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  1. Is that possible? I've been trying to edit some 7v7 ROMs but my league has 28 teams.
  2. File Name: 1985 USFL and NFL TSB by buck.nes File Submitter: buck File Submitted: 19 Aug 2015 File Category: Misc ROMs One of the greatest years of all time for USA pop culture and sport...1985. Play the "spring" 1985 season of the USFL in 18-game glory....Then, play a separate 14-game season with the best NFL teams of 1985...Then fight through the playoffs and see if you get your team to meet up USFL v NFL in the world championship playoff game...Can the USFL "talent" hold its ground against the NFL? Probably not, but you can try! The upper 14 team "conference" contains the full 14-team USFL experience. The lower 14-team "conference" consists of the 10 NFL playoff teams and four other NFL teams from 1985 season. Traditional NES TSB gameplay, with minor gameplay and graphic upgrades, etc. Guaranteed to thrill. Click here to download this file
  3. is there a location in the rom to make every tackle result in a Fumble? I have put all "FF" in for ball control, but there is still the occasional time where the ball carrier does not fumble. I need all fumble, all the time. thx. ps - I am working on a "rugby" rom. lol. funny, but not a joke.
  4. Okay, I've been curious to know if ANYONE in the entire world knows how add specific 8-bit versions of songs in an nes rom? If so, and if it's not too out of the way, I'd like to some help lol
  5. One of the greatest years of all time for USA pop culture and sport...1985. Play the "spring" 1985 season of the USFL in its 18-game glory....Then, play a separate 14-game season with the best NFL teams of 1985...Then fight through the playoffs to see if you get to meet up USFL v NFL in the world championship playoff game...Can the USFL "talent" hold its ground against the NFL? Probably not, but you can try! ...see attached screenshots... As you can see, the upper 14 team "conference" contains the full 14-team USFL experience. The lower 14-team "conference" consists of the 10 NFL playoff teams and four other NFL teams from 1985 season. Traditional NES TSB gameplay, with minor gameplay upgrades, etc. Guaranteed to thrill. Coming soon.
  6. NCAA All-Timers 2015 Produced by Bryon Phelps Rosters by Bryon Phelps, Kelly Rose, and Charlie Stymeist(and thanks to mfrazier87 lol) Overview: Friend: No NCAA 14? Me: Nah dude players wanna get paid. Friend: No Ultimate Team? Me: Nope. Friend: No Road to Glory? Me: Nope. Friend: Daaaaammmmnnnn yeo. Me: I know but the players do deserve to get paid. Friend: True, oh don't they have like NCAA Tecmo shit online. Me: Probably. Later... Friend: These suck, the rosters are old, the logos are ugly wtf dude. Me: OH SHIT I HAVE AN AWESOME IDEA!!!!! Even MORE Later... Friend: OH BRYON I SAW UR GAME DUDE Me: Told you I had an awesome idea. Friend: Yo put it on Tecmo site... Me: Kaaaay... And now we're here. Hope you enjoy it guys. I AM MARSHALL!!!!!! NCAA.nes
  7. Were you still jamming on the NES back in 1993? Were you pissed that Tecmo made Tecmo Super Bowl only for the so-called "Super" Nintendo (SNES)? Or, did you think that the SNES version sucked because it just "felt weird"? Do you want to play an "official" 1993 Tecmo Super Bowl game - the game that should have been? Do you want to play with QB CHIEFS on your NES emulator? THEN, THIS NES ROM IS FOR YOU. ROM download link below, at bottom of post. It plays great. 1993 TECMO SUPER BOWL - "SUPER" NINTENDO TO "8-BIT" NINTENDO CONVERSION ROM THIS ROM REPRESENTS WHAT TECMO COULD HAVE MADE for the NES LUDDITES back in 1993 "1993 Tecmo Super Bowl" for the NES, INSTEAD of the SUPER NINTENDO. **FEATURES** @ ROSTERS/RATINGS/PLAYBOOKS/TEAMS DIRECTLY COPIED (except for bench DBs) from SNES TSB 1 @ TEAM COLORS are DEFAULT NES COLORS @ SCHEDULE had to be SLIGHTLY MODIFIED (SNES was 18 WEEKS) SCHEDULE is EXACT SAME TEAMS and NUMBER of GAMES as SNES. @ PRO-BOWL ROSTERS/PLAYBOOKS UPDATED @ THERE ARE ALSO SOME VERY BASIC GAME UPGRADES THAT TECMO PROBABLY WOULD HAVE INCLUDED IN THIS VERSION - SEE BELOW **UPGRADES** @ QB "PASS ACCURACY" FIX (like SNES) @ PLAYER 2 "PHYSICAL CONDITION" PROPERLY DISPLAYED FIX (like SNES) @ SHOW STATISTICS SCREEN at HALFTIME (like SNES) @ YEARS CHANGED to 1993 (like SNES) @ TIGHT-END SIM/SKP STATS are now CORRECTLY CALCULATED @ ABILITY TO CHANGE TEAM PLAYBOOK DURING a GAME (like SNES) @ MAN-CONTROLLED TEAM CAN BE "2ND-PLAYER" VERSUS a COM/SKP TEAM (PRESEASON and SEASON MODE) @ REPETITIVE MENU MUSIC (like SNES)...just kidding - it worked, but I found it way too annoying **NOTES** @ QUICKNESS STILL DOES NOTHING (like NES and SNES) @ KR and PR RETURN SPEED STILL COMES FROM RT and SS (like SNES) @ SORRY, NO WEATHER OR QUARTER-LENGTH ADJUSTMENT **CREDITS** tecmobowl.org forum members: xplozv - developed halftime stat screen hack; MAN as 2nd player hack jstout - developed pass accuracy hack; 2P condition fix hack; te sim fix hack cxrom - developed the in-game playbook change ability hack BAD_AL - created the TSB TOOL application buck - concept; did the work and everything else with love, buck 1993 TSB 1 SNES to NES port.nes 1993 SNES-2-NES TECMO SUPER BOWL PORT NOTES.txt
  8. I wanted to put this ROM in the downloads section so everyone could mod it. Its Tecmo Cereal Bowl XLI But since I'm here I might as well give you the lowdown on all 28 teams... 2013 MLF Standings *Madden-style rating WESTERN CONFERENCE RANK / (seed) TEAM NAME / W-L / 2014 Playoffs / rating* Northwest Division (1)Tacoma Narrows / 14-2 / Lost Division(SEA) / 97 OVR (4)Seattle Serpents / 13-3 / Lost Champ(MIC) / 97 OVR (5)Colorado Altitude / 11-5 / Lost Wild(SEA) / 86 OVR Portland Pioneers / 9-7 / DNQ / 80 OVR Minnesota Loggers / 5-11 / DNQ / 76 OVR Southwest Division (2)Michigan Maulers / 12-4 / Lost Cereal(TB) / 92 OVR Las Vegas Gamblers / 9-7 / DNQ / 79 OVR Dallas Diablos / 7-9 / DNQ / 74 OVR Houston Supernovas / 5-11 / DNQ / 74 OVR Pacific Division (3)Golden St. BayHawks / 11-5 / Lost Division(MIC) / 88 OVR (6)Los Angeles Halos / 10-6 / Lost Wild(GS) / 86 OVR Arizona Fire / 9-7 / DNQ / 83 OVR San Diego Suns / 9-7 / DNQ / 82 OVR New Mexico 66ers / 2-14 / DNQ / 65 OVR EASTERN CONFERENCE Mid-Atlantic Division (3)Atlanta Natives / 11-5 / Lost Wild(ROC) / 80 OVR (5)Carolina Flyers / 10-6 / Lost Division(TB) / 90 OVR Baltimore Bisons / 8-8 / DNQ / 80 OVR St. Louis Slashers / 7-9 / DNQ / 74 OVR Miami Mutiny / 6-10 / DNQ / 77 OVR Northeast Division (2)New York Empire / 14-2 / Lost Champ(TB) / 92 OVR (4)Boston Fighters / 12-4 / Lost Wild(CAR) / 88 OVR (6)Rochester Rockets / 10-6 / Lost Division(NYC) / 87 OVR Chicago Blues / 7-9 / DNQ / 78 OVR Philly Battalion / 4-12 / DNQ / 64 OVR Southeast Division (1)Tampa Bay Tides / 14-2 / CB XL CHAMPS / 98 OVR Washington Redbirds / 9-7 / DNQ / 79 OVR New Orleans Brass / 9-7 / DNQ / 79 OVR Ohio Legends / 6-10 / DNQ / 70 OVR 00MLF (1).nes
  9. for you serious hackers that posses the strength of tecmo street knowledge: how do you limit the pointers that get called when a play is selected? for example, you pick run 1, play 1. the code goes and grabs 11 pointers each for offense and defense, and you know the rest. well, I only want the game to look at the first 7 player pointers (for any given play), and ignore the last 4. how do I accomplish this? (I have literally spent at least 4 hours messing with this. comparing and corrupting, etc.)
  10. So when we were freshmen(now juniors), my friends and I decided to make a fantasy ROM. Its called Tecmo Cereal Bowl(instead of Super Bowl lol). We all own a team and had a draft in 2011. It was pretty ratchet but now its Tecmo Cereal Bowl XLI and thanks to my close friends(in particular Kelly Rose), and the homie here on tb.org pambazos88 its almost complete. I just wanna get your thoughts on the ROM and the website. leave comments on the website as well and hit me up with any suggestions, compliments, or if you just wanna call me ugly using the personal messenger. The ROM(97.31% completed lol) and website mlftecmo.blogspot.com GO NARROWS(and Patriots...) 00MLF (1).nes
  11. ROM FINALLY READY! (See bottom of this post) ======== Only 16 NFL teams. The game is still fast, tough, and fun. This is by far the best and most refined version yet. However, there might still be a few minor graphical bugs that pop up from time to time. This is a work in progress, but this version represents a good 1/2 year of tweaks from the last version. So enjoy it. There are a few new plays this year, and quite a few plays have been updated/tweaked. There is a new formation "Pistol" and it has a "option run", an "option sweep", and a pass. (not real option, but try it and see - 49ers have the Pistol default playbook, check it out.) There is a pass "diva" available in each passing slot, etc. EXPLORE the plays. Lots of ways to run a season with different playbooks, etc. Divas and any play (except normal runs and passes) where the MAN controls someone other than the primary ball carrier - the graphic looks like an "M". Here's the layout of the playbooks. This post will be updated as needed. ======== tsb 14-15 NFL STREET buck v1A.nes peace out.
  12. My friend and I were working on a TSB game with a whole new layout but he moved to San Fran(Im in NJ). Is it possible to make these screens? Or, is it possible to port the ROM to a different system that allows more capabilities? Note: We were working on my MLF Cereal Bowl ROM ...I think I brought this up before but nobody actually answered.
  13. There are 4x roms in the zip - actually, only two games (ROM 1 and ROM 2), but see below for reasoning for the extra two roms the zip also contains a basic readme, and a png image of a playbook key View attachment: Street Tecmo 2013 v1 also with no p2.zip View attachment: tsb street var shots 1.png Documentation There are two ROMs, each with 16 NFL teams. The only difference between the ROMs are the teams/rosters/names, etc. and the color of the endzones. Based on Jstout's "CIFL 7-on-7" NES Tecmo Super Bowl ROM Upgraded plays (enhanced for the street) 50 yard "field" COM v MAN (you can play as player 2 if you set up your emulator) Competitive COM for challenging Season fun No "Out of Bounds" - you can run into the walls New Halftime and New Halftime Song Reduced Cutscreens Game plays very fast (almost every variable is sped up greatly) Turnovers and scoring are common No punts (just "kicker") Countless Graphic changes In-game playbook changing Cool new Uniforms (some throwbacks in there, too) 12-game season with 8-team playoffs "Heroes" - it's like a mini-game I have set up the heroes from the original Tecmo Super Bowl game AFC and NFC - using their original ratings (although some are decreased because it's played as pro-bowl game) but, it has a totally different feel and challenge than the other modern "street" teams Pass Accuracy is completion/int variable KR return at their own Max Speed Player 2 condition indicator fixed No pass-defender auto-dive Quicker dives for defenders AI hacks Passing Game Hacks Bruddog's OL/DL Differential (more random popcorn in the trenches) HP Hack (MAN v MAN "popcorn" and/or "mash") Also, HP is quantized to a scale of "0 to 3 extra presses" that are added to grapple counter) 6-25 HP = 0 extra press 31-50 HP = 1 extra press 56-75 HP = 2 extra press 81-100 HP = 3 extra press ----- EXTRA ("no p2" versions): the (main) 1st version of TSB Street posted on 9-5-12 has a very cool hack (thanks xplozv) that lets you play as the 2nd player (2nd side) vs COM (also in season mode). A requirement is that you need to have your emulator set up such that you have control of the 2nd player controller (or if using an actual NES, a controller in port 2!) . In the emulator I use, I have them both programmed to the same controller/buttons. If you use an emulator that will not allow you to program or play as a 2nd player controller, I have provided a set of roms with the additional "no p2" characters in the rom filename. this "no p2" will play just like the original TSB - MAN will always be player one side when playing COM. Therefore I have updated the zip to include these "no p2" versions. I also updated the readme in the zip. No other changes have been made. -- We must thank the following, because this rom would not be possible without their past or present help: jstout, bruddog, cxrom, bad_al, average tsb player, elway, knobbe, bodom, and xplozv (jstout did not have any direct hand in the making of this ROM, but we thought we should credit him because we used his CIFL 7-on-7 ROM as our base) -- it's a party, jerk. so enjoy it. This post has been promoted to an article View full article
  14. Does anyone whats the latest update on this rom NFL roster wise? i will take anything that is the lastest. i would appreciate it thanks in advance.
  15. Hi i was wondering if theres a any rom that has the most updated rosters up on it, i have one with 2010 rosters, but i want one with at least 2012 rosters is there any of those around, if so can i get a link it for thanks in advance.
  16. So, maybe someone else has already noticed a long time ago, but I have always wondered where the seemingly arbitrary player attribute number system comes from in Tecmo Super Bowl. It was always a mystery to me. Not anymore. So, in case you wondered where these player attribute numbers come from: 6, 13, 19, 25, 31, 38, 44, 50, 56, 63, 69, 75, 81, 88, 94 These attribute numbers correspond to the "rounded off" percentage values of "1 through 16" divided by 16. Decimal % Chop off % Sign 1 / 16 = 0.06 6% 6 2 / 16 = 0.13 13% 13 3 / 16 = 0.19 19% 19 4 / 16 = 0.25 25% 25 5 / 16 = 0.31 31% 31 6 / 16 = 0.38 38% 38 7 / 16 = 0.44 44% 44 8 / 16 = 0.50 50% 50 9 / 16 = 0.56 56% 56 10 / 16 = 0.63 63% 63 11 / 16 = 0.69 69% 69 12 / 16 = 0.75 75% 75 13 / 16 = 0.81 81% 81 14 / 16 = 0.88 88% 88 15 / 16 = 0.94 94% 94 16 / 16 = 1.00 100% 100 also attached a screen shot incase the format is jumbled.
  17. The video will show what has kept me and DH off the boards for about a year...... http://www.youtube.com/watch?v=bFX0h7zjEu0
  18. Monona Tecmo is back Saturday, May 16th at 2 pm at Village Lanes in Monona, WI. Our second event, Tag Team Tecmo II: Rematch, will be just like the first, but hopefully a little bigger and starting just a little later for traveling players. We hope to attract noobs, seasoned vets, and maybe even bring a an old legend or two out of retirement. Tag Team Tecmo II : Rematch will pair players together on game day. No partner required! We want to team new players with vets, so the new players have a chance to learn something AND literally everyone has a chance at winning. Once teams have been assigned, sit down for a practice game with your partner before we start competitive play. In the event that an odd number of players are signed up, PunkyQB will leap over the top rope and get in the ring. Before diving in much deeper, we are stressing the casual nature of this event. We literally have no idea how much interest this may generate, so don't be surprised if the details change a little bit on game day. FORMAT ------------ Tag Team Tecmo. Players will be assigned two man teams. Each player must play half of the game. You can do this one of two ways: 1) One player plays offense and the other plays defense. 2) Play by quarters. Each player must play two quarters. Teams can split that however they like. If a game goes into Overtime, and the team selected quarters, either player can play the first Overtime, but the other player must play the second. This would continue to alternate until the game is won. We'll jerk the curtain with an opening round of group play. The size of groups and number of group play games will depend on turnout. At the conclusion of group play, teams will be seeded for bracket play. If the number of entrants is small enough, bracket play will be double elimination. If we have too many players for double elimination, PunkyQB, will announce this prior to group play beginning. Bracket play will continue until one team takes the strap. RULES ---------- We will use the standard tournament rules that are used for the National Championships at Tundra Bowl. http://www.tundrabowl.com/official-rules.html The team that is player 1, will have to declare their roles first - quarters or offense/defense. Player 2 will declare their roles thereafter. COST ------- Ten dollars per player. Just bring cash to the event. PAYOUT ------------ One hundred percent of the entry fee will be paid out. Payout amount(s) will be based on turnout. If there is enough turnout we will payout beyond the champion. SIGNUP ----------- Go ahead and click attending if you're game, but please complete this signup form: https://forms.gle/MBHiqVQHrsPyfP668 OTHER ----------- Stay tuned for some announcements and fun along the way. May the JJs go your way!
  19. so when I heard TecmoPsycho talking (http://tecmobowl.org/topic/57730-tecmo-talk-radio-the-revival/page-3#entry427453) about his 7 yr old son playing TSB, I got jealous. because I have a son about that age but I could never really get him into TSB. he does like NFL football and watches it with me sometimes. his favorite teams are the bengals and seahawks. so, here is the secret to getting your young son to play NES Tecmo Super Bowl: 1. use an updated roster version that uses similar player/team ratings as the original 1991 game (like this one http://tecmobowl.org/topic/63474-bucks-tsb-2014-15-end-of-season-super-bowl-vintage-style-rom-download/) 2. use your son's favorite NFL team and use TSB TOOL Editor to replace RB4 with: a) YOUR SON'S NAME b.) make player pic look like him c) give your son BO JACKSON'S 1991 TSB ratings (75 MS)! *Please NOTE - even if he begs you to "make me even faster, dad!" - DON'T. simply tell him, "Bo is good enough, son. You can do it." 3. Start a season with this team, show him how to sub himself (essentially a Bo Jackson clone on a 2014 NFL team) in at RB. Your son will fall in love with TSB and you will find yourself watching him freak and hold his breath during long runs and giving him high-fives. Soon, he will also be telling you that he wants to go to a TSB Tournament and asking you to hook up the actual NES so he can practice for said tournament. Seriously, I did this last week. He is 12-1 in a season with the 14-15 Seahawks, with himself at RB.
  20. Greetings Tecmo Super friends! My apologies if this is a redundant post, but I've tried to find a previous entry that dealt with this subject thoroughly, and I could not! I was curious about the physical condition of players (injured, bad, average, good, excellent, perhaps there are others?) and if there were any great guides or sagely advice someone could offer on the subject. Some teams have a lone hope on one side of the ball (Wayne Haddix comes to mind), and I was curious if there is any way to use a player often without their condition deteriorating. For example, I love to use Rod Woodson on virtually every snap against the COM because he can ruin an offense better than Steve Grogan. After four weeks he's wrecked, and I find myself having to use him very sparingly just to try and nurse him back to health. Is there any way to use superior players consistently without risking their health? Conversely, is there any method of bettering a player's condition into good or excellent? Can one maintain an excellent physical condition? I was also curious about what specifically makes a player's condition deteriorate. Hits? Winning too much? Scoring too much? Imbalance in play calling? Too much use by a human player? Not enough use? A little of everything? It's a mystery to me! Pretty much anything you can tell me on the subject is welcomed and appreciated! My current methods for maintaining player physical condition feel more like glorified superstition! Thank you so much for taking the time to read this!
  21. http://news.yahoo.com/reed-hof-induction-gives-bills-cause-celebrate-163932937--spt.html I always loved this Andre Reed on the football field, back in the early 90s...all those catches across the middle - turned into big gains. I always thought he was under-rated in TSB, too. Anyways, the man is finally getting what he deserves - inducted into the Pro Football Hall of Fame
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