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bruddog

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  2. Upvote
    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

  3. Upvote
    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.
     
     
  4. Thanks
    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.
  5. Like
    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…
  6. Upvote
    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. 
  7. Like
    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.
  8. Like
    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…
  9. Like
    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. 
  10. Upvote
    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…
  11. Like
    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... 
     
  12. Upvote
    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. 
  13. Like
    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. 
  14. Upvote
    bruddog got a reaction from War6 in Weather effects   
    Yes
  15. Like
    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 
  16. Upvote
    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 
  17. Like
    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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  21. Like
    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. 
     
     
  22. Like
    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. 
  23. Like
    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 
  24. Upvote
    bruddog got a reaction from War6 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. 
     
     
  25. Upvote
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