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tecmobo

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Everything posted by tecmobo

  1. This thread is like a secret meeting of tecmo masterminds.
  2. I prefer FS over SS because most runs are down and that way you have your safety drone closer to the action. LB4 is the best position for a usable LB because you can stop the best runs from that position. LB3/LB1 is probably second best. The only position for usable lineman that I've seen put to good use is the bottom DE.
  3. Bru, is there any way to make one/both of the ILBs blitz/cover/spy the qb? I tried to make a simplistic version of what you're talking about by juicing the opponents, adding the pass coverage hack, and I think also the smarter play-calling logic, but I found that even with the Patriots you could usually run for 5 yards with the QB on pass plays (though run plays and defense were very difficult). Also I agree that getting the QB to scramble and to identify open receivers would be a high priority for this type of setup.
  4. Help supplied in IPS form via chat.
  5. Awesome Y2R. Just the other day I was thinking about this and I was afraid you may have stopped working on it or bailed entirely The TSB number range is 6, 13, 19, 25, 31, 38, 44, 50, 56, 63, 69, 75, 81, 88, 94. No player has 100 in any category, but if they are close and go into good or excellent then they do. I'm not the best person to answer your question about sim values though. I doubt there is a mapped correlation like "75 sim pass catch = 1000-1200 yards per season" or anything like that. I've just always viewed them as like attributes in the sense that they don't guarantee results, but higher sim ratings or attributes of course correlate with higher stats. I think if you look at the current sim ratings, and maybe sim a few seasons just to get a rough idea of the general output, that may help. Also this post may interest you (it only lists 100 season maximums, but comparing those to the default sim values could help in your understanding of them: viewtopic.php?f=1&t=14233 For a more comprehensive explanation of sim values, I don't think you'll do better than this thread: viewtopic.php?p=118340#p118340
  6. Please wire any reps I receive directly to jstout.
  7. This would be so cool to have in leagues. Can't wait!
  8. bump - moved these great instructions into the new IPS section. If the length of the first post intimidates you as a newcomer, don't let it. IPS patching really is a 2 or 3 step process that can be done in 10 seconds or less. Bama just went the extra mile to explain certain pitfalls you should be aware of. Basically, always patch copies of your roms and always test the rom after a patch, as certain hacks may try to use the same "free" space. That really is only a concern with a rom with either a high number of hacks or complicated hacks though (like the 32 team rom). Anyway, it is very simple, just try it once on a copy and you'll see...
  9. Bump - Added IPS and hacked rom to first post.
  10. I hear you on the second point, but for the first point wouldn't scatback-types generally be bad at pass-blocking anyway?
  11. That's already pretty rare because you'd need a 25 HP back or below combined with an LT type on defense. In other words if you blitz with an LB that has 63 HP you are still going to tie up with nearly every pass-blocking RB, even accounting for condition changes. In a current rom you could just make the better pass blocking rb's have RS in the 31-50 range and the worse ones be from 6-25.
  12. Haha damn it I had that thought earlier but forgot to post it. Any complications with this approach?
  13. Interesting, so the game has a blanket instruction for all offensive players to use "___" (originally HP) for blocking on run plays? Who told you that btw? Took me a little bit to figure out what that meant....that sounds like a tough cookie to crack. Yeah so basically here's what I understand to be the case... Using MS for Run Blocking: This would be the best for OL imo, but then all the faster skill players not carrying the ball would be way too good at blocking. Using RS/RP for Run Blocking: This would also work for OL, since the difference in their speeds would be negligible, but you'd have to have a low rs/rp for wr's and most backs. Lowering rs/rp for wr's may affect the ability to throw quick passes unfortunately. However, since RS is already somewhat low with offensive players that would probably be the best stat to use - wr's would have to be lowered a bit and OL would have to be raised based on their blocking abilities. So bg, I am assuming a hack that used RS for all offensive players still would use HP for the ballcarrier right?
  14. Interesting, so the game has a blanket instruction for all offensive players to use "___" (originally HP) for blocking on run plays? Who told you that btw?
  15. The same reason everyone's drones are better at covering kickoffs than yours are
  16. any fumble erases the stats that occurred before it. INT, Catch, Long Run, TD, whatever. Correct. Sorry I should have made that more clear. And Bruddog tells me the NFL tracks all yards up to the point of the fumble, meaning TSB is not in line with how the NFL tracks stats on fumbles. It would also be awesome if we could get TSB to track everything up to the point of the fumble (and also if we could track fumbles themselves), but a hack that does that would be considerably more complicated.
  17. Is it possible to have OL pull from different attributes based on whether it is a run or a pass? And the same question goes for DL based on whether the defense calls run or pass...
  18. This is mainly for leagues, almost all of which do not allow late tackling. It is especially useful for the pg leagues. Player conditions can only change at the end of each quarter and are random (not based on stats), so without being 100% sure I'd say no.
  19. Today I had a thought - since ball carriers never seem to fumble while being tackled out of bounds, shouldn't it be possible to stop fumbles from occurring after the ball carrier crosses into the End Zone as well? I posed this question to Jstout, and he first confirmed that fumbling while out of bounds is not possible in the orig rom, then whipped up some code right-quick for how to stop post-touchdown fumbles as well! x28698 ($8688): 4C 40 BF JMP CODE EA NOP EA NOP EA NOP x2BF50 ($BF40): A5 73 LDA $73 29 20 AND $20 D0 0B BNE :+ A5 71 LDA $71 29 10 AND #$10 C9 10 CMP #$10 F0 03 BEQ :+ 4C 8E 86 JMP RETURN 4C E8 86 : JMP $86E8 This code is brand new as of today so it still needs some testing in various scenarios, but once we get this nailed down I think we might see this hack become standard in most leagues. No more bothering with making rules for late tackles, losing stats when an owner causes a post-TD fumble, or punishing the repeat offenders. Plus it allows for all of us to get in on the late-hit action, which has always felt like it should be part of tecmo. Not to mention it can be a great stress reliever EDIT: IPS and Hacked Rom attached No Post TD Fumbles.rar
  20. Not a problem, I merged it for ya. Outputting into TSB text would be the best option. It looks like this: QB1, qb BILLS, Face=0x52, #0, 25, 69, 13, 13, 56, 81, 81, 81 ,[3, 12, 3 ] QB2, frank REICH, Face=0x22, #14, 25, 69, 13, 13, 31, 44, 25, 50 ,[3, 3, 2 ] RB1, thurman THOMAS, Face=0x83, #34, 38, 69, 63, 25, 75, 50 ,[10, 7, 8, 8 ] RB2, jamie MUELLER, Face=0x51, #41, 44, 69, 25, 88, 50, 25 ,[5, 3, 6, 2 ] RB3, kenneth DAVIS, Face=0xa5, #23, 38, 69, 25, 19, 50, 31 ,[5, 2, 7, 2 ] RB4, don SMITH, Face=0x8b, #30, 38, 69, 25, 19, 50, 31 ,[3, 3, 8, 2 ] WR1, james LOFTON, Face=0x81, #80, 25, 69, 38, 13, 50, 56 ,[1, 8, 13, 6 ] WR2, andre REED, Face=0xb6, #83, 25, 69, 56, 13, 56, 69 ,[1, 9, 10, 10 ] WR3, don BEEBE, Face=0x40, #82, 25, 69, 44, 13, 50, 44 ,[1, 4, 13, 2 ] WR4, al EDWARDS, Face=0x9a, #85, 25, 69, 19, 13, 50, 44 ,[1, 4, 7, 2 ] TE1, keith MCKELLER, Face=0xb7, #84, 25, 69, 38, 50, 50, 50 ,[1, 6, 7, 6 ] TE2, pete METZELAARS, Face=0x50, #88, 25, 69, 19, 44, 50, 31 ,[1, 3, 5, 2 ] C, kent HULL, Face=0x1e, #67, 25, 69, 38, 69 LG, jim RITCHER, Face=0x7, #51, 25, 69, 38, 56 RG, john DAVIS, Face=0x24, #65, 25, 69, 25, 63 LT, will WOLFORD, Face=0x48, #69, 25, 69, 25, 50 RT, howard BALLARD, Face=0x88, #75, 25, 69, 19, 63 RE, bruce SMITH, Face=0x88, #78, 44, 56, 69, 75, 25, 81 ,[116, 7 ] NT, jeff WRIGHT, Face=0xb, #91, 25, 31, 31, 50, 19, 19 ,[30, 7 ] LE, leon SEALS, Face=0xac, #96, 25, 31, 38, 44, 31, 50 ,[25, 18 ] ROLB, darryl TALLEY, Face=0xad, #56, 31, 44, 50, 38, 44, 63 ,[25, 25 ] RILB, ray BENTLEY, Face=0x30, #50, 25, 31, 38, 38, 31, 56 ,[13, 10 ] LILB, shane CONLAN, Face=0x2f, #58, 31, 44, 50, 56, 19, 69 ,[13, 13 ] LOLB, c. BENNETT, Face=0x82, #97, 38, 50, 63, 63, 19, 69 ,[29, 7 ] RCB, nate ODOMES, Face=0xc3, #37, 38, 44, 56, 38, 38, 56 ,[0, 25 ] LCB, kirby JACKSON, Face=0x89, #47, 25, 31, 44, 38, 50, 50 ,[0, 64 ] FS, mark KELSO, Face=0x26, #38, 31, 38, 50, 38, 44, 44 ,[2, 39 ] SS, leonard SMITH, Face=0x84, #46, 31, 38, 50, 44, 44, 50 ,[2, 40 ] K, scott NORWOOD, Face=0x29, #11, 56, 81, 81, 31, 44, 44 ,[6 ] P, rick TUTEN, Face=0x20, #10, 25, 56, 44, 31, 19, 63 ,[3 ] KR, RB4 PR, WR4 The non-bracketed numbers are attributes obviously, listed in the same order as in the rom. The bracketed values are sim values. Info for each position below: # -- Quarterbacks: # Position, First name Last name, FaceID, Jersey number, RS, RP, MS, HP, PS, PC, PA, APB, [Sim rush, Sim pass, Sim Pocket]. # -- Offensive Skill players (non-QB): # Position, First name Last name, FaceID, Jersey number, RS, RP, MS, HP, BC, REC, [Sim rush, Sim catch, Sim punt Ret, Sim kick ret]. # -- Offensive Linemen: # Position, First name Last name, FaceID, Jersey number, RS, RP, MS, HP # -- Defensive Players: # Position, First name Last name, FaceID, Jersey number, RS, RP, MS, HP, PI, QU, [Sim pass rush, Sim coverage]. # -- Punters and Kickers: # Position, First name Last name, FaceID, Jersey number, RS, RP, MS, HP, KA, AKB,[ Sim kicking ability].
  21. Bump. Anyone know if there is a version of this compatible with a 28-team rom?
  22. tecmobo

    Cap Boso

    Yeah I happened upon that a few weeks ago actually. I'm not big into Tecmo Bowl though, does he have one of those Pat Beach-like unstoppable pass plays?
  23. Meh, basically the same thing like Knobbe said, but I prefer IPS's because they are easier to create and use. Is it possible to compare two roms and create a set patch from it? I haven't messed with them much. Regardless, I'll create an IPS Master list this weekend that we can keep up to date! Should be very useful to the hacking noobs like the OP said.
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