screen issue)   
    The player number location is at:
     
    0x2EC0B A0 3B A2 21
     
    You only need to be concerned with the 3B 21
     
    213B is the ppu address (aka where to draw it on the background)
     
    2000 would be the top left
    23FF would be the bottom right
  15. Like
    bruddog got a reaction from TheRaja in TSB NES - Adding Longer Team Names (Team Data & Return From Injury Screen issue)   
    2E84B is the location that sets the limit for the team name to 20 characters. 
     
    Its default value is 14h . In would go in even amounts since it is trying to center it. Max value should be 20h.  
  16. Like
    bruddog got a reaction from averagetsbplayer in TecmoBowlTools - Stat Extractor   
    I think if someone is still using nesticle in 2021 they have bigger problems than worrying about extracting states from the save.🤣
  17. Like
    bruddog got a reaction from TheRaja in Come back from INJURY chances   
    @TheRaja I don’t have the code in front of me but I’m pretty sure that is the pct chance they come back from probable
     
     
    Not sure if FF is never come back or just extremely unlikely… 1/256. 
     
    Examples 
    1. 0x40 = 1- (64/256) = 75% chance
    2. 0x80= 1 - (128/256) = 50% chance
  18. Like
    bruddog got a reaction from TheRaja in Increase/Decrease injury rate HACK....   
    Assuming you aren't using the hack in this thread then

     

    x25E74 P1 normal injury rate value

    x25E79 P1 KR/PR rate 

     

    x25E8C  P2 normal injury rate value

    x25E91  P2 KR/PR rate
  19. Thanks
    bruddog reacted to Knobbe in Bruddog 2008-2009 ROM BETA update (1-7-2010)   
    Should add this to the download section
     
  20. Thanks
    bruddog reacted to kidlavington in (NES) Bruddog's TSB2020 super hacks   
    Been playing this a lot lately.. the scores and situations are so realistic. Great game play and 2 point conversion options adds a lot. Thank you again for this
  21. Thanks
    bruddog got a reaction from Bolt in (NES) Bruddog's TSB2020 super hacks   
    View File Bruddog's TSB2020 super hacks
    This is my TSB2020 super hack version. This is based on my 2008 rom with custom plays. This is intended for a man vs man setting as some plays will cause the game to freeze in man vs com. 
     
    MAJOR HACKS
    1. 2pt conversion
    2. Custom defenses (you choose a defense instead of trying to pick a play)
    goaline run D 4-4 run d 4-3 run d 3-4 run D blitz pass D 4-3 pass D (best for spying QB) 3-4 pass D (ilb plays deep) dime ( double cover wr's)  3. Over 40 new plays like RB screen, WR screen, useable flea flickers 
    4. Switch sides at the end of each quarter
    5. Moving grapples
     
    USER MOVES (if turned on) 
    1. Spin move- press" B" to attempt a spin move.  You can fall, spin thru the defender or spin into the defender) 
    2. Attempt user popcorn (hold "A"  to attempt a man popcorn works better with high hp players
    3. Jump for pass. PRess "A" button to attempt to jump and block a pass
     
    NEW MOVES (can use always) 
    1.  Press "B" to move QB into shotgun
    2.  Press "SELECT" to down the ball
    3.  Press "START"  to attempt to throw the ball away OOB
    4. Tap B to throw a lob pass 
    5. hold B to throw a pass at the QB's normal passing speed
     
    MISC HACKS
    1. Angled punts
    2. Possible to block punt
    3. possible to shank puint
    4. Fast int returns (easy to take to the house)
    5. Speedy QB feet on dropbacks
    6. Crowd is home team color 
     
    Probably others I'm forgetting. 
    Submitter bruddog Submitted 09/25/2019 Category NFL By Year  
  22. Thanks
    bruddog got a reaction from SBlueman in Is an 18 week schedule possible in Tecmo Super Bowl for the NES?   
    Answering before looking but I think the result is the same since the total games wont  fit in the allocated space
  23. Like
    bruddog got a reaction from AZcards77 in Is an 18 week schedule possible in Tecmo Super Bowl for the NES?   
    So I got 95% of the hack done but there is another hack related to the schedule display right after where the extra schedule stuff needs to go.  It's a pain to fix the last 5 % without the enitre rom being rebuildable since i need to move that around to make room for an additional week of games in the rom. And then a bunch of stuff has to be shifted 
  24. Like
    bruddog got a reaction from fgqb#19nyj in Is an 18 week schedule possible in Tecmo Super Bowl for the NES?   
    So I got 95% of the hack done but there is another hack related to the schedule display right after where the extra schedule stuff needs to go.  It's a pain to fix the last 5 % without the enitre rom being rebuildable since i need to move that around to make room for an additional week of games in the rom. And then a bunch of stuff has to be shifted 
  25. Like
    bruddog got a reaction from SBlueman in Is an 18 week schedule possible in Tecmo Super Bowl for the NES?   
    So I got 95% of the hack done but there is another hack related to the schedule display right after where the extra schedule stuff needs to go.  It's a pain to fix the last 5 % without the enitre rom being rebuildable since i need to move that around to make room for an additional week of games in the rom. And then a bunch of stuff has to be shifted 
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