MartinFN Posted May 4, 2016 Share Posted May 4, 2016 Back to the age old issue of quickness. I have a theory, and its probably wrong. The fact that quickness never had its own scale table/list in the ROM has always puzzled me, so I thought maybe , just maybe it never used its "own" table? Could quickness not have been a defensive form of RP or MS? Using one of their lookup tables? So on defense the defender would use quickness and the moment a fumble and pick up occurred , the defender would switch over to using RP/MP? I would probably say it was defender RP, but, I would leave that to the smarter people on the forum. Now, moving on to my question.... How would I LDA,LDX or LDY the quickness of a player?(hex preferably). What is its RAM pointer? Quote Link to comment Share on other sites More sharing options...
bruddog Posted May 4, 2016 Share Posted May 4, 2016 Sorry to burst your bubble but quickness 100% does not do anything on the original rom. You'd need to do this when you know for sure the player is a defender to load the quickness value. LDY #$08 ; LOAD POSITION ID LDA ($AE),Y ; JSR $DD8D ; GET ACTUAL PLAYER AND TEAM(A=POSITION ID) RET X=TEAM A= ACTUAL PLAYER LDY #$87 ; LOAD QUICKNESS SKILL INDEX JSR $DDAA ; GET SKILL RATING(Y=SKILL TO GET) Quote Link to comment Share on other sites More sharing options...
MartinFN Posted May 6, 2016 Author Share Posted May 6, 2016 I miss-spoke, I should rather have said, that, I think that is what it was originally meant for. Not, that that is what it eventually was used for. But, thanks a TON for the help. I'm slowly starting to understand the ASM/hex hacking thing. Currently trying out an idea. Got a long way to go. But, you've helped me greatly. DFM 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.