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the next great hack?


Tecmonster

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TB.org luminaries like jstout and bruddog have given us game-changing hacks like "COM find open receiver" and moving grapples (though I think the much less-discussed "dynamic" grapples hack might be the more influential one), so what's the next big earthquake of a hack?


 


I think if someone can figure out how to program "elusive COM QB's" so that they can try to evade pass rushers by scrambling behind the line of scrimmage -- instead of just taking a sack or rushing the throw to a route that hasn't "matured" yet -- then we'll enter a whole new level of A.I. for the COM.


 


Yeah, I'm bored today.  My league just started another fantasy Tecmo season with a draft a couple nights ago, so I'm back in full Tecmo mode again.


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I think it'd be cool if all these neat hacks bruddog and xplozv would just work for COM in general.  but it seems like most don't work for COM.  which equals worthless, to me.  but it's cool to see them, at least.


Edited by buck
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Nearly all my hacks work for COM with the exception of the user moves. I have much more hacks completed that will in my next update in a day or two. Hacks like COM QB will throw on run if they are under pressure while scrambling or rolling out. It is based on their Avoid Sack rating. QBs scramble chance is also based on their MS. Offensive pass mojo will determine how often the qb will use the find open receiver hack or throw using the original passing code. I also revamped the CC pass block command, pass blocking scheme, and some zone run blocking schemes just to name a few.

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Nearly all my hacks work for COM with the exception of the user moves. I have much more hacks completed that will in my next update in a day or two. Hacks like COM QB will throw on run if they are under pressure while scrambling or rolling out. It is based on their Avoid Sack rating. QBs scramble chance is also based on their MS. Offensive pass mojo will determine how often the qb will use the find open receiver hack or throw using the original passing code. I also revamped the CC pass block command, pass blocking scheme, and some zone run blocking schemes just to name a few.

 

yeah, man.  your stuff is amazing and well thought out.  I would like to see that QB code (CC, etc) you speak of.

 

sidenote:  one issue I have with a user move is the "burst" being the same button as grapple, because I have broken grapples (tapping like mad) and then shot out of bounds for a safety!  

 

another idea:  is there a way to randomize COM use of some of the "user moves"?  like spins or diving near the goalline?

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Nearly all my hacks work for COM with the exception of the user moves. I have much more hacks completed that will in my next update in a day or two. Hacks like COM QB will throw on run if they are under pressure while scrambling or rolling out. It is based on their Avoid Sack rating. QBs scramble chance is also based on their MS. Offensive pass mojo will determine how often the qb will use the find open receiver hack or throw using the original passing code. I also revamped the CC pass block command, pass blocking scheme, and some zone run blocking schemes just to name a few.

Wow, I was NOT expecting my question to be answered so quickly, if at all -- thanks xplozv.  That's amazing stuff, and I'll be anxiously awaiting to check these out.  For the "Avoid Sack" rating, I assume you're assigning the "Avoid Pass Block" rating for that, right? 

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yeah, man.  your stuff is amazing and well thought out.  I would like to see that QB code (CC, etc) you speak of.

 

sidenote:  one issue I have with a user move is the "burst" being the same button as grapple, because I have broken grapples (tapping like mad) and then shot out of bounds for a safety!  

 

another idea:  is there a way to randomize COM use of some of the "user moves"?  like spins or diving near the goalline?

 

@1) The original CC passblock command has a terrible flaw. It just checks for a opponent that is close enough to grapple and moves to go grapple the nearest selected opponent. Sounds good, but the programmers didn't take into account an issue I've always hated. When you drop back to pass and one of the defenders blitz, instead of the OL that isn't blocking anyone pick up the free defender, he goes double team a defender who is already in a grapple. Then that leaves a free blitzing defender to chase you when there shouldn't be. So I added in a simple grapple check. The OL will now check if the selected defender is nearby, then check if defender is already in a grapple. If defender is in a grapple, the OL will then check for the next nearby selected defender while holding his current position. If defender is not in a grapple, he will proceed to passblock him. So the COM OL is able to think a lil bit so to speak and make smarter blocks.

 

@2) I am considering removing the speed burst for that very reason. The NES just doesn't have enough button combos and I didn't want to use the directional pad for moves either.

 

@3) Now this is possible, however, rom space is an issue for the logic that I would have to put in place. I been enjoying using the already limited space for other hacks I'm creating to make this happen. I actually played around will this and had the COM to do truck moves when a defender would be in front of them LOL (was toooo weird).

 

 

Wow, I was NOT expecting my question to be answered so quickly, if at all -- thanks xplozv.  That's amazing stuff, and I'll be anxiously awaiting to check these out.  For the "Avoid Sack" rating, I assume you're assigning the "Avoid Pass Block" rating for that, right? 

The Avoid Sack rating actually took the place of Accuracy of Passing rating. QB Ball Control took the place of Avoid Pass Block.

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How about the last boy scout KR hack. Your KR goes crazy and whips out his hidden gun and shoot everyones legs as he goes down the field.

 

LMFAO.  I missed it earlier, so I'll take it now, thanks.

 

bgboud2, on 24 Apr 2015 - 10:02 PM, said:

Against whom do you guys play next great hacks?

 

 

COM, HAL 9000, or friend.

Edited by buck
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A hack that I've always wanted is having Passing Speed also affect maximum throwing distance. Like a weak noodle armed QB with 6 PS can throw it maybe 25 yards MAX, while 100 PS would mean you can still sling it 80 yards or more.

 

that hack would require re-coding of almost every single passing play.

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We need a hack to get three uniform colors. I'm almost certain this can be done. Whatever happened to the switch sides hack??

I believe bruddog was working on that one, and the last iteration I saw of it had the playbooks NOT switching sides even though the teams did.

 

Max passing distance based on Passing Speed is a great suggestion too. Would be nice to cap passes at about 70 yards.

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