NFL Tecmo Super Coach 2008-09 (NES - v1.4 - FINAL)

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NFL Tecmo Super Coach 2008-09 (NES - v1.4 - FINAL)

Postby Maynard_G_Krebs on Tue Dec 02, 2008 3:05 am

[UPDATE - 02 . 15 . 09] VERSION 1.4 - FINAL

>> FIXES:

- A couple player name misspelling corrections.
- Fixed the R&S Shoot Formation QB Scramble play (Notably on NWE/DET).

>> CHANGES:

- Added Jstout's AC/PC Hack
- Added Jstout's Player Condition Hack
- Globally decreased by one notch QB AC.
- Globally increased by one notch K RS.
- Globally increased by one notch K AKB.
- Jeid's Roster Spreadsheet update included (Version 1.4).
- MASSIVE graphical branding of "Tecmo Super Coach" throughout with NEW Chalkboard motif, among a ton of other graphical updates, changes, and additions. SPECIAL THANKS to Elway for all of his great graphic work.

**As always, these changes can be opened using the same game save file currently being used without losing data.

RECOMMENDATION: For best results, play this Rom using 6-to-7 MIN QUARTERS.

>> THE MAJOR CHANGES:

A. Current NFL roster overhaul (2008-09)
B. Complete playbook response overhaul
C. Removal of individual ability boosts
D. Removal of the boost blitz, replaced with a standard ability blitz / defensive back shutdown
E. Player ability points universally altered to suit the coaching format
F. Strategic situational play calling
G. Playbook RUN and PASS slot fusion (**see below)

**Playbook Changes: I've taken four plays from each RUN #4 and PASS #1, and exchanged them for one another, so that there are equal rushing/passing plays per each of those slots. I'm also exchanging two plays from each RUN #3 and PASS #2, for extremely heavy-based/variety-based teams, such as Arizona and the like. The latter of the two new option play slots will actually allow for a Reverse play to make sense in a playbook. These changes have been made to help make CPU play-calling less predictable, and to add offensive playbook identity to a team.

>> HACKS USED:

A. Shorter FGs
B. More accurate FGs
C. Shorter Punts
D. Punt coverage boost decreased
E. Quickness used as MS for INT and Fumble recoveries
F. QB AC/PC split
G. Player Condition updated each play
H. Kicking meters removed

[ View the attached READ ME file for a complete Tecmo Super Coach gameplay breakdown! ]
Attachments
Tecmo Super Coach 2008-09.zip
Tecmo Super Coach 2008-09 1.4 - FINAL
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Last edited by Maynard_G_Krebs on Sun Feb 15, 2009 9:08 pm, edited 42 times in total.
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby bruddog on Tue Dec 02, 2008 4:31 am

Not a fan of coach mode but the play logic you fixed sounds bad ass. I'm curious as to the specifics of what you changed in the defensive reactions. It always seemed like a big pain to figure out where all the defenders actually end up on the field with all of the move commands. Did you come up with a quick and dirty way to figure it out?

How long did this take you? Very cool man!

One thing I was tinkering with in regards to the "boost blitz" was to have the varying amounts of players boost blitzing (i.e often having both middle Lb's drop into coverage) into coverage more often. Always wanted to fix the LB3 sack problem.

Another idea I was tinkering with was having a safety sneak up to the line if you called run on defense or have a lb drop back if you called a pass 4 long pass.

One comment I have is that I'm not sure there is a fundamental difference between pass 1 and 2 slots versus 3 and 4 slots unless you really altered the playbook heavily. But I agree with the way you went about it. however I think might be simpler to just break it out between pass and run the way tecmo plays work.
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby Maynard_G_Krebs on Tue Dec 02, 2008 4:37 am

I'm tired as shit right now, so I'll respond more thoroughly tomorrow. But in regards to the defensive playbook reactions--yes, I've altered every play in the game to coincide with the same strategic defensive call schematic.

(When choosing run 1 for example...)

RUSH PLAY: A B B B
PASS PLAY: C C D D

(Or pass 4...)

RUSH PLAY: A A B B
PASS PLAY: C C C D

The letters used above, obviously, aren't the same in game. Just example schematics. I'm considering making RUN 4 a constant goal line defense. That'll be worked through once I finish coding the final two remaining rushing playbooks.
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby TecmoTurd on Tue Dec 02, 2008 9:46 am

Somewhere, Mr. Beef has to be smiling.
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby Maynard_G_Krebs on Tue Dec 02, 2008 1:15 pm

Why is Mr. Beef smiling, good sir?
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby TecmoTurd on Tue Dec 02, 2008 1:17 pm

He's the Commish of the CIA, which is a straight up coaching league. I'm sure this could take that league to new levels if they used your rom.

I'm not in the league, so I don't know if they would use it or not, but I bet it'd spice things up a bit...
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby Maynard_G_Krebs on Tue Dec 02, 2008 2:13 pm

Well, my hope is that this ROM will be satisfactory to anyone looking for a good coaching experience. There are a lot of people within this Tecmo community who know their stuff (regarding football and re-coding Tecmo) much more than I do. I'm hoping this will be of interest.
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby TecmoTurd on Tue Dec 02, 2008 3:28 pm

Nice job, man, I'm sure it'll be a hit. MY hope is for a 32 team SNES rom. Not enough love for the SNES...
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby Maynard_G_Krebs on Tue Dec 02, 2008 4:11 pm

Honestly, the only real difference (issue) i have with the SNES version is completely cosmetic. The game engine is just about the same. However, The cut scene visuals (with the lag-time inbetween processing the scenes is longer as well), the FX sounds, and gameplay music pitch irk the living Jesus out of me. Like nails on a chalkboard. Quality game though.
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby TecmoTurd on Tue Dec 02, 2008 5:33 pm

I prefer the graphics, and the non-flashing that plagued the NES. There's a small group on here who prefer it, but we're a minority...either way, I'll be fine with a 28 team rom. I'm not bent out of shape about 4 missing teams, although it'd be cool...
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby elway on Tue Dec 02, 2008 9:06 pm

Coaching sounds fun, I think I'll have to try it someday. :)
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby Bad Moon Rison on Wed Dec 03, 2008 12:58 pm

It sounds like great work, despite your SNES bashing.

I was in Mr. Beef's CIA and won both seasons 1 and 2. I am definitely looking forward to this.
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby Maynard_G_Krebs on Wed Dec 03, 2008 1:12 pm

Bad Moon Rison wrote:It sounds like great work, despite your SNES bashing.

I was in Mr. Beef's CIA and won both seasons 1 and 2. I am definitely looking forward to this.


It's mainly the music/fx/nostalgia factor! I swear. :)
» My TSB Coaching ROM | NFL Tecmo Super Coach 2009-10 [v1.2.2 | NES] >> CLICK HERE
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby jeid1 on Fri Dec 05, 2008 11:16 am

This sounds really interesting... looking forward to it.
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Re: Yak's "Tecmo Super Coach 2009" [Coming soon...]

Postby Maynard_G_Krebs on Mon Dec 08, 2008 3:03 am

Jesus. One last set of run plays left to alter the responses for. Not that I under-estimated the work involved at all, but I definitely under-estimated how anal retentive I was going to be about this whole process.
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