bruddog Posted October 30, 2009 Share Posted October 30, 2009 Not sure how many people would be interested in this but I always though injuries were a bit too rare. Thanks goes to jstout partially as I was digging through an old thread about how to turn injuries off in season mode.Anyways here is how to increase/decrease injuries:@25EBB change the hex to c9 @25EBC change hex to injury rate value (XX)XX is the injury rate. For those that don't know hexidecimal, FF=256. If you put FF @25EBC that means that a player will get injured (256/256 =1 ) every play. If you put 80 there, the player would get injured (128/256 =0.5) every other play. Quote Link to comment Share on other sites More sharing options...
buck Posted October 30, 2009 Share Posted October 30, 2009 nice find, bruddog! This is something I've wanted to tweak for a while.So what do you think a good (realistic) rate is?Also, is there a way to tweak how soon they come back from injury? It would also be cool if there was a probability that an injured player could come back in the next quarter. Quote Link to comment Share on other sites More sharing options...
bruddog Posted October 31, 2009 Author Share Posted October 31, 2009 There might be a way to tweak it how soon they come back but that's beyond my skills. If my analysis is correct the current unhacked rate is 3%. That means out of every 100 tackles you would average 3 injuries. From my experience it doesn't seem like injuries occur that often I might try 5%. I messed around with 10% just for fun. At first there weren't many injuries despite a lot of carries in the game for tackles and then 5 players got injured within 2 quarters. Quote Link to comment Share on other sites More sharing options...
TomTupa Posted October 31, 2009 Share Posted October 31, 2009 Can you remove the coming back after 3 games rule? Quote Link to comment Share on other sites More sharing options...
COA Elway Posted January 8, 2010 Share Posted January 8, 2010 Just curious on something................. What does the C9 change do? On the original rom, it's C5 45 and on Bruddog's rom it's C9 05. So, is 05 equvilant to 5%? I'm just wondering, cause you said the injury rate is 3% in the original and I'm curious, how you came up with that number. Quote Link to comment Share on other sites More sharing options...
TecmoTurd Posted January 8, 2010 Share Posted January 8, 2010 Any chance you have the SNES version of this? [ Post made via Mobile Device ] Quote Link to comment Share on other sites More sharing options...
averagetsbplayer Posted March 5, 2010 Share Posted March 5, 2010 Bruddog, can you add the link to jstout's thread that you used? Also, can you explain the significance of changing xc5 to xc9? Quote Link to comment Share on other sites More sharing options...
bruddog Posted March 5, 2010 Author Share Posted March 5, 2010 I am not using the correct terminology but you should be able to get the idea.C5 45 refers to a location in memory. It looks like it is a random number of sorts whose average value works about to 2-3%. I can't rememberC9 does a direct compare on the next byte 05. So 05 would equal 2% I think. Quote Link to comment Share on other sites More sharing options...
bruddog Posted September 29, 2011 Author Share Posted September 29, 2011 I don't think my suggested injury rate hack ever worked right because i wasnt sure what kind of vale it was loading before the compare.This fix should do the trick@25EB8A5 3B - Load Random @ 3B into accmulatorEA- no operationC9 05 - Compare value to 5This should set the injury rate to 2%. Quote Link to comment Share on other sites More sharing options...
bruddog Posted July 7, 2013 Author Share Posted July 7, 2013 So I was looking more into the default code and the default tecmo code has two different injury rates. It has one for normal offensive plays and one for kick and punt returns. Normal play rate = 2/256 = 0.8%KR/PR play rate = 7/256 = 2.7% Almost 3 times as likely to get injured on kick returns Quote Link to comment Share on other sites More sharing options...
buck Posted July 7, 2013 Share Posted July 7, 2013 So I was looking more into the default code and the default tecmo code has two different injury rates. It has one for normal offensive plays and one for kick and punt returns. Normal play rate = 2/256 = 0.8% KR/PR play rate = 7/256 = 2.7% Almost 3 times as likely to get injured on kick returns where do you set the KR/PR injury value? Quote Link to comment Share on other sites More sharing options...
bruddog Posted July 7, 2013 Author Share Posted July 7, 2013 Assuming you aren't using the hack in this thread then x25E74 P1 normal injury rate valuex25E79 P1 KR/PR rate x25E8C P2 normal injury rate valuex25E91 P2 KR/PR rate TheRaj 1 Quote Link to comment Share on other sites More sharing options...
Knobbe Posted July 20, 2013 Share Posted July 20, 2013 Four years in the making!Great find. Quote Link to comment Share on other sites More sharing options...
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