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bruddog got a reaction from SBlueman in What is your take on how the original game handled 4-3 defenses?
Well the 3-4 scheme as a default is getting pretty outdated for modern NFL. Most teams "base" defense is nickel. If anything one of the LB's should be an extra cornerback for most teams.
It's one thing I never liked...LB3 picks up a ton of sacks on picked plays.
I almost always aligned 4-3 teams as follows
RE= ROLB
DT= RE
DT =NT
LE= LE
WLB = RILB
MLB = LILB
SLB= LOLB
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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.
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bruddog got a reaction from TheRaj in Playoff tiebreakers used in Tecmo
Added final tiebreaker: Coin toss (50% Random number)
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bruddog got a reaction from RAIDERCRITIQUE in Play as 2nd player against CPU (Player 2)
To play as the correct side during man vs SKP/COM season mode (have to use P2 controller for away side).
Set (0x214BD, 0x38EA)
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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.
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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)
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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.
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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.
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bruddog got a reaction from buck in Tecmo Super Bowl Enable Slow Motion And Pause
Made a video for this hidden mode.
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bruddog got a reaction from TimBone in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Hello all,
Over a period of years I managed to reverse engineer the entire Tecmo Super Bowl game into 6502 assembly source code with every piece of code documented and every variable labeled. There was a potential project in the works with said code but that project looks all but dead now. Because of that I am targeting the 30 year anniversary of TSB as the date I will publicly post all of the reverse engineered source code.
-Bruddog
View full article
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bruddog got a reaction from tonibiles in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Sorry this is going to be delayed for personal reasons.
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bruddog got a reaction from TheRaj 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
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bruddog got a reaction from TheRaj 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.
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bruddog got a reaction from Ghost in Injury Question
Yes,
The injury statusus are stored in the state file.
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bruddog got a reaction from TheRaj 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.🤣
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bruddog got a reaction from TheRaj 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
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bruddog reacted to Donnie Dohnson in Yearly roms critique
I haven't played @gojiphen malor's ROM yet - I love it - but,
So far ...
@SBlueman's is hardest - I love it.
then @Tecmonster's - love it.
then T-Borg/@Knobbe's - love it.
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bruddog got a reaction from TheRaj 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
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bruddog reacted to Knobbe in Bruddog 2008-2009 ROM BETA update (1-7-2010)
Should add this to the download section
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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
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bruddog got a reaction from Donnie Dohnson 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
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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
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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
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bruddog got a reaction from buck in Countdown to Tecmo Super Bowl source code (reverse engineered) release date: Dec 13, 2021
Hello all,
Over a period of years I managed to reverse engineer the entire Tecmo Super Bowl game into 6502 assembly source code with every piece of code documented and every variable labeled. There was a potential project in the works with said code but that project looks all but dead now. Because of that I am targeting the 30 year anniversary of TSB as the date I will publicly post all of the reverse engineered source code.
-Bruddog
View full article
-
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