jstout Posted October 13, 2008 Share Posted October 13, 2008 As requested, I took a look at the SNES version and ported my NES code over. The following is the same as the NES version posted and any of the other grappling methods (mine, Buck, Bruddog, etc) could be ported using the equivalent values (let me know if you would like the other codes options listed).I would appreciate if any of the SNES guys could try this out and let me know that everything worked as expected. I anticipate no problems as the SNES code was almost exact.TSB I rom with no header:At x18D83:20 10 D0 JSR $D010 ; MAN VS CPU GRAPPLINGEA NOPD1 03 CMP ($03),YAt x18DC3:20 37 D0 JSR $D037 ; MAN VS MAN GRAPPLINGEA NOPD1 63 CMP ($63),YAt x1D010:MAN VS CPU GRAPPLING:A0 1C LDY #$1CB1 63 LDA ($63),Y ; LOAD PLAYER HP4A LSR4A LSR4A LSRC8 INY18 CLC71 63 ADC ($63),Y ; HP/8 + Presses91 63 STA ($63),Y20 0E C4 JSR $C40E ; LOAD CPU PLAYERA0 1C LDY #$1CB1 03 LDA ($03),Y ; LOAD CPU HP4A LSR4A LSR4A LSRC8 INY91 03 STA ($03),Y ; HP/8AD 02 02 LDA $0202 ; RANDOM NUMBER29 0F AND #$0F ; Make Random x0-F18 CLC71 03 ADC ($03),Y ; HP/8 + RANDOM91 03 STA ($03),Y; RETURN TO NORMALB1 63 LDA ($63),Y60 RTSMAN VS MAN GRAPPLING:A0 1C LDY #$1CB1 63 LDA ($63),Y ; LOAD OFFENSE HP4A LSR4A LSR4A LSRC8 INY18 CLC71 63 ADC ($63),Y ; HP/8 + Presses91 63 STA ($63),YAD 02 02 LDA $0202 ; RANDOM NUMBER29 03 AND #$03 ; Make Random x0-318 CLC71 63 ADC ($63),Y ; HP/8 + Presses + RANDOM91 63 STA ($63),YA0 1C LDY #$1CB1 03 LDA ($03),Y ; LOAD DEFENSE HP4A LSR4A LSR4A LSRC8 INY18 CLC71 03 ADC ($03),Y ; HP/8 + Presses91 03 STA ($03),YAD 00 02 LDA $0200 ; RANDOM NUMBER29 03 AND #$03 ; Make Random x0-318 CLC71 03 ADC ($03),Y ; HP/8 + Presses + RANDOM91 03 STA ($03),Y; RETURN TO NORMALB1 03 LDA ($03),Y60 RTSAt x18DAC:4C 68 D0 JMP $D068 ; MAN VS MAN POPCORNINGAt x1D068:MAN VS MAN POPCORNING: 20 0E C4 JSR $C40E ; MAY NOT BE NEEDED A0 1C LDY #$1C B1 63 LDA ($63),Y ; LOAD OFFENSE HP 38 SEC F1 03 SBC ($03),Y ; OFFENSE HP - DEFENSE HP 90 07 BCC :+; IF OFFENSE HP > DEFENSE HP C9 20 CMP #$20 B0 0D BCS :+++ 4C 7F D0 JMP :++ ; OFFENSE HP < POPCORN so to Grapple; IF DEFENSE HP > OFFENSE HP: C9 E2 CMP #$E2 90 09 BCC :+++; NORMAL GRAPPLE: 20 B0 C3 JSR $C3B0 4C B1 8D JMP $8DB1; OFFENSE POPCORNS: 4C CB 8D JMP $8DCB; DEFENSE POPCORNS: 4C D8 8D JMP $8DD8 Quote Link to comment Share on other sites More sharing options...
TecmoTurd Posted October 13, 2008 Share Posted October 13, 2008 Excellent, that's why I asked...I'll give it a whirl...tomorrow that is, don't think I'll have time tonight... Quote Link to comment Share on other sites More sharing options...
bgboud2 Posted October 16, 2008 Share Posted October 16, 2008 I'm very much an amateur at this sort of stuff, but I plugged all those hex values into the SNES TSB1 rom and did a little preseason testing with Colts and Bucs. I could not tackle a computer controlled Reggie Cobb (88HP) with Dwayne Bickett (44HP).Also, very rarely, but on occasion on the original SNES rom there are times where a dive tackle goes to a cut scene and the runner breaks out of it. Rare, but I've seen it happen a couple of times. Any idea how that part might be affected? Quote Link to comment Share on other sites More sharing options...
TecmoTurd Posted October 16, 2008 Share Posted October 16, 2008 I told jstout via IM, probably should have posted here too...was able to verify this works. Pretty sweet, if for nothing more than documenting it knowing it can be done. Now, if only someone could find the spot to turn preseason injuries on in SNES, that's a hack I'm really looking for... Quote Link to comment Share on other sites More sharing options...
jstout Posted December 8, 2008 Author Share Posted December 8, 2008 Requested by TecmoTurd and bgboud2. HP = 0-7, no random presses, and CPU is set to always 7 presses.At x18D83:20 10 D0 JSR $D010 ; MAN VS CPU GRAPPLINGEA NOPD1 03 CMP ($03),YAt x18DC3:20 34 D0 JSR $D034 ; MAN VS MAN GRAPPLINGEA NOPD1 63 CMP ($63),YAt x1D010:MAN VS CPU GRAPPLING:A0 1C LDY #$1CB1 63 LDA ($63),Y ; LOAD PLAYER HP4A LSR4A LSR4A LSRC8 INY18 CLC71 63 ADC ($63),Y ; HP/8 + Presses91 63 STA ($63),Y20 0E C4 JSR $C40E ; LOAD CPU PLAYERA0 1C LDY #$1CB1 03 LDA ($03),Y ; LOAD CPU HP4A LSR4A LSR4A LSRC8 INY91 03 STA ($03),Y ; HP/8A9 07 LDA #$07 ; SET CPU PRESSES18 CLC71 03 ADC ($03),Y ; HP/8 + Presses91 03 STA ($03),Y; RETURN TO NORMALB1 63 LDA ($63),Y60 RTSMAN VS MAN GRAPPLING:A0 1C LDY #$1CB1 63 LDA ($63),Y ; LOAD OFFENSE HP4A LSR4A LSR4A LSRC8 INY18 CLC71 63 ADC ($63),Y ; HP/8 + Presses91 63 STA ($63),YA0 1C LDY #$1CB1 03 LDA ($03),Y ; LOAD DEFENSE HP4A LSR4A LSR4A LSRC8 INY18 CLC71 03 ADC ($03),Y ; HP/8 + Presses91 03 STA ($03),Y; RETURN TO NORMALB1 03 LDA ($03),Y60 RTSAt x18DAC:4C 68 D0 JMP $D068 ; MAN VS MAN POPCORNINGAt x1D068:MAN VS MAN POPCORNING: 20 0E C4 JSR $C40E ; MAY NOT BE NEEDED A0 1C LDY #$1C B1 63 LDA ($63),Y ; LOAD OFFENSE HP 38 SEC F1 03 SBC ($03),Y ; OFFENSE HP - DEFENSE HP 90 07 BCC :+; IF OFFENSE HP > DEFENSE HP C9 20 CMP #$20 B0 0D BCS :+++ 4C 7F D0 JMP :++ ; OFFENSE HP < POPCORN so to Grapple; IF DEFENSE HP > OFFENSE HP: C9 E2 CMP #$E2 90 09 BCC :+++; NORMAL GRAPPLE: 20 B0 C3 JSR $C3B0 4C B1 8D JMP $8DB1; OFFENSE POPCORNS: 4C CB 8D JMP $8DCB; DEFENSE POPCORNS: 4C D8 8D JMP $8DD8 Quote Link to comment Share on other sites More sharing options...
TomTupa Posted December 9, 2008 Share Posted December 9, 2008 I have a question for o-line grappling. They have to be 25 apart to popcorn, and if they are they rush in every play (unless they do the both fall down thing). I'd like to see it where there is a % chance that increases being thrown depending on the hp difference. Maybe a 10% chance for each stage of hp advantage. Like a 56 would popcorn the 50 10%, but a 75 would pop a 50 40% of the time. This would make lineman ratings mean something, instead of the all or nothing system in place now. Quote Link to comment Share on other sites More sharing options...
TecmoTurd Posted January 4, 2009 Share Posted January 4, 2009 jstout, is there an easy way to change the number of taps from 7 to any number we please? We're still attempting to figure out what's a good number, and I'd hate to have to bug you every time we decide to change it... Quote Link to comment Share on other sites More sharing options...
bgboud2 Posted January 4, 2009 Share Posted January 4, 2009 I'll answer from what he told me. Going from 7 to 15 is as easy as removing a "divide by 2" command, but changing to something between 7 and 15 will involve more detailed changing of the scale. I haven't looked at it in a while, but I couldn't see where to do it in this code. Quote Link to comment Share on other sites More sharing options...
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