adscl84 Posted February 19, 2019 Share Posted February 19, 2019 Well that's legitimately disappointing. It's weird to me that it's so messed up but doesn't cause any problems when playing the game. Oh well. Thanks for saving me the trouble of digging deeper, especially since I don't really know what I'm doing. Quote Link to comment Share on other sites More sharing options...
adscl84 Posted February 25, 2019 Share Posted February 25, 2019 (edited) @bruddog Here's one from jstout that he said you were pretty involved with, in which quickness is used as "coverage". Assuming this one works, the quickness attribute is being accessed somewhere in this hack...so is it just a matter of telling it to correlate with the hex code related to pursuit angles/dive animations rather than the completion check, or is it more complicated than that? Edit: I found another hack that uses quickness for int returns and that one is as simple as changing one byte to x87. I see in this one that there is an x87 with a note that the game is to then use quickness as well. So x87 must have something to do with quickness, but given how much other code there is and all the jumps, I assume it's rather complicated. Edited February 25, 2019 by adscl84 Quote Link to comment Share on other sites More sharing options...
Ian Jones Posted May 9, 2022 Share Posted May 9, 2022 Ok so we have hacks for quickness= -pursuit angles - dive animation timing -jj int -fumble&int returns. I have two questions. Which, if any, of these actually work? And, if more than one of these work, can they be used in the same ROM (assuming no other hacks are interfering)? SBlueman 1 Quote Link to comment Share on other sites More sharing options...
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