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cuppettcj

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About cuppettcj

  • Birthday 09/02/1977

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  1. Sim stats are definitely hard coded for the SNES version, so I'm pretty confident they would be for the Genesis version as well. The exception to this would be for the created players, which I'm guessing are dynamically calculated based on their current abilities.
  2. I haven't looked at the Genesis ROM yet, but I'm pretty sure it will be a lot like the sim values in the SNES version of TSB III, which I came close to figuring out over a year ago. If you have a hex editor and some time, try finding the values I talk about here. In fact, I'd be willing to bet the hex code that represents the sim data is the same for both ROMs, so you may want to just perform a search for the first 4 or 5 hex values from the SNES sim data. Personally, I don't know why you would want to play the Genesis version, I can't stand the fact that my kicker doesn't accumulate stats! But to each his own.
  3. Elway7 has asked me to look into the TSB I SNES ROM to look for ways to change the formations in that version of the game. Unfortunately, I'm not very familiar with 65816 Assembly, so I'm a bit handicapped in my search. I haven't quite found what I need to, but I think I've made a little bit of progress and I'd like to post what I've found in case someone with more knowledge reads this so that he can pick up where I've left off. At x16E3B in the ROM, there appears to be a series of comparisons very similar to those that deal with the formations in the 8-Bit TSB ROM: C9 07 F0 30 C9 0C F0 2C C9 12 F0 28 C9 11 F0 24 C9 14 F0 20 C9 18 F0 1C Based on the Team Data screen in this game, 07 would refer to Houston (run & shoot), 0C would refer to San Diego (3-wide set), 12 would refer to Washington (3-wide set), 11 would refer to Phoenix (3-wide set), 14 would refer to Detroit (run & shoot), and 18 would refer to Atlanta (run & shoot). When I first came across this, I thought that I had hit the jackpot. Unfortunately, just changing these numbers to other team numbers doesn't do anything. There's obviously more to the code. Furthermore, I can't find where the code distinguishes between run & shoot and 3-wide set. Like I said, I'm not familiar with the byte code for the SNES. Anyway, anyone is welcome to pick up where I left off. I've looked around the hex for hours now, and I'm pretty much stuck at this point.
  4. Allow me to explain why you wouldn't want to rate Michael Vick higher than Randall Cunningham. When I talked to a representative from Tecmo USA a few years back, he told me that the Japanese programmers rated the players based on a stat book they received from the NFL. The ratings they gave Randall Cunningham were obviously based on his 1990 stats. Take a look at them here. As you can see, Randall Cunningham rushed for 942 yards that season, the standing NFL record for rushing by a QB. Vick's best season as a pro was this season, where he rushed for 902 yards. And Cunningham accomplished his total with only 118 carries for an average of 7.98 yards per carry, nearly a half yard more per carry than Vick averaged this season. And Cunningham rushed for 5 TDs compared to only 3 TDs for Vick. You say that Vick is faster, which is probably true. Yet you fail to take into account the fact that NFL defenses are better prepared to deal with a running QB now than they were in 1990. Randall Cunningham still is the most effective rushing QB in NFL history, and so his Tecmo MS should still be the maximum given out to QB's. Until Vick comes closer to breaking Cunningham's records, I would give him a maximum of 50 for MS.
  5. Here's a more detailed answer, a copy of the post I made in the Accuracy of Passing, Quickness - What Do They Do? topic, during which someone asked about RP. "Rushing Power effects how fast a player accelerates to his Maximum Speed. Running Speed is a player's starting speed. A good way to witness this is to go into TSB Manager and set some running back's RS to 6, RP to 6, and MS to 100. At first the back is very slow, but if you can keep moving while avoiding getting hit for a few seconds, he'll get very fast. Now go into TSB Manager and set that back's RP to 100. Despite the fact his RS is still 6, all you'll see is pure, unadulterated speed. That's because now he accelerates to top speed almost instantaneously. One thing to remember is that MS is apparently added to RS to determine a runner's top speed. If you set a player's MS to be lower than his RS, he'll still accelerate a little, I think. At the very least, he won't deccelerate."
  6. Where did you get the scouting reports? I've been looking online and in bookstores for awhile now, but I can't find a scouting report for NFL players anymore.
  7. I assume you mean Rushing Power (RP), the second ability listed under Running Speed (RS) and above Maximum Speed (MS). In the original TSB for the NES, Rushing Power controlled how fast a player accelerated from his Running Speed to his actual maximum speed. A player's actual maximum speed was some sort of sum between his Running Speed and his Maximum Speed abilities. I haven't tested other versions of TSB, but my assumption is that it has remained the same.
  8. I think I like your idea the best. I'll probably implement one change, though. Instead of just ranking the best linemen and matching their abilities to the best linemen in the original ROM, I think I'll break it down by position (center, guard, tackle) and give the best center the best center's abilities from the original ROM and so forth. I've already got the OL broken down by position in a spreadsheet, so it shouldn't be too difficult to implement.
  9. I suppose what I mean by "objective" is that I don't want my opinion or anyone else's unqualified opinion to interfere with the rankings. If I could find some sort of pro football scouting report that ranked linemen, that would be more than good enough. Otherwise, I'll probably just go with a system similar to palmcd's.
  10. When you say All-Pro voting and Hall of Fame, do you mean being selected or just receiving votes? Where do you find Pro Bowl and All-Pro rosters from past seasons? I'm still not sure if that's the best way to go, but perhaps it's better than using Madden numbers. My goal is to be objective, so that no one can legitimately complain if I release a ROM and one of their favorite players got "jipped".
  11. I'm trying to develop a system for rating Tecmo players based on their real-life stats. The problem comes in with offensive linemen. They have no legitimate stats to speak of. I've heard of the "pancake" block, but apparently this is not a legitimate stat, because I can't find it listed in the NFL Record & Fact Book. I don't think it happens that much in the NFL, anyway. I believe it's more of a college stat. I know some people rate offensive linemen by how many sacks the entire line gives up, but I think such a system would be unfair to certain players. Consider Willie Anderson of the Bengals - Pro Bowl OT, crappy line as a whole. There has to be a way to individually rank offensive linemen objectively. I've thought of using Madden numbers, but I just want to know if anyone has a better system when making updated ROMs.
  12. I agree with Rod that you should check out FCE Ultra. It's much more current and it runs TSB much better than Nesticle. On the other hand, I used to use Nesticle vX.XX (DOS) all the time with Win98 and with WinMe, and I never had any problems. So even though I can't help you with your specific problem (I'm running WinXP now), I can almost promise you that you can find a solution, if you absolutely have to use Nesticle.
  13. It's easy enough for someone who wanted to fix the sim data to do themselves. One can just open up EmuWare's Sim Editor and click the button to automatically adjust the sim data based on the player attributes. And then, of course, if you're not happy with the way the game sims, simply tweak the sim data yourself.
  14. For those of you who don't understand the byte-swapping process of the address pointers, here's the offsets for each team's sim data: BUF: Offset 1EE040 IND: Offset 1EE0A6 MIA: Offset 1EE10C NE : Offset 1EE172 NYJ: Offset 1EE1D8 CIN: Offset 1EE23E CLE: Offset 1EE2A4 HOU: Offset 1EE30A JAC: Offset 1EE370 PIT: Offset 1EE3D6 DEN: Offset 1EE43C KC : Offset 1EE4A2 OAK: Offset 1EE508 SD : Offset 1EE56E SEA: Offset 1EE5D4 ARI: Offset 1EE63A DAL: Offset 1EE6A0 NYG: Offset 1EE706 PHI: Offset 1EE76C WAS: Offset 1EE7D2 CHI: Offset 1EE838 DET: Offset 1EE89E GB : Offset 1EE904 MIN: Offset 1EE96A TB : Offset 1EE9D0 ATL: Offset 1EEA36 CAR: Offset 1EEA9C NO : Offset 1EEB02 STL: Offset 1EEB68 SF : Offset 1EEBCE Free Agents: Offset 1EEC34 All-Time Greats: Offset 1EEC9A
  15. Sorry I didn't get back to this yesterday, but I was very busy with other things. Anyway, I've already explained how to edit Free Agent values. As stated earlier, this appears to have some effect on how a team sims. For example, when I changed every player on Dallas to a Free Agent value of 0, the Cowboys (who normally win the NFC East every year) proceeded to produce 5-11 and 4-12 records in back-to-back seasons. When I first discovered this, I thought Free Agent points must be all there is to simulation. This turned out to be an incorrect assumption. Another example: when I changed all of the Arizona players to Free Agent values of F, the normally hapless Cardinals improved to a modest 8-8 and then 7-9 in back-to-back seasons. Again, this was evidence that Free Agent points mattered in simming, but obviously it wasn't the only factor, otherwise the Cardinals would have absolutely dominated. That's when I discovered a section of data following the ability data that looked promising. Starting at offset 001EE000, I found a series of address pointers, 32 pointers in all. Each pointer pointed to a new address exactly 102 bytes from the previous pointer. Since there were exactly 32 pieces of 102 byte data, I naturally assumed that this data was team specific - all 30 NFL teams at the time, plus a section for the Free Agent "team", plus a section for the All-Time Great "team". This assumption proved correct. To test to see if this was indeed the simulation values, I swapped the 16th pointer (which I hypothesized was for Arizona) with the 17th pointer (which I hypothesized was for Dallas). I then simmed an entire season. Arizona proceeded to go 12-4 and win the NFC East, while Dallas went 4-12. Dave Krieg was named MVP at the end of the season, and Garrison Hearst led the league in rushing. I knew then that I had found what I was looking for. Now it was just a matter of breaking the 102 bytes down into what they represented, and figuring out what player they were referring to, if any. After examining the data extensively, I determined that each QB was represented by 3 bytes of data, each RB/WR/TE was represented by 4 bytes, each DL/LB/SE was represented by 3 bytes, the K/P was represented by one byte total, and the last byte for each team represented some sort of overall rating. The values proceed by position in the same order the ability data values do, with the exception of the offensive linemen, which don't have any sim data. Therefore, the sim values for the first defensive lineman start immediately after the values for the second tight end. I haven't extensively tested what each byte for each player represents, but after examing the data and comparing it to sim results and to the players' ability data, I have a pretty good idea. Here's my best guess: For the QB: The first byte probably represents how cautious the quarterback is. QBs with lower values in this byte tend to lead the league in pass attempts, while higher values tend to indicate less overall attempts. The highest value given for this byte is 1C, while the lowest for this byte is 00. The second byte appears to be the QBs overall rushing ability. Steve Young leads the league in this byte with 09, while Randall Cunningham is not far behind with 08. Dan Marino has 00 for this byte. The first hex digit of the third byte appears to represent the overall passing ability, with Steve Young having the best value of F. Dave Krieg is worst among starting QBs, with a value of 3. The second hex digit of this byte appears to represent how willing a QB is to stay in the pocket. Randall Cunningham is the only starting QB to have a 3 in this value. Dan Marino has a 0 for this. For RBs/WRs/TEs: The first byte likely represents the overall rushing ability of the player. Chris Warren has the highest value with AD, followed closely by Barry Sanders with AC. The lowest I saw for starting tailbacks was 4F for Edgar Bennett of Green Bay. I'm not sure what the second byte represents yet. I think it might have something to do with amount of carries for rushers. More testing needs to be done on this. All four All-Time Great RBs had 0D for this value. The highest value for this among starting players is Barry Sanders, with a 0C. Emmitt Smith, Chris Warren, and Natrone Means all had 0B for this. The third byte is probably a combination kick return/punt return ability byte. League leading PRs and KRs tend to have higher values in this than the category cellar-dwellers, although there are many players who have higher values in this who don't field either kickoffs or punts. The fourth byte is most likely the overall receiving ability byte. The first hex digit of the fourth byte appears to represent yards per reception data, as James Jett has a higher first digit than Tim Brown. The second digit of this byte appears to represent amount of catches the receiver will get. Jerry Rice leads the league with an F for this digit. For DLs/LBs/SEs: The first byte probably represents sacking ability, the second byte probably represents interception ability, and the third byte probably represents tackling ability. The highest I saw for the first byte was DB Bills (Bruce Smith) with a 5C. The highest I saw for the second byte was Cb G Cardinals (Dick "Night Train" Lane) with 70. The highest I saw for the third byte was Junior Seau and Hardy Nickerson, both with 0C. For Ks/Ps: The second to last byte holds both the information for the kicker and punter. The first digit is the overall ability of the punter. The highest for this value is a three way tie between Rich Camarillo of the Oilers, Jeff Gossett of the Raiders, and P G Raiders (Ray Guy). Each has a value of C. The second digit of this byte is the overall ability of the kicker. Morten Andersen, John Carney, Gary Anderson, Pete Stoyanovich, and K G Chiefs (Jan Stenerud) all are tied for the highest value with C. The last byte for each team holds the overall offensive and defensive prowess for the team's players. The first digit of this byte appears to be the team's overall defensive ability, while the second digit of this byte appears to be the team's overall offensive ability. Dallas leads the league in both, with C's for both digits. I personally think that this is linked to the original players on each team, though, rather than always being linked with the team itself. In other words, if you were to trade Troy Aikman, Emmitt Smith, and Michael Irvin to another team, say the Colts, it is my belief based on somewhat limited testing that the Colts' overall ratings would improve, and that Dallas' overall ratings would decline. I can't prove this yet, but when I traded those players to the Cardinals in one of my tests, the Cowboys finished the season in the cellar while the Cardinals won the division, despite their previously low overall ratings. I have a text file with all of the sim data from the original TSB3 ROM broken down by team and position. Again, with Rod's permission, I'll upload for everybody's reference. Feel free to test out this data in order to identify exactly what each byte does.
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