DrunkenGamer Posted December 11, 2013 Share Posted December 11, 2013 1. I want to say one has to do with computer juice but maybe not. 2. Yes that is correct.1. C7 is COA only. The C7 xx yy zz are as follows C7 = if COA mode use zz as randomizer. If passes xx yy is the pointer that gets jumped to. Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 11, 2013 Share Posted December 11, 2013 Kinda weird that there are separate coa and com commands. Quote Link to comment Share on other sites More sharing options...
buck Posted December 11, 2013 Share Posted December 11, 2013 so what's the difference between these?xCD = Pull-Relative (Location)xCE = Pull-Ball Placement (Location)xCF = Pull-Middle of Field (Location) actually, what does "pull" mean? Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 11, 2013 Share Posted December 11, 2013 xCD, xCE, xCF. The commands work in the same way (xCD, xCE and xCF) but after a Set Block (xFD) command xCD/xCE/xCF will break from the run path to block a player found along the way. Relative means the movement is relative to the current location the player is at. Like move forward 10 yards from where the player is at. Ball placement and middle of field are slightly different absolute corrdinate systems. Using middle of the field commands the players will always move to the same location on the field. With ball placement it will depend on where the ball is being snapped from. Quote Link to comment Share on other sites More sharing options...
buck Posted December 11, 2013 Share Posted December 11, 2013 xCD, xCE, xCF. The commands work in the same way (xCD, xCE and xCF) but after a Set Block (xFD) command xCD/xCE/xCF will break from the run path to block a player found along the way. Relative means the movement is relative to the current location the player is at. Like move forward 10 yards from where the player is at. Ball placement and middle of field are slightly different absolute corrdinate systems. Using middle of the field commands the players will always move to the same location on the field. With ball placement it will depend on where the ball is being snapped from. Thank you. So, this is involved in programming "heat seek" blocking? Where a blocker will "block whoever" gets in their path? I am trying to figure out how to program WRs to block anyone that they come across (not just assigned CBs and Safeties) Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 11, 2013 Share Posted December 11, 2013 That is correct. They will "pull" away from their assigned path to block if one of the assigned defenders is close. Its a bitwise assignment. Quote Link to comment Share on other sites More sharing options...
buck Posted December 11, 2013 Share Posted December 11, 2013 That is correct. They will "pull" away from their assigned path to block if one of the assigned defenders is close. Its a bitwise assignment. what if you want any defender they come across to be blockable? FF? Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 11, 2013 Share Posted December 11, 2013 FF E0 since you need 11bits buck 1 Quote Link to comment Share on other sites More sharing options...
averagetsbplayer Posted December 12, 2013 Share Posted December 12, 2013 Now, I'm a bit more confused about the difference between xC7 and xCA. The first post in this thread lists the following:xC7 = COM Jump To (Pointer)xC8 = COM Jump To (Pointer, Random)xCA = COA/COM Jump To (Pointer) drunk_honkey mentions that xC7 uses a pointer (2 bytes) with a condition (1 Byte) and only applies to COA. If that's actually the case, can someone (jstout or a mod) update the first thread so that it shows that's the case? Quote Link to comment Share on other sites More sharing options...
DrunkenGamer Posted December 12, 2013 Share Posted December 12, 2013 (edited) Now, I'm a bit more confused about the difference between xC7 and xCA. The first post in this thread lists the following:xC7 = COM Jump To (Pointer)xC8 = COM Jump To (Pointer, Random)xCA = COA/COM Jump To (Pointer)drunk_honkey mentions that xC7 uses a pointer (2 bytes) with a condition (1 Byte) and only applies to COA. If that's actually the case, can someone (jstout or a mod) update the first thread so that it shows that's the case?Let me get back to you when I get home. I may have mixed some things up. I was going off the top of my head. Might be switched. Ive never seen CA used...But im almost 100% sure C7 is used by coa mode. It may not have the conditional byte after all. Its been a while since ive screwed around with the default coding. Edited December 12, 2013 by drunken_honkey Quote Link to comment Share on other sites More sharing options...
averagetsbplayer Posted January 20, 2015 Share Posted January 20, 2015 (edited) For the m2m commands (x00-x1f), does the game stop processing instructions after that command? I'm looking at xb9db (a portion of the defensive reaction x13 for the bottom middle linebacker): 27 D8 B9 02 0A 27 DD B9 03 0A 27 E2 B9... 27 D8 B9 // 57% chance to jump to xb9e8 02 0a // m2m RB2 27 DD // <------- Does this get executed? Or, does the game stop after it hit the previous m2m command (x02)? Edited January 21, 2015 by averagetsbplayer Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 20, 2015 Share Posted January 20, 2015 The command format isx00 to x0A = m2m Player (Time) where 00= cover foreverx11 to x1A = m2m Player (Time) I think you meant 0xB9DB. Anyways you will only reach that code if you are playing the COM because the start of the LILB command is LILB B4EE: SetPosFromHike(00 18); 2pt; C8-JumpTo B9CB-07, D8-MoveAbsolute(18 08); D8-MoveAbsolute(18 18); F4-Turn(3C); F5-Wait(1E 8C); JumpTo AABC:FC(FF E0); DD-PassRush; LoopBack FC// THe C8 command only gets executed if you are playing vs COM/COA Lets assume you are for the sake of your question. In that case the m2m RB will continue to get executed for a period of time 02 0A is the time argument of the man to man command. It's hard to say exactly how long 0x0A is in frames or seconds. It won't always be the same as there is some variance in the man to man logic. So after a certain period of time it should go to the next command provided you haven't passed the ball already. Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 21, 2015 Share Posted January 21, 2015 Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 21, 2015 Share Posted January 21, 2015 Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 21, 2015 Share Posted January 21, 2015 Quote Link to comment Share on other sites More sharing options...
averagetsbplayer Posted January 21, 2015 Share Posted January 21, 2015 So, hypothetically, we could see that linebacker switch between covering WR2, RB2, TE1, WR1, RB1 all on one long play? Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 21, 2015 Share Posted January 21, 2015 Yup thats correct. I just forced this to happen by making C8 an FF to always jump to it and made every pass defense a 0x13 defense. You can see him moving between different players. In fact in one of my custom defenses I designed I did something like this with the saftey where he will rotate coverage between players quince3800 1 Quote Link to comment Share on other sites More sharing options...
buck Posted January 21, 2015 Share Posted January 21, 2015 So, hypothetically, we could see that linebacker switch between covering WR2, RB2, TE1, WR1, RB1 all on one long play? if you go far enough in a season vs COM, you start to see this happen all the time (a COM defender running all over covering different receivers during a pass play) Quote Link to comment Share on other sites More sharing options...
joelcsuh Posted January 21, 2015 Share Posted January 21, 2015 Yep. I pretend I'm looking the defender off the receiver. If you time it right, he'll dive back but miss the receiver, and now you've got one less guy to worry about en route to the end zone. Quote Link to comment Share on other sites More sharing options...
Martin Posted October 8, 2015 Share Posted October 8, 2015 I'm getting into formation hacking, been able to do stuff like making WR1 SE on every play, moving RBs closer to each other in split back sets and changing stances.The key was understanding how to get from the formation pointers to the actual locations. (Swap bytes, subtract hex value x2000, add hex value x10, etc.)Now I want to try play hacking, maybe just starting with decreasing take sack chances for pass plays, but can't figure out how to get from pointer to location.Let's take Pro T Flare D for example. From Bruddog's Playbook Hackers Guidebook I got this:9FB3 C2BD 87BA A8BA B5BA C6BD 99BE ACBE BBBE CABE D9BEI get that 9FB3 is the pointer to the QB for that play (right?). But how do I go from there to the actual location? Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted October 8, 2015 Share Posted October 8, 2015 You get there the exact same way you already mentioned -- swap bytes, subtract 2000, add 10. So, 9FB3 --> B39F --> x93AF. Martin 1 Quote Link to comment Share on other sites More sharing options...
Martin Posted October 8, 2015 Share Posted October 8, 2015 Ah, great! When hacking formations on a rom with 4-3 defense the same changes has to be made at hex location with added hex value x40000. I did take a quick look at x93AF and then at x493AF. There seems to be a similar line if hex value x40002 is added, at x493B1. That's why I've never tried play hacking before, since I couldn't get it to work on 4-3 roms. Got to try it out now. Quote Link to comment Share on other sites More sharing options...
Knobbe Posted October 27, 2015 Share Posted October 27, 2015 Couple of questionsDid you ever figure out the difference between the DA and DD commands? I seem to remember on the "run Rush" the players took more direct lines while in DD they adjusted to the ball carrier more.What is the difference between the CC block command and the Set to block command? Does the CC command just make the person block the closest available player?What are the units for boost? Like if I wanted to boost MS two notches what the following byte be?What do the Pull commands do?Is there any differnce between the two different man-to-man commands? The 00-0A saves 0 to A while 10-1A saves 80 to 8A and the codes merge then shortly branch off onto very similar codes (not sure the difference yet). Observation-wise, both m2m numbers worked the same on the field. Did you ever figure this out Bruddog? Quote Link to comment Share on other sites More sharing options...
bruddog Posted October 27, 2015 Share Posted October 27, 2015 Did you ever figure this out Bruddog? I posted the commented source for it above..... basically the difference is that the player will start slowing down within 1.25 yards of the target using the 0x00-0x0A command and will start slowing down within 2 yards when using the 0x10-0x1A command Knobbe 1 Quote Link to comment Share on other sites More sharing options...
Knobbe Posted October 27, 2015 Share Posted October 27, 2015 I posted the commented source for it above..... basically the difference is that the player will start slowing down within 1.25 yards of the target using the 0x00-0x0A command and will start slowing down within 2 yards when using the 0x10-0x1A command It might have helped had I read the comments. Quote Link to comment Share on other sites More sharing options...
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