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Everything posted by GameplayLoop
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What an incredibly in-depth answer! Thankfully, I’m working through assigning SIM stats with a fair amount of your notes generally in my mind. BUT, I really appreciate you writing this out, @SBlueman, and I’m sure someone else who’s looking to expand their understanding of SIM stats and ideas for how to tackle executing on this part of building a ROM, will appreciate them as well. I just finished setting playbooks and adjusting the SIM stats for the AFC teams, but I’m going to go back and review the work I’ve done through the lens of what you just wrote. Awesome stuff. Although I remember the Sack/INT SIM values should total 255 on defense, I did not remember that RB 1, RB 2, WR 1, WR 2, TE 1 values should sum to 32. Wow! I’m either surprised that I totally forgot that, or was never aware of that. Now that I’ve drafted my AFC SIM stats, the process doesn’t feel as arduous. It’s still time consuming, but at least I have a better idea of the numbers I’m working with, which makes reassigning SIM values pretty painless; there's just a lot of reassigning to do. I said this to Knobbe the other day, but I completely underestimated the time required to put out a new ROM without having done so for 10+ years prior, and especially when you’re somewhat of a perfectionist lunatic. It is definitely not like getting back on a bike for me. 🙃
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Game design question: does anyone redefine offensive player SIM stat values in a way that doesn't exactly resemble how the OG TSB does? Player SIM stat values at the end of a season are a curious thing. They in no way resemble what an actual human player will tally; they also do not resemble very well actual NFL values. Do you define the SIM stats differently? It seems to me that balancing TARGETS & CATCHES toward the high-end, and lowering SIM RUSH & PASS YAC values seem to produce relatively more NFL-accurate & interesting stats. What do you think?
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I'm in the middle of adjusting playbooks and team/player SIM stats all at once since they're all generally related. Once again, I underestimate the time required to properly set SIM stats. Not sure if I'm going to hit my goal of being finished with editing everything that can essentially be done within TSB Tool by the end of July. Ideally, I would spend August putting finishing graphic touches on the ROM.
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Phew. I put some extra hours this weekend into finishing player portraits for the NFC, and doing a final round of player position, player stats, and team formation edits. This roster will undoubtedly benefit from a few fresh sets of eyes. But considering I’ve been working on it for the last 7 months, I’m really happy with how the roster has come out. Some additional tweaks aside, the only roster-related edits remaining are to adjust team colors, team and player SIM stats. After that, I’ll be turning my attention to Graphics and Game Hacks. With these edits done this weekend, I wanna say that I’m on track with overall progress. Nice!
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Yeah, that absolutely makes sense. To be honest, I had totally forgotten that this was the case. A flush of memories just came into my heads of editing those play priority players for Tecmo Super Coach. Thanks very much for the reminder of this. I won't be editing these values for this upcoming ROM.
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I've finished swapping player portraits for the AFC rosters. Sometimes I enjoy tasks like these because they're brainless. Buuuut, it does eventually turn into a slog. I'm taking the opportunity to check in on the player jersey numbers, their roster positions, and team formations, so at least a little bit more is being done than swapping player portraits. Whelp, one more conference to go.....
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Alsooooo, I'm planning ahead to playbook play selections for each team. Does anyone have a preferred methodology for accurately scheming team playbooks? Back in the day, when I was doing current year ROMs, it was from my familiarity with watching team games or highlights. But does anyone have a strategy for historical team play selection?
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re = rdt nt = ldt le = lde rolb = rde rilb = rlb lilb = mlb lolb = llb I've been reviewing the documentation on hacks in general, and it's incredible how much I've forgotten. I'm not sure if I have the capacity to reinvest myself into re-learning as much as I would need to apply the optimum hacks for my upcoming ROM. If someone is feeling generous and is willing to assist me implementing some stuff, let me know. 👍
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Hey Everybody. Design Question: The editing I did on my own Tecmo Super Coach ROMs to create 4/3 versions of plays was a total hatchet job. Fun, but a hatchet job. If there doesn't wind up being a sufficient 3-4 / 4-3 formation hack (with Jstout's incredible work being the only public-facing example I've found), can you remind me what is best practice for arranging real-world 4-3 rosters into a 3-4 formation? Ideally, I think I would like my upcoming ROM to have 4-3 and 3-4 formations to pay tribute to the historical nature of the rosters. I think assigning 3-4 & 4-3 formations to the rosters (including the related player status screens) would be on-brand for a ROM like this. That being said, I'm not interested to incorporate a 4-3 formation if it fundamentally changes the gameplay or stats experience of OG TSB. Thoughts? Experiences? 🤔
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Apparently so! I made a series of graphic and gameplay edits to an unreleased 2012-2013 Tecmo Super Coach ROM that I never uploaded here. I think the reason why I never uploaded it, is because there’s a crash bug somewhere that occasionally breaks the game. I think I ducked out of the TSB scene before I was able to resolve the crash issue, and never fully released this BETA 2012-2013 game.
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Phew! I've started to compile a list of graphics edits, IPS gameplay hacks, etc. that I might want to use in this ROM I'm creating. I began a list of graphics edits by pulling together a series of different ROMs for inspiration--mainly my old Tecmo Super Coach ROMs. I nearly had a panic attack when I couldn't find the ROM that I spent extensive time editing the intro graphics of, including New England Patriots, Tennessee Titans, and the Pittsburgh Steelers. I would have been BUMMED if I lost that GFX ROM. I think these sprite changes are some of my best GFX work.
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New Base NES ROM (32-Team Original TSB Gameplay)
GameplayLoop replied to GameplayLoop's topic in ROM Editing Discussion
I just read over this thread. It appears that the major update here is the Washington franchise graphics. Would you say that is accurate? -
New Base NES ROM (32-Team Original TSB Gameplay)
GameplayLoop replied to GameplayLoop's topic in ROM Editing Discussion
Heyo! Is the ROM at the start of this thread still the best place for a reasonably updated graphics TSB base ROM with established fixes?