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TecmoTurd

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Everything posted by TecmoTurd

  1. How about top 29 + 3 editors choice schools. Also yeah, the logos are rarely ever displayed. Only time using conference logos is when two teams from same conf play each other.
  2. Agreed, honk. And yeah don't worry about expansion. Being able to edit the game as we know it will be sufficient. Well never need more than 32 teams in my opinion anyways.
  3. Great! We need to decide on teams first though. I'll send tonight.
  4. Oh yeah, teams currently on the 2010 ROM: Kansas St. Maryland Mich St. Butler Texas UCONN St. Mary's Florida Purdue North Carolna Tennessee Gonzaga Kansas Kentucky Baylor Cornell Washington Duke Xavier New Mexico Marquette Georgetown Texas A&M Ohio St. Syracuse NIU Vanderbilt W. Virginia Villanova Pittsburgh Temple Wisconsin Wake Forest Georga Tech Miami BYU Louisville Nebraska California Richmond
  5. If I have time, I'm goign to try and get something going tonight. We'll see. I have a long day of a wrestling tournament for my son, so I'll not be back until later...
  6. Alright, here's the scoop. I've been talking with the MT Remix boys, and I think I have most of the information we need to make a playable game. I don't have all the stuff to setup the tourney seeding and haven't looked into in-season schedule yet, so this first round could focus on exhibition action. I've always wanted to have a forum tournament with coach K. I see several possibilities with this: 1.) Draft and play - run a randomized draft order where you get to choose the team you want to roll with in the whole tourney 2.) Set up all the matchups and people could choose to play whateer matchups they wanted. If multiple people played the same matchup, we would average all the scores together and the higher average would advance. Any unplayed games would be simmed. 3.) Make all the teams slightly even (so you could pick your favorite team and not be dominated by some powerhouse). I envisioned there would be profiles of defense, shooting, speed and they would all be close to the same with maybe a bump in their specialty. Then, I can pick my favorite team and still be competetive against the powerhouses. Things that have a good chance of NOT getting done anytime soon: A publicly releasable editor - in due time, absolutely, but for now I don't have time for the extra work in making this happen this year Updated logos - the bitch of this is that we don't know how the teams will be doing until it's late in the season, so it's hard to draw logos that quick before tournament time. I wish there was a way to blank the logos out and make them generic. We'll see Things that are needed: Which teams to include, I think we get 40 Rosters/player types/abilities - Several have professed that they could do this and would be willing, but now that it's possibly a reality, we'll see. Someone would have to fill in the jersey numbers, abilities, and player type (afro, shirt, black, white skin, etc) for each player on each team. I have an excel sheet that will help with this. I haven't tested the ROM in a while, so I don't know if there are any bugs, but I think with what the MT boys sent me, we have most of what we need.
  7. I think the last one I made was 2010, took a hiatus after that. There seems to be more TB fans coming up though, so it warrants a comeback.
  8. Ok, good luck editing the endzones by hand then. That's one of the hardest parts of hacking the SNES!!
  9. I have no experience with that emulator, sorry. The game should run on most emulators. If it doesn't, there's a good chance the emulator just isn't coded to handle it. I've run it successfully on all the major emus. The one you're talking about is an android thing, so who knows what kind of compatibility it has.
  10. What emulator are you opening it with?
  11. Pretty sure that one was a conversion from NES hack that xplozv gave me, and hasn't been tested. Ps. If you want a base rom to start with? Check out the generic end zones rom and the "HD" ROM.
  12. I have an automated stat scraper that dumps all the data (relevant stats, player name, shortened name, jersey number) into a database. I then go through each team and set their lineup. Then, there's a third screen that I have that allows me to edit a player either manually, or choosing an original ROM player to base him off of. Finally, there's a feature that dumps it into the ROM. No graphics have to be updated outside of colors, there's very little graphics in the game (helmets were removed, endzones just say "TB").
  13. Prime, it's going to happen. I'm all setup! RBI first, then on to Tecmo Bowl.
  14. Agreed. Though there aren't too many of those types around for this game.
  15. If I used the int hack, it would err towards the defender usually getting a pick, with crappier ones maybe slightly less. Not sure Thoth as I favored original style (mostly) and that's a drastic change b
  16. Precisely. Well see what we get. Hoping brud can help out.
  17. Or, another solution if we can get a hack written is to make it so that it works like it does in TSB... Would really love to hear some feedback from the three TB fans here besides me Either way, the rater is coming along nicely. When the rosters solidify, making a ROM should be easy as pie.
  18. Could also fix it with the fix + ratings adjustments. Max out the defensive hp at a certain level and adjust all offensive players on that scale. That way no one would be unbeatable ALL the time.
  19. Here are the set patches for this: Fixed, swaps the tap checks: SET(0x147BF, 0xFO), SET(0x14FFB, 0xFO) Unfixed, sets it to the original ROM code where HP is "broken": SET(0x147BF, 0xDO), SET(0x14FFB, 0xDO)
  20. In the original TB, the grappling functionality is different than the other versions. It's very rare that an offensive player is able to out grapple a defensive player, even if you're using the highest HP guy vs. a lower HP guy. Here's why (courtesy of jstout): Man vs CPU: Man = HP + IF > 4 taps then add 32 to HP CPU = HP IF > 4 taps then add 32 HP Whoever’s HP is bigger wins the grapple. If tied, Man wins if Man has even taps and CPU wins if Man has odd taps It should be noted that the CPU always gets 0 taps. Therefore, man wins the grapple more often because it's always the user's base HP + 32 vs. the CPU's base HP + 0 So man 32 vs. CPU 56 would end up man 64 vs. CPU 56, man wins! Man vs Man: Offensive Man = HP Defensive Man = HP + IF > 4 taps then add 32 HP Whoever’s HP is bigger wins the grapple. If tied, Defensive Man wins if Defense has even taps and Offensive Man wins if Defense has odd taps In this scenario, it's always offense HP vs defense HP + 32 (provided the defender taps, of course) so offense 56 vs. defense 32 would end up offense 56 vs. defense 64, defender wins! The only real way an 64 offense can beat a defense is if the defender is 32 or less, (would end up being 64 vs 64 at that point, then the tie breaker goes into effect) Discussion points It appears what decides Man vs CPU or Man vs Man code is backwards as it makes more sense if both Man players get the IF taps > 4 test while the CPU wouldn’t need the check since its always 0 presses. I have code to fix this (courtesy of jstout)...it basically swaps these two checks so that man vs. man always gets the tap check. This would make guys like Mack more of a bruiser, and guys like Bo virtually unbeatable in man vs. man grappling. There are two items to discuss here: 1.) Should it be fixed? It drastically changes the game for high HP players, makes them more impactful, but could overpower them 2.) Should I contact jstout or maybe someone else can find the value for defender press check (bruddog?) and see if we can add more HP than 32 to the defender to make them more powerful or find the 32 for the offense and lower that to make them less powerful, or both? Hopefully they are separate values and not combined for both offense and defense. I'll contact brud and see what his thoughts are on this as well...
  21. I didn't do that hack, jstout did. That said, I know the following isn't there, but there ARE a few of us and the project would be fun. As for a consistent rating scheme, it's pretty easy to rate TB provided you use the original ROM as a reference. In fact, the rater I'm creating lets you select an original ROM player to use for that position and fills in the ratings for you. The biggest key to TB rating is not to give every player his real life abilities...what I mean by that is if you have a defense that was really bad, but had one good player on it, that one player in the right slot makes that defense pretty formidable. Julius peppers in the Banks spot...give him Banks abilities and the shitty bears defense becomes really awesome. That said, I was rating my games with the Brad rules in effect. Lately, as I said, I've been thinking it makes defense too overpowered and difficult to score, so I've changed my way of thinking. With laxing on their rules, it makes offense better, which in turn having a defense that is higher powered might not be such a bad thing for balance. We'll see what happens when I finish the 2014 ROM and get some playtesting in.
  22. Well sure, any rom is that. My vision though would be an official community rom that everyone would play.
  23. On original game, pat beach's route on pass 1, I think would be wide open even if you playpicked it, so you could always dump it off to him. Fez or Jstout gave me a fix that switched it so that the defender doesn't blitz, he stays back and covers the pass.
  24. Man, I thought someone would have more feedback than that. Would anyone else like to see such a version get made?
  25. So in currently in progress on a stat scraping rom rater thing for the 2014 ROM, and it dawned on me that this tool would help with another project on my list, an enhanced version of Tecmo Bowl. Define enhanced? Add the remaining teams to the game and fix the flaws in the original (Bo's play, min, wash, pat beach). Additionally, I'd like to do a 60's rom, but that's down the road.
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