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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 Weather effects
Found some other major weather effects will post details soon.
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bruddog got a reaction from War6 in Weather effects
Found some other major weather effects will post details soon.
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bruddog got a reaction from lorak in Weather effects
Found the weather flag last night that is checked for a few things
Its it $025F in memory
0x80 = rain
0x40 = snow
0x00 = clear
When you dropback for a pass you have a 0x10 (16/256) chance of slipping in the rain and a 0x18 (24/256) chance of slipping in the snow.
If your QB, defender or punt returner (need to double check the last one) gets tackled in the rain or snow their fumble chance is 0x10 (16/256) vs 0x0c (12/256).
So far that's the only weather effects that I'm finding.
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bruddog got a reaction from War6 in Player rating lookup table value differences
For the most part the attribute (pass control, max speed ,etc) look up tables value are the same in the snes as the nes but there are a few differences:
1. Ball Control. a 50 ball control player in SNES is the same as a 56 ball control player in NES.
2. Running Speed. Rushing Power in the SNES is what Running Speed is in the NES. With that point a 31 Rushing power player is equivalent to a 44 Running Speed player in the NES. This is another reason
beyond the raw player ratings why running/juking is harder in this version. The average defender has LT level running speed.
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bruddog got a reaction from War6 in Weather effects
Found the weather flag last night that is checked for a few things
Its it $025F in memory
0x80 = rain
0x40 = snow
0x00 = clear
When you dropback for a pass you have a 0x10 (16/256) chance of slipping in the rain and a 0x18 (24/256) chance of slipping in the snow.
If your QB, defender or punt returner (need to double check the last one) gets tackled in the rain or snow their fumble chance is 0x10 (16/256) vs 0x0c (12/256).
So far that's the only weather effects that I'm finding.
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bruddog got a reaction from SBlueman in Player rating lookup table value differences
For the most part the attribute (pass control, max speed ,etc) look up tables value are the same in the snes as the nes but there are a few differences:
1. Ball Control. a 50 ball control player in SNES is the same as a 56 ball control player in NES.
2. Running Speed. Rushing Power in the SNES is what Running Speed is in the NES. With that point a 31 Rushing power player is equivalent to a 44 Running Speed player in the NES. This is another reason
beyond the raw player ratings why running/juking is harder in this version. The average defender has LT level running speed.
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bruddog got a reaction from SBlueman in Weather effects
Found the weather flag last night that is checked for a few things
Its it $025F in memory
0x80 = rain
0x40 = snow
0x00 = clear
When you dropback for a pass you have a 0x10 (16/256) chance of slipping in the rain and a 0x18 (24/256) chance of slipping in the snow.
If your QB, defender or punt returner (need to double check the last one) gets tackled in the rain or snow their fumble chance is 0x10 (16/256) vs 0x0c (12/256).
So far that's the only weather effects that I'm finding.
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bruddog got a reaction from Knobbe in SNES TSB1 w/NES Play Graphics
I am going to post something hopefully in the next month or so. I have been using diztinguish with bsnes to do a lot of the hard work with snes roms (variable register sizes). Luckily a decent amount of the reverse engineering I did for nes
ports over to the nes. There is obviously lots of things that are more complicated and different (graphics engine, sound engine).
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bruddog reacted to SBlueman in Use Quickness For Pass Incompletions
DL - 38/13/6
LB - 63/25/6
DB - 81 /50/19
That seem reasonable as Max/Mid/Min values?
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bruddog got a reaction from SBlueman in Use Quickness For Pass Incompletions
In man vs com… DL and OLB are almost never covering anybody because their player scripts are just to pass rush.
I guess you could go as low as 6 ya. Max would be 81-88 (example revis island)
max for a lb would be less maybe 50-63 (example derrick brooks)
dt should be capped pretty low
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bruddog got a reaction from SBlueman in Use Quickness For Pass Incompletions
Not a fan of automatically tiering the teams like that. For example in 91 the eagles were so far away from the rest of the league yet they’d get the same boost as the 8th best team. That makes no sense. Now obviously a big part of their pass defense was their pass rush and not necessarily the coverage.
You have to start from scratch with players quickness ratings not bump their existing stuff up or down.
average db = 50 quickness
average lb = 25 quickness
average dl = 13 quickness.
Maybe higher for CBs and less for safties. Higher for ilb and less for olb.
Not a lot of coverage stats to go on for old school rosters but all-pro, passes defensed, draft position, defensive position might help.
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bruddog got a reaction from Ghost in Random thoughts on ranking players
The problem is most basic formulas assume each notch of an attribute is worth the same amount but thats not really the case for SOME things in tecmo.
One easy example is running back hitting power
Rb hitting power is basically worth 0 until you get to maybe 88. At least in man vs man game. But then its kind if exponential because 94 hp popcorns way more defenders and then 100 hp even more.
So you need a lookup table of values.
Passing speed is a weird on in that mid level passing speed is probably the best overall especially with a fast wr.
High passing speed results in very few jjs and having to hold the ball forever for very long passes. Its good for quick strikes though.
Super low passing speed tends to have more wild overthrows and makes it tough to sneak passes in tight spaces.However a kreig paired with a 56+ wr is a nightmare on 70 yd+ passes as you defender and the drones will get “no locked” a ton.
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bruddog reacted to xplozv in NES, SNES TSB I, II, & III, GEN TSB I
SNES TSB I Madden Style Passing With Icons Above Players Heads
A text file with all the necessary SET commands are attached. These assumes you're using a headerless rom without any modifications to the original playbook.
HB = B, FB = Y, WR1 = L, WR2 = R, TE = X
SNES MADDEN PASSING FULL.TXT
Timing of Snap Exchange b/n C & QB
NES =
SET(0x28CAE,0x01)
SNES TSB I =
SET(0x196A0,0x01)
SNES TSB III =
SET(0x1A22D,0x01)
How Long Diving Animation Takes (default = 07)
NES =
SET(0x2AAA9,0x01)
SNES TSB I =
SET(0x1BB23,0x01)
SNES TSB III =
SET(0x1CD26,0x01)
Better Tackling Without COM Diving
NES =
SET(0x28DD6,0xA299EAEAEA90E1A90120CBDA4CAE8DA90120CBDA4CAE8D)
SET(0x28E9C,0xA299EAEAEA90ADA90120CBDA4C408EA90120CBDA4C408E)
SNES TSB I =
SET(0x197F4,0xA230EAEAEA90DBE220A90120DE804CD697E220A90120DE80)
SET(0x198D2,0xA230EAEAEA90A7E220A90120DE804C8098E220A90120DE80)
SNES TSB II =
SET(0x1A356,0xA230EAEAEA90DBE220A90120F6804C38A3E220A90120F680)
SET(0x1A434,0xA230EAEAEA90A7E220A90120F6804CE2A3E220A90120F680)
SNES TSB III =
SET(0x1A38D,0xA230EAEAEA90DBE220A90120F6804C6FA3E220A90120F680)
SET(0x1A46B,0xA230EAEAEA90A7E220A90120F6804C19A4E220A90120F680)
GENESIS TSB I =
At x27F14, 4E 71 4E 71 64 C0 70 01 4E B9 00 02 6C 8A 4E FA FF B6 70 01 4E B9 00 02 6C 8A
At x28070, 4E 71 4E 71 64 00 FF 5C 70 01 4E B9 00 02 6C 8A 4E FA FF 50 70 01 4E B9 00 02 6C 8A
Faster Handoffs, Pitches, Snaps & Player Control
NES =
SET(0x2A95D,0x01) QB Handoff/Fake Handoff Animation Speed
SET(0x2A981,0x01) Player Recieving Handoff or Fake Handoff Animation Speed
SET(0x2A98D,0x01) Player Has Immediate Control Upon Handoff
SET(0x2A9D8,0x01) QB Pitch Animation Speed
SNES TSB I =
SET(0x1B989,0x01) QB Handoff/Fake Handoff Animation Speed
SET(0x1B9B8,0x01) Player Recieving Handoff or Fake Handoff Animation Speed
SET(0x1B9C6,0x01) Player Has Immediate Control Upon Handoff
SET(0x1BA1D,0x01) QB Pitch Animation Speed
SNES TSB II =
SET(0x1CAA1,0x01) QB Handoff/Fake Handoff Animation Speed
SET(0x1CAD0,0x01) Player Recieving Handoff or Fake Handoff Animation Speed
SET(0x1CADE,0x01) Player Has Immediate Control Upon Handoff
SET(0x1CB35,0x01) QB Pitch Animation Speed
SNES TSB III =
SET(0x1CB7F,0x01) QB Handoff/Fake Handoff Animation Speed
SET(0x1CBAE,0x01) Player Recieving Handoff or Fake Handoff Animation Speed
SET(0x1CBBC,0x01) Player Has Immediate Control Upon Handoff
SET(0x1CC13,0x01) QB Pitch Animation Speed
GENESIS TSB I =
At x2AEE9, 01 QB Handoff/Fake Handoff Animation Speed
At x2AF27, 01 Player Recieving Handoff or Fake Handoff Animation Speed
At x2AF39, 01 Player Has Immediate Control Upon Handoff
At x2AFB5, 01 QB Pitch Animation Speed
Better Stats Screen, Stats at End of Quarters & Skip to Main Menu
NES =
SET(0xE0AC,0x1EAE1EAE) Shortens Stats Screen Cutscene
SET(0xEE2E,0xFC42AE) Shortens Stats Screen Cutscene
SET( 0x22109, 0x4E ) Add Stats to End of 1st quarter
SET( 0x22113, 0x4E ) Add Stats to End of 2nd quarter
SET( 0x2213D, 0x4E ) Add Stats to End of 3rd quarter
SET(0x20038,0x4C8980) Skip to Main Menu when you load the rom
Change MAN vs COA to COM vs MAN w/50-50 Chance of Playing On Either Side During Season
NES =
SET(0x2019F,0x20) Preseason
SET(0x20856,0x20) Pro Bowl
SET(0x1E1B6,0x434F4D205653204D414E) Changes MAN VS COA to COM VS MAN in preseason & pro bowl menu
SET(0x214BD,0xC97F) 50/50 Chance of playing from right or left side during season on game by game basis
Tony Romo Fumbled Snap Hacks
NES =
SET(0x28CE5,0x4CCBFFEAEA) Jump to Shotgun Snap Code
SET(0x3FFDB,0xA53BC901B008A92020CBDA4CDA8CA90120CBDA4CDA8C) How often shotgun snap is fumbled
SET(0x28D39,0x4CB5FFEAEA) Jump to FG Snap Code
SET(0x3FFC5,0xA53BC901B008A92420CBDA4C2E8DA90120CBDA4C2E8D) How often ROMO fumbles the fg snap
SET(0x292EC,0x4C95BFEAEA) Jump to Punter Snap Code
*** Make sure nothing is located where the next punter snap code is going ***
SET(0x2BFA5,0xA53BC901B008A93C20CBDA4CE192A90120CBDA4CE192) How often the punter fumbles the long snap
SET(0x4E42,0x2ABE) These next two keeps FG Kicker from recovering fumble as he would immune to tackles
SET(0x4E5A,0x2ABE)
SET(0x4E9E,0x77BF) These next two jump to recovering player's speed
SET(0x4ECE,0x77BF)
SET(0x9F87,0xE100E200E300E000E4DFFEFF)Adjust recovering player's speed here
Control Percentage of Defensive Jumping
NES TSB = SET(0x29BD8,0xA53BC940B00AEAEA)
Snap Loft & Speed, Pitch Loft & Speed
GENESIS TSB I = (All Original Values)
At x27DBB, 06
At x27DC3, 40
At x2AFDD, 06
At x2AFE5, 40
Change 80-8A Follow Command to 2PT Stance After Motion Instead of 3PT Stance
NES =
SET(0x28872,0xA024A2BC4C2D96)
CPU Mojo Hack:(found for NES & SNES TSB1 already)
SNES TSB II = x1a05e--ea ea
SNES TSB III = x1a095--ea ea
Adjust Injury Rate Hack (found for NES already)
SNES TSB I = x13a61--c9 xx
SNES TSB II = x13df6--c9 xx
SNES TSB III = x13f5b--c9 xx
Preseason Injuries(found for NES already)
SNES TSB I = x123bf--02
SNES TSB II = x12754--02
SNES TSB III = x12929--02
Remove Defensive Diving (found for NES already)
SNES TSB I = x1aa0e--ea ea ea
SNES TSB II = x1ba30--ea ea ea
SNES TSB III = x1ba59--ea ea ea
Remove Offensive Diving
SNES TSB I = x1a76e--ea ea ea
SNES TSB II = x1b7f3--ea ea ea
SNES TSB III = x1b82c--ea ea ea
Remove Defensive Jumping (found for NES already)
SNES TSB I = x1a9fc--ea ea ea
SNES TSB II = x1ba1e--ea ea ea
SNES TSB III = x1ba47--ea ea ea
Remove Offensive Jumping
SNES TSB I = x1a752--ea ea ea
SNES TSB II = x1b7d7--ea ea ea
SNES TSB III = x1b810--ea ea ea
Default Presses to Win Grapple (found for NES already)
SNES TSB I = x18d88--xx
SNES TSB II = x19202--xx
SNES TSB III = x19267--xx
Default Grapple Time (found for NES already)
SNES TSB I = x18d7f--xx
SNES TSB II = x191f9--xx
SNES TSB III = x1925e--xx
Kickoff Positions & Arc of Kickoff
SNES TSB I =
Arc of Kickoffs SET(0x1B3E6,0x3C)
Kickoff Position 30yd line Player 1 SET(0x10C6C,0xA060A207)
Kickoff Position 30yd line Player 2 SET(0x1005B,0xA0A0A208)
SNES TSB II =
Arc of Kickoffs - x1c600 -- change 3c
Kickoff Position 30yd line Player 1 - x10e3a -- a0 60 a2 07
Kickoff Position 30yd line Player 2 - x10074-- a0 a0 a2 08
SNES TSB III =
Arc of Kickoffs - x1c6de -- change 3c
Kickoff Position 30yd line Player 1 - x10f2e -- a0 60 a2 07
Kickoff Position 30yd line Player 2 - x10079 -- a0 a0 a2 08
Shorter Punts & Arc of Punts
SNES TSB I =
Arc of Punts SET(0x19F50,0x33)
Shorten Punts SET(0x19F3B,0x60)
SNES TSB II =
Arc of Punts - x1abcd -- change 33
Shorten Punts - x1abb8 -- change a0
SNES TSB III =
Arc of Punts - x1abfb -- change 33
Shorten Punts - x1abe6 -- change a0
Increased Kickoff Length (16yd to back of endzone)
SNES TSB I =
From 30yd line:
SET( 0x1B3D6, 0x4CE6CF )
SET( 0x1CFE6, 0xA50D4AA50C6A1869BAA8A9016900AA4CE1B3 )
SNES TSB II =
From 30yd line:
x1c5f0 -- 4c d3 e2
x1e2d3 -- a5 0d 4a a5 0c 6a 18 69 ba a8 a9 01 69 00 aa 4c fb c5
SNES TSB III =
From 30yd line:
x1c6ce -- 4c ee e4
x1e4ee -- a5 0d 4a a5 0c 6a 18 69 ba a8 a9 01 69 00 aa 4c d9 c6
Franchise QB Hack
This hack comes by way of jstout's magic. On pass plays, you control the QB. When a player catches the ball, the COM takes over and runs for you.
NES TSB = x29139 -- a9 43 85 eb a9 b8 85 ec
SNES TSB I = x19c41 -- a9 f1 bf
SNES TSB II = x1a89f -- a9 11 be
SNES TSB III = x1a8c9 -- a9 11 be
GENESIS TSB I = x2854c -- 00 03 70 3a
Single Defender Control
Control only one defender all game long(Jstout did this hack for me on the NES version a while back; just porting it to the other versions)
NES TSB =
SNES TSB I =
RE
Player 1:
SET( 0x1241A, 0x4B )
SET( 0x12420, 0x0C0C )
SET( 0x124FE, 0xEAEAA900 )
SET( 0x12517, 0xA900850D )
Player 2:
SET( 0x1254A, 0x4B )
SET( 0x12550, 0x6C0D )
SET( 0x1262E, 0xEAEAA980 )
SET( 0x12647, 0xA980850D )
NT
Player 1:
SET( 0x1241A, 0x4C )
SET( 0x12420, 0x2C0C )
SET( 0x124FE, 0xEAEAA901 )
SET( 0x12517, 0xA901850D )
Player 2:
SET( 0x1254A, 0x4C )
SET( 0x12550, 0x8C0D )
SET( 0x1262E, 0xEAEAA981 )
SET( 0x12647, 0xA981850D )
LE
Player 1:
SET( 0x1241A, 0x4D )
SET( 0x12420, 0x4C0C )
SET( 0x124FE, 0xEAEAA902 )
SET( 0x12517, 0xA902850D )
Player 2:
SET( 0x1254A, 0x4D )
SET( 0x12550, 0xAC0D )
SET( 0x1262E, 0xEAEAA982 )
SET( 0x12647, 0xA982850D )
RO
Player 1:
SET( 0x1241A, 0x4E )
SET( 0x12420, 0x6C0C )
SET( 0x124FE, 0xEAEAA903 )
SET( 0x12517, 0xA903850D )
Player 2:
SET( 0x1254A, 0x4E )
SET( 0x12550, 0xCC0D )
SET( 0x1262E, 0xEAEAA983 )
SET( 0x12647, 0xA983850D )
RI
Player 1:
SET( 0x1241A, 0x4F )
SET( 0x12420, 0x8C0C )
SET( 0x124FE, 0xEAEAA904 )
SET( 0x12517, 0xA904850D )
Player 2:
SET( 0x1254A, 0x4F )
SET( 0x12550, 0xEC0D )
SET( 0x1262E, 0xEAEAA984 )
SET( 0x12647, 0xA984850D )
LI
Player 1:
SET( 0x1241A, 0x50 )
SET( 0x12420, 0xAC0C )
SET( 0x124FE, 0xEAEAA905 )
SET( 0x12517, 0xA905850D )
Player 2:
SET( 0x1254A, 0x50 )
SET( 0x12550, 0x0C0E )
SET( 0x1262E, 0xEAEAA985 )
SET( 0x12647, 0xA985850D )
LO
Player 1:
SET( 0x1241A, 0x51 )
SET( 0x12420, 0xCC0C )
SET( 0x124FE, 0xEAEAA906 )
SET( 0x12517, 0xA906850D )
Player 2:
SET( 0x1254A, 0x51 )
SET( 0x12550, 0x2C0E )
SET( 0x1262E, 0xEAEAA986 )
SET( 0x12647, 0xA986850D )
RC
Player 1:
SET( 0x1241A, 0x52 )
SET( 0x12420, 0xEC0C )
SET( 0x124FE, 0xEAEAA907 )
SET( 0x12517, 0xA907850D )
Player 2:
SET( 0x1254A, 0x52 )
SET( 0x12550, 0x4C0E )
SET( 0x1262E, 0xEAEAA987 )
SET( 0x12647, 0xA987850D )
LC
Player 1:
SET( 0x1241A, 0x53 )
SET( 0x12420, 0x0C0D )
SET( 0x124FE, 0xEAEAA908 )
SET( 0x12517, 0xA908850D )
Player 2:
SET( 0x1254A, 0x53 )
SET( 0x12550, 0x6C0E )
SET( 0x1262E, 0xEAEAA988 )
SET( 0x12647, 0xA988850D )
FS
Player 1:
SET( 0x1241A, 0x54 )
SET( 0x12420, 0x2C0D )
SET( 0x124FE, 0xEAEAA909 )
SET( 0x12517, 0xA909850D )
Player 2:
SET( 0x1254A, 0x54 )
SET( 0x12550, 0x8C0E )
SET( 0x1262E, 0xEAEAA989 )
SET( 0x12647, 0xA989850D )
SS
Player 1:
SET( 0x1241A, 0x55 )
SET( 0x12420, 0x4C0D )
SET( 0x124FE, 0xEAEAA90A )
SET( 0x12517, 0xA90A850D )
Player 2:
SET( 0x1254A, 0x55 )
SET( 0x12550, 0xAC0E )
SET( 0x1262E, 0xEAEAA98A )
SET( 0x12647, 0xA98A850D )
GENESIS TSB I =
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bruddog got a reaction from War6 in Official SNES Hacking Thread
Some positive news for the SNES folks.
Using Diztinguish https://github.com/IsoFrieze/DiztinGUIsh/releases with https://github.com/binary1230/bsnes-plus/releases per the insturctions here:
https://github.com/IsoFrieze/DiztinGUIsh/blob/master/TRACE CAPTURE INSTRUCTIONS.md
makes it so a huge chunk of the raw disassembly can be automated.
The other good news is the sequence of instructions and sequence of memory locations are identical in many cases. This will make "porting" reverse engineering of the NES version a lot easier if I ever have time. Will try and post a dump at some point.
I was also able to modify my java based condition checker to work with the zsnes emulator.
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bruddog got a reaction from BO FB Offtackle Left in Random thoughts on ranking players
The problem is most basic formulas assume each notch of an attribute is worth the same amount but thats not really the case for SOME things in tecmo.
One easy example is running back hitting power
Rb hitting power is basically worth 0 until you get to maybe 88. At least in man vs man game. But then its kind if exponential because 94 hp popcorns way more defenders and then 100 hp even more.
So you need a lookup table of values.
Passing speed is a weird on in that mid level passing speed is probably the best overall especially with a fast wr.
High passing speed results in very few jjs and having to hold the ball forever for very long passes. Its good for quick strikes though.
Super low passing speed tends to have more wild overthrows and makes it tough to sneak passes in tight spaces.However a kreig paired with a 56+ wr is a nightmare on 70 yd+ passes as you defender and the drones will get “no locked” a ton.
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bruddog got a reaction from Ghost in In Game Juice
Sorry ghost, what you are describing simply does not occur.
I have reversed engineer every piece of the code and there are no in game boosts for the computer based on the current score.
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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 Tundrayeti311 in NESTOPIA SAVE STATE LOCATIONS AND INFO
Solved via direct message on discord.
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bruddog got a reaction from kamphuna8 in Play as 2nd player against CPU (Player 2)
These are the correct locations
SET(0x1E203, 0x20434F4D205653204D414E2020)
SET(0x201B9, 0xA9208575)
SET(0x2086b, 0xA9208575)
SET(0x214BF, 0xEAEA)
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bruddog got a reaction from Eamon in Randomize sound loop used for each play.
There are 8 possible sound loops that get played after the snap:
$42, ; PRESEASON song P1
$43, ; PRESEASON song P2
$3C, ; PRO-BOWL song P1
$3D, ; PRO-BOWL song P2
$40, ; SEASON song P1
$41, ; SEASON song P2
$3E, ; PLAYOFF song P1
$3F ; PLAYOFF song P2
This hack randomizes which song gets played for every snap
0x255EC = 0xEAA53C2907EA
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bruddog reacted to GameplayLoop in (NES) TB12 Tecmo Super Bowl
1.0.2 update:
RB - Corey Dillion MS from 75 to 69 -
bruddog reacted to GameplayLoop in (NES) TB12 Tecmo Super Bowl
Absolutely! Uniquely, the Patriots roster consists of some of the best players from 2000-2019. My design was to give them a balance of players on both offense and defense that were represented in the two decades across Brady's playing career. Corey Dillon is represented by a 1600+ yard rushing season. Moss and Welker during '07. Early Gronk. I mean--they're stacked. So absolutely they are scored like an All-Pro team. And, honestly, for a rom like this, it both rewards Patriots fans to be able to control some of the past dynastic greats, and it gives the haters a clear adversary in the game. It's a win/win.
The rest of the roster numbers you have here are fascinating to me! I strangely don't have those exact numbers, BUT, the elegant heatmap coloring in your image of the cells does a pretty good job illustrating each team's focuses. Like, I would love to use the sheet you're using for this chart to actually make a graphic from it. I think it would go a long way in helping to flesh out the experience playing as each team. Any chance you're willing to share with me just a flat copy of this sheet where you've screenshot this image?
The rosters were made from ascending/descending player & team stats in various spreadsheets. I assigned those rankings OG TSB player stat sets, adjusting the stat sets in my rom for more unique characteristics--like Gronk's HP, and whatnot. OG TSB has so many duplicate stat sets across player positions, that a goal of mine was to also customize them across the board in incremental ways to actually make them unique, if even marginally. Some of those incremental attribute boosts are superficial, like QB HP bumps. I definitely stay very true to the OG player stat sets, though, with some subtle variation here or there.
What I may not have paid as much attention to in my rom is in comparing overall team composition to OG TSB. From the onset, I knew teams would rate differently in the end on the whole than OG TSB, because I was selecting (more often than not) unique opponent teams for the Patriots. So for instance, teams that had good defenses in their own season year might be less so in a game consisting of teams from many different seasons. But absolutely my focus leaned more heavily in player-to-OG player comparison than team-to-OG team.
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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.