Create Your Own Defenses

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Create Your Own Defenses

Postby xplozv on Sat Feb 06, 2010 9:56 pm

Here is a guide I just wrote on how to create your own defenses. This is based off of Jstout's awesome guide "NES Play Design Info", which you'll find a few topics down. I spent a hell of a lot time studying that. Soooo MUCH thanks goes out to Jstout for that. My guide breaks down things even further dealing with everything that I learned from it. It covers placing your formation as you have drawn it up. You'll be able to create your own defense with Pre-snap movement. I also list some important codes for Post-snap instructions as well. My guide is spread across each TSB1, that is NES, SNES, & the GENESIS version, including how to calculate their pointers. With that all said, the guide is below and feel free to ask any questions.
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Create any Defense for NES, SNES, or GENESIS
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Re: Create Your Own Defenses

Postby buck on Sat Feb 06, 2010 10:54 pm

Man, this is a nice piece of work. I'm almost speechless. So I will just say thanks! - I will be utilizing this info soon.
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Re: Create Your Own Defenses

Postby TecmoTurd on Sun Feb 07, 2010 12:33 am

This is the shit I'm talking about...nice work my man, you have proven yourself a fixture in the community with things like this...it's appreciated.
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Re: Create Your Own Defenses

Postby Maynard_G_Krebs on Sun Feb 07, 2010 4:00 pm

Seriously, great job, dude. I had no idea you were going to go so thorough when we were discussing this. It's write-ups like this that set the tone for community development. Jstout and co. dropping science is always a good thing. But tutorials will be what grabs a newer generation. Great work, XP.

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Re: Create Your Own Defenses

Postby hurricane55 on Sun Feb 07, 2010 11:16 pm

The pre snap movement is what we are using to create a "huddle break" effect on TSB3 NCAA. See my you tube link in download section, and it has texas breaking huddle for the bubble screen play. Am implementing now for the defense. Am definatley going to look at your guide to see how to redo the defense ai for our rom. Thsi should help alot. Will be releasing the next vid of all our formation huddle breaks soon.
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Re: Create Your Own Defenses

Postby bruddog on Mon Feb 08, 2010 1:51 am

Great write up xplozv! Something I have been too lazy to do for a long time.

Another fun thing to do is to use "randoms" presnap. You probably wrote about them in your guide I'm not sure.

For example on my "blitz defense" the SS will randomly move close to the line of scrimmage to blitz.
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Re: Create Your Own Defenses

Postby xplozv on Mon Feb 08, 2010 3:16 am

hurricane55 wrote:The pre snap movement is what we are using to create a "huddle break" effect on TSB3 NCAA.

You guys have done some incredible work with TSB3. I can't wait to see all the added changes you guys are working on.

bruddog wrote:Another fun thing to do is to use "randoms" presnap. You probably wrote about them in your guide I'm not sure.

I like to do that same thing. My defenses always random shifts and each player most of the time at least 2 to 4 responsibilities postsanp as well. The same look on defense won't mean the same play. I randomly set player to help in run support too by breaking their pass coverage responsibility at any given time. I will have a second guide posted in a day or two explaining how to do those as well. This first guide is just to get anyone's defensive ideas from paper to the game, and then go on from there. My next guide will dig into those deeper things to make a more complicated pro style defense.

My goal with defense is too create a great scheme that any team can win with. On any given sunday, even a bad team can win with the right gameplan regardless of talent. In that way I have been trying alot of ways to make COM & MAN play more competitive without boosting player abilities. By that same token if you pick a blitz and it doesn't get there, you will get burned, too. One thing I never liked about the original TSB was that if a player was one on one, it was nearly always incomplete. So with the your help bruddog as well as jstout, I have been testing a lot of adjustments for receptions and interceptions and just about come up with something that I like. If welker is covered by a garbage LB, most of the time it will be a win for offense, and at the same time, don't throw to chansi stuckey by ed reed and expect a first down. With creating your own defense, you ultimately make it a chess game where vs man or vs com is tough regardless of the team's talent level. This won't give a original TSB feel, but can make a more realistic feel, especially for MAN players. Your opponent will have to do a little reading of the coverage before the blitz gets there, hopefully forcing a few punts. Another adjustment I have been testing is jump picks. In real life action, a underneath LB will often INT a QB who tries to force the ball over the middle, CBs will jump routes for INTs. I want to ulimately force a MAN qb to have to manipulate the pocket to create a passing lane, otherwise beware of the LBs lurking in a shallow zone.

With all that being said, I have just uploaded a rom that I been testing such adjustments. It has the audible shift packages for GL, 4-6, 4-3, 5-2, 3-4, 4-4, Nickel, & Dime in place. I haven't put their base coverages in yet. I would like you guys to test out these ideas for me. Maynard said one something that made me think the other day. He mentioned to me about the MLB making all the defensive calls. So on many of the shifts you will see the MLB go "talk" with a safety or other LB before a shift or audible takes place. The defense may not even audible at all :wink:. I added the defensive plays to the playcall screen like Bruddog & Maynard did for their roms. I also changed a few other graphics as well. The player icons are now team colored football. I change the receiver arrow to make a little harder for MAN to know off hand where you are going with the ball. One I add in their base defensive coverages, if all goes well, I might release this rom as Just Bring It 4, or just leave it to be disected for ideas. Let me know what you guys think.
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Re: Create Your Own Defenses

Postby TomTupa on Mon Feb 08, 2010 10:22 am

xplozv wrote: In that way I have been trying alot of ways to make COM & MAN play more competitive without boosting player abilities.


How about just boosting one COM player that the MAN opponent has to watch out for? Is there a way to just give the COM player with the number over his head a RS MS HP INT boost? Then you could randomize which player the COM "controls" each play. That would give it more of a MAN vs MAN feel.
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Re: Create Your Own Defenses

Postby buck on Mon Feb 08, 2010 11:39 am

The first thing I want to do for TSB defense is randomize the Inside-LBs (depending on run or pass picked) - because they usually just sit there a couple yards off the LOS.

1. either or both can "mirror ball carrier" at random depths
2. either or both can blitz up the middle (maybe bumping the NT on the way)
3. either or both can drop back in pass coverage

But this scenario would stay within the original TSB 3-4 and pickable-play scheme.
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Re: Create Your Own Defenses

Postby bruddog on Tue Feb 09, 2010 9:13 pm

You can only boost a specific position(s) at least within the confines of the defensive play design.

TomTupa wrote:How about just boosting one COM player that the MAN opponent has to watch out for? Is there a way to just give the COM player with the number over his head a RS MS HP INT boost? Then you could randomize which player the COM "controls" each play. That would give it more of a MAN vs MAN feel.
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Re: Create Your Own Defenses

Postby bruddog on Tue Feb 09, 2010 9:32 pm

Here are some thoughts with no real order to them.

BAD: Sorry to post this first but I didn't like the smaller icons. It was very hard to tell WHO I WAS selecting or throwing to. Maybe just a tad bigger?

SELF-PROMOTION: I still like the way I made defensive lines more dynamic by adding random HP boosts in my rom. The better lines get you more overall pressure without having to
add too many blitzing players.

GOOD: THe formations and shifts look and act very well.

One problem with Tecmo is that it really doesn't support complex defenses and offenses too well because of the compressed field. Plays that work in the NFL are much harder to make work or don't work at all since the vertical spacing is much smaller.

One of things I run into is making sure the pass defenses aren't too good as run defenses and the run defenses are too good as pass defenses. Granted if you have an Ed Reed, Patrick Willis type player you are more flexible.

I'm definitely adding some presnap shifts but I will probably only add 1 for each defense other than the one blitz defense. I still want it to be fairly vanilla so that its fairly obvious strategically what your defense will be doing every play.

I'm not sure what you mean about the ball being always incomplete in TSB? Even when there is coverage a lot of times the QB will "overthrow" the ball and the WR will jump for it. And good qbs and WR's complete a lot of covered passes. There is a whole spredsheet detailing how this works for the most part. Were referring to COM vs MAN play?

I definitely know what you mean about WR's vs LBs etc. I tweaked the passing game hex values to make it slightly more realistic. Any great db can jump pick any QB. Even some LBs can jump pick some of the bad qbs.

I think the coverage has to be somewhat diluted for man vs man play since a man defender can cover a lot of ground. For man vs com its probably good to have it fairly strong.

I have a fwe plays where the QB can "manipulate the pocket since the LB's are "mirroring the QB at a certain depth level" By scrambling t the bottom you may take away LB in passing lane to an open player.

xplozv wrote:[

bruddog wrote:Another fun thing to do is to use "randoms" presnap. You probably wrote about them in your guide I'm not sure.

I like to do that same thing. My defenses always random shifts and each player most of the time at least 2 to 4 responsibilities postsanp as well. The same look on defense won't mean the same play. I randomly set player to help in run support too by breaking their pass coverage responsibility at any given time. I will have a second guide posted in a day or two explaining how to do those as well. This first guide is just to get anyone's defensive ideas from paper to the game, and then go on from there. My next guide will dig into those deeper things to make a more complicated pro style defense.

My goal with defense is too create a great scheme that any team can win with. On any given sunday, even a bad team can win with the right gameplan regardless of talent. In that way I have been trying alot of ways to make COM & MAN play more competitive without boosting player abilities. By that same token if you pick a blitz and it doesn't get there, you will get burned, too. One thing I never liked about the original TSB was that if a player was one on one, it was nearly always incomplete. So with the your help bruddog as well as jstout, I have been testing a lot of adjustments for receptions and interceptions and just about come up with something that I like. If welker is covered by a garbage LB, most of the time it will be a win for offense, and at the same time, don't throw to chansi stuckey by ed reed and expect a first down. With creating your own defense, you ultimately make it a chess game where vs man or vs com is tough regardless of the team's talent level. This won't give a original TSB feel, but can make a more realistic feel, especially for MAN players. Your opponent will have to do a little reading of the coverage before the blitz gets there, hopefully forcing a few punts. Another adjustment I have been testing is jump picks. In real life action, a underneath LB will often INT a QB who tries to force the ball over the middle, CBs will jump routes for INTs. I want to ulimately force a MAN qb to have to manipulate the pocket to create a passing lane, otherwise beware of the LBs lurking in a shallow zone.

With all that being said, I have just uploaded a rom that I been testing such adjustments. It has the audible shift packages for GL, 4-6, 4-3, 5-2, 3-4, 4-4, Nickel, & Dime in place. I haven't put their base coverages in yet. I would like you guys to test out these ideas for me. Maynard said one something that made me think the other day. He mentioned to me about the MLB making all the defensive calls. So on many of the shifts you will see the MLB go "talk" with a safety or other LB before a shift or audible takes place. The defense may not even audible at all :wink:. I added the defensive plays to the playcall screen like Bruddog & Maynard did for their roms. I also changed a few other graphics as well. The player icons are now team colored football. I change the receiver arrow to make a little harder for MAN to know off hand where you are going with the ball. One I add in their base defensive coverages, if all goes well, I might release this rom as Just Bring It 4, or just leave it to be disected for ideas. Let me know what you guys think.
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Re: Create Your Own Defenses

Postby xplozv on Tue Feb 09, 2010 10:57 pm

bruddog wrote:I'm not sure what you mean about the ball being always incomplete in TSB? Even when there is coverage a lot of times the QB will "overthrow" the ball and the WR will jump for it. And good qbs and WR's complete a lot of covered passes. There is a whole spredsheet detailing how this works for the most part. Were referring to COM vs MAN play?

Yes, I was talking about COM vs MAN play when it comes to some of those shorter routes. When you try on the original to get those 7 to 10 yards and the receiver is sitting there covered(happens more on Genesis than any other version in my opinion), you can count on it to be incomplete.

bruddog wrote:I think the coverage has to be somewhat diluted for man vs man play since a man defender can cover a lot of ground. For man vs com its probably good to have it fairly strong.

That's a great point. In order to really make a great all-around rom is not easy, sometimes seems impossible. I am one who plays M vs M, M vs Com, & Coa, and sometimes I like to change modes in a middle of the season without changing to a different rom. If M vs com is great, one of the other two isn't and so on. So I had been working on trying to balance the 3 modes on one rom but get disappointed in one of them. You and Maynard have the right idea in specializing in one specific mode rather than all 3 at once.

bruddog wrote:One of things I run into is making sure the pass defenses aren't too good as run defenses and the run defenses are too good as pass defenses.

That's a great way to do it. I think I been trying to hard to make each defense too good.
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Re: Create Your Own Defenses

Postby drunken_honkey on Wed Feb 10, 2010 12:06 am

And to go with what my bro Hurricane55 was saying, we were using the randomizing thing already with the huddle break so that when u break huddle it should rarely look the same. The QB especially. Were also doing things with the offensive plays where things can change depending on what defense is called. All we needed was to research the defensive side of the ball to see how much we could get away with. We don't want to add too much more offense to what already is a heavy dose that TSB3 is known for. So to counter the offensive silent audibles we're creating defensive audibles that can hide what the defense is doing. Wanting to make some plays become high risk, high reward type deals. So much thanks, you've prolly cut out months of research and testing for us. I'm looking foward to applying this and seeing it in action...
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Re: Create Your Own Defenses

Postby Maynard_G_Krebs on Wed Feb 10, 2010 12:19 am

I had tons of strategy involved when I drafted out TSC's initial game play. A notebook of ideas and illustrations. After rehearsal every night, my buddy Dan and I would smoke butts in my kitchen and draft out ideas. Most of them I didn't think were possible until I either learned how to do it, or Jstout pointed me in the right direction, pinning-the-nail-on-the-donkey style. Layers and layers of game play logic thoughts, in not just a football sense, but how to 'best' manipulate TSB, and coupled with a lot of intoxication. I'll guarantee you I've coded this game less-sober more often than not. You can put money on that shit.

I'm pumped to check out new work from people...

I like stealing new functionality. :lol:

But seriously, after I'm done with v1.2, I plan to do a good once over the community ROMs out there and start writing down a list of shit that I want to scavenge. Bruddog, your ROM is sounding tasty. And you're doing some interesting things, XP.
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Re: Create Your Own Defenses

Postby buck on Wed Feb 10, 2010 12:44 am

I've easily spent the last year (notebooks, spreadsheets, MAN testing, etc, hundreds of test-roms) on the Buck 09-10 ROM (it started as Time Machine 2...)

with the goals:
be the "same" as original TSB (traditional-style), but better,
make new plays,
maintain the "chess-match/mind-game" of picking plays,
implement hacks - mainly HP, PA, Quickness
make a solid rom for both MAN and COM play.

...anyways

On the other hand, I'm interested in the "weird" stuff you guys are doing - [TSB is becoming a different game - mainly for the loss of the play-picking.]

Personally, I'd like to continue to make "traditional" TSB roms, so that there's still the "mind-game" aspect to it (I think TSB is unique in that you can "pick an opponents play") - but somehow implement some of the new defensive formations/ideas you guys have come up with.

Any ideas on how to do this (maintain play-picking but have variable-formation defenses)? I think it is as important to keep the "traditional" TSB-style alive as you guys move the game to a more Madden-like simulation experience.

Maynard_G_Krebs wrote:I had tons of strategy involved when I drafted out TSC's initial game play. A notebook of ideas and illustrations. After rehearsal every night, my buddy Dan and I would smoke butts in my kitchen and draft out ideas. Most of them I didn't think were possible until I either learned how to do it, or Jstout pointed me in the right direction, pinning-the-nail-on-the-donkey style. Layers and layers of game play logic thoughts, in not just a football sense, but how to 'best' manipulate TSB, and coupled with a lot of intoxication. I'll guarantee you I've coded this game less-sober more often than not. You can put money on that shit.

I'm pumped to check out new work from people...

I like stealing new functionality. :lol:

But seriously, after I'm done with v1.2, I plan to do a good once over the community ROMs out there and start writing down a list of shit that I want to scavenge. Bruddog, your ROM is sounding tasty. And you're doing some interesting things, XP.
NES TSB Time Machine 1 ROM viewtopic.php?f=100&t=11647
-----------------------------------------------------------------------------------------------------------
NEW! NES TSB NFL 2010-2011 High-Speed! ROM viewtopic.php?f=34&t=13747
-----------------------------------------------------------------------------------------------------------
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