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cuppettcj

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About cuppettcj

  • Birthday 09/02/1977

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    Trophy Club, TX, USA

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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. Here's 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."
  7. 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.
  8. 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.
  9. I know what you mean, and I also used to think that Quickness controlled that speed burst when the ball is in the air. But now I just think it's some sort of constant for all defenders. I think it might be related to the amount of crack the COM is on late in the season when you're still trying to go undefeated. Either way, I think it's just a bonus to a defender's running speed.
  10. 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.
  11. 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.
  12. I actually like that feature, even though it pisses you off when you experience it. Otherwise, the game would be much too easy and everyone would have bored of it years ago.
  13. I do this too, and I think it may be wise to do so. It's been my impression that overusing a single player will often cause that player to go into bad condition. That's why I always try to alternate between players when I play defense. I usually use different LBs (if they're good) or a safety with high HP. This tends to make my best players perform even better, as they stay at average or even above average conditions. Sometimes, but LBs tend to have much more HP than everyone else on defense, with the exception of defensive linemen, which can't contribute much because they have to overpower an OL before they can do anything. I think you hit the nail on the head with the part about HP - it's much more important than it used to be in previous versions. In fact, I think it's the single most important ability for OL, DL, LBs, and even safeties. In the preseason, I usually cut more expensive OL and DL in favor of cheaper linemen with higher HP. For example, I'll have some left guard who has high speed abilities which makes Tecmo think he's expensive, but what good is that to me if he's always getting thrown to the ground by DB Bills (Bruce Smith) or Reggie White? I'd rather have some slow, lumbering OL who can lock up with those big guys for at least a few seconds. Not only does this buy my QB more time in the pocket, but it gives me extra free agent points to sign better defensive players, especially (have I said this enough times) good linebackers with high HP. The only problem with fast backs is that they can sometimes pull off like 2 or 3 spin moves and hurdles, which makes them almost impossible to tackle before they reach the first down marker.
  14. 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".
  15. 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.
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