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afdave

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    dlettermen
  1. Has anyone modified a ROM to change to the 2015 extra point rules (I would have thought the 2016 Tecmo2016_revD.nes ROM might have done that, but, it doesn't appear so). This page seems to show where it would be changed: http://tecmobowl.org/topic/53112-many-various-rom-locations/ If I am reading the location right , that would be the beginning of line 9323 of the .nes file.... aa92 20bb 92a9 0085 7885 79a9 1485 70a9 aa92 and 92a9 being the low & hi bytes for player 1? I don't see much explanation though of how to adjust that.... is there another page that goes into what the position scale is when changing things for yard lines? IMO, using the new 15 yard line extra point vs. the traditional 2 point is a good change to TSB.... it takes away the "automatic"-ness of the extra point where you can/should just press your button right away since you can hardly miss a XP from the 2 yard line. Would be even better with the 2-pt conv. option, but, just changing this is pretty good start.
  2. Yeah, thanks, I am not familiar with the leagues. Mostly trying to work on the 8 man/AFL stuff, and trying to get a good 2008 AFL ROM going. Do you have any links directly to those tools? I don't see them on those league pages. I've tried to Google "Box score" Tecmo and got nowhere.
  3. Just a thought I had. One of the things that Tecmo Super Bowl lacks is a really good, complete box score at the end of the game. It seems to me that, since the game does keep season stats for everyone, that all the information to create a much fuller box score IS there, at the end of the game, in memory. So, my questions are... 1. Am I crazy, or am I right, that all the data to make a full box score should be in a "save state" file saved at the end of the game? 2. Has someone already made this tool and I'm not aware of it? 3. Any ideas on where in the state file to start if nobody has done #2.
  4. Thanks for that jstout. I tried putting it in my code, and while it didn't break it, it put the "AFC East" division champ in every bracket slot, so, obviously I need to figure out where to tweak it some. I modified your "check for div winner" part at the top though to skip the western divisions instead of NFC central & west, and that did seem to work. What do you use to modify sections of the ROM in assembly? I assume you have something to do that, and you just are not modified bits in a hex editor for that programming?
  5. Has anything happened in the playoff modifying realm lately? I'm playing around with my AFL Rom for 2008, and I've put all the teams into their correct 4 divisions for 2008, but, I'd like to make it so that it uses 2 division and 4 WC teams for each conference in the playoffs, not 3 and 3 (I have 1 empty division now in each conference, so, it would right now I assume pull some random team from that division as a "division winner" that hasn't even played a game). I tried following the code explanations above but didn't get very far. From what I gathered though, it seems like the following needs to occur: * skip including the west division in determining "division champs" for each conference * given the memory slots jstout found, change it so that it "loops" and stores 4 WC teams instead of 3 (adding the 3rd div winner slot as the 1st WC slot).
  6. FYI, I think your positions are off by 1 for the one's ending in 0, those should end in 1. EDIT: Removed
  7. Never mind, I found the small helmet thread now.
  8. Is there a page with a simple list of where these color palettes are located for each team? I've found other posts that have instructions on how to set the colors, but, nothing on locations. Thanks.
  9. That worked! Thanks! I'll try to get an updated ROM uploaded with that fix in it soon.
  10. Did you start anything with it? I was thinking of starting a "SourceForge" type project to build something in a community fashion as an "All in one" TSB editor (Settings, Players, Teams, Graphics, and "advanced mod" loading, like the 50-yard and 8-man options). If you've started something that would be a good start, better to start with something even small than nothing.
  11. It would be, but, people have done 50 yard field and 8 men per side, so, obviously there are some very talented assembly level programmers out here trying to mod the ROM. The "easy" part is probably having it give an option for a 1 or 2 point conversion (maybe let it get into the kicking formattion like usual, with the usual button to "snap" the ball, and the other button could make it switch over to select a play for the 2 point conversion attempt). I'd think the harder part (possibly) would be for playing against the CPU, getting code in that would intelligently choose when they should go for 2. (i guess you could go with one of the "standard" charts where if you are behind by so much before the kick, and maybe depending on time left in the game, you go for 1 or 2).
  12. Well, 99 points is the AFL record for points by one team, and there have been scores in the 100's in a few of the other indoor leagues, so, while that should be at the extreme high of scoring in the game, I don't know that being able to score 109 is "wrong", in and of itself. The ROM I merged with was set at 6 minutes, it probably could be set back to the 5 minute Tecmo standard. Probably needs some fine tuning to not be able to score that every time, or if you are able to score 120 or more.
  13. OK, this is an update. I might have zipped up the wrong one on the first upload as well. This one fixes that field goals were made from everywhere, the field goal length bit was still set to FF instead of back to a much lower number (I set it to 20). A few other minor graphics changes as well, got rid of the NFL shield on box scores is the main one. AFL2007.zip
  14. Yeah, the player faces and numbers could probably use a major look over. My guess is the major imputus was to get the player names right first, even with the people who first did the AFL teams/rosters. My guess is along with the 8 man playbook/formations jstout is working on, the pass/run ratio will also be set up to be more in line with indoor rules (80-90% passing). Another thing I forgot to mention is for some reason on kickoffs, the returner always goes "backwards" first, and then runs forward, which will often get him tackled for a safety. I know someone was going to look into making kickoff tackles in the endzone a touchback (which would be proper NFL rules anyway), but, in anycase, the returner shouldn't be trying to get a "running start" anyway. Might this be some setting not set correctly for a "starting position", and then the game is trying to move the returner to that position before he returns?
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