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Bodom

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Everything posted by Bodom

  1. I have this on the ROM I use. (Think you had given me the code for it last year). Most people I sent it to thought it took away from the gameplay, but considering 80% of NFL KOs go out of the endzone, I gotta have it.
  2. Interesting! I guess that would make a little sense. Looking back at my test results, the "0" teams were in the range of 49-56% Rushing with an average of 54%. (super pumped I was actually able to locate the "2" location).
  3. Does anyone know where these O-PREF locations are for 0 Balanced Rush and 2 Balanced Pass? In looking at the code, I'm assuming the "2" is 0x18ACC, but I could be totally off.
  4. Ah...my bad. I didn't realize the QB became immobile once a pick was thrown. Also failed to realize that the NES locations were not listed in that thread for single defender mode.
  5. This thread will have everything you need. http://tecmobowl.org/topic/12065-nes-snes-tsb-i-ii-iii-gen-tsb-i/
  6. From Wikipedia: In August 1980, (Olbermann) suffered a head injury while leaping onto a New York City Subway train.[106] This head injury permanently upset his equilibrium. Makes sense now.
  7. Yeah, nothing here either. Maybe the score should be closer? That's all I got. (If Denver is leading 37-26 with 49 seconds left, this thing is perfect). I love the addition of the pylons, as well...really cool. We gotta get these into Tecmo.
  8. This info conflicts with the "change KR speed from RT to actual MS" hack (just a heads-up if you're using that one). There was also a fix for the KR running back a few steps after receiving the kick in that location. x8100 - x8107: 00 48 EC EF E4 DF FE FF
  9. Whoa! How have I never seen this before? This info just changed my world.
  10. If anyone is looking for a challenge, try making the playoffs on the JUICED ROM with Northwestern.
  11. I started looking into this a while ago then got busy and ditched it. I was planning on making certain pass plays where the QB never ran (Brady, Peyton)...then making other plays where the QB ran 25 or 50% of the time (Kaep, Wilson, RGIII). Only problem is if QB1 gets injured, then you have the backup trying to scramble around. I'll resume that project at some point. Anyways....the thread below was helpful to me. Check it out. http://tecmobowl.org/topic/11317-changing-qb-wr-priority/
  12. One more question on this. Taken from the QB/PR fumbling hack "...if x286C7 is changed to 12 then it forces the game to revert to the normal player path and somewhere it seems to be defaulting the PR equal to the 56 Ball Control. The QB doesn't branch with the PR here allowing x286E7 to be usable for them." In this scenario PR = x286C7 = 56 BC. QB = 28637 = adjustable BC. I assume the Defense BC still follows the PR BC value?
  13. Just found out this space is already taken by the 'Conditions Change Every Play" hack. (I'm probably the only one on this site that actually likes that one!). No worries. I'm going to try a few games with the clock not running on kickoffs and go from there. Thanks again.
  14. Prior to this hack, the injury rates were at locations: P1................25E74 P1 KR/PR....25E79 P2................25E8C P2 KR/PR....25E91 Noticed these don't overlap with your code above. Do they need to remain default values (02/07) or do they just not have any affect at all now?
  15. Dude! Seriously...this is unreal. Initially reading through I was thinking what a pain in the ass this would be to implement, but if you keep player attributes in excel you could make one big set command outta this MF'er. Just to clarify...is it "8C"...or "C8"?
  16. Thanks bruddog. I'm looking forward to testing this out (soon as I'm done with the work week from hell).
  17. Exactly. Also - to mimic the NFL as closely as possible, I use a ROM that allows kickoffs to go out of the endzone for a touchback. If you score to take the lead with less than 10 seconds left, game over.
  18. Good to see this thing finally materialize. I know it's been in the works since the early 1900's. Thumbs up to: College Gameday Logo Tecmo Tebow 3:16 Miller Hi-Life & NHL 98! No BC Eagles? I bet she rated the TEs for you, didn't she...
  19. F*ck....I forgot about TBOIII. I need to finish that! Part of the reason I stopped is because the program I was using to record the games was not working with the new laptop I got. I still think there's value to the games and that player ratings have a huge part in the outcome. You can play COM vs. COM matchups all day and there will be a different result each time. I just noticed that once a game started, the outcome was predetermined...but it was still like watching it live. I'm not sure if an entire season is already predetermined though....I just noticed in one game that I wanted to watch LIVE and got distracted. When I replayed it, it was the same exact plays/outcome in the first Q that I watched. x2
  20. I COM vs COM an entire season back in 2007 and noticed the same thing.
  21. Great read! /\ I have to agree with this assumption. Based off the number of people I hear crying about strength of schedule every year, like it's some conspiracy, many don't seem to have any idea how scheduling works. 14 of every team's 16 games are actually predetermined YEARS in advance (until the NFL changes the format or goes to 18 games) based on divisional rivalries and rotating AFC/NFC division matchups. The 2 'flex' games, as stated in your article, being the 2 teams that finish in the same position in their respective division as said team, of the other divisions in your conference that are not in your rotation....(if that makes any sense). (i.e. The AFC East will play the AFC West next season....so the Pats will play their 2 'flex' games against the 1st place teams from the AFC North/South, Bengals/Colts....while the Bills will play the LAST place teams from the AFC North/South, Browns/Texans). The team that finishes first in their division the previous year actually has the toughest schedule (in theory) since the 2 'flex' games are against "better" opponents (based on previous year's records which we all know means ZIP....see: Falcons/Texans). Fun Fact: The team with the TOUGHEST strength of schedule going into this year was the Carolina Panthers, who finished 2nd overall in the NFC. One of the reasons it was perceived to be so tough was due to Atlanta going 13-3 the previous year. In long-winded conclusion: Preseason strength of schedule means squat and I always shake my head when people put any stock into it or call conspiracy. It's cool to know how the rotation works, though. And I like the idea of somehow being able to automate the Tecmo schedule based on some sort of formula that would be way over my head.
  22. I haven't tried bruddog's method yet, but plan to tomorrow.
  23. Thanks, bruddog...this is great! I had reached out to buck a couple of weeks ago and he pointed me to the C010 locations (and more importantly, how to translate those to hex locations). I've been experimenting with deleting certain cut scenes. As stated above, removing a scene will still show a quick flash of a black screen and, in most cases, just doesn't flow as smooth as I'd like. There are certain scenes that are worth removing though...such as kicks/punts. Removing the punter kicking the ball is kinda cool. Snap to the punter, quick flash, then the ball is in the air. Also, on FGs, instead of watching the (1) actual kick (2) ball travel downfield (3) approach the uprights then (4) ding off the post and in....you can delete the first 3 scenes and cut right to the result so you don't have to sit there for 15 seconds wondering if you are getting 3 pts or not which is pretty sweet. Speeds up the game a bit.
  24. This definitely helps, dude. Your detailed breakdowns rock. Much appreciated.
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