Jump to content

cxrom

Members
  • Posts

    373
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by cxrom

  1. I have a console, one cart, and 4-5 controllers. I also have a powerpak.
  2. Ahhhhh damn...I have to work that day. Nice to see a tourney here in the Valley though.
  3. Noted. Any other bugs that you know of off the top of your head?
  4. Sometimes I get lost looking at the source, and I wrote most of it. Heh heh.... Anywho, I thought I posted all that stuff back then. I guess not. Sorry about that. I'll gather all my TSB related stuff and post it. edit: The weather stuff is all custom. I played around with animating the rain and snow, but it didn't look too good with the limited palette of the NES and only having one background plane. edit2: TSB Folder.zip And I had forgotten about this: this.zip I only did NFC logos, rosters for the 49ers and Cardinals , and stats for Vernon Davis and Frank Gore. The "Play Now" option will freeze the demo. This is in no way complete, just an expirement from a while back.
  5. I toyed with this idea a few years ago. I got stuck on reassigning an ai script to the player that was vacated, so it ended up just continuing to do whatever I was doing before I switched. Its very rough (...it'll let you switch while you're the ball carrier), but here's the rom. Select will cycle to the next player after the ball has been snapped. change.zip
  6. Does anyone know how to stop the music from playing? Not permanently, basically after an interception.
  7. I should really stop scrolling past the stickied threads...took me like a week to see this.
  8. I've toyed with a similar idea (with c/sdl), but couldn't really figure out how to format the plays in a way that was: 1. easy to edit by a generic text editor or an outside program specific for playbook design 2. being able to clone the original plays, while allowing for more complex things to be done I thought of doing some halfass xml type format: form=0 ...some scripting codes: player, action, duration, etc... ...some scripting codes: player, route/block scheme, duration, etc... You could even do away with the formation code, and instead have values to use to position the player from the ball/LOS. Since I haven't messed around with editing plays in TSB, I wasn't sure if this would be enough information. Any thoughts? Teams and Leauges were defined in a similar text format so that you could have a large pool of teams that could be used in any number of leagues you wanted. Players were defined in the team files, and conferences in the league files. Trading players would be a problem though, unless you edit the team files...
  9. If they game was free, sure. Since this game is not free, I won't settle for some bs attempt at churning out another cash cow. I don't buy this "I should be grateful" crap. Tecmo should be grateful that anyone here gave it a chance after TB:KO. Go play Bionic Commando:Rearmed if you want to see a remake done right.
  10. cxrom

    32 team TB

    I never played too much TB, but this always bugged me too. Maybe those 000-Yard Rusher/Passer screens that never made it in were supposed to be the replacement? Another thing, why is there no half-time stat report, and the end of game stat report wastes so much screen space that could be better used to show other stats. edit: or better yet, being able to browse through the stats at the end of the game /offtopic
  11. I played 3 MAN vs MAN games last night, glitch free. There's still one glaring bug that happens only if you score after time expires at the end of the 2nd or 4th quarters. This one has been bugging me for awhile. Then it's just a matter of giving COM the ability to go for a 2pt conversion. Lookin' close though...
  12. I never got to that, but I had planned on doing your boost idea. I'll have to play around with the blitz idea.
  13. I dunno what the hell I was smokin' that day...
  14. Don't the snes games allow you to press Select or something? It'd be nice to have the option, just in case you're feeling brave...
  15. PC emulators ported to the XBOX. http://www.xbins.org/
  16. O sorry, I meant in the first post of that thread I linked to is tsb32 v1.11. It has the beginning of the 2pt conversion hack, but it was buggy. I was wondering if you wanted to test a rom that is a bit closer to being stable. The rosters are still from '07 though.
  17. Guessing by your post you'd be able to test Man vs Man? There's always this, but it's not finished.
  18. Nope. Those qb soundfx are DMC samples, and not created by the sound driver (other then telling the hardware to play them). The starting address for DMC samples has to be located in the fixed bank ($C000- $FFFF).
  19. Bit7 of $69 (in ram) controls the clock. Setting $69 to #$00 stops the countdown, anything above #$80 will start it. I'm not sure where the game determines when to stop counting though.
  20. I've heard that some HDTVs choke when the upscaler converts the NES's 240p video into 720p HDMI. "Game mode" attempts to correct this by upscaling with speed in mind rather than image quality. An external upscaler might fix the problem, but your mileage may vary.
  21. There is room to add more teams, but season mode wouldn't work. There's not enough sram to track all the stats.
  22. That was the idea. So you wouldn't have to bump someone up a whole notch when they really don't deserve it. That would be a problem, but with a little more code I think you could work around it. To keep it simple you could do 3 LSRs and have a scale like this: 0-7 0 8-15 1 16-23 2 24-31 3 32-39 4 40-47 5 48-55 6 56-63 7 64-71 8 72-79 9 80-87 A 88-95 B 96-103 C 104-111 D 112-119 E 120-127 F A scale of 0 to 127 is a bit awkward. A little more complicated way would be to use a table of ranges and convert it: lda SomeAtt ldx #$00 _loop: cmp conv_tbl, X bcc _exit_loop inx cpx #$0F bcc _loop _exit_loop: ; X = index with a range of 0-F ; I just made these numbers up conv_tbl: 7, 14, 20, 27, 33, 40, 46, 53, 59, 66, 71, 78, 84, 91, 97, 100
  23. Yeah. The only time I've dealt with stats was reading them for the player info screens and the like, but never anything while a game is actually being played. Also does the game read them from ram or rom? If read from ram, that might pose another problem if they are modified while the game is running (for things like boost).
×
×
  • Create New...