xplozv

NES, SNES TSB I, II, & III, GEN TSB I

53 posts in this topic

Timing of Snap Exchange b/n C & QB

NES =

SET(0x28CAE,0x01)

SNES TSB I =

SET(0x196A0,0x01)

SNES TSB III =

SET(0x1A22D,0x01)

How Long Diving Animation Takes (default = 07)

NES =

SET(0x2AAA9,0x01)

SNES TSB I =

SET(0x1BB23,0x01)

SNES TSB III =

SET(0x1CD26,0x01)

Better Tackling Without COM Diving

NES =

SET(0x28DD6,0xA299EAEAEA90E1A90120CBDA4CAE8DA90120CBDA4CAE8D)

SET(0x28E9C,0xA299EAEAEA90ADA90120CBDA4C408EA90120CBDA4C408E)

SNES TSB I =

SET(0x197F4,0xA230EAEAEA90DBE220A90120DE804CD697E220A90120DE80)

SET(0x198D2,0xA230EAEAEA90A7E220A90120DE804C8098E220A90120DE80)

SNES TSB II =

SET(0x1A356,0xA230EAEAEA90DBE220A90120F6804C38A3E220A90120F680)

SET(0x1A434,0xA230EAEAEA90A7E220A90120F6804CE2A3E220A90120F680)

SNES TSB III =

SET(0x1A38D,0xA230EAEAEA90DBE220A90120F6804C6FA3E220A90120F680)

SET(0x1A46B,0xA230EAEAEA90A7E220A90120F6804C19A4E220A90120F680)

GENESIS TSB I =

At x27F14, 4E 71 4E 71 64 C0 70 01 4E B9 00 02 6C 8A 4E FA FF B6 70 01 4E B9 00 02 6C 8A

At x28070, 4E 71 4E 71 64 00 FF 5C 70 01 4E B9 00 02 6C 8A 4E FA FF 50 70 01 4E B9 00 02 6C 8A

Faster Handoffs, Pitches, Snaps & Player Control

NES =

SET(0x2A95D,0x01) QB Handoff/Fake Handoff Animation Speed

SET(0x2A981,0x01) Player Recieving Handoff or Fake Handoff Animation Speed

SET(0x2A98D,0x01) Player Has Immediate Control Upon Handoff

SET(0x2A9D8,0x01) QB Pitch Animation Speed

SNES TSB I =

SET(0x1B989,0x01) QB Handoff/Fake Handoff Animation Speed

SET(0x1B9B8,0x01) Player Recieving Handoff or Fake Handoff Animation Speed

SET(0x1B9C6,0x01) Player Has Immediate Control Upon Handoff

SET(0x1BA1D,0x01) QB Pitch Animation Speed

SNES TSB II =

SET(0x1CAA1,0x01) QB Handoff/Fake Handoff Animation Speed

SET(0x1CAD0,0x01) Player Recieving Handoff or Fake Handoff Animation Speed

SET(0x1CADE,0x01) Player Has Immediate Control Upon Handoff

SET(0x1CB35,0x01) QB Pitch Animation Speed

SNES TSB III =

SET(0x1CB7F,0x01) QB Handoff/Fake Handoff Animation Speed

SET(0x1CBAE,0x01) Player Recieving Handoff or Fake Handoff Animation Speed

SET(0x1CBBC,0x01) Player Has Immediate Control Upon Handoff

SET(0x1CC13,0x01) QB Pitch Animation Speed

GENESIS TSB I =

At x2AEE9, 01 QB Handoff/Fake Handoff Animation Speed

At x2AF27, 01 Player Recieving Handoff or Fake Handoff Animation Speed

At x2AF39, 01 Player Has Immediate Control Upon Handoff

At x2AFB5, 01 QB Pitch Animation Speed

Better Stats Screen, Stats at End of Quarters & Skip to Main Menu

NES =

SET(0xE0AC,0x1EAE1EAE) Shortens Stats Screen Cutscene

SET(0xEE2E,0xFC42AE) Shortens Stats Screen Cutscene

SET( 0x22109, 0x4E ) Add Stats to End of 1st quarter

SET( 0x22113, 0x4E ) Add Stats to End of 2nd quarter

SET( 0x2213D, 0x4E ) Add Stats to End of 3rd quarter

SET(0x20038,0x4C8980) Skip to Main Menu when you load the rom

Change MAN vs COA to COM vs MAN w/50-50 Chance of Playing On Either Side During Season

NES =

SET(0x2019F,0x20) Preseason

SET(0x20856,0x20) Pro Bowl

SET(0x1E1B6,0x434F4D205653204D414E) Changes MAN VS COA to COM VS MAN in preseason & pro bowl menu

SET(0x214BD,0xC97F) 50/50 Chance of playing from right or left side during season on game by game basis

Tony Romo Fumbled Snap Hacks

NES =

SET(0x28CE5,0x4CCBFFEAEA) Jump to Shotgun Snap Code

SET(0x3FFDB,0xA53BC901B008A92020CBDA4CDA8CA90120CBDA4CDA8C) How often shotgun snap is fumbled

SET(0x28D39,0x4CB5FFEAEA) Jump to FG Snap Code

SET(0x3FFC5,0xA53BC901B008A92420CBDA4C2E8DA90120CBDA4C2E8D) How often ROMO fumbles the fg snap

SET(0x292EC,0x4C95BFEAEA) Jump to Punter Snap Code

*** Make sure nothing is located where the next punter snap code is going ***

SET(0x2BFA5,0xA53BC901B008A93C20CBDA4CE192A90120CBDA4CE192) How often the punter fumbles the long snap

SET(0x4E42,0x2ABE) These next two keeps FG Kicker from recovering fumble as he would immune to tackles

SET(0x4E5A,0x2ABE)

SET(0x4E9E,0x77BF) These next two jump to recovering player's speed

SET(0x4ECE,0x77BF)

SET(0x9F87,0xE100E200E300E000E4DFFEFF)Adjust recovering player's speed here

Control Percentage of Defensive Jumping

NES TSB = SET(0x29BD8,0xA53BC940B00AEAEA)

Snap Loft & Speed, Pitch Loft & Speed

GENESIS TSB I = (All Original Values)

At x27DBB, 06

At x27DC3, 40

At x2AFDD, 06

At x2AFE5, 40

Change 80-8A Follow Command to 2PT Stance After Motion Instead of 3PT Stance

NES =

SET(0x28872,0xA024A2BC4C2D96)

CPU Mojo Hack:(found for NES & SNES TSB1 already)

SNES TSB II = x1a05e--ea ea

SNES TSB III = x1a095--ea ea

Adjust Injury Rate Hack (found for NES already)

SNES TSB I = x13a61--c9 xx

SNES TSB II = x13df6--c9 xx

SNES TSB III = x13f5b--c9 xx

Preseason Injuries(found for NES already)

SNES TSB I = x123bf--02

SNES TSB II = x12754--02

SNES TSB III = x12929--02

Remove Defensive Diving (found for NES already)

SNES TSB I = x1aa0e--ea ea ea

SNES TSB II = x1ba30--ea ea ea

SNES TSB III = x1ba59--ea ea ea

Remove Offensive Diving

SNES TSB I = x1a76e--ea ea ea

SNES TSB II = x1b7f3--ea ea ea

SNES TSB III = x1b82c--ea ea ea

Remove Defensive Jumping (found for NES already)

SNES TSB I = x1a9fc--ea ea ea

SNES TSB II = x1ba1e--ea ea ea

SNES TSB III = x1ba47--ea ea ea

Remove Offensive Jumping

SNES TSB I = x1a752--ea ea ea

SNES TSB II = x1b7d7--ea ea ea

SNES TSB III = x1b810--ea ea ea

Default Presses to Win Grapple (found for NES already)

SNES TSB I = x18d88--xx

SNES TSB II = x19202--xx

SNES TSB III = x19267--xx

Default Grapple Time (found for NES already)

SNES TSB I = x18d7f--xx

SNES TSB II = x191f9--xx

SNES TSB III = x1925e--xx

Kickoff Positions & Arc of Kickoff

SNES TSB I =

Arc of Kickoffs SET(0x1B3E6,0x3C)

Kickoff Position 30yd line Player 1 SET(0x10C6C,0xA060A207)

Kickoff Position 30yd line Player 2 SET(0x1005B,0xA0A0A208)

SNES TSB II =

Arc of Kickoffs - x1c600 -- change 3c

Kickoff Position 30yd line Player 1 - x10e3a -- a0 60 a2 07

Kickoff Position 30yd line Player 2 - x10074-- a0 a0 a2 08

SNES TSB III =

Arc of Kickoffs - x1c6de -- change 3c

Kickoff Position 30yd line Player 1 - x10f2e -- a0 60 a2 07

Kickoff Position 30yd line Player 2 - x10079 -- a0 a0 a2 08

Shorter Punts & Arc of Punts

SNES TSB I =

Arc of Punts SET(0x19F50,0x33)

Shorten Punts SET(0x19F3B,0x60)

SNES TSB II =

Arc of Punts - x1abcd -- change 33

Shorten Punts - x1abb8 -- change a0

SNES TSB III =

Arc of Punts - x1abfb -- change 33

Shorten Punts - x1abe6 -- change a0

Increased Kickoff Length (16yd to back of endzone)

SNES TSB I =

From 30yd line:

SET( 0x1B3D6, 0x4CE6CF )

SET( 0x1CFE6, 0xA50D4AA50C6A1869BAA8A9016900AA4CE1B3 )

SNES TSB II =

From 30yd line:

x1c5f0 -- 4c d3 e2

x1e2d3 -- a5 0d 4a a5 0c 6a 18 69 ba a8 a9 01 69 00 aa 4c fb c5

SNES TSB III =

From 30yd line:

x1c6ce -- 4c ee e4

x1e4ee -- a5 0d 4a a5 0c 6a 18 69 ba a8 a9 01 69 00 aa 4c d9 c6

Franchise QB Hack

This hack comes by way of jstout's magic. On pass plays, you control the QB. When a player catches the ball, the COM takes over and runs for you.

NES TSB = x29139 -- a9 43 85 eb a9 b8 85 ec

SNES TSB I = x19c41 -- a9 f1 bf

SNES TSB II = x1a89f -- a9 11 be

SNES TSB III = x1a8c9 -- a9 11 be

GENESIS TSB I = x2854c -- 00 03 70 3a

Single Defender Control

Control only one defender all game long(Jstout did this hack for me on the NES version a while back; just porting it to the other versions)

NES TSB =

SNES TSB I =

RE

Player 1:

SET( 0x1241A, 0x4B )

SET( 0x12420, 0x0C0C )

SET( 0x124FE, 0xEAEAA900 )

SET( 0x12517, 0xA900850D )

Player 2:

SET( 0x1254A, 0x4B )

SET( 0x12550, 0x6C0D )

SET( 0x1262E, 0xEAEAA980 )

SET( 0x12647, 0xA980850D )

NT

Player 1:

SET( 0x1241A, 0x4C )

SET( 0x12420, 0x2C0C )

SET( 0x124FE, 0xEAEAA901 )

SET( 0x12517, 0xA901850D )

Player 2:

SET( 0x1254A, 0x4C )

SET( 0x12550, 0x8C0D )

SET( 0x1262E, 0xEAEAA981 )

SET( 0x12647, 0xA981850D )

LE

Player 1:

SET( 0x1241A, 0x4D )

SET( 0x12420, 0x4C0C )

SET( 0x124FE, 0xEAEAA902 )

SET( 0x12517, 0xA902850D )

Player 2:

SET( 0x1254A, 0x4D )

SET( 0x12550, 0xAC0D )

SET( 0x1262E, 0xEAEAA982 )

SET( 0x12647, 0xA982850D )

RO

Player 1:

SET( 0x1241A, 0x4E )

SET( 0x12420, 0x6C0C )

SET( 0x124FE, 0xEAEAA903 )

SET( 0x12517, 0xA903850D )

Player 2:

SET( 0x1254A, 0x4E )

SET( 0x12550, 0xCC0D )

SET( 0x1262E, 0xEAEAA983 )

SET( 0x12647, 0xA983850D )

RI

Player 1:

SET( 0x1241A, 0x4F )

SET( 0x12420, 0x8C0C )

SET( 0x124FE, 0xEAEAA904 )

SET( 0x12517, 0xA904850D )

Player 2:

SET( 0x1254A, 0x4F )

SET( 0x12550, 0xEC0D )

SET( 0x1262E, 0xEAEAA984 )

SET( 0x12647, 0xA984850D )

LI

Player 1:

SET( 0x1241A, 0x50 )

SET( 0x12420, 0xAC0C )

SET( 0x124FE, 0xEAEAA905 )

SET( 0x12517, 0xA905850D )

Player 2:

SET( 0x1254A, 0x50 )

SET( 0x12550, 0x0C0E )

SET( 0x1262E, 0xEAEAA985 )

SET( 0x12647, 0xA985850D )

LO

Player 1:

SET( 0x1241A, 0x51 )

SET( 0x12420, 0xCC0C )

SET( 0x124FE, 0xEAEAA906 )

SET( 0x12517, 0xA906850D )

Player 2:

SET( 0x1254A, 0x51 )

SET( 0x12550, 0x2C0E )

SET( 0x1262E, 0xEAEAA986 )

SET( 0x12647, 0xA986850D )

RC

Player 1:

SET( 0x1241A, 0x52 )

SET( 0x12420, 0xEC0C )

SET( 0x124FE, 0xEAEAA907 )

SET( 0x12517, 0xA907850D )

Player 2:

SET( 0x1254A, 0x52 )

SET( 0x12550, 0x4C0E )

SET( 0x1262E, 0xEAEAA987 )

SET( 0x12647, 0xA987850D )

LC

Player 1:

SET( 0x1241A, 0x53 )

SET( 0x12420, 0x0C0D )

SET( 0x124FE, 0xEAEAA908 )

SET( 0x12517, 0xA908850D )

Player 2:

SET( 0x1254A, 0x53 )

SET( 0x12550, 0x6C0E )

SET( 0x1262E, 0xEAEAA988 )

SET( 0x12647, 0xA988850D )

FS

Player 1:

SET( 0x1241A, 0x54 )

SET( 0x12420, 0x2C0D )

SET( 0x124FE, 0xEAEAA909 )

SET( 0x12517, 0xA909850D )

Player 2:

SET( 0x1254A, 0x54 )

SET( 0x12550, 0x8C0E )

SET( 0x1262E, 0xEAEAA989 )

SET( 0x12647, 0xA989850D )

SS

Player 1:

SET( 0x1241A, 0x55 )

SET( 0x12420, 0x4C0D )

SET( 0x124FE, 0xEAEAA90A )

SET( 0x12517, 0xA90A850D )

Player 2:

SET( 0x1254A, 0x55 )

SET( 0x12550, 0xAC0E )

SET( 0x1262E, 0xEAEAA98A )

SET( 0x12647, 0xA98A850D )

GENESIS TSB I =

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Here are a bunch of hacks I have for the NES, SNES TSB I, II, & III versions. There are 3 new hacks for each version of TSB. First I'm gonna start with some hacks that have already been found on the NES and/or SNES TSB1 that I just ported to the other versions.

Coverage Hack:(found for NES & SNES TSB1 already)

SNES TSB II = x1a05e--ea ea

SNES TSB III = x1a095--ea ea

Adjust Injury Rate Hack (found for NES already)

SNES TSB I = x13a61--c9 xx

SNES TSB II = x13df6--c9 xx

SNES TSB III = x13f5b--c9 xx

Preseason Injuries(found for NES already)

SNES TSB I = x123bf--02

SNES TSB II = x12754--02

SNES TSB III = x12929--02

Remove Defensive Diving (found for NES already)

SNES TSB I = x1aa0e--ea ea ea

SNES TSB II = x1b7f3--ea ea ea

SNES TSB III = x1b82c--ea ea ea

Remove Defensive Jumping (found for NES already)

SNES TSB I = x1a9fc--ea ea ea

SNES TSB II = x1b7d7--ea ea ea

SNES TSB III = x1b810--ea ea ea

More Defensive Jumping (found for NES already)

SNES TSB I = x1a9f5--ea ea

SNES TSB II = x1b7d0--ea ea

SNES TSB III = x1b809--ea ea

Default Presses to Win Grapple (found for NES already)

SNES TSB I = x18d88--xx

SNES TSB II = x19202--xx

SNES TSB III = x19267--xx

Default Grapple Time (found for NES already)

SNES TSB I = x18d7f--xx

SNES TSB II = x191f9--xx

SNES TSB III = x1925e--xx

Wildcat Hack

SNES TSB I =

SET( 0x17037B, 0xFF08FF09FF0AFF0BFF0CFF0D )

SET( 0x170393, 0xFF08FF09FF0AFF0BFF0CFF0D )

I'll be posting the 3 completely new hacks soon as I finish double checking them.

Cool, I know the coverage hack has been discussed before, but what exactly does it do? I believe I saw this, and at that time thought it would be nice to find in TSB3. Again nice work!

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Cool, I know the coverage hack has been discussed before, but what exactly does it do?

Here is an explanation from jstout:

viewtopic.php?f=22&t=12210&start=15#p98761

Basically, the coverage hack tells the game to run the "C8" command all the time, regardless of the juice level. This works for COM only. It boosts offensive plays as well if they have the C8 command in them.

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The list at the top has been updated. It includes the new hacks: MAN Coverage hack, Franchise QB hack, and Defensive Coaching hack. I hope you guys enjoy testing these new ones out.

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I corrected a typo for the Franchise QB hack for SNES TSB II & III.

EDIT:

I also added more hacks like shorten punts and increased kickoff length for the SNES TSB I, II, & III. The newest changes are all in red.

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just added remove offensive jumping & diving for the I, II, III along with more offensive jumping. made corrections to the defensive ones.

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I just added the NES version of the Wildcat Hack. I fixed the substitution problem it originally had so you can now sub as normal. When you select to sub your backup QB, the arrow will turn blue and you can now select anyone off the bench to play as the QB. However, once you go wildcat and sub another bench player for your starting QB, both your QBs are lost for the rest of that particular game. If you are playing a season, you must reset your starters at the team data menu before your next game in order to get both QBs back.

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I know the subject is for New Hacks NES and SNES TSB I, II, & III, but can you add the awesome work you did for the GEN I rom as well.

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I know the subject is for New Hacks NES and SNES TSB I, II, & III, but can you add the awesome work you did for the GEN I rom as well.

Even though it says NES & SNES, I will be adding some Genesis hacks as I go. I just posted the QB franchise hack for the Genesis.

I also added another version of the NES wildcat hack. This one is less messy, however, you cannot use the backup QB.

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MAN Player Coverage Hack

The original coverage hack affected only COM & COA controlled teams. Now you can have the coverage hack when playing in MAN mode.

NES TSB =

x28b34 -- 4c c5 97

x28ba7 -- 4c c5 97

what is this? the mojo hack?

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With your 50/50 hack, I think I may have found something interesting.

EX............

PIT @ ATL (PIT will play on P2 side)

ATL @ PIT (PIT will be on P1 side)

This is assuming people set the schedule home and away games properly. I've played several games and it's stayed true to form thus far. I love it! 8)

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What exactly does the better com tackling no dive hack do? I tried it out and I havent noticed any difference? The COM still dove. Anyways, good stuff. Might try out the "Godam it Romo" code also.

One more thing, maybe this is up your alley, the shotgun snap has a pause after the QB gets the snap, the undercenter QB snap doesnt. Would really like to have no pause on Shotgun snaps also.

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This would help alot. I have had to code a delay on all players just because of this snap pause. In order to rewrite att jumpers, we chose the shotgun snap as a universal snap, it was that or no ball on the shotgun if we went with the under center exchange. this is mostly for aesthetics, as the QB will be "behind everyone else" during the play if i don't add the play pause.

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What exactly does the better com tackling no dive hack do? I tried it out and I havent noticed any difference? The COM still dove.

In SNES TSB III, you will find this set of code at x1A38D (that's without a header) :

A2 30 20 BB CC 90 DB E2 20 A9 1E 20 F6 80 4C 6F A3 E2 20 A9 05 20 F6 80

And at x1A46B you will find this set of code :

A2 30 20 BB CC 90 A7 E2 20 A9 1E 20 F6 80 4C 19 A4 E2 20 A9 05 20 F6 80

"20 BB CC" is the jsr which points to telling the player to dive for a tackle only. The player will still dive for passes. Changing it to "EA EA EA" make the COM defender chase to grapple the offensive player.

"A9 1E & A9 05" represents the defender's reaction time to the offensive player's change of direction in tecmo seconds with x14 equal to one tecmo second. By lowering both to "A9 01", the COM defenders take better angles to tackle, get to the offensive player faster, and not easily juked by zig-zagging. Zig-zagging actually get you caught faster, limiting break away runs.

One more thing, maybe this is up your alley, the shotgun snap has a pause after the QB gets the snap, the undercenter QB snap doesnt. Would really like to have no pause on Shotgun snaps also.
This would help alot. I have had to code a delay on all players just because of this snap pause. In order to rewrite att jumpers, we chose the shotgun snap as a universal snap, it was that or no ball on the shotgun if we went with the under center exchange. this is mostly for aesthetics, as the QB will be "behind everyone else" during the play if i don't add the play pause.

What is actually happening is the Center's snap reaction is slowing the QB down. I downloaded you guys rom and found that the center's & qb's shotgun snap reactions are both set to "A9 01" which is immediate. However, at x1A22C I found a value of "A9 0D" which controls the center's snap reaction on regular snaps. The qb is set to "A9 01" for regular snaps so he is ready immediately. As it turns out, the center slows down the qb's reaction in this case. This too is in tecmo seconds with x14 = 1 sec. So with a value of "0D", the qb has to wait nearly a full second before receiving the snap. Change the value at x1A22C to "01" and that should take care of that. SNES TSB I delays the center by "0D" as well. NES TSB delays the snap exchange even longer than a second with a value of "1E"!

All these locations for timing of the snap exchange has been added to the list along with the timing of diving to tackle animations. You can choose to your liking how long the diving to tackle animations lasts. The default value is "07" for all roms.

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I like leaving all diving in but having the drones not be as dumb is kind of cool. What do the two separate recation time variables do? Is one for the x direction and another for the y direction?

ie.

A9 1E

A9 05

Also what are the two different locations for? One for pass plays and one for run plays? Or do you know?

Regarding defensive jumping I see that it compares a random # from memory to 40. Does that mean the default is 25% of the time

it will branch to the jumping animation or 75% of the time it will branch to the jumping animation. Does messing with the percentage only work if defensive diving is disabled?

Thanks in advance

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Good stuff!!! Will reinstall the better angle code. The snap pause is important to us because we dont use the undercenter snap codes, we pointed them to use in our Jstout logic coding. This solves our huge issue of putting a qb under center. We had to code in defensive pausing so that the qb could get to his drobback without getting nailed everytime. May pick your brain some more later, Thanks, and as always, youll get credit for all your help...

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I will tweak this setting asap. Only problem is rewriting my AI without the pre pause for the defense. Damn, I thought I was on the home stretch. But we want this release to be as finished as possible.

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I like leaving all diving in but having the drones not be as dumb is kind of cool. What do the two separate recation time variables do? Is one for the x direction and another for the y direction?

ie.

A9 1E

A9 05

I believe that's how it works. I haven't tested that, however, considering the 1.5 sec delay of "A9 1E", that has to be the defender's reaction to the offensive player's y direction. That seems to be how the programmers made the zig-zagging downfield possible.

Also what are the two different locations for? One for pass plays and one for run plays? Or do you know?

The first location is for the "DA" command, and the second location is for the "DD" command. Diving to tackle is coded within each of the 2 commands along with their reaction time. So you can actually change either/or to chase without diving and then give the command to still dive to some players and not others. That's just one possible scenario you can use.

Regarding defensive jumping I see that it compares a random # from memory to 40. Does that mean the default is 25% of the time

it will branch to the jumping animation or 75% of the time it will branch to the jumping animation. Does messing with the percentage only work if defensive diving is disabled?

It will branch to the jumping animation 25% of the time. This still works if defensive diving is enabled.

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I like leaving all diving in but having the drones not be as dumb is kind of cool. What do the two separate recation time variables do? Is one for the x direction and another for the y direction?

ie.

A9 1E

A9 05

I believe that's how it works. I haven't tested that, however, considering the 1.5 sec delay of "A9 1E", that has to be the defender's reaction to the offensive player's y direction. That seems to be how the programmers made the zig-zagging downfield possible.

Also what are the two different locations for? One for pass plays and one for run plays? Or do you know?

The first location is for the "DA" command, and the second location is for the "DD" command. Diving to tackle is coded within each of the 2 commands along with their reaction time. So you can actually change either/or to chase without diving and then give the command to still dive to some players and not others. That's just one possible scenario you can use.

wow. that's very cool, xplozv. really neat that the DD and DA commands can be different...

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And by making them different, you can give the no diving command to the COM DL so that they can't just dive up the middle at the qb for a cheap sack.

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And by making them different, you can give the no diving command to the COM DL so that they can't just dive up the middle at the qb for a cheap sack.

exactly. when you have the time, could you document this - giving the locations to DD and DA and where the "dive bytes" and the "delay bytes" are?

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