The Tomba Minute
Thursday, January 1, 2009

Posted on January 1, 2009 at 03:24 PM.
LOL. Happy New Year OS!
Good ol Tomba back from a rpg/platforming vacation after a long overdue needed rest from the acclaimed TOMBA 2k9 edit. I've been sitting back (in my leisure) just playing some non editable video games just trying to relight the spark of what made me like games in the first place as all, but just wanted to somehow connect with you all again and wish you the best in '09
TOMBA
Sunday, December 14, 2008


Gamertag Pajor Hill
TOMBA 2K9 FINAL ROSTER
TOMBA 2K9 FINAL SLIDERS
http://www.operationsports.com/forums/nba-2k-rosters/283210-tomba-2k9-final.html#post2038991306
Sunday, December 7, 2008

Along with a new,self-titled edit "Tomba Animation Calling System" (which uses ratings values to trigger the best realistic player specific animations and can only be found in the release of TOMBA 2K9 Final).
More news to follow...
TOMBA
Tuesday, December 2, 2008

I find it highly unlikely that players will go the PC route and "not decide to update" their games with this latest 2k patch. So releasing this work is pointless as the patch forces a complete rewrite of rating,tendencies and gameplay sliders now.
It goes without saying how much work went into this for naught...
However I would like to focus everyone to the TOMBA LIVE 09 Franchise Speed Edit

http://www.operationsports.com/forums/nba-live-rosters/281367-tomba-live-09-speed-edit.html
Monday, December 1, 2008

This is solely based on observing at what point each attribute value becomes better with the animation being triggered in-game by using attribute values. This smooths out the animation hiccups and collision detection considerably and manages to make the running animations dribbling animations cleaner.
Below are the values that the 4 main speed attributes should be set to globally.
Athleticism
Speed - Depending on the player this attribute should be rounded off to the nearest 10th
Ex: a players speed is 74? You then round it off to 70 etc...
Agility- Should have a global value of 0
Quickness - Should have a global value of 50
Acceleration - Should be a global value of 99
These global edits even out the running/dribbling animations by using each attribute to work off of each other.
0/50/99 have been found to be the best values for each player's movement past his top speed edit which is rounded off to the nearest tenth. The players top speed determines MOST of what happens now on the court and relies on this to have smoother animations thanks to having the agility/quickness/acceleration attributes set at these values...
Based off previous finding with past NBA Live titles and more recently Tomba 2k9, I have been able to find a medium in which these running/dribbling animations meet their 'smooth' point by simply using the in-game global attribute editor.
Because of the DNA feature these edits can only benefit franchise gameplay as ANY interference globally completely knocks the roster from any further editing other than user controlled...
This should be released soon in the form of a roster for those wanting to check out how this works in their franchise games.
Again just something to proove that NBA Live 09 can be tweaked even more thanks to it's great implementation of a global editor.
Try it out for yourselves as well with a a few of your favorite teams if you want

TOMBA
Saturday, November 29, 2008

TOMBA
Tuesday, November 25, 2008

The first. A difficulty poll:
http://www.operationsports.com/forum...-you-play.html
The second. A gameplay one:
http://www.operationsports.com/forum...y-nba-2k9.html
Original Roster thread:
http://www.operationsports.com/forum...tomba-2k9.html
The response has been great!
"Hey there I just downloaded your sliders and rosters they are by far the best iv used..
""Hey what up Tomba, man let me tell u something u is a genius, these sliders and rosters are hands down the best combination for gameplay, the game plays incredible............"
"Really nice spacing with your sliders Tomba.
The court really opens up
""Man I love this slider set this is the first time I've ever seen the AI get called for travelling"
Please visit the threads and give your feedback!

TOMBA
Wednesday, November 19, 2008
Thursday, November 13, 2008

Don't let the attribute number fool you high or low. These are meant to provide good looking running and dribbling animations.
You will need to round off to the nearest tenth for Top Speed of a player.
EX: A player has 88 top speed then give him a 90. If a player then has 83 give him 80 and so on....
These the numbers for players rounded off to 90 TOP SPEED
Top speed 90
Acceleration 70
Agility 80
Dribble accuracy 80
Dribble speed 52
These are the numbers for players rounded off to 80 TOP SPEED
Top speed 80
Acceleration 60
Agility 70
Dribble accuracy 70
Dribble speed 52
These are the numbers for players that get rounded off to 70
Top speed 70
Acceleration 50
Agility 60
Dribble accuracy 60
Dribble speed 52
If you encounter any 60 or 50 rounded off top speeds then continue with the same logic
This GREATLY improves the feel of this game...

In my 3rd installment of 'Sliders and Cherries" I wanted to update everyone in what OTHER games I'll be editing soon... Having to break from the huge NBA 2k9 edit that is approaching completion(more on this later) I was curious to see if there was another game that could benefit from an edit. That game is none other than PES2009. Winning Eleven has always been dear to me. Back on the PC/PS2 I used to install my own patches with updated grass textures(what most of the United Kingdom knows Tomba for and where the name Tomba came about LOL) adboards and menu designs. After seeing that PES2009 has much more editing capabilities this year I'm thinking of going in and editing it. There are TONS of things that can accomplished. From speed edits to player models likeness which can be tweaked from head to toe! For a brief fix to anyone that would like to know i suggest the following as i will not attempt this edit for awhile.
In the Player Edit section
Keep ALL dribbling animations either at 1 or 2
Leg circumference of ALL player should be at a -7
(their shorts are too bulky)
Leg height should eb subject to -4 or -5 depending on player. (these shorts look to high up on their waists)
Calf circumerence of ALL player should be at a -4 matching the players arms almost
Player Ability Attribute numbers
Top Speed should hover anywhere between 70 and 90 ONLY. with increments of about 5 (70,75,80 etc)
Acceleration should not exceed 82. (Values of 70 - 82 are fine)
Dribble speed 85 or lower (Again by 5 and starting around 70)
I should note that doing these little steps to ALL players makes the game less robotic more free flowing and better animated.
and NOW!
Back to........
NBA 2K9!
This week has been spent making sure all rotations and positions are accurate. Making sure subs come in as accurate back ups. this is the boring work as the attribute edit is all done so I just focus on the organization of things with teams now. Remember I not only did all the missing players from scratch i also edited every players on court animations from sig shots to dunks to isomotion moves... I'll be posting pics by the end of the week to show you all the the kind of edit to the game I've made. This edit is more Tomba "specific' so to say

Thank you for reading thank you for stopping by and enjoy the rest of the wait until the newest blog entry!
TOMBA
Wednesday, November 12, 2008

Last time I left you I left you with the news that I was doing a complete edit to NBA 2k9. As far as details I'll just say that soon you'll have a dedicated information page/thread for it. What I do want to do now is kinda answer the age old question..."How do you have time to edit this stuff?" Well simplest answer is to say 'I make time' or 'I stay up late...REAL late' what I mean is the past couple of weeks have been me in my "off-time' just getting my head around ALL the attribute and slider numbers of 2k9. As with any game you gotta kinda have to ask yourself what is it that can be fixed in the game and then go from there. Me? I usually go for game speed and natural movement so my editing revolves around that. Some could say it's a gimic, some could say slider amounts don't work and they're right. But most of the time the detail is in the naunces. Those naunces that true sports fans watch day in and day out. The discernable things that stick out to only the most faithful of sports fans. Someone recently told me that 'football is a game that you play on the field and that baseball is a game you play in your mind" Well that largely inpart describes roster work. You kind have this playing feild but then you have to figure out how the heck you're gonna move around in it. There are steps to this kinda stuff and no doubt other repected roster makers from playmakers to rashadi know the ways of planning out the system in which they do it. some are freeform some have word doc's like my man DCAmerican. Then theres me and how I work...like a robotic clown where I make the whole experince into a circus act and then just rub off the make up LOL. What I mean kinda is I just turn it on and then off. I go into character, just Tomba doing his thing for everyone to get a kick out of.
I make it all sound funny and nonchalant but I really do care in what I put out. NBA Live for the past 3 years has afforded me the ability to let this talent go to work and then have it be downloaded/enjoyed by likeminded gamers. There comes a time when you do have to say it's done and knowing when its the best it can be until the next iteration. I pretty much go in first knowing how it'll be. I'll play around, I'll test and test and then I figure it out finally and then post it. I'm now closing in on the post....
Monday, November 10, 2008

First things first. Just like with everything you have to break the cherry to start going strong!
Thanks for readin' the first blog edition. I'll try and update stuff as I go and input you more with info about the upcoming edit...err I mean patch
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