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TeBowl_Time

Possible to edit how quickly players get up?

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all I know is there are a bunch of pointers that point to locations.  


each location is a different "fall down" animation.  some just drop and get up quickly, some fall at angles, some are the "I got chop-blocked" falldown, etc.  I never attempted to figure out any more.  I know that you can replace the pointers with other pointers to replace fall-downs.  In one of my minor-league roms I replaced all falldown animations with the "quick drop" (d8be). 


 


here are some VERY LOOSE notes I took, just to get the basic skeleton of what was going on; LIKE A GOOD HACKER, I got off of my LAZY ASS and did some research the OLD FASHIONED WAY.  I tried and tried and looked and looked and took notes.  


SO TAKE NOTE, lazy suckers.


 


and this is from July 2010, and I have not looked at this since.


 


 



I also found that the area starting at 0x1B21A has to do with the animations when a defensive player gets "thrown"...the first section is pointers to the sequences below...(all of this was discovered in my quest to find out how to change the time it takes for a player to "get up" off the ground after getting thrown...which I still have not found)


1B010 start the pointers (flip and add 0x10 to goto code)
1B090 start the codes


losing a grapple BLOCKED
POINTER DESCRIPTIONS

80b0 quick flip backwards left, shake head 3 yards
b1b0 quick flip diag-up-left 3 yards
dab0 straight vertical roll UP 3 yards
09b1 quick flip diag-up-right 3 yards
32b1 quick flip backwards, right 3 yards
63b1 quick flip backwards, down-right 3 yards
8ab1 straight vertical roll DOWN 3 yards
b8b1 quick flip diag-down-left 3 yards
these don’t get thrown as far (distance)as the first pointer row
dfb1 quick flip backwards left, shake head lasts longer than 80b0
0ab2 roll left, about 4 seconds these don’t get thrown as far (distance)as the first pointer row
44b2 roll left-up, about 4 seconds these don’t get thrown as far (distance)as the first pointer row
88b2 roll left-up (a little more vertical), about 4 seconds these don’t get thrown as far (distance)as the first pointer row
cbb2 roll-up, about 4 seconds these don’t get thrown as far (distance)as the first pointer row
0BB3 roll right-up, 4 sec these don’t get thrown as far (distance)as the first pointer row
4EB3 roll-up right, a little farther, 4 sec
92b3 roll right,
CCB3 roll right, 4 sec
F7B3 roll right, slightly down, 4 sec FAR
38B4 toss diag-right-down, FAR
64B4 toss diag-right-down, medium distance
A3B4 roll down, 4 sec
D0B4 roll diag-down-left, 4 sec
0FB5 roll diag-down-left, 4 sec little farther
3BB5 roll left, 5 yards, 4 sec
7CB5 thrown left, 7 yards, 5 sec these seem to last a BIT longer
ACB5 thrown left-up, 7 yards, 5 sec
EEB5 thrown up, 7 yards
29B6 thrown up-right, 7 yards
6BB6 thrown right, 7 yards
9BB6 thrown right-down, 7 yards
CDB6 thrown down, 7 yards
06B7 thrown left-down, 7 yards
38B7 thrown left, 10 yards
80B7 thrown left-up, 10 yards
E8B7 thrown up, 10 yards
42B8 thrown right-up, 10 yards
AAB8 thrown right, 10 yards
F2B8 thrown down-right, 10 yards
3AB9 thrown down, 10 yards
86B9 thrown down-left, 10 yards
CEB9 tripped left, 7 yards, 5 sec slide blocked
0DBA tripped left-up, 7 yards
60BA tripped up, 7 yards
B0BA tripped right-up
03BB tripped right
42BB
78BB
B2BB tripped down-left
E8BB tripped high, left 5 yards
1fbc tripped high, right, 5 yards
56bc bounced right, 7 yards
90BC bounced left, 7 yards
CABC thrown, down left, 1 yard, 5 sec
FBBC thrown, down, 1 yard, 5 sec
2CBD tripped up, 5 yards, 5 sec
7DBD tripped down, 5 yards
CEBD tripped in place, 1 yard, 5 sec
06BE tripped in place, 1 yard, 5 sec
3EBE tripped, stand, bugged
8BBE tripped, stand, bugged
D8BE quick drop, 0 yard, 3 sec
D8BE
D8BE
D8BE


Edited by buck

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Seems like clear on how this is mapped out in terms of a popcorn event generates one of several popcorn animations.


I would assume that the animations are grouped into smaller subsets and those subsets are either "randomly" or conditionally charged.


For example, the sliding WR block always ends with one of the animations you've denoted as "tripping".

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Seems like clear on how this is mapped out in terms of a popcorn event generates one of several popcorn animations.

I would assume that the animations are grouped into smaller subsets and those subsets are either "randomly" or conditionally charged.

For example, the sliding WR block always ends with one of the animations you've denoted as "tripping".

 

yeah, and "bugged" means "shakes head" (I think)....all of that was done pretty quickly and distances/times were also very roughly estimated.  I have still not revisited this, but it's a decent start and overview of the possibilities.

 

also, the movement code is right there at the locations, so I bet it can easily be disassembled to get more accurate descriptions of the actions, instead of the rough visual method I used.  it was just one of those things that I found out what I needed to know and set it aside.

Edited by buck

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Does anyone know anything about how long it takes for blockers to lock in on their assignment when the blocked player has been knocked down?  I'm editing OL-DL d8/d7 movements and defeated blockers simply get up and run to an easy sack.  I was thinking that this might be coded somewhere. I'd like to shorten this timing if possible.


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I took a look into devolving this so that roll animations could be created


 


at 0x1B109 we have the pointer to B132 + 10 for ines offset= 0x1B142


 


From bucks earlier great work we have that pointer = quick flip back wards right (3 yards)


 


General command code


80 FF    = end of animation


80 xx yy = load new sprite animation address


81-8F xx = repeat direction for 0x01 to 0x0F frames where xx is the direction    


 


everything else = direction to move sprite =yx= high nibble = y direction, low nibble = x direction. 


 


examples


01= move sprite right 1/8 yard


10= move sprite down 1/8 yard


0F= move sprite left 1/8 yard


F0= move sprite up 1/8 yard


44= move sprite right and down 1/2 yard


 


 


@0x1B142 


03               ; move right 3/8 of yards


80 BD 24    ; load sprite upright at 45 degree angle graphic


F3               ; move up 1/8, right 3/8


F2               ; move up 1/8, right 2/8


02               ; move right 2/8


01               ; move right 1/8 


00               ; do nothing


01               ; move right 1/8


82 00          ; do nothing 2 frames


80 BD 28    ; load sprite on back graphic


04               ; move right 4/8


82 00          ; do nothing 2 frames


22               ; move down 2/8, right 2/8


00               ; do nothing


F2               ; up 1/8, right 2/8


00               ; do nothing


F3               ; up 1/8, right 3/8


00               ; do nothing


02               ; right 2/8


00               ; nothing


11               ; down 1/8, right 1/8


00               ; nothing


10               ; down 1/8


82 00          ; nothing for 2 frames


01               ; right 1/8


83 00          ; nothing for 3 frames


01               ; right 1/8


84 00          ; nothing for 4 frames


80 BD 50    ; load player on side sprite graphic


25               ; down 2/8 right 5/8


8F 00          ; do nothing 15 frames


8F 00          ; do nothing 15 frames


8F 00          ; do nothing 15 frames


80 FF          ; end of sequence


 


Total down 1/4 yd Right 4.125 yds ~36 frames + 45 do nothing frames at end. 


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I wrote a program to "parse" the roll animation data and output it in text form along with a summary. 

 

When you see "Change sprite graphic" its actually a pointer to a 4 byte sequence that describes the sprite in the player commands bank  at 0x2BAXX to 0x2BE00 in the rom .

 

Will try and summarize it in an excel sheet

roll_animations_described.rtf

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