Jump to content

Lhopital

Members
  • Posts

    21
  • Joined

  • Last visited

Everything posted by Lhopital

  1. After this round, will Bo meet Eagles in the semi-final? That sounds like all those Cowboy/49er NFC championships that led up to a boring superbowl. Oh, well.
  2. I think if I did tackle that, I'd want to do a lot more than I'm willing to do right now. For now, I've got enough info to tweak the adjustment of sim stats just based on ratings. So far: SimOffense - minor changes (I like factoring in QB, best RB, and best WR) SimDefense - don't see it anywhere SimPassDefense - pretty good as is (leaving out DL's) SimPassRush - use combo of RS,MS, and HP PKSimKick - is AKB meaningful? If not, just use KA QbSimRun - good (uses MS/5) RbSimCatch - this is the one I think we would like to affect KR/PR (maybe MS) RbSimRun - good (uses HP and either MS+BC or RS+HP (I assume for FB's)) SimKickRet - this one should be yds/rec; with ratings, use MS SimPass - with the new PA hack, use PS,PC,&PA (again, is APB meaningful) SimPocket - I'm not excited about scaling this from MS, but what else? SimPuntRet - this is the REC target value; REC/(sum starters' REC)*32 (so long as the ROM has made the adjustment to the sim-scale [posted elsewhere] this should work okay) WrTeSimCatch - again, this will hopefully be KR/PR (MS again) WrTeSimRush - it says "2" ... but it doesn't actually change it to "2" - error? I'm not opposed to others' input
  3. just a few questions as I get started: 1) Leftover INT target values for LB's and DB's are being given to the LILB. (Maybe, this is to boost his sim season as a coverage MLB). Would leftover target values get distributed the same way leftover receiving target values get spread out RB1-TE? (if sum < 255) 2) If so, then let's round down and leave the values alone. If not, should the leftovers go to the primary CB1? 3) Does the SS need a sim number for sacks? can we give the extra points to RE or ROLB? 4) I thought I read this somewhere; are APB for QB's and AKB for P/K useful values during gameplay? Or do we treat them as decoration like Quickness? 5) jstout, did you ever figure out a way to use the 2nd sim value (skill positions) for KR/PR? I'm going to try to finish up formulas based solely on assigned ratings, but it would still be nice to use an imported stats spreadsheet or database. Is that too difficult to mess with? Oh well, I'll keep trucking along until I hit another pothole.
  4. alright ... found it; very cool. changing formulas shouldn't be too difficult. what I'm worried about is adding on a feature to import stats from a spreadsheet or database with which to run calculations. I'll play with it a little.
  5. As a teacher, I take part of my planning period to read new posts; but until recently, I never had a lot of time to post myself. I'll see if I can find some time here and there to put some logic statements together. Curious ... where would I find "reflector?" Is that available as freeware? ... Okay, I'll not be lazy and start looking online
  6. speaking of which ... should the community begin tweaking that tool before the next version comes out? I know we are all skeptical about an automated ratings generator, but it would be nice to only have to make minor adjustments to the sim ratings instead of working from scratch. As of now, I use a compilation of a couple of spreadsheets from other members as well as a few formulas of my own, but I would love to be able to just press one button and have the receiving target values and defensive sums (in particular) auto-calculated to shorten the stat-tweaking process. In my (non-professional) opinion, the calculator should use a season stats spreadsheet to form a base line and then make incremental adjustments based on ability ratings. I'll look up the site I get my spreadsheet from in a minute. Anyhow, just a thought.
  7. speaking of missing a player ... I got the game at age 13; I noticed Bob Nelson my first year in college. Now, I can't use him. Same could be said for Seahawks' Green or Cardinals' Young. To be honest, I played with Dallas at least half of the time ... trying to do everything with Danny Stubbs - yeah, ignorant.
  8. are you saying you changed the reload value for seconds on the timer? what address? I tried finding it a few years back and gave up. I found it for NES (x222A5); where is it on SNES?
  9. I like Fulcher - fast, hard-hitting, lots of interceptions, and what he brings to the PR game (without the PR fix). I use him a lot. With that said, I have to go with the guy that can more readily impact the game. Interceptions and defensive stops are great, but they don't always put points on the board. In a shootout, it's a tough choice between a homerun guy and a drive-stopper. But, I'll take the (2nd best) offensive weapon over a defender.
  10. I think I might have tried to correct the wrong problem. It looks like you used the 3rd numbers to get a sum of 32. It's the 4th number that gets used as the target value. Sorry for the lengthy response. Good luck!
  11. I looked at your rom, and here's what I found: RB1 Parker [7, 1, 4, 6 ] RB2 Washington [1, 5, 4, 9 ] WR1 Ward [1, 11, 7, 7 ] WR2 Holmes [1, 8, 11, 9 ] TE1 Miller [1, 7, 6, 6 ] With your SIM set the way it is, the 4th numbers add up to (6+9+7+9+6) 37 or (48+72+56+72+48) 296. You only have 255 to work with; or 32 SIM points with the adjustments at x18117. If you do a simple stat conversion for catches, you get: 3+40+81+55+48 = 227 catches for starters, and ... Parker 3/227 x 32 = 0.42 Washington 40/227 x 32 = 5.64 Ward 81/227 x 32 = 11.42 Holmes 55/227 x 32 = 7.75 Miller 48/227 x 32 = 6.77 As another thought - I've seen a couple ideas on how to adjust the third number (controls receiving yardage). For my SIM values, I take the yds/catch and subtract 4. It's not perfect, but it helps me scale yardage output somewhat. For the steelers: Parker 4.33 - 4 = 0.33 Washington 15.78 - 4 = 11.78 Ward 12.88 - 4 = 8.88 Holmes 14.93 - 4 = 10.93 Miller 10.71 - 4 = 6.71 If you round down (except for 0) for target values and round for rec yardage I get this: RB1 Parker [7, 1, 1, 1 ] RB2 Washington [1, 5, 12, 5 ] WR1 Ward [1, 11, 9, 11 ] WR2 Holmes [1, 8, 11, 7 ] TE1 Miller [1, 7, 7, 6 ] This gives you a target sum of 1+5+11+7+6 = 30 and the remaining 2/32 is randomized. Try it now, and see if it simulates a little more realistically.
  12. Just a thought, I was just looking through some old notes on the formation locations x21642 and x30FF8. There are 6 comparison statements in the x21642 section to change to format of the starter screen (2rb 2wr 1te, 1rb 3wr 1te, or 1rb 4wr). However, at x30FF8 there are only 5 comparison statements to label players with the correct positions (rb, wr, or te). It draws that information from x3104B. Ever noticed that SD in the original is 1-3-1 yet Bernstine is labeled as a RB? A 2TE set can be easily added if you overwrite x31056 and x3105D as 03's instead of 02's. This basically replaces the 4WR set with 1rb 1te 2wr 1te. I used this back when Dallas claimed it was going to use Witten and Fasano in a 2TE set for most of its plays (Jones, Witten, Owens, Glenn, Fasano). Useful? I use 2rb for almost all the teams - RB by committee makes it difficult to put in a lot of FB's. 1-3-1 makes up another 2 or 3 teams. On that note, after looking at those spreadsheets, I am wondering if there is a systematic way to set breaking points from stats to automatically set up formations. I loved the point-range system for adjusting OFF/DEF SIM values and adding 1 sack to the front 7 before calculating values is probably a good idea.
  13. In regards to your TE question: I haven't seen that problem arise in the original. Their production fits their ratings. Try: 1. Check the SIM numbers in the original (the 4th SIM number - receiving target value); the Chargers TE is rated a 4 and the Redskins TE is rated 1. 2. Check x175CB. If it reads 04, then throws that are randomized (after spreading the ball based on the receiving target values) don't reach the TE. Change the byte to 05. 3. Check the corresponding values of your receiving target ratings. My initial theory about the sum of 32 was a little off. The values 0-15 actually correspond to these values: 00 14 19 21 26 2E 33 3B 40 47 4C 54 59 66 73 80 ... meaning that if the sum of your first 4 starters goes over 255, your TE won't get anything. Check these values with both lineups 2-2-1 and 1-3-1. It could be that your sum with Nate Washington goes over 255 before reaching Miller but stays under 255 with Moore. 3b. On a side note, I changed those values at x18117 to multiples of 8. Now, every increment on the receiving target value corresonds to 1/32 of the throws. 00 08 10 18 20 28 30 38 40 48 50 58 60 68 70 78 The highest rating of 15 now corresponds to 78 (120 in decimal) out of FF (255). 4. Check to see how you are changing formations. I've gotten accustomed to changing formations manually, so I'm not sure which tool you are using. If done properly, 4a. If you are not using a global 2RB set, the coding from x21642 to x21661 should revert to the original. Just change the comparison statements (C9 xx) to reflect the teams you want changed. 4b. Make similar changes at x30FF8. Again, (C9 xx) is compare team # xx. This section is to assign the proper position to players in each formation. If all else fails, send a copy of your rom for someone to look at. Good luck
  14. You might have a 32-team rom that was released before the fix. In cxrom's original coding the SIM bytes for the NFC West were stored in one place, but the pointer was looking elsewhere for them. Thank jstout for discovering this fix: Now, you should be able to adjust offensive preference for all 32 teams.
  15. NFC West starts at x199C1 and follows the same pattern. Offensive preferences are at 27526 and x27FDB (NFC West). However (as I recently discovered), you need to change a few bytes. Per jstout: Now, edits to these values actually get used. Great find, guys. I'll take a look at those spreadsheets.
  16. You guys are great. I would have never found that on my own. I changed the byte at x175CB from 04 to 05, and it seems to work fine now. Thanks. I'm assuming that if every team is properly adjusted so that all 256 (not 255) values are used, this subroutine wouldn't be needed at all in the game. On a different note - because SIM rating edits are so time consuming, I'd like to find some way to implement this into the JeidTSBToolRosters spreadsheet (maybe put stat entry on each position page). I found some info while searching the threads about stats used for attributes. What are some stats we could use for SIM ratings? Here's what I'm thinking so far: Team offensive and defensive yardage ranking QB rating; QB rush att/game; QB rush avg RB rush yds/game RB, WR, TE rec/game; yds/rec Defense - TKLs (is there a stat for TKLs for loss); sacks; passes defended (INT are too infrequent) FG%; FG long; Punt avg Sometimes I feel like I'm working for hours trying to find a way to save a few minutes. But, if you think it's worth it, feel free to make suggestions. Or ... maybe someone with more coding experience will adopt this project (I know time is not a luxury). Otherwise, I'll stick with the little I know about formulas in Excel. I'll check back after the weekend.
  17. Ok, now I feel silly. It DOES work like the defense (out of 255) except that you have to translate to a 15 point scale. If I take another look at the 91 Bills starters (8,2,6,10,6) that translates into (64,25,51,76,51) which is 267. IND (2,10,10,10,2) is (25,76,76,76,25) - a sum of 253 before TE Pat Beach is reached (that explains why he catches about 1 pass every 3 seasons). Does this mean that the original programmers still goofed? If the sum was to be "x" (a # less than 255), then (255-x)/255 of the time there should be a remainder of passes to be randomly distributed. Look at KC starters (0,0,6,10,0) = (0,0,51,76,0) with a sum of 127. This should mean that 127/255 of the passes stop at the two WR and (255-127)/255 are randomly distributed, right? But the TE still gets nothing. I suppose if I wanted to make mathematically even distribution, I would have to rate RB1 to stop the random # 1/5 of the time, RB2 1/4 of the remaining time, WR1 1/3 of what's left from that, and so on. Here's what I get: (51/255, 51/204, 51/153, 51/102, 51/51) which is my original test #s (6,6,6,6,6). It's that leftover randomness that still puzzles me.
  18. If the random number is from x00 to xFF, then I don't get why WR2 and TE aren't getting any of the randomized catches (given that all are set to 15). Is there something (the sum) stopping the selector from finding "more receivers" to compare their values to? I'm going to try compressing the range of values at x18117 to see if that allows for a higher ratings sum.
  19. You're right. All 10 players add up to 42, but the starters add up to 32. Some of the other teams total 32 for all 10 players, and the Redskins starters would add up to 32 if Gary Clark had a 10 instead of a 1 (type-o ... don't know). None of the teams have a starting sum greater than 32, so maybe this is just the limit. We had been comparing players on different teams and found no discernable pattern. I tried a team-autonomous view by rating each player with a 2 - then all 3's, 4's, 5's and so on to find a threshhold. The TE got the ball a lot with 2's; at about 6, all starters were even. At 8's, the TE got nothing. At 15, the RBs hogged the ball, WR1 got very little, and WR2 and TE got nothing. The same odd occurence appeared when trying to rate a great defense. I concluded that higher numbers lead to more touches (catches, sacks, INTs), but with a sum limit. For defense, that limit was 255; for offense, it looked like 32. So, why the sum of 42 for BUF? Because only 5 of those 10 play at one time. All 11 defenders start, so their proportions are easy to calculate. On offense, the 5 starting skill players share chances for passes. I know it sounds odd, but it does explain why edited roms with player 4th number ratings of 10, 8, 14, 12, 10 complain that the WR2 and TE never get the ball (all 32 points are being used by higher roster postions). Whether or not this system was an original programmer's intention, it has proven reliable on my edits for about a year, and I have yet to suffer from statistical anomalies. My hope was that this would spark someone to update the existing SIM editor or create one based partly on statistical data (averages, proportions) as well as assigned attributes. Any feedback would be welcomed.
  20. I am a fairly new member to the site, but I have visited for the last few years. I have tried to do a lot of reading, searching, dabbling, and testing before I decided to join. My hat goes off to all the great work and progress that has been done - from the first release of RoseBowl to TSB Manager to TSBTool to the 32-team rom to in-game playbook changes. I know a great deal of time and work goes into all the roster updates and attribute adjustments. However, in every release I have come across, there seems to be a common misapplication of SIM data. I know it is only used in simulating SKP vs SKP games, but for some of us who don't have the time to play in online leagues, season play is a top priority. I enjoy playing against a league that is as accurate as possible. With that much said, here is the breakdown of SIM data that I have discovered. Team SIM offense - offensive production Team SIM defense - stopping opponents offensive production Just like in real life, a good defense with a poor offense will not do well. Don't expect a team with OFF-2 and DEF-14 to lead the league in defense. That team may do well stopping their opponent, but if the offense cannot do anything, the other team will get more chances with their offense. The pass/rush preference works as stated: 0-rush more; 1-rush much more; 2-pass more; 3-pass much more The playbook only affects the proportion of carries; the passing game is unaffected. QB SIM - rushing ability, passing ability, pocket tendency So far, this is nothing new - I know. RB, WR, and TE - these are the numbers I think people get confused on. The first number affects rushing average. The third number affects receiving average. The fourth number is a fraction of passes thrown his way. There are 5 starting skill players (2 RBs, 2WRs, 1TE); the sum of their fourth numbers should be 32. So, if a player has a 4 for this SIM rating, he should get thrown to 4/32 or 1/8 of the time. Compare the teams from the original 1991 rom. You'll find that even the programmers made mistakes with these figures. The Colts will never throw to Pat Beach in a SIM season (his number is 2) because the sum of the 4 starters in front of him is 32. It seems that the Bills were supposed to be the model team, but when programmers were assigned to the other teams, some of them didn't quite get it right. Some teams have a sum of 32 for all 10 skill players. The difficulty is deciding what number to give a backup. If the starter should get injured, what proportion of the throws should the backup get? Some teams put a 0 for all the backups. Defense works the same way - only with sacks and interceptions. The sum for the team should be 255 for each. If Ware on the Cowboys got 20 of the team's 50 sacks, he should have a pass rush rating of 102. A player who had 8 sacks on a team with 40 total, should be rated 51. I don't claim to know too much, and I don't want to come across offensive. I would just like to see the same great roms that are being produced - adjust the SIM data according to this and give us a more realistic simulation of a season. BTW - I have never actually pinpointed with 100% accuracy the purpose of that 2nd SIM number. I ran some tests to see if it was return average, but it was too random. Any thoughts? If I have made an error in my conclusion, please correct me.
  21. The pro bowl rosters begin at x32853. The code in your rom goes something like: 08 00 04 00 0F 02 0F 03 0D 02 07 02 … This may be all you need, but some of us need elaboration. Each position is defined by team and roster position. 08 Colts 00 Manning 04 Bengals 00 Palmer 0F Chargers 02 Tomlinson 0F Chargers 03 Hester 0D Chiefs 02 Johnson 07 Steelers 02 Parker … Teams are numbered from 00 Bills to 21 Cardinals (skipping 1C and 1D between the Panthers and 49ers), and roster position is the usual with 00 through 1B as QB1 to SS followed by the kicker and punter (1C and 1D). NFC starts at x32885. What I CAN'T do is change the default starting KR/PR for the Pro Bowl. I found the two spots (they have to match) for regular teams by doing a hex string search from what I saw in the game: x239D3 and x328D3 for the first 28 teams x32CB2 and x3F93C for the NFC West When I tried to do a reverse search for the AFC and NFC (45 45), I found nothing useful. Maybe someone else knows how to set the default Pro Bowl returners.
×
×
  • Create New...