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Bad Moon Rison

Different Players on the field for different formations

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Let's say I have a Pro T or Off I formation. It would have two RBs (RB and FB). But if I choose a play that is Run and Shoot, it would automatically switch to the 4 WRs on the team. One set back would have 3 WRs, a TE, and a RB.

Is this possible?

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Let's say I have a Pro T or Off I formation. It would have two RBs (RB and FB). But if I choose a play that is Run and Shoot, it would automatically switch to the 4 WRs on the team. One set back would have 3 WRs, a TE, and a RB.

Is this possible?

Yes, in fact after reading this post I was easily able to make this happen though I didn't check for injuries. I'm still checking everything is sound though but it is looking good. I set it up with 2RB/2WR/1TE, 1RB/3WR/1TE, and 1RB/4WR though do we need 2TEs as well?

Do injuries need to be checked for what you need? If so how do you want the players placed?

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Here is what the code looks like for Player 1 without any injury checks. Note: This could be worked into shorter code if it were to remain the same.

x255FF: 4C 20 BD EA EA ; Goto $BD20

x3D30:
$BD20:A6 78 LDX $78 ; Player 1 Play Slot Called
$BD22:BD 7E 66 LDA $667E,X ; Load Play #
$BD25:AA TAX
$BD26:BD D0 BC LDA $BCD0,X ; Load Table 0=2WR, 1=3WR, 2=4WR
$BD29:C9 01 CMP #$01
$BD2B:F0 20 BEQ $BD4D ; Goto 3WR
$BD2D:C9 02 CMP #$02
$BD2F:F0 38 BEQ $BD69 ; Goto 4WR
; 2WR Code:
$BD31:A9 02 LDA #$02 ; RB1
$BD33:8D 13 66 STA $6613
$BD36:A9 03 LDA #$03 ; RB2
$BD38:8D 15 66 STA $6615
$BD3B:A9 06 LDA #$06 ; WR1
$BD3D:8D 17 66 STA $6617
$BD40:A9 07 LDA #$07 ; WR2
$BD42:8D 19 66 STA $6619
$BD45:A9 0A LDA #$0A ; TE1
$BD47:8D 1B 66 STA $661B
$BD4A:4C 82 BD JMP $BD82
; 3WR Code:
$BD4D:A9 02 LDA #$02 ; RB1
$BD4F:8D 13 66 STA $6613
$BD52:A9 08 LDA #$08 ; WR3
$BD54:8D 15 66 STA $6615
$BD57:A9 06 LDA #$06 ; WR1
$BD59:8D 17 66 STA $6617
$BD5C:A9 07 LDA #$07 ; WR2
$BD5E:8D 19 66 STA $6619
$BD61:A9 0A LDA #$0A ; TE1
$BD63:8D 1B 66 STA $661B
$BD66:4C 82 BD JMP $BD82
; 4WR Code:
$BD69:A9 02 LDA #$02 ; RB1
$BD6B:8D 13 66 STA $6613
$BD6E:A9 08 LDA #$08 ; WR3
$BD70:8D 15 66 STA $6615
$BD73:A9 06 LDA #$06 ; WR1
$BD75:8D 17 66 STA $6617
$BD78:A9 07 LDA #$07 ; WR2
$BD7A:8D 19 66 STA $6619
$BD7D:A9 09 LDA #$09 ; WR4
$BD7F:8D 1B 66 STA $661B
; Return to Normal
$BD82:A6 78 LDX $78
$BD84:BD 7E 66 LDA $667E,X
$BD87:4C F4 95 JMP $95F4

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Here is what the code looks like for Player 1 without any injury checks. Note: This could be worked into shorter code if it were to remain the same.

so, to tweak this, just change the appropriate bytes in the formation(s) section?

also, what do you mean by no injury checks?

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so, to tweak this, just change the appropriate bytes in the formation(s) section?

The code I posted only changes player 1 (not player 2) and is missing the table that determines which formation set to use.

The table is at x3CE0:

00000001020101000001020101010000

02020000000101010202020100000200

00020001010000000100020200000101

00010202010100020202010100010202

This is very loosely built at the moment meaning that some plays like FB Open in Run slot 3 will be quirky as the RB2 is the runner in a 3WR set so the WR lines up as the runner. Either the table and code need an extra set or the play needs to be altered to be right.

also, what do you mean by no injury checks?

By no injury check I mean if RB1 is injured then during the game my code will still load him onto the field even though he is injured. This needs to be changed to check for an injury and select a sub though it shouldn't break the way it is now.

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Somewhat on topic, is there anyway to change who carries the ball for a specific play? On SNES, the Strong I plays have RB2 at HB and RB1 at FB, can that be changed?

This is the same way as on the NES. Yes, you can change it but you have to alter the playbook design to swap players and have the QB handoff/pitch to the right players.

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Bad Moon Rison or anyone else looking for this. I have this completely done and setup on the NES original rom and now it adjusts for injuries. The only thing I haven't done it checked to make sure each play was correctly marked. The code however is over a 1000 bytes so I'll have to upload or send the rom. Anyone that wants it just let me know.

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Holy crap, that was quick.

Gimme gimme! You can e-mail me or upload it, unless you're not okay with uploading so soon. Maybe when you have a finalized version, I would suggest uploading it.

I'm satisfied with the code and believe everything should work right. It is fairly adjustable so if slight modifications need to be done it won't be that hard. Let me know what you guys think.

Formation_Adjust.zip

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The only problem I can see with this is when you change your players to be in certain positions, it automatically resets them. Let's say I want WR1 in the slot on a R&S pattern. If I pick the R&S play, he is automatically reset to WR1. Is there any intuitiveness that could be added for player substitutions?

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The only problem I can see with this is when you change your players to be in certain positions, it automatically resets them. Let's say I want WR1 in the slot on a R&S pattern. If I pick the R&S play, he is automatically reset to WR1. Is there any intuitiveness that could be added for player substitutions?

Right, there isn't an easy way to do this without setting the code to "know" about the substitution or by changing the roster or by altering the play design. I'll have to put on my thinking cap and see if there is any idea I can come up with.

How does it work for some of the funky no back formations?

The WAS plays like that are 1 RB and 3 to 4 WRs. Though I could change that if people wanted.

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While the reset certainly doesn't work as well in a man v. man situation, it does work quite well in a man v. com situation in which you want to emulate the lineup changes of the NFL.

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wow, this is really cool. Can you put this on the rom where you can change your playbook in the middle of the game or the 32-team rom?

Although, I just realized something. This would kind of negate the pass-cathing ability of FBs. Sometimes your FB is a better receiver than your third and fourth WRs so you want to keep him in on the spread plays.

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Sweet idea, thanks for checking it out Jstout.

How much did people play test this? I cant get through one game because it freezes up.

I'm just curious what happens if say a WR is injured, how does that reflect on the 4 wide set?

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I never noticed that rom.... I'll have to give it a go. Also I'm still waiting on a final version of the hitting power hacked rom.

If I had a rom with cpu tapping 7+1-4 with a 14 tier (6-100) hp adjust and defensive reactions at max from week 1 (no juice, just cpu reactions) I think it'd be the closest you could get to a human opponent.

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I never noticed that rom.... I'll have to give it a go. Also I'm still waiting on a final version of the hitting power hacked rom.

If I had a rom with cpu tapping 7+1-4 with a 14 tier (6-100) hp adjust and defensive reactions at max from week 1 (no juice, just cpu reactions) I think it'd be the closest you could get to a human opponent.

What do you mean by defensive reactions at max? You can make it so any play you select will result in 'max coverage' but that still results in wide open players much of the time.

I recently looked at the reaction bytes (testing them one by one) and on most plays, the defense only covers with 4 defenders. If you watch the LBs, you will see that 99% of the time the olbs pass rush, while the ilbs sit there and do nothing. On only two defensive bytes do at least one of the ilbs drop back in coverage, so that five defenders are covering. Matching these five man defensive pass coverages up with plays other than which they are already assigned to brings mixed results.

I came to the conclusion that in order to make the pass defense reactions actually worth a damn, you'd probably have to go in and change the individual assignments -- which would obviously be a huge task. First off, I don't know where those are located though I'm sure Jstout does. Secondly, if you actually did succeed in creating hard to pass on defensive reactions, the computer would probably be way too easy to shut down on offense, unless you wanted to turn it into a CC and JJ fest.

Suffice it to say, I recently contemplated putting together a rom like you suggested before giving up. ;-)

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Yeah I did look at his rom, and there will still be players open because he is using the pre-set reactions which allow for it. He has gotten rid of the reactions where they cover 0 players, which is probably the way to go. I do like what he has done though, but you will need cpu juice on to make it challenging. I don't think a rom just based on increased reactions, keeping in mind those help your defense too, will be very challenging.

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so, to tweak this, just change the appropriate bytes in the formation(s) section?

The code I posted only changes player 1 (not player 2) and is missing the table that determines which formation set to use.

The table is at x3CE0:

00000001020101000001020101010000

02020000000101010202020100000200

00020001010000000100020200000101

00010202010100020202010100010202

This is very loosely built at the moment meaning that some plays like FB Open in Run slot 3 will be quirky as the RB2 is the runner in a 3WR set so the WR lines up as the runner. Either the table and code need an extra set or the play needs to be altered to be right.

also, what do you mean by no injury checks?

By no injury check I mean if RB1 is injured then during the game my code will still load him onto the field even though he is injured. This needs to be changed to check for an injury and select a sub though it shouldn't break the way it is now.

I have a question relating to the section of this quote that's highlighted. Where does the ROM store the RB1 to RB2 change in the few plays like FB Open?

It has to look at a different value for the single back somewhere, since it loads the name of RB2 in the playbook screen as well as on the field...

Thanks in advance...

amrush

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OK, I understand where the play itself has the location hex of players 02 and 03 switched around, but this still doesn't answer where the code loads player 03's name in the playbook screen...

amrush

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Yes, in fact after reading this post I was easily able to make this happen though I didn't check for injuries. I'm still checking everything is sound though but it is looking good. I set it up with 2RB/2WR/1TE, 1RB/3WR/1TE, and 1RB/4WR though do we need 2TEs as well?

Do injuries need to be checked for what you need? If so how do you want the players placed?

I'm late to this party but TES!!!!! 2 TE's as well if it's not done already, and for SNES version if possible. I don't know if should be 1RB/2WR/2TE or 2RB/1WR/2TE. If only one of them is possile I'd prefer the 1st on with 1 RB.

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I'm satisfied with the code and believe everything should work right. It is fairly adjustable so if slight modifications need to be done it won't be that hard. Let me know what you guys think.

does this only work for the 28-team rom?  I made a patch out of the file you uploaded and it didn't work for me using the new T-Borg2014 rom.  In a 1RB/3WR set, RB2 still gets put in the slot instead of WR3.

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