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Rook

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  1. Really great minds think alike I guess lol. It's something I'll try and figure out as time goes. Was it an easy change?
  2. Anyone let @drunken_honkey know about this thread? Tagging for awareness.
  3. Was curious if anyone knew where the code location was in TSBIII for ball carriers dragging and charging would be tacklers and how it's determined if the ball carrier breaks them or gets tackled? Watching real life football half the time a ball carrier gains a couple hards post contact as opposed to TSB where getting touched causes the ball carrier to be engaged and a full blown grapple, which doesn't really make sense, especially if he's getting caught from behind. Thought it'd be cool to make it more common and adjust the percentages. I've also noticed there are speed changes during these events too. Sometimes it feels like some players will go even faster dragging or charging through a tackler than they are in open space with their maximum speed. Maybe it's glitched to instantly register RS and ignores RP and MP? Just guessing. An even bigger project for an idea is to have grapple battles move. Say a defensive player with 69 HP gets blocked by a player with 44 HP. Instead of a deadstop grapple it'd be cool if the 69 HP player push the 44 HP player back until the time limit is reached for the 44 HP to be thrown or cause them both to fall down. Might be possible if I can figure out how they coded the drag/charge player but wishful thinking at this point. Any help would be appreciated!
  4. Just want to add the TSBIII Manager is amazing. Thanks davefmurray!
  5. Thanks! Got everything going over yesterday it's amazing. 👍 My next hurdle is playing online. In the GUIDE: Playing TSB Online For Dummies (PC) thread (https://tecmobowl.org/forums/topic/53066-guide-playing-tsb-online-for-dummies-pc/) it states to use the Netstopia emulator. Should I just go ahead and convert to that now? Does that also support the snes versions of Tecmo?
  6. I second TSBIII for SNES as the best version. Especially gameplay-wise. The audibles, the defensive formations, the spins, the Greats, it's so well done. My only beef is the lack of music. TSB had some good music and I wish they would've just made more good music, not cut it off completely. Oh well, nothing's perfect I guess.
  7. Hey all, registered awhile ago but never really introduced myself. I live in St. Louis, MO and have always been a huge TSB fan. Especially TSBIII. I find it interesting how the older ones are more popular despite TSBIII having them most depth with defensive formations, audibles, HoF Players, ect. but I love the older ones too so it really doesn't matter I guess lol. I really want to play TSBIII with the updates rosters. I see it's downloadable on this site but I'm not the most tech savvy so was wondering if there's a place someone can direct me that allows me to get everything I need? I'm a blank slate right now once I saw how many emulators there are with questionable sites I couldn't pull the trigger lawl. Is there a package I can download with step by step instructions on how to set it up?
  8. Hey thanks for this. Is there some sort of walkthrough how to get everything setup by chance?
  9. What is this Tsb III Legends Version we're speaking of? Is there are cart? Can I get in on that? lol Tsb III is a superior game yet it doesn't get any coverage. I wish it got yearly updates like Tsb I does. Does anyone know of some hack version you can get ahold of to make changes? I'd do it myself if someone can point me in the right direction.
  10. Hello, reviving a dead horse here lol. But me and my family and friends have been playing TSBIII for a long time and wanted to throw some theories out there. Agility: I think agility does have a factor in movement. I believe it's the ability to maintain maximum speed while changing direction. If a player is running left to right, he will maintain his MS if he goes diagonally up/right and diagonally, down/right. But if he changes direction that is sharper. Say running to the right and then you go directly up or directly left, the game resets to the rushing power speed. Avoid Rush: I always thought Avoid Rush meant the QB's release and how quick it was. Feels like when a QB has a low Avoid Rush he needs the full animation to throw the ball, but if he has a higher AR then he doesn't need the full animation. (Haven't been able to prove this, just observation and theory) Coolness: I always thought Coolness had some sort of correlation with Passing Accuracy/Pass Control/ Avoid Rush. If a QB is under pressure and his throw animation gets interrupted by a tackler, his Passing Accuracy and Pass Control is decreased, and more likely of the pass to be overthrown or not caught. Coolness I think maintains those numbers while Avoid Rush triggers the event. Body Balance: Definitely is correlated with spinning, but i also think it determines how big a player's hitbox is when carrying the ball. Characters with high BB seem to be more 'slippery', meaning you have to get deeper into the sprite to trigger the grapple animation. Quickness: I think this is how fast a player reacts when being controlled by the CPU. Players with high quickness, is when fooled by play-action, flea-flcikers, or draw players, seem to make up their mistake faster than with players with lower quickness. I understand that picking a pass play will determine how the players defend that play but sometimes they still get fooled even when picking a pass play and if they have good quickness the faster they are at getting back to the receiver they were supposed to cover. Same with linebackers and draw plays. it's hard to prove since the formation and play you pick factor into this as well. Anyone think any of these theories hold water? How is it possible in this day and age that we can't look up the code of these things and figure out exactly what they mean? Lol it's frustrating. Does anyone know how trades work? It's also very mysterious but does have trends.
  11. Does anyone know the significance of the attributes for this game? I saw the RP/RS/MS controversy, but what about the other stuff? What does agility and body balance do? Whats the difference between Passing Accuracy and Pass Control? What does Avoid Rush and Coolness do? What does Quickness mean for all the defensive players? Is there absolutely no logic at all when it comes to how trades work? I don't know if any mods have been able to really dive into what the hell some of this stuff means, but any help would be appreciated. Gonna be starting a league soon with some old friends.
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