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bruddog

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  1. 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. 
     
     
  2. Haha
  3. Upvote
    bruddog got a reaction from SBlueman in Weather effects   
    Found some other major weather effects will post details soon.
  4. Like
    bruddog got a reaction from War6 in Weather effects   
    Found some other major weather effects will post details soon.
  5. Like
    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. 
  6. Upvote
    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. 
  7. Upvote
    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. 
  8. Like
    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. 
  9. Like
    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. 
  10. Like
    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). 
     
     
  11. Upvote
    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?
  12. Like
    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
  13. Like
    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. 
  14. Upvote
    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.
     
     
     
     
     
     

     
     
     
  15. Upvote
    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 =
  16. Like
    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. 
  17. Like
    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.
     
     
     
     
     
     

     
     
     
  18. Upvote
    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.
     
  19. 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. 
  20. Like
    bruddog got a reaction from Tundrayeti311 in NESTOPIA SAVE STATE LOCATIONS AND INFO   
    Solved via direct message on discord. 
  21. Thanks
    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)
  22. Upvote
    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
     
  23. Upvote
    bruddog reacted to GameplayLoop in (NES) TB12 Tecmo Super Bowl   
    1.0.2 update:
     RB - Corey Dillion MS from 75 to 69 
  24. Upvote
    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.
     
  25. 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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