Jump to content

TecmoBowlSwede

Members
  • Posts

    47
  • Joined

  • Last visited

Everything posted by TecmoBowlSwede

  1. There must be more to the 3rd sim value than just deciding yards/reception, right? I have simmed a couple of seasons with every player set (using TSBTool Supreme) to 0, except the Oilers starting WR's; 15 sim value for them. The yards/reception ranking is still very even, season after season. And often one of them doesn't even get in the Top 30. ...or is it just that random?
  2. When i read this my spontaneous reaction was: How about merging the use of RS and RP (like a reverse PC-PA hack) making initial speed and acceleration based on the same rating and then use the unused rating as blocking (for O) and pass rush (for D)? Rate players based on: Acceleration (and initial speed), Max Speed, Strenght (HP) and Blocking/Pass rush Would that be possible without having to mess with too much things?
  3. I think my 1990 ROM could serve as the base you are looking for. Tecmo Super Bowl 1990.nes
  4. Lots of useful feedback. Thanks! Been playing a "switched ratings"-ROM with a couple of friends for a month or so, and got some additional thoughts: The switched ratings makes the RP rating for receivers some sort of "ability to run (quick) routs"-rating. ...and I don't really know about this one: it also seems to have an effect on INT and fumble returns without speeding up the defense, as the offense isn't "juiced" anymore...
  5. How about the 3-4 & 4-3 defense hack? Most of the hacks that's been up for debate here is easy-to-add, but I recall having some trouble getting the formation hack to work, even though there's instructions to find. Maybe have it in there latent, so to speak, with all teams set to 3-4? I would compare it to having updated helmets...not a bug-fix, but an essential addition. ...and I would leave the in-game playbook hack out, by the way. But that's probably because I spend a lot of time setting playbooks matching "team profiles" on my own, sort of "purist with essential hacks" 1990 ROM...
  6. This ROM is awesome. Just finished a season. I must ask: How did you manage to keep the yrds/run and yrds/pass down? Is that just due to the shorter field or play design?
  7. Yeah, the Patriots D was messed up. For my own 1990-rom I replaced Veris with Williams (made him LE) and switched the ratings with Agnew. And then added Vincent Brown as LOLB instead of Chris Singleton. Seemed more accurate, compared to the season stats.
  8. First off, I believe that a player never should be given a 6 rating. Because then they don't get worse in BAD condition. Then the lowest RS rating should be 56, right? And never higher than the players MS value? Trying to figure out the relevant scales for the diffrerent ratings: RS: 56 to whatever correspond to the player's MS RP: 13 to just before reaching MS becomes instant, so that RP is still relevant (anyone knows the exact value?) MS: 13 to, well, let's say a 75-Bo-Jackson-speed Does this seem right? (And what about the defensive players then, shouldn't they too get a RS value of at least 56?)
  9. Yeah, I think that, for example, Barry Word is supposed to get by the line of scrimmage faster (due to higher acceleration), win a grapple (due to higher hitting power) and then quickly reach his (although lower) max speed to get a couple of more yrds before being caught be the then faster defensive players. Barry Sanders on the other hand is supposed to avoid the defenders by zig-zagging for enough time to reach his supperior max speed. This is not the case though, as both acceleration and hitting power is more or less useless in the original. The grapple hack coupled with switched ratings seems (been playing through a season) to do the trick, and thus adding another dimension to the running game, rather than changing it completely...sort of in the same way as the PA/PC-hack does for the QBs.
  10. Ratings has been switched. Now it's time for a season or two, to see if Doug Widell were the only player who not got his stats messed up by the programmers... Posting the rom (one with some minor tweaks, though) if anyone wanna try it without editing all the ratings themselves. TSB 1990 switched MS-RP.nes
  11. There has been leagues using the original rom, with the RS and RP ratings switched? Didn't know that. Even searched the boards before starting this thread. Well, that sure saves me some time then.
  12. Okey, let's say that the programmers switched RS and RP by mistake. I'm gonna try to make a case for that theory... o A 69 RS would correspond to the lowest MS in the original o I can see a point in giving every player the same initial speed from a play designers perspective (the Run 3 Slot Offtackle gets messed up when using a slow runner...) o The higher RS rating for the bigger backs (the power runners...a long shot here, hehe) would now be called rushing power instead. Suitable, isn't it? o After switching the values, the RP rating for O and D is in the same range... ...so now I'm gonna take a rom, switch the values (first just RBs, then the other players in offense), play through a season, and see what happens.
  13. My guess is that RS was intended to make more of an impact; to bring some kind of nuance to the game. But for some reason that never came into action. Now Fenner (56, 69, 25) who had a desent season is a worse back than Tatupu (38, 69, 31)...right? And seeing that this higher RS rating was given to bigger backs and blockers...yes, maybe the idea was to get them to the line of scrimmage quicker but still be slow overall. If I remember correct, there is a Leroy Hoard-quote that might explain the intended characteristics of the high RS/low MS-back: "If the coach wants 2 yrds, I give him 3. If the wants 8...I give him 3." Doesn't a MS lower than the RS (as is the case with most of these bigger backs) result in a deacceleration, and thus screws them even more?
  14. When looking at the RS rating in the oringinal it becomes quite clear that FBs and bigger backs were given a higher rating then the pure runners. This higher rating is useless though...and therefore blockers like Mueller, Carthoun and Smith on the Raiders and bigger more bruising backs like Mack, Word and Fenner got screwed. How to make the RS rating work as intended? Also, it doesn't seem right that some players got a higher RS then MS rating... Is it merely a result of the misused RP rating or more like the issue with the QB PA/PC rating (and thus in need of hacking)? Maybe just ratings getting switched...?
  15. I got hooked on Sim stats about a year ago, and decided to make a rom simulating the 1990 season. Therefore I've been checking stats and such... a lot! If two players had similar amount of games played I did give a nod to those who contributed the most (and if that too were resonably even, the player who contributed the most at the end of the season got the spot). I kept Grogan because of that one win and his Tecmo cult status. Keith Millard (four games, due to injury) kept his place due to his two previous Pro Bowl seasons... Players added in my 1990 rom: Colts: RB Dickerson, RB Clark > TE Clark (TE Mobley to Broncos), DE Thompson Dolphins: DE Turner Patriots: DE Williams Browns: DE Perry Broncos: TE Mobley Raiders: LB Benson Chargers: LB Smith Cowboys: RB Johnston, DE Jeffcoat, DE Hamel Rams: DE Piel, LB Kelm, S Stewart Falcons: LB Lyles
  16. It is possible to turn it off? To get preseason/week1 coverage all the time.
  17. Got to defend Buford "1990 Rams MVP" McGee though... terrific blocker, 5,3 rush/avg, as many rec-TDs as Ellard & Flipper, and among the top receivers on a team that's got lots of talent. If DuPree should have been included, it would have to be instead of either Warner or Green...
  18. There is a block of FF's between x2BF44 and x2BFC9, where the code would fit. I don't get the jump-command though. What would I need to change "4C C0 BF EA" at x29083 to for it to jump to x2BF44 instead?
  19. For a while I have been looking for a way to get this hack as well as the "Use Quickness For Pass Incompletions"-hack in a rom. There is a conflict, as they use the same space. If I could alter the location of this hack, the problem would be solved. But I do not understand the ASM... 1) How does the ASM work? 2) Is it safe to assume that a space with lots of FF's is a accepted location for this code? Some help or pointers would be highly appreciated!
  20. The original rom with some minor tweaks in an attempt to more closely simulate the 1990 season, without getting to far away from the original gameplay. Uniforms have been changed, and the playbooks are made to be "harder to read" and are based on clips and videos seen on Youtube, etc. Season schedule have been altered to represent the 1990 schedule, with correct home and away teams and dates as close as correct as possible. Hacks included: o 3-4 and 4-3 defense o PA and PC split o Player 2 condition fix o Preseason injuries o TE sim Some roster changes have been made, based on stats from Pro Football Reference: Eric Dickerson, Michael Dean Perry and Daryl Johnston included. Orson Mobley to the Broncos. Just a couple of stats changed; Kosar decreased MS, Sherman increased BC. Woodson and Johnson (Cardinals) no longer white. Player names corrected. I didn't change Lonnie Young and Bob Nelson because of cult factor. Team sim stats: Offense and defense based on Pro Football Referense's Simple Ratings System. Run and pass ratio solely based on 1990 stats. Player sim stats: Some minor changes from the original, based on stats, but still a lot to do! __________ To-Do List: o Find a way to include both the Dedicated Returners using Code and Quickness For Pass Incompletions hacks o Personalized graphics o Playbooks hacks, some plays of my own o Tweak player sim stats o ...after doing some changes in player stats o Maybe add som customized defenses; have to learn to do that first though __________ I APPRECIATE CRITICISM, GOOD OR BAD! And any suggestion, what other hacks to include, and so on... TSB 1990.zip
  21. Been messing around with this some more. Adding the Dedicated Returners using Code-hack and then the Use Quickness For Pass Incompletions-hack results in a crash. If added in the opposite order, it seems to work just fine - but then the the returner-hack cancels the pass-hack out?
  22. Couldn't the "Dedicated Returners using Code" (viewtopic.php?f=22&t=10746) replace both "KR Speed change from RT to actual KR Player" and "PR Speed change from SS to actual PR Player"?
  23. Just added the two grappling hacks and the Quickness For Pass Incompletions hack to the original rom. No freeze. As my rom freezes when the kick returner gets the ball, I guess it has got to be a conflict with a return speed related hack.
  24. I guess that it is the "Quickness Controls INT / Fumbl Return Speeds"-hack that causes the problem. Other hacks I have used: - Defense: 3-4 or 4-3 Team Formations - Grappling: HP Hack - Grappling: COM vs COM Differential - Player-2 Condition Fix - QB Split PC / PA Ratings Hack - Turn On Preseason Injuries
×
×
  • Create New...