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JBI OG-Style 1.2 Update w/New Hacks


xplozv

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Is there any way to have a third qb added to the team area?

It's possible with some creative adjustments. However, it will come at the expense of having to manually hex edit all the rosters and ratings in the rom from there on out.

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How will the formation changes work? Will the screen change to reflect the personnel?

The screen won't change. The list is just a reminder of which formation you can choose. On defense you pick your play and then pick your formation to run your defensive play from. If pick the Dime formation, the 2 backup DBs automatically sub for 2 of the LBs, etc. The COM has its own logic of when it will choose a different formation personnel. Each offensive set works the same as well. You pick your play and then choose your offensive set. On offense the formation adjusts to your personnel. If you pick a play like FB Off tackle L, which is from the onebackset, and then choose power set, you will have 2TEs on the field lined up tight at the LOS. If you pick 4-WR set, you have 4wrs on the field spread out like the run & shoot. So you can keep your opponents off guard by giving different looks for the same play. Every offensive formation has 5 different looks: a base look and 4 variations according to the set you choose. The COM has this ability too. So don't ever think that because it's 3rd and 1 & the COM in the power set, that they will run the ball. You may get burned by the pass if you didn't pick their play!!! Big changes coming with 1.3!!! A lot of work left to do.

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man, a really fun game.  really amazing and seems to be working pretty good.  


 


but spin seems kinda too powerful!  


maybe make BC reduce during/after a spin?


or more importantly, maybe not let as much yardage be gained during a spin?


 


also, when running sometimes I notice that the ball-carrier will randomly do a spin without me pushing the button!


Edited by buck
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Amazing rom! But is there any way to disable the Player 2 Controls feature?


 


Edit: Also, I have a suggestion. When the COM (or MAN) defense guesses a pass play correctly, you should make it so the OLBs or DEs get to the QB quicker than the MLBs, just for the sake of realism. Then again, your ROM is the most realistic Tecmo Super Bowl I've ever played!


Edited by eatasandwich
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  • 2 weeks later...

man, a really fun game. really amazing and seems to be working pretty good.

but spin seems kinda too powerful!

maybe make BC reduce during/after a spin?

or more importantly, maybe not let as much yardage be gained during a spin?

also, when running sometimes I notice that the ball-carrier will randomly do a spin without me pushing the button!

I can adjust the length of the spin and how the defense reaction lasts. I'll have that adjusted for the next update. I also made the spin move to be similar to TSB3 for all players just to see if it could be done. After I got it working, I didn't disable it for the MAN player, that's why the randoms happen. I got a fix for that too.

Amazing rom! But is there any way to disable the Player 2 Controls feature?

I may actually take that out entirely. Edited by xplozv
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I played around with a pump fake awhile back but it didn't seem practical enough vs a MAN opponent the way I designed it. 


 


 


1. Maybe have a chance for the DB  covering the currently targeted DB to slow down.


 


2. The chance of  QB fumbling should go up temporarily 


 


 


Does the pump fake ALWAYS cause the defenders that are close enough to jump? it's hard to tell. If yes I would suggest that it fail a decent amount. 

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It's success is currently tied to a random scale. I'm considering basing it off of the qb APB rating. I left some filler bytes in so that I do a check for a reaction from the DBs. I haven't decided on how i want the DBs to react just yet-pause, slow down like you mentioned, or pause briefly and then slow down. I would like to give them maybe two different possible reactions if space allows me to. I think I would tie the success of getting a reactions from the DBs to their QK rating.

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