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Shlabotnik got a reaction from Tunnelrunner in Strategy for TSB 2 and 3
Hi,
I've been playing a lot of 3 lately, and here's what I've been doing -
1. It depends some on player health/ability, but I use nickel mostly as a good all-purpose D, dime on sure passing downs, and goalline from my 3 yd line on in or the occasional 4th & 1. If my linebackers are way better than my secondary, I'll use normal more often.
2. I rarely audible on D, but I know some like to go from nickel/dime to normal/goalline to "blitz" the safetys.
3. I'll audible pass to run often when they show dime formation, and conversely when they call normal, I'll pass, especially on 1st downs.
Hope this helps!
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Shlabotnik reacted to Knobbe in TSB III Play Diagrams w/ Labels
Not sure if anyone was looking for something of interest to undertake: which plays were added vs TSB and TSB I?
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Shlabotnik got a reaction from Fox Mulder in Strategy for TSB 2 and 3
Hi,
I've been playing a lot of 3 lately, and here's what I've been doing -
1. It depends some on player health/ability, but I use nickel mostly as a good all-purpose D, dime on sure passing downs, and goalline from my 3 yd line on in or the occasional 4th & 1. If my linebackers are way better than my secondary, I'll use normal more often.
2. I rarely audible on D, but I know some like to go from nickel/dime to normal/goalline to "blitz" the safetys.
3. I'll audible pass to run often when they show dime formation, and conversely when they call normal, I'll pass, especially on 1st downs.
Hope this helps!
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Shlabotnik reacted to blastedw0lf4 in 2013 MT REmix Project Mayhem Trailer.....
i second that comment...
i am glad the itch is still there brother
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Shlabotnik reacted to DrunkenGamer in 2013 MT REmix Project Mayhem Trailer.....
Now it's raining or snowing during cut scenes.
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Shlabotnik reacted to DrunkenGamer in 2013 MT REmix Project Mayhem Trailer.....
I still have the itch. I've been stupid busy with real life. I'm going to try hard this weekend and code. It's so close. Just a handful of editing left.
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Shlabotnik reacted to CheapCatch in Has anyone had this glitch?
Here you go (or anyone else).
Enjoy!
1980wk1.smc
TLL81PreseasonSched.smc
TLL82schedule.smc
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Shlabotnik got a reaction from CheapCatch in Has anyone had this glitch?
I double checked, and he wasn't in either returner slot - also, I couldn't move to the other screen when it happened. I love the TLL rosters, by the way - I can tell a lot of love and work went into them...
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Shlabotnik reacted to CheapCatch in Has anyone had this glitch?
Shlabotnik-
Awesome you are playing our ROMs! That makes me excited to hear they are getting use. I, along with Matt Bird (faulkner), make the rosters for our league (TLL). We split the positions half and half. I believe starting in the 1980 season I started doing the entire offense, while Matt does the defense (before that we each were responsible for positions on both sides of the ball). We do put a lot of work and research into making the players. So glad you are digging it. Let me know if you'd like any other season ROMs. We just started the 1982 season.
I haven't seen that glitch you speak of. It was MAN v CPU, and not CPU v CPU, right?
cheapcatch
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Shlabotnik reacted to DrunkenGamer in 2013 MT REmix Project Mayhem Trailer.....
There's still a couple of layers to edit but the players will have faces on the player data screen again. This is not how the final screen will look, but just letting every one know we're still at it!
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Shlabotnik reacted to Fernando 49 in 3-4 Defense
Hey Tecmoalpha!
Gonna tell you. There´s 4 or 5, 3-4 DEF in the game.
I think that for a good 3-4 DEF you need at least one LB that can accelerate and that one should be placed as OLB, just to try rush the QB or go after a RB in an open run.
The ILB's should be strong to stop the run, the DL is really busy against the OL, so your ILB's should do the job. If they dont accelerate that much it´s not important, the important thing is to tackle the RB's. (Have Hitting Power)
I prefer to shot and rush the QB with my OLB's, because I love blitzing, but sometimes the RB's find a hole and get 30 or 40 yards. If I see the RB is so capable, I prefer to take my ILB's for 1st and 2nd down and OLB in 3rd down.
Greetings!
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Shlabotnik reacted to Fernando 49 in NEW ROM 20 YEARS LATER
Coming next week...
A little thing I've been working with...
Stay tuned!!!
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Shlabotnik reacted to hamburgler2682 in Favorite players to use / Least favorite to face
Yarborough is a stud.
The funniest thing about scott mitchell being fast, is because he was so unatheletic he used to trip over turf seams. Ugh. Watching him run reminded me of the fat girl in gym class...
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Shlabotnik reacted to DrunkenGamer in PLaybooks HEX locations?
It should be simple enough.
xE5D20 Pointers. Don't need to change
xE5D26 - Start of playbooks. Buf - Indy etc. Each team has 4 sets (xxxx xxxx = Playbook 1, xxxx xxxx = Playbook 2) I don't have the original rom so I don't know the default numbers but here's how it works. Say Buf had the following:
F145 6791 AD3F E427
Playbook 1's plays would be:
Up Pass play F
Right Pass play 1
Down Pass play 4
Left Pass play 5
Up Run play 6
Right Run play 7
Down Run play 9
Left Run play 1
Playbook 2's plays would be:
Up Pass play A
Right Pass play D
Down Pass play 3
Left Pass play F
Up Run play E
Right Run play 4
Down Run play 2
Left Run play 7
I'm not 100% on the order they follow, might start with Left - Up - Right - Down or if Runs come first then Pass. You'll have to tinker to make sure. Each # value is a play that the code separates when pulling.
Each slot has a play 0-F
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Shlabotnik reacted to DrunkenGamer in 2013 MT REmix Project Mayhem Trailer.....
We are getting close to a beta. Last couple of months have been chasing bugs in the game that made it freeze. Those seem to be finally taken care of. Now we are just working on a handful of things to get a beta ready. The first beta released will be for gameplay feedback. We are not going to use real rosters until it gets closer to being finished. Don't want to get tied to how teams actually play until the gameplay and AI are ironed out. We will be using an early form of our new ratings to see how the game plays with it and how HUM players feel about it. Once we get to a point to where we can say its solid then we will be adding true rosters. I'm just about finished with a hack to get player faces back on to the player data screens. Can't wait to show this thing off...
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Shlabotnik reacted to DrunkenGamer in 2013 MT REmix Project Mayhem Trailer.....
Man it's been a long road. 3 years without a playable beta. It will happen at some point, just not as fast as we hoped. I am about 99% done with graphics and cut scenes. Now all that's missing is players, plays and play art. I promise this thing will be ready before the 2016 preseason starts....
teaser: you'll be able to read your players faces to see how they're feeling.
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Shlabotnik reacted to hurricane55 in 2013 MT REmix Project Mayhem Trailer.....
We are pretty far along for a gamma...hoping New Years!!!!
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Shlabotnik reacted to hurricane55 in if people want it....
TSB 32 IS COMING...NO TIME TABLE...BUT IT IS COMING
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Shlabotnik reacted to TecSpectre in Using only the Superstar Editor who would you add to the game?
If I was building, I would try to put good/great players in positions where the current players are not very good.
Jamaal Charles, Eddie Lacy, Antonio Brown, Brandon Marshall, Travis Kelce, Jimmy Graham, etc
In the NFTGL we used to use created players and eventually this was the method we thought was best, but we eventually found that created players didn't function based on stats the same way that non-created players did. So we stopped using them.
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Shlabotnik got a reaction from DominikJagr in 2013 MT REmix Project Mayhem Trailer.....
Apparently, JamesBaker has deleted his membership on the site, but not before voting random posts of mine down (in totally unrelated topics), presumably because I gave the thumbs down to his screed about "work ethic" and his subsequent sort-of excuse. Geez, stay classy JB. Anyone else who had the temerity to disapprove of those posts might want to check their reps...
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Shlabotnik reacted to DrunkenGamer in 2013 MT REmix Project Mayhem Trailer.....
Well I'm prolly going to hit it hard this weekend as I'm not feeling the night scene as of late. Who would have thought the first thing I expand for season mode would be the remaining glitch. Expanding the divisions is what's causing the season text to get all screwy at the end of season. Believe I know the cause, now it's just a matter of moving some coding in RAM to keep it from happening. After that I just need to expand the FA and trade menus to get the game to 32 teams.
Additionally I am going to edit the Super Bowl cut scenes and final end credits. I already expanded some stuff that is used for season and exhibition, I will add those to the other post for all to use. Right now if I had to put a time frame, 6 more months until this thing is complete. There are a few surprises that I haven't included on the other thread that will bring out the old school SNES gamer in all of us. It is still a while off but a lil closer each day to being a real life game!!!
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Shlabotnik reacted to DrunkenGamer in The Quest For 32 - TSB4's Journey to Completion.
Misc Location changes
Stage 13 (Misc Roster Coding)
Editing Tools Used:( SNES9X1.43 With Geiger Debugger / Hex editor / ZSNES )
As I was looking through coding trying to find the All Pro Selection/MVP coding I found a lot of stuff that, well I'm not too sure what some of these do, but they are in the same areas as coding I found useful expansion coding for. Mainly these have something to do with rosters. These are located around coding that pulls the player #'s as used to pull sim data or names. So this may have to be visited later as to what they actually do. I'll separate each installment by date to keep up with new codes added as I go. Mainly it's just easier putting these locations here to help me figure out what might be going on at those locations when compared to previous locations found in those areas from the above stages.
Pulls Player #:
The game uses these numbers as jumpers to grab player # (By # I mean 0000 = First player - Starting QB Bills / 0001 = second player - Back Up QB Bills) By default the game uses the same pointers at each of these locations. I'm just creating an easier system to edit for future games. Now to edit this stuff you'll only have to edit one set of pointers.
At Location x1DDF80 put the following bytes:
5704 BC04 2105 8605 EB05 5006 B506 1A07
7F07 E407 4908 AE08 1309 7809 DD09 420A
A70A 0C0B 710B D60B 3B0C A00C 050D 6A0D
CF0D 340E 990E FE0E 630F C80F 2D10 9210
0060 0060 0000 0000 0000 0000 0000 0000
Change the following locations to "80DFBB"
xF4C07
xF4C2B
xF4D3C
x108AC6
x108C08
x109612
x1096B2
x1DE273
x1DE2D6
x1DE3BA
x1DE9C9
x1E6532
Change where the FA start, change the following locations from "2D10" to "0060"
xF64C2
x1E666D
Change from "1E" to "20"
xF4739
xF47FD
xF480E
xF64BA
x108BF7
x1E6522
x1E6563
x1E6665
Change from "1D" to "1F"
xF47F5
xF474E
xF4A81
Change from "3C" to "40"
xF4D5E
xF640F - Change From "1E" to "20"
xF641D - Change From "1E" to "20"
Updated 07-26-2020
xF67D1 (research location, CMP "20" by default, need to see what this effects and if it needs to be changed to "21")