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snatches

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About snatches

  • Birthday 01/05/1978

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    NC

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    http://www.nflpicker.com
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    snatches1

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  1. Nothing on the Front Page. No posts about it in the top 10 topics. Apparently the results from the NYC tourney still continue to remain decidedly in effect, furthermore, more important than Tecmo Bowl on the Wii.
  2. http://www.nintendo.com/gamemini?gameid ... x1zZej5J09 I can't beleive I haven't already seen a post about this. My friend said he already got it but I haven't seen any images yet. He said that the rosters did not have any names but the teams were there. I'm guessing that's because they weren't NFL licensed for that stuff. If anyone else has better access to a Wii I'd love to see some images!
  3. Has anyone accomplished this feat? Can someone point me to info on getting ROMs on a DS?
  4. this sucks! I'm gonna have to re-code some parts of tecmophile to make this work. Damn.
  5. 2 things: 1. a hatred of the opposite sex. and 2. lots and lots of free time. Fortunately, one begets the other in most cases so you should already no if your good to start editing a rom.
  6. I tried that, but the "to" and "from" address fields will only allow 4-chars, and the juice data is located from x1df10 to x1df64. Am I missing something here? Can you use the condition field somehow to stop when accessing these locations?
  7. I also did some testing and can confirm that all 0F's makes the CPU impossible to beat. They tackled me in the endzone on a kickoff for a safety, if that paints the picture for you. Unfortunately, I was disappointed to find out that the same effect does not occur when you play as COA vs. CPU. I played quite a few games in both Preseason and Season to see if there was a difference in the difficulty. I won some and lost some in both modes, leaving me wondering if there is any difference at all b/w the two play modes. More importantly, the way the CPU played was identical to the way they played before I set the initial "juice" variables to all 0F's. I was really hoping there was a global way of juicing the CPU while playing as COA, but no dice. I also downloaded that FCEXU emulator and tried to use the trace logger to see if any data from the addresses listed above was accessed in any way during COA mode. I'm not sure if I had it working properly, but after searching the trace log file that was created I did not see that those CPU "juice" values were accessed in any way.
  8. Just wanted to post my conversation with jstout just in case anyone else was following this. jstout, post your results when you get a chance! (5:19:50 PM) snatches1: thanks for that cpu juice info, that is going to be very helpful for my league (5:20:08 PM) Jlstout123: No problem. I've had that info for a long time (5:21:29 PM) snatches1: i'm not convinced that preseason = week 1 values though (5:22:41 PM) Jlstout123: I was getting ready to answer your question at the board. The FCEUXD emulator that came out a while back has saved me a lot of time for testing stuff. The emulator can be set to highlight and show which bytes are used. So I do know exactly which ones are get loaded. (5:23:46 PM) snatches1: i figured you would say that, which just confuses me. I just have this gut feeling that it is more difficult to defeat the cpu in pre-season than in week 1 (5:24:34 PM) Jlstout123: I don't think so. I've never had a problem with destroying the CPU during preseason (5:25:01 PM) snatches1: I would hope not (5:25:17 PM) snatches1: remember, my comments all come from a COA perspective (5:25:53 PM) Jlstout123: Ok, you want me to load up a COA in preseason and week 1 and see what loads? (5:26:17 PM) snatches1: I'd love for you to, actually (5:26:35 PM) Jlstout123: Ok. I'll load up a game and do a few plays then test the next one (5:26:49 PM) snatches1: i probably need to get my hands on FCEUXD as well (5:27:31 PM) Jlstout123: Yeah, 2 versions are out there at the moment. The original and the SP version which added some features to the debugger (5:31:54 PM) snatches1: hey, I gotta run. if you would, just IM me your results or post them on the forum. I'm sure everyone would be interested in the results.
  9. I'm really going to have to do some testing to prove this to myself. I doubt one could really tell the difference if they are playing MAN against SF CPU in Week 1 or pre-season. Either way, you'll torch them. But play those games in COA mode and I think you will see a difference, or at least that's what I'd like to prove. No disrespect jstout, I'm just hung-up on this. How do you KNOW that the same values are used for both pre-season and week 1? Are you using a program that sniffs which values are loaded at gametime? This brings up another question: Does the CPU go back and adjust these values during the game to enforce the "comeback" rule if you are crushing the computer? Is it just more likely that this occurs if playing in pre-season, making it seem more difficult to beat the CPU if the comeback rule just isn't applied during week 1 match-ups?
  10. so if we have this in the ROM: 0001df10h: 00 01 00 00 00 01 02 01 01 01 01 02 01 02 02 01 0001df20h: 02 01 03 02 02 02 02 03 03 02 02 02 04 03 02 02 0001df30h: 02 04 04 02 02 02 05 04 02 02 03 05 05 02 02 03 0001df40h: 06 05 02 02 04 06 06 03 02 04 07 06 03 03 04 07 0001df50h: 07 03 03 05 08 07 03 03 05 08 08 03 03 05 09 08 0001df60h: 03 04 06 09 09 You're saying that the data in Red is what the teams use for Pre-Season data? I'm wondering if that's correct. The data in Red seems to be the lowest set of values, and I swear that Week 1 teams don't play as well as they do in pre-season. Is it possible that the green or blue collections are what are used in pre-season?
  11. If anyone knows where that is let me know, as it would be awesome for CIA. It's a coaching league where we have both MAN and CPU controlled teams. Because the Week 1 CPU isn't as hard to beat as playing the same team in pre-season, all of our games played against CPU-controlled teams are played in pre-season. The problem with this is that there are no injuries when playing in pre-season, which I would like to be a possibility in every game that is played, not just the MANvMAN ones.
  12. I reset it to monkeynuggets
  13. This is pretty impressive, I never thought that you could enable those blank spots as teams. If I could also offer some freindly advice: figure out if it's even possible to incorporate all of the team data and game play before you concentrate on the graphics. They just aren't important until you get the functionality working. One more suggestion. If you were able to make those blank spots selectable as 2 teams, what's stopping you from using the 2 pro bowl teams to include TEN and CAR?
  14. Are we any closer to a date for this tourney? I want to make sure that I'm available to participate and get my ass-whipped in the "Chumps'" tourney.
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