TeBowl_Time Posted December 30, 2012 Share Posted December 30, 2012 Are there bytes that control how fast a player gets back up after being knocked down? If so, are there different ones for offense/defense? Quote Link to comment Share on other sites More sharing options...
buck Posted December 31, 2012 Share Posted December 31, 2012 yes, there are a bunch of different ones. on one rom I made, I set every fall down to be the "quickest" drop. Quote Link to comment Share on other sites More sharing options...
TeBowl_Time Posted January 1, 2013 Author Share Posted January 1, 2013 Nice, is there some documentation on this? I haven't seen any infos about it on these boards Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted January 28, 2013 Share Posted January 28, 2013 Moved to Hacking Documentation board. Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted February 2, 2013 Share Posted February 2, 2013 Anybody have noted the 'get up' speeds? Quote Link to comment Share on other sites More sharing options...
buck Posted February 3, 2013 Share Posted February 3, 2013 (edited) 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 February 3, 2013 by buck bruddog, Leonard Fournette and DFM 3 Quote Link to comment Share on other sites More sharing options...
bgboud2 Posted April 22, 2014 Share Posted April 22, 2014 Has it been posted elsewhere if these outcomes are random? When you lose a grapple does it select one of the longer distances to how far you get thrown based on the press difference? Quote Link to comment Share on other sites More sharing options...
Knobbe Posted June 9, 2014 Share Posted June 9, 2014 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". Quote Link to comment Share on other sites More sharing options...
buck Posted June 9, 2014 Share Posted June 9, 2014 (edited) 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 June 9, 2014 by buck Knobbe 1 Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 5, 2015 Share Posted January 5, 2015 PLAYER STAND UP TIME buck 1 Quote Link to comment Share on other sites More sharing options...
quince3800 Posted May 2, 2015 Share Posted May 2, 2015 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. Quote Link to comment Share on other sites More sharing options...
bruddog Posted August 3, 2015 Share Posted August 3, 2015 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 code80 FF = end of animation80 xx yy = load new sprite animation address81-8F 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. examples01= move sprite right 1/8 yard10= move sprite down 1/8 yard0F= move sprite left 1/8 yardF0= move sprite up 1/8 yard44= move sprite right and down 1/2 yard @0x1B142 03 ; move right 3/8 of yards80 BD 24 ; load sprite upright at 45 degree angle graphicF3 ; move up 1/8, right 3/8F2 ; move up 1/8, right 2/802 ; move right 2/801 ; move right 1/8 00 ; do nothing01 ; move right 1/882 00 ; do nothing 2 frames80 BD 28 ; load sprite on back graphic04 ; move right 4/882 00 ; do nothing 2 frames22 ; move down 2/8, right 2/800 ; do nothingF2 ; up 1/8, right 2/800 ; do nothingF3 ; up 1/8, right 3/800 ; do nothing02 ; right 2/800 ; nothing11 ; down 1/8, right 1/800 ; nothing10 ; down 1/882 00 ; nothing for 2 frames01 ; right 1/883 00 ; nothing for 3 frames01 ; right 1/884 00 ; nothing for 4 frames80 BD 50 ; load player on side sprite graphic25 ; down 2/8 right 5/88F 00 ; do nothing 15 frames8F 00 ; do nothing 15 frames8F 00 ; do nothing 15 frames80 FF ; end of sequence Total down 1/4 yd Right 4.125 yds ~36 frames + 45 do nothing frames at end. buck 1 Quote Link to comment Share on other sites More sharing options...
rmm1976 Posted August 10, 2015 Share Posted August 10, 2015 Bruddog: Me: Bodom and bruddog 2 Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 21, 2016 Share Posted June 21, 2016 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 Quote Link to comment Share on other sites More sharing options...
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