Hex Editing for Accurate SIM in a Tecmo Super Bowl Season

By Bluebull32, edited by rmm1976 for Tecmo Super Bowl Heaven.
Hex from the original rom is HERE. This can be printed and used as a reference to compare to your work.

All you need is your hex editor to change the Byte values to whatever you deem apropriate. There are 48 bytes per team, from 00018163 to 0001869F. In the original rom hex from above, there are 20 bytes per row.  The teams go in the same order that you see them listed in the game. AFC teams then NFC teams ie (BUF, IND, MIA, N.E, JETS, CIN, ...etc). The significance of these bytes are listed below. Higher hex values indicate better abilities. Try to refrain from using excessively high values for the defensive players, because it can cause incorrect results. Remember, hex is measured 1, 2, 3, 4, 5, 6, 7, 8, 9, A (as 10), B (11), C (12), D (13), E (14), F (15). The windows calculator (under accessories from the start menu) can be used to calculate hex.

Byte  | Usage

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1       | First hex digit is for the starting QB's running speed,
         | Second hex digit is for his passing ability.

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2       | This Byte seems to be an indication of the QB's willingness to
         | stay in the pocket and throw. Values range from 00 to 03. A QB
         | that is more likely to scramble has a lower number. This byte is
         | NOT (by any means) terribly important to the outcome of a season.
         | Most QB's have a value of 02 for this.

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3 & 4 | Same as bytes 1 and 2 for the backup QB.

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5        |  First hex digit is for overall rushing ability of the first
          |  ballcarrier. Second hex digit is for receiving ability.
          | * by "first ballcarrier" I mean the first player listed under
          |   "team data" after the two QB's. This list is the same order
          |    that i am referring to for byte 7 - 24.

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6        | First hex digit is punt returning ability for the first ballcarrier.
          | Second hex digit is kick returning ability.

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7-24   | Continuing the pattern for 5 and 6 for every ballcarrier on the team
          | ending with the tight ends.

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25      | First defensive player's sacking ablility. 78 was the highest
          | value i could find for this byte.
          | * the first defensive player is the first defensive player listed
          |    under "team data". This list is the same order
          |    that I am referring to for bytes 26 - 35.

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26-35 | Every other defensive players sacking ability.

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36      | First defensive player's interception ability. I probably wouldn't
          | go much higher than 7F on this one for anybody.

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37-46 | Every other defensive player's interception ability.

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47      | First hex digit is for the kicker's ability. Second hex digit is
          | for the punter's ability.

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48      | First hex digit is for the team's overall defense.
          | Second hex digit is for the team's overall offense.
          | This byte has A BIG effect on a team's season W-L record.
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