Jump to content

BAD_AL

Members
  • Posts

    555
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by BAD_AL

  1. Cool, I'm actually working on this feature for TSBTool today also. In the next version of TSBTool I'll have it so that you can paste directly from Excel into TSBTool and I'll remove the formatting. I'm also going to add a feature where you can extract hex data (given an address range) into 'SET' commands. So you would be able to grab data from 1 ROM and apply it to another (or just move it to a different location in the same ROM by changing the starting addresses). I think the coolest application of this 'extract' feature would be moving Helmet data around to different ROMS or different teams. Although I have to admit that I know nothing about helmet editing, so it may be more tricky than I am thinking.
  2. Yes it's just in javascript so you can just view the source of the page to get the code.
  3. No the Sim attributes will be wrong. The Sim Auto Update feature is on the Player edit form in TSBToolSupreme. To access the Player edit form, you can double click on a player to bring it up (or you can right click on the text area and select 'Edit Players'). On this form there is a big salmon colored button which says 'Auto Update All Player Sim attributes'. Click that button and then 'OK' to close the Player Edit Form.
  4. I think this is the page you were talking about. http://www.geocities.com/thelynxwin/calc.html It would be cool to take it a step farther and feed a page like that the url for a NFL team's stats and it would spew out the TSB stats in TSBTool format so you could import them into a ROM easily.
  5. That's what I was saying about a 32 team NES Tecmo before cxrom came along. Now I just think it would the right guy to make it happen. We are very lucky that the right guy (for the nes version) came along.
  6. I'm understanding this now. At first I thought it was set up on a week by week basis, but now I know it is set up on a team by team basis. I don't know if it would work nicely with the 32 team rom (since there are actually 34 teams on the ROM [including the NFC and AFC], and there are only 32 bits to work with). By the way, the AFC and NFC are the 29th and 30th teams. My guess is that for the Seahawks and Cardinals it would use the next 2 bits (whatever they happen to be).
  7. So then Skin1 is used for home games and Skin2 is used for away games?
  8. What's with the Skin1 and skin2? I thought it was skin1 was for white and skin 2 for black players, but for all the teams skin1 and skin2 all look dark. Am I missing something?
  9. Pretty soon I think (my best guess is about 2 weeks, maybe sooner). I implemented most of the Get/Set color functionality today. My Team color GUI is almost done. I have probably have 3-4 hours of coding and a couple hours of testing before the next release (although, I might let the users be the testers if I can't devote the hours to testing).
  10. QB sim pocket is a full nibble. So you can set it to 0-15, but in the original, only 0,1,2,3 were used. I'm not sure what setting that value to 15 would do to someone's simulated stats.
  11. Hey, one more thing about using the 'SET' command. If you are going to write 'SET' scripts, it might be helpful if you added comments as to what they are doing. A comment in TSBTool is a line that starts with '#'. Example: # The following lines set uniform colors for the AFC East. SET( 0x2c2e4, 0x15060C15060C ) SET( 0x2c2ee, 0x20061c20062c ) SET( 0x2c2f8, 0x10060C100630 ) SET( 0x2c302, 0x30060b300610 ) # The following lines set uniform colors for the AFC North. SET( 0x2c30c, 0x17060f170630 ) SET( 0x2c316, 0x260630260607 ) SET( 0x2c320, 0x0f06130f060f ) SET( 0x2c32a, 0x28060f280630 )
  12. Yup, that's a bug. The Run/Pass ratio numbers for the NFC west are overwriting the Run/Pass ratio numbers for the AFC East. It'll be fixed in the next release.
  13. Setting Playbooks works for TSB(original, 32 team, and Snes).
  14. You won't notice a difference in game. The Offensive formation feature of TSBTool changes how a team lists it's players, not the actual formations of the plays setup for that team. If you select for a team to have 1RB_4WR, in the 'Member Change' Screen it will list 1 RB and 4 WRs as your starters. If you pick the play 'Pro T Flare D' it will look like a Pro formation (2 RB, 1 TE, 2 WR) no matter what 'Offensive Formation' the team deploys.
  15. I think this is a great idea!!! Please don't make it an even teams ROM (at least make 1 team suck really bad). One of the most fun parts of the original TSB is playing with the Patriots to see if you can dominate using a really bad team.
  16. I've seen some SNES TSB1 Roms that it doesn't work with. I'm not sure why (I may look into it more later). Try a different SNES TSB1 ROM.
  17. I've never used this feature. I have done everything manually with a ROM I created for myself and I am very happy with the sim results in the few seasons I've played and simmed. It's very consistent for me and usually goes with how the NFL has been lately. There's always a surprise but that's what is so great about this game. I will try it out though. I just meant that you should use the Auto sim feature before you apply TSBSeasonGen data to a ROM. The sim attributes that TSBSeasonGen generates aren't very good.
  18. Have you looked at TSBSeasonGen? It's packaged with the original TSBTool here: http://www.tecmobowl.org/forum/viewtopic.php?f=34&t=6941 It generates TSBTool input. In the simple case it just takes a year, but it can also take a config file to generate teams from different years. The Ratings it produces aren't the best but they aren't bad. You'll want to manually fix some of them. Also skin color and jersey numbers aren't 100% accurate (that info is hard to find for historic teams). I do suggest that you run the Auto-sim feature in TSBToolSupreme before you apply the data to a ROM (that feature is actually taken from a newer version of TSBSeasonGen that I haven't released yet). Otherwise the sim stats will be highly skewed.
  19. Yes. It looks at the non-sim attributes and calculates the sim attributes based on my own formulas.
  20. Install the .NET framework. http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en
  21. TSBToolSupreme http://tecmobowl.org/forum//viewtopic.php?f=5&t=12655
  22. Cool, someone is actually using the 'SET' command in the way I intended it to be used (sort of extensibility). While you use this, it might also be helpful to have TSBM 1.3 open (to the uniform editing screen) so you can get a feel about how the uniforms will look on the players.
×
×
  • Create New...