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Defenders boosts during picked plays
bruddog posted a topic in Hacking DocumentationSomeone else asked me this so I'm posting it here. On a picked play defenders get the following boosts Running Speed boosted to 100 Maximum Speed boosted 48 skills levels effectively doubling the players speed Hitting Power boosted 75HP
Ryzzynnwa posted a topic in Hacking DocumentationHas anyone figured out a way to create the game to have the defense that the Tecmo SNES version has? Is the size to much? Has anyone figured out where and how to actually change the play strings for what each player does on a given play?
Create Your Own Defenses
Knobbe posted a article in Hacks/ResourcesField Placement, Pre-snap Movement, & Post-snap Instructions by Xplozv (based on Jstout's great guide "NES Play Design Info") Jstout's guide can be found here: http://tecmobowl.org...ay-design-info/ Formats: No Pre-snap movement --- Placement, Y coordinate, X coordinate, Stance With Pre-snap movement --- Placement, Y coordinate, X coordinate, Shift, Time, Move, Y coordinate, X coordinate, Stance (only one exception that we will get to later) Placement D0 Command (Absolute) This command can place you anywhere on the field. You only use it once per player and only to start the instructions. There is only one CON with this command. If you are not careful your player will line up out of bounds depending upon which hashmark the ball is placed on. This is where the D1 command comes in. D1 Command (Relative) This command is only used in the original for WRs & CBs. That is because they line up close to the sideline all the time. The D1 command keeps them in bounds regardless of where the ball is placed. It is relative to the middle of the field instead of the ball like D0 is. If you use D1 for more than CBs, most of your defense will not line up with the offense if the offense is on the opposite hash, making your new creation useless. *** Next, we will talk about coordinates. Remember 1yd is x08(hex), 1/2yd is x04(hex), 1/4yd is x02(hex) and so forth. *** Y Coordinates Imagine a vertical line from sideline to sideline. The ball is considered the center, or midpoint, of that line. The ball's "Y" is always "F0", which is where the Center & QB is always going to line up. If you're planning to match up your DL to the OL, Here are the Y coordinates of the OL on the original TSB1(nes, snes, & genesis) : LT= "D8" LG="E4" C="F0" RG="FC" RT="08" They line up exactly 1 1/2yds away from each other. Here's how we know that: Add in hex: D8 + 08 = E0 + 04 = E4; Add in hex: E4 + 08 = EC + 04 = F0; Add in hex: F0 + 08 = F8 + 04 = FC; Add in hex: FC + 08 = 04 + 04 = 08; *** D0 & D1 differ in Y coordinates!!!!!! **** D0 command is as follows: Top of the screen sideline is about "B8", Bottom of the screen sideline is about "38", with the ball always being the middle at "F0". Remember what I mention about the D0 command earlier. When the ball is on top hash, B8 will line your player up out of bounds, and when the ball is on the bottom hash, 38 will line up your player out of bounds. I usually go no further up than about "C0 to C8" which will put your player covering the slot area just inside the CB at the top. To give you an even better idea of how high that is on the field, the FS has a default Y coordinate of C8. D1 command is as follows: Top of screen sideline is about "40", Bottom of screen sideline is about "C8". The only Y coordinate for the D1 command that you really need to use are "36" which is for the CB at the top of the screen(RCB) and "C0" which is for the CB at the bottom of the screen(LCB) these are their default values. X Coordinates *** You have to really pay attention to these when we get to movements & shiftts(pre-snap & post-snap). *** Imagine a horizontal line from endzone to endzone. The ball is the center of this line, however, the ball is now "00" instead of "F0". "00" is the neutral zone for all players not to cross. By default all players are lined up 1yd off of the ball (08), with the center being the only exception, he's 3/4yd off of the ball (06). By default, the farthest players are the safeties at 10yds (50). X coordinates use what I like to call "Scale 1" and "Scale 2" measurements. Here are the scales in 1yd increments away from the ball (15yds in length). 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Scale 1: 08 10 18 20 28 30 38 40 48 50 58 60 68 70 78 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Scale 2: F8 F0 E8 E0 D8 D0 C8 C0 B8 B0 A8 A0 98 90 88 *** Scale 1 only affects the placements commands D0, D1, and the move command D7 *** *** Scale 2 affects the move commands D7, D8, & D9 *** Stance The stance is always the ending of field placement. Either you're down, which is "EA" or you're standing, which is "EC". Simple as that. How to Apply? Practice!!! Let's have fun with a couple of default instructions and see what we can come up with. Reading Field Placement Instructions Default for FS is "D0 C8 50 EC". This means place(D0) 5yds above ball(C8) 10yds off the ball(50) standing(EC) Default for LC is "D1 C0 28 EC". This means place(D1) at bottom sideline(C0) 5yds off the ball(28) standing(EC) Default for NT is "D0 F0 08 EA". This means place(D0) even with ball(F0) 1yd off the ball(08) down(EA) Easy, huh? That is basic field placement without pre-snap movement. My advice and what has been a huge help to me is to find defensive playbook you like and/or draw your defensive formation on paper and then mark off the yards of where you want the players to line up. Pre-snap Movement (EB, ED, 80-8A are the shift commands) The Shift commands must come after the X coordinate and before the stance. The Shift commands are always followed by Time in secs(in hex), x14 is 1 second. This tells the player when exactly to begin shifting. The timing of the shift is very important because it is the difference in the defense looking professional or like a fire broke out. The is snapped by COM & COA in about 6-8 secs just to give you an idea. 80 - 8A Command (only exception to the pre-snap format above) On offense, this is the Motion command. On defense is the is Follow command. The defender will follow the offensive player that you choose, everywhere that he goes. If that offensive player does not move, the defender will go line up even with him (just Y coordinate; X coordinate is not affected--- if 5yds back, will stay 5yds back). Time then Stance immediately follows this command. "8" is followed by the player chosen. Here are the players: QB=0, HB=1, FB=2, WR1=3, WR2=4, TE=5, C=6, LG=7, RG=8, LT=9, RT=A For example, our FS, "D0 C8 50 83 28 EC" means place(D0) 5yds above ball(C8) 10yds off of the ball(50) follow WR1(83) in 2 secs(28) standing(EC). *** With this shift command, the player will start in the down position and finish in the down position regardless of what stance you choose. *** EB & ED Commands These shift commands are also followed by time and stance but differently. Unlike the 80-8A command, YOU must tell the player exactly where to go. We do that with the move commands D7, D8, & D9. You must do this after time and before the stance. Here is a couple of examples of the EB & ED commands with the FS again: "D0 C8 50 EB 3C" & "D0 C8 50 ED 3C" both mean the same thing: place(D0) 5yds above ball(C8) 10yds off the ball(50) shift(EB, ED) in secs(3C) So, what's the difference? With "EB", player starts in down position and finishes in whichever stance you choose. With "ED", player starts in standing position and finishes in whichever stance you choose. Use "ED" for LBs and DBs and use "EB" for the DL to give the best look. D8 Command (Absolute ---Exact spot on field) D8 move command along with the D7 command is what you're probably going to use most often. D8 command uses D0's Y coordinates and Scale 2 X coordinates. Let's use our same FS as an example: "D0 C8 50 ED 3C D8 C8 D8 EC" now means place(D0) 5yds above ball(C8) 10yds off of the ball(50) shift from standing(ED) in 3 secs(3C) move to exactly(D8) 5yds above ball(C8) 5yds off the ball(D8) standing(EC) Our first pre-snap movement!!! We moved our FS 5yds closer to the Line of Scrimmage, while keeping him 5yds above the ball. Now let's move him again: "D0 C8 50 ED 3C D8 F0 D8 EC" now means place(D0) 5yds above ball(C8) 10yds off of the ball(50) shift from standing(ED) in 3 secs(3C) move to exactly(D8) even with the ball(C8) 5yds off the ball(D8) standing(EC) Now we moved our FS even with the ball and 5yds closer to the Line of Scrimmage from his default position. D9 Command (Relative to middle of field) D9 uses D1's Y coordinates and Scale 2 X coordinates. Use of the D9 command will be a rarity as the D7 & D8 command can pretty much make it obsolete. I personally don't use it at all. Mainly use it for CBs. Here is our LCB as an example: "D1 C0 28 ED 3C D9 C0 F8 EC" means place(D1) at bottom sideline(C0) 5yds off of the ball(28) shift from standing(ED) in 3 secs(3C) move relative(D9) to bottom sideline(C0) 1yd off of the ball "press coverage"(F8) standing(EC) D7 Command (Relative to player's position) D7 move command offers the most options. D7 is relative to your player's position. Where your player is already located is "00" for both Y & X coordinates. D7 also uses Scales 1 & 2 as both Y & X coordinates. *** When you want to move your player down or forward, use Scale 1. When you want to move your player up or back off the ball, use Scale 2. *** *** If you are only going to adjust the Y coordinate, the X coordinate will be "00". If you are only going to adjust the X coordinate, the Y coordinate will be "00". *** Here is a few of the many possibilities: Remember our FS that we lined up even with the ball and 5yds back? "D0 C8 50 ED 3C D8 F0 D8 EC" Now we can do that same thing with the D7 command. Here goes: "D0 C8 50 ED 3C D7 28 28 EC" place(D0) 5yds above ball(C8) 10yds off the ball(50) shift from standing(ED) in 3 secs(3C) move from current position(D7) move down 5yds(28) move forward 5yds(28) standing(EC) Now let's keep him 5yds above the ball and move him back 5yds so that he will be 15yds off of the ball. Here goes: "D0 C8 50 ED 3C D7 00 D8 EC" place(D0) 5yds above ball(C8) 10yds off the ball(50) shift from standing(ED) in 3 secs(3C) move from current position(D7) don't adjust Y coordinate(00) move back 5yds(D8) standing(EC) Finally let's move him down even with the ball and keep him 10yds back. Here goes: "D0 C8 50 ED 3C D7 28 00 EC" place(D0) 5yds above ball(C8) 10yds off the ball(50) shift from standing(ED) in 3 secs(3C) move from current position(D7) move down 5yds(28) don't adjust X coordinate(00) standing(EC) Folks, that is Field Placement & Pre-snap Movement in a nutshell. On to the Post-snap Instructions. Post-snap Instructions Now that you have gotten the hang of the move commands D7, D8, & D9, it's time to use them. Immediately after choosing your stance you must put postsnap instructions because defense doesn't have formation pointers like the offense. So set your player to move where you want them to with the move commands then you can give them roles or assignments. Let's use zone defense as an example. To stop in a zone coverage, the instruction is "FF EC BD". Here goes, using the RILB, who from his default position(without pre-snap movement) will drop into a 5yd zone in the middle of the field: "D0 E0 18 EC D8 F0 D8 FF EC BD" place(D0) 2yds above ball(E0) 3yds off the ball(18) standing(EC) move to exactly(D8) even with snap of ball(F0) 5yds off the ball(D8) stop and face QB or ball "zone"(FF EC BD) & "D0 E0 18 EC D7 10 F0 FF EC BD" place(D0) 2yds above ball(E0) 3yds off the ball(18) standing(EC) move from current position(D7) move down 2yds(10) move back 2yds(F0) stop and face QB or ball "zone"(FF EC BD) will both give you that same result. Now I will give you a list of instructions(nes, snes, & genesis) you can use once you get your players where you want them. MAN TO MAN NES SNES GENESIS HB FF 04 BE FF 93 FC FF 00 03 96 9C FB FF 08 BE FF 97 FC FF 00 03 96 A4 WR1 FF 0C BE FF 9B FC FF 00 03 96 AC WR2 FF 10 BE FF 9F FC FF 00 03 96 B4 TE FF 14 BE FF A3 FC FF 00 03 96 BC OTHER ROLES NES SNES GENESIS RUSH STRAIGHT FF AD AA FF 3C E9 FF 00 03 6F EC RUSH FOLLOW FF BC AA FF 4B E9 FF 00 03 70 06 MIRROR BALL CARRIER FF C2 AA FF 51 E9 FF 00 03 70 10 ZONE COVERAGE FF EC BD FF 7B FC FF 00 03 96 6C DEEP COVERAGE FF 18 BE FF A7 FC FF 00 03 96 C4 *** When it comes to Man to Man codes, please move you defender back 3 to 7 yards back before putting in the Man to Man instructions. Because the player sits still for about 3 tecmo seconds before they move from their presnap position. So if you use right away after the stance, that player will be wide open for a good gain before the defender even makes a move. This is the reason that by default the CBs lined up 5yds off of the ball to compensate for this. *** Now it is time to place all these instructions somewhere to see your new defensive plays. The defense instructions start at xA010(NES), x165E8F w/o header(SNES) x16608F w/header(SNES), x35AA2(GENESIS). They all start with special teams. So it is safe to start overwriting the original instructions starting at xA606(NES), x16602A w/o header(SNES) x1661AC w/header(SNES), x36172(GENESIS). I personally suggest you start with the nes version first, then go to the other two. Save the GENESIS for last because putting in its instruction is nothing like the NES or the SNES. I will have section on the GENESIS all its own. I also FF out a section of the original instructions so that I can see my own clearly not to make any mistakes. When open a hex editor and go to these address given for a particular system, make note of the address you start at for each of those players' instructions. We will need to convert those addresses to pointers so the game knows where to look for instructions. A word to the wise, type in your instructions in this order, RE, NT, LE, ROLB, RILB, LILB, LOLB, RCB, LCB, FS, SS. This is to make things less confusing because when you go to type in your pointers, they will need to be in that order, otherwise a DL maybe lining up against a WR instead of the CB. Example, Nes: your first instruction goes in at xA606. Subtract x10(in hex) to get "A5F6", now swap the bytes around to get "F6A5". F6A5 is your pointer for that player's instructions. Make note of your pointers for each of the 11 players on defense for that play. Example, Snes: your first instruction goes in at x16602A w/o header(nearly all roms on the site will not have headers) Subtract x200(in hex) to get "165E2A", now drop first two digits(1 byte) to get "5E2A", now add x8000(in hex) to get "DE2A", now swap them to get "2ADE". 2ADE is your pointer for that player's instructions. Make note of your pointers for each of the 11 players on defense for that play. Example, Genesis: your first instruction goes in at x36172. Add three zeros to the beginning to get "00036172". 00036172 is your pointer. The Genesis is by far the easiest when it comes to pointers because is uses absolute addressing. Your address or offset is the pointer. You just convert it to long word by add 3 zeros to the beginnig. And that is all that is easy on the Genesis. Once you have all your pointers, it is time to type them where they go, but first, we must set our rom to have 8 set defenses(it is easier that way). I normally use play#s 04, 05, 06, 07, 08, 09, 0A, & 0B(in order: up a, left a, right a, down a, up b, left b, right b, down (remember Genesis top plays are b and bottom plays are a). Plays 00, 01, 02, & 03 are for special teams. So you need to copy and paste the following code(the spaces included) using a hex editor in the following addresses: 1DC10x (NES), x161A5F w/o header(SNES), x161C5F w/header(SNES), x3C8D0(GENESIS) Set Def Plays 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B Now let's type our pointers for each play. Let's calculate Up + A(play 04) : NES= play # * 16(in hex) + 6010 = address where to type in pointers (RE, NT, LE, ROLB, RILB, LILB, LOLB, RCB, LCB, FS, SS) so: 04 * 16 = 58. 58 + 6010 = 6068. "6068" is the address where you type your pointers for play# 04. Repeat for each play. SNES(w/o header)= play# * 16(in hex) + 164725 = address where to type in pointers (RE, NT, LE, ROLB, RILB, LILB, LOLB, RCB, LCB, FS, SS) so: 04 * 16 = 58. 58 + 164725 = 16477D. "16477D" is the address where you type your pointers for play# 04. Repeat for each play. SNES(w/ header)= play# * 16(in hex) + 164925 = address where to type in pointers (RE, NT, LE, ROLB, RILB, LILB, LOLB, RCB, LCB, FS, SS) so: 04 * 16 = 58. 58 + 164925 = 16497D. "16497D" is the address where you type your pointers for play# 04. Repeat for each play. GENESIS= play# * 2C(in hex) + 399FC = address where to type in pointers (RE, NT, LE, ROLB, RILB, LILB, LOLB, RCB, LCB, FS, SS) so: 04 * 2C = B0. B0 + 399FC = 39AAC. "39AAC" is the address where you type your pointers for play# 04. Repeat for each play. Genesis Mini Extra Guide If you want to edit the Genesis plays, be prepared to be bold. When you make NES defenses or offenses, it is easy to convert them to SNES plays just by changing the appropriate instruction I gave in the list. The placements, shifts, move commands, x & y coordinates will be exactly the same as the NES. The same goes for the Genesis as all 3 systems use the exact same ones except for what I listed. Then, you just have to make your pointers for each system. With that said, here is the difference when it comes to the GENESIS for typing in those instructions. Remember our FS again? I will show you instructions for the SS this time instead, in all 3 systems. NES: D0 18 50 ED 3C D7 28 28 EC FF 18 BE SNES: D0 18 50 ED 3C D7 28 28 EC FF A7 FC GENESIS: 00 D0 00 18 00 50 00 ED 00 3C 00 D7 00 28 00 28 00 EC 00 FF 00 03 96 C4 The Genesis instructions must start with "00". There is also "00" between each byte of instruction you are going to type in. The exceptions to that is the instructions in the list above in the guide, the placement command D0, & move commands D7, D8. The instructions in the list above can just be typed in as is. However, when it comes to D0, D7, & D8 commands, sometimes a "FF" byte is used instead of "00". D1 & D9 commands are not affected by this and will use "00" like everything else that does. *** Here are those circumstances: If your Y coordinate or X coordinate begins with a letter like "C8", you must us "FF" in front of it instead of "00". If you don't do this, your player will now show up on the field, and the game will play with only the players you typed in correctly. *** Example using our FS: "D0 C8 50 ED 3C D7 00 D8 EC FF EC BD" would be this in Genesis: "00 D0 FF C8 00 50 00 ED 00 3C 00 D7 00 00 FF D8 00 EC 00 FF 00 03 96 6C" Closing That covers the basics of everything for each system. I will be writing an advanced guide for those who want to dig even deeper into making pro style defenses. I will be covering my defenses which are usually much more complicated than all I just explained. It will deal with randomizing if a player shifts or not for a given play or how often he does. Giving a defensive player 3 to four different roles on one particular play so the offense will never know what each player is going to do regardless of the formation the opponent sees. Randomize whether a defender will break their pass coverage responsibility to help in run support. I'll even throw in a few offensive things like, shifting a QB from under center into the shotgun. All this and more will be in my next guide. Feel free to PM me if you have any questions. Much Thanks goes to Jstout for his guide NES Play Design Info which is here: http://tecmobowl.org...ay-design-info/ I studied that for many many hours doing a lot of testing.
Hey, I'm curious if there is a way to change the way a human defensive player speeds up to the receiver the ball is thrown to. In an unedited version of the ROM, if you are in man coverage on the top receiver passed the edge of the screen and the quarterback decides to change to the bottom receiver, your defensive guy is so fast that he can get all the way to the other receiver before the pass reaches him and it breaks up the pass or interception, etc. Can this be changed? I saw Bruddog's notes on Man controlled defender top speed and the suggested changes don't seem to change how fast a human defender can reach the receiver. For example, a guy that we regularly play always picks Howie Long and always drops him back into coverage and can get to any receiver the ball is passed to before the ball can reach the receiver, thus breaking up the pass. It's really frustrating and lame. Any thoughts?
Defending the Deep Streak Pass... PRO-TIP
bruddog posted a topic in Tecmo Super Bowl - NESDefending the deep bomb does take some luck as sometimes you can be in near perfect/or perfect position and it still doesn't matter. But you can improve your chances by not doing the following 1. Do not just run straight back at the snap. I see many new players and sometimes vets do this. Their defender is sitting all the way in the back of the endzone or far way because they just ran back and they have almost 0 chance of stopping the deep bomb unless the pass is poorly thrown to begin with. To improve your chances you have to try and make it so your defender is near the WR when the ball arrives. Some ways to do this are. 1. Wait to start dropping deep with your DB until the WR has a sizeable lead down the field as your defender 2. Run back right at the snap but come start coming back to the ball when its 1/2 to 3/4 of the way there. 3. Run back at the snap...pause for a bit...start running again. You have to have a sense of where the WR and your DB are and try to to keep him near the WR even though you can't see the players. This services message has been brought to you by bruddog
Best Super Tecmo Bowl Playbooks
N00BTecmo89 posted a topic in Tecmo Super Bowl - NESI'm sure this has been asked before and I am sure there are many opinions out there but I was just wondering what everyones top playbooks are for some of the teams in Tecmo Super Bowl might be. I am a beginning noob but grew up with older brothers who played the game and I was just wanting to hear peoples strategies on setting playbooks for teams if they are willing and wanted to share. I general just eliminate all PA and trick plays when it comes to setting my playbooks. I have not gotten too in depth as to finding the "perfect" playbook as of yet. Any input or advice for setting certain teams playbooks is appreciated. Thanks!
Defensive Player names and color???
TheFes75 posted a topic in Tecmo BowlDoes anyone know if you can change the color of the defensive players name at the top of the screen. I would like to change the color to represent the better players on defense. I am currently working on a ROM hack for a particular season on the Original Tecmo Bowl and the players statistics that display on the Original Tecmo Bowl don't always depict how good they were that season. Rather than change the shown statistic (i.e Sacks, Int) I was thinking if it was possible of making the players names display in GOLD that were ALL PRO that year, and GREEN if they were PRO BOWLERS. That way you could easily identify the better defensive players as you cycle through them.
Help with defense instructions
TheFes75 posted a topic in Tecmo BowlMy appologies if this has been covered before. I am new to these forums but have known about the site for some time. Recently I have discovered an app for my droid phone that allows me to play NES games. When I saw Tecmo Bowl I had to get it. Then I saw all the ROM hacks that people have made and it inspired me to try my first Original Tecmo Bowl ROM Hack. I have been able to do most of it with Emuware's manager, some insight from the prior posts on this forum, and some trial and error on my part. My question for anyone who is capable of answering it is where do I find the defensive assignments for any play but specifically: Miami Pass 1 Miami Pass 2 Denver Pass 2 Dallas Pass 2 and what do they mean. My specific problem is I have swapped out plays for the Miami Playbook. Put in Denver's Pass 2 for Miami's Pass 1 and Dallas's Pass 2 for Miami's pass 2. I have changed the Blitz bytes and the play art for these plays and they work perfectly against 3-4 teams but against 4-3 teams the bottom DB travels to the top of the screen and covers the TE instead of the TOLB and leaves the slot receiver on the bottom (RB is the 3rd receiver in the bottom slot) wide open. This creates problems in two areas. The TOLB is not doing what he needs to against a shotgun formation and either is the bottom DB. My thinking is that if I knew the defensive assignments for the Denver Pass 2 and Dallas Pass 2 then I could copy them into the place where Miami Pass 1 and Miami Pass 2 were and hopefully that would do it, but I have been unsuccessful thus far. I have tried the example from xplozv: "The Def play pointers seem to begin at x1A810. The second byte in the pointers above are the actual defensive play numbers. For example, the blitz byte pointer "06 03", "03" is the defensive play number. To get to the defensive play instructions you must do the following in hex: 03 * 12 + 1A810 = x1A846 That would be the location of def play #03 pointers. You will find these pointers: 3D B1 8C AD 50 B1 63 B1 76 B1 89 B1 94 B1 A7 B1 C2 B1 Take each pointer such as "3D B1", swap the bytes to get "B13D", add x10 in hex to get "B14D", now finally add a "1" in front of it to get "x1B14D". That is where that particular player instructions are located." I am a bit confused when the 2nd play byte is 0E or 2F on how to multiply that by 12 and add it to 1A810 to find the defensive assignments. Sorry for the lengthy post, hopefully someone can help me.
Best Defender To Chose
Tecmo Pro posted a topic in Tecmo Super Bowl II'm very familure with original Tecmo Bowl defense and I like the guide here http://www.tecmobowl-vs-rbi.com/tecmo-bowl-strategy.html that helped me learn what defenders to chose. I was wondering if there is a similar guide to Tecmo Super Bowl. When on defense what defenders should I typically use to control?
Question about "mirrored" defense
Goose posted a topic in Tecmo Super Bowl - NESHi all, I discovered this gem not long ago and after having read all the great guides, FAQs etc. I stumbled over something that has me puzzled. In-game I try to exploit weaker players or sides in the opposing teams defense by looking at the “DL Starters”-screen prior to the game and then avoid strong players or group of players. My question is, is the “DL starters”-screen mirrored? I got a couple of screen grabs and as you can see in the example “#32 Stinson” on the Bears is a RCB however he is on the left hand side in-game. Is this intentional and the way you are supposed to read the defensive lineup in football? Even if you read “right” as the right-side seen from the attacking teams perspective the “DL Starters”-screen still does make any sense. (tried to search the forum but came up blank). Thanks for helping out. -Goose