GameplayLoop Posted December 30, 2009 Share Posted December 30, 2009 A few people have sent me messages asking to help explain how to alter the QB WR priority selection. Here's a brief tutorial.Go to the destination HEX addresses below.Pass Play Pointers:PRO T WAGGLE L = $A4ED (x84FD)R AND S FLARE C = $B287 (x9297)PRO T WAGGLE R = $ADA0 (x8DB0)ROLL OUT R = $A808 (x8818)ROLL OUT L = $AB6E (x8B7E)T PLAY ACTION D = $B2BF (x92CF)PRO T SCREEN L = $B2EF (x92FF) and $B7EE (x97FE)PLAY ACTION = $B0C2 (x90D2)PWR FAKE Z POST = $B7FF (x980F)WTE F;FLICKER = $A5DE (x85EE)SHOTGUN X CURL = $B32B (x933B) and $B7F4 (x9804)R AND S Z FLY = $B363 (x9373)PRO T FLARE D = $B39F (x93AF)OFFSET FLARE E = $B3C1 (x93D1)ONEBACK Z CROSS = $B3F5 (x9405)ONEBACK FLARE A = $B436 (x9446)T FLEA FLICKER = $B471 (x9481)PWR FAKE X FLY = $A68F (x869F)SHOTGUN X DRIVE = $B4AC (x94BC)R AND S 3;WING = $B4F5 (x9505)PLAYACTION Z IN = $AFE1 (x8FF1)FLEA FLICKER = $B53C (x954C)PRO T FLARE C = $B582 (x9592)SHOTGUN 3;WING = $B5BD (x95CD)SHOTGUN XY BOMB = $B5EF (x95FF)R AND S Y UP = $B629 (x9639)X OUT AND FLY = $B666 (x9676)REV;FAKE Z POST = $AA26 (x8A36)SLOT L Z DRIVE = $B69B (x96AB)NO BACK X DEEP = $B6DF (x96EF)SHOTGUN Z S;IN = $B715 (x9725)REDGUN Z SLANT = $B743 (x9753)> credit JstoutAdditional QB Priority Information:Example Play:R&S FLARE C QB$B287 (x9297): d4; c0 00 dc; e4; c0 00 f0; f0 80; 2c $B2AC; c7 $B2A6; c1 1e c8 b3;THROW (x92AB): 94 31 25 44 32 f3 $B842; ff $B832$B2A6 (x92B6): c1 1e c8 f3; fe THROW$B2AC (x92BC): c1 23 2d fd; e2 04; e3 04; d8 10 e8; d8 1a f0; 27 $B838; fe THROWCommon Designs:$B832 (x9842): STAND FOREVER$B838 (x9848): RUN$B842 (x9852): SWITCH CONTROL TO RECEIVERKey:91-94 = PASS RECEIVERS20-2F = RANDOM GOTO (20 is likely to 2F is not likely)C0 = DROPBACKC1 = PASS TIMINGC7 = GOTO POINTER IF CPU (CPU and COA/MAN are different)D4 = TAKE SNAPD8 = MOVE TO LOCATIONE2 = BOOST RPE3 = BOOST MSE4 = PLAYER TAKES CONTROLF0 = FACE DIRECTIONFE = GOTOFF = GOTO POINTERC1 has 3 values. The first is START TIME, the second is END TIME, and the third is TAKE A SACK CHANCE. The QB will throw the ball anywhere inbetween the start and end times (so a small range 23 2d will not vary much but a large one like 1e C8 would). The final value is the chance of taking a sack or immediately throwing it (higher is more likely to throw) even if not in time frame.91-94 has values for the odds of throwing to a receiver and which receiver order. 91 has 2 players, 92 has 3 receivers, 93 has 4 receivers, and 94 has 5 receivers. From the play above (94 31 25 44 32 f3) 31 is 3 chance to 1 (RB1), 25 is 2 chance to 5 (TE), 44 is 4 chance to 4 (WR2), 32 is 3 chance to 2 (RB2), and F3 is F chance to 3 (WR1). The chances are 0 is very unlikely to F who is very likely and F will always be the final receivers value. The QB will look in order from first to last on the list one by one checking whether to throw or not.Note: the QB will only throw the ball once the 91-94 command has been reached.> credit Jstout AZcactus 1 Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 30, 2009 Share Posted December 30, 2009 One important thing to list is that the shotgun take snap and take snap are different commands. Using the wrong one will make the defense react wrong. Quote Link to comment Share on other sites More sharing options...
Bodom Posted December 30, 2009 Share Posted December 30, 2009 This is like a late Christmas present...thanks! AZcactus 1 Quote Link to comment Share on other sites More sharing options...
hurricane55 Posted December 31, 2009 Share Posted December 31, 2009 this explians why in TSB3 when i change the formation of a play it works pretty good except when i change a to a shotgun the defense tries to tackle the original snap spot. Awesome Info. Quote Link to comment Share on other sites More sharing options...
hurricane55 Posted January 26, 2010 Share Posted January 26, 2010 the take snap hex D4 is for under center. In the formation, the center points to a location that is 4 bytes, the last byte is either D2-snap to under center QB, or D3-Snap to Shotgun qb. The Qb's shotgun take snap is D5. D6 take snap is the Fake FG. WR order is detemined in the play pointers.....A0 thru A4. A0 qill be the first receiver and so on...Have to have 2 minimum of 2 receivers in route. Quote Link to comment Share on other sites More sharing options...
Bodom Posted February 25, 2011 Share Posted February 25, 2011 91-94 has values for the odds of throwing to a receiver and which receiver order. 91 has 2 players, 92 has 3 receivers, 93 has 4 receivers, and 94 has 5 receivers. From the play above (94 31 25 44 32 f3) 31 is 3 chance to 1 (RB1), 25 is 2 chance to 5 (TE), 44 is 4 chance to 4 (WR2), 32 is 3 chance to 2 (RB2), and F3 is F chance to 3 (WR1). The chances are 0 is very unlikely to F who is very likely and F will always be the final receivers value. The QB will look in order from first to last on the list one by one checking whether to throw or not.Is there a known % for the 0 - F chance to throw to each receiver?And do these numbers need to add up to anything...or can you just put every receiver at F? Quote Link to comment Share on other sites More sharing options...
bruddog Posted February 25, 2011 Share Posted February 25, 2011 I believe its0 100%1 93.75%2 87.50%3 81.25%4 75.00%5 68.75%6 62.50%7 56.25%8 50.00%9 43.75%10 37.50%11 31.25%12 25.00%13 18.75%14 12.50%15 6.25%Now maybe it is different for the COM plays and it seems like it could be because by my calculations the chances of throwing to the last 3 WR's is almost 0. Chance to throw to RB1 3= 81.25%.Chance to move on to next WR = 18.75%Chance to throw to TE= 2= 87.5% x remaining chance = 87.5% x 18.75% =16.4%So there is already a 97.66% chance it will throw to the first WR unless my assumption of the probabilities is wrong. Quote Link to comment Share on other sites More sharing options...
Bodom Posted February 25, 2011 Share Posted February 25, 2011 I believe its0 100%1 93.75%2 87.50%3 81.25%4 75.00%5 68.75%6 62.50%7 56.25%8 50.00%9 43.75%10 37.50%11 31.25%12 25.00%13 18.75%14 12.50%15 6.25%Now maybe it is different for the COM plays and it seems like it could be because by my calculations the chances of throwing to the last 3 WR's is almost 0. Chance to throw to RB1 3= 81.25%.Chance to move on to next WR = 18.75%Chance to throw to TE= 2= 87.5% x remaining chance = 87.5% x 18.75% =16.4%So there is already a 97.66% chance it will throw to the first WR unless my assumption of the probabilities is wrong.Actually, this makes sense....but your list would be reversed, right? 0=6.25% and F=100% Quote Link to comment Share on other sites More sharing options...
bruddog Posted February 25, 2011 Share Posted February 25, 2011 No 0 actually mean VERY likely to throw F means not likely. I THINK mgk had it reversed. Since from jstouts play info post:(Random) = Random Chance (x00 is likely to x0F isn't likely)(Take Sack Chance) = Take Sack (x00 is likely to xFF isn't likely) Quote Link to comment Share on other sites More sharing options...
Bodom Posted February 25, 2011 Share Posted February 25, 2011 No 0 actually mean VERY likely to throw F means not likely. I THINK mgk had it reversed. Since from jstouts play info post:(Random) = Random Chance (x00 is likely to x0F isn't likely)(Take Sack Chance) = Take Sack (x00 is likely to xFF isn't likely)Damn. That would have made sense too since the lower % were listed first. Now I'm totally confused (WHAT ELSE IS NEW!)Looks like I have more testing to do. Quote Link to comment Share on other sites More sharing options...
buck Posted February 25, 2011 Share Posted February 25, 2011 No 0 actually mean VERY likely to throw F means not likely. I THINK mgk had it reversed. Since from jstouts play info post: (Random) = Random Chance (x00 is likely to x0F isn't likely) (Take Sack Chance) = Take Sack (x00 is likely to xFF isn't likely) False. For QB WR priority, F is most likely (almost every throw). 0 is almost never. Quote Link to comment Share on other sites More sharing options...
Bodom Posted February 25, 2011 Share Posted February 25, 2011 Sweet - I fully understand it now.Thanks guys!....I love how I asked MGK for this info in Dec 09 and am finally getting around to looking at it and understanding it. 2010 was a busy year! Quote Link to comment Share on other sites More sharing options...
bruddog Posted February 25, 2011 Share Posted February 25, 2011 Well that definitely makes more sense. Thanks Buck. Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted February 26, 2011 Author Share Posted February 26, 2011 All credit is bestowed to Jstout. May he continue to use the force. Quote Link to comment Share on other sites More sharing options...
Bodom Posted December 7, 2012 Share Posted December 7, 2012 The C1 and 91-94 values make sense to me here, but what if you wanted to create a pass play where the QB ran 50% of the time (or more)? I'm not understanding the $B832 (x9842): STAND FOREVER$B838 (x9848): RUN part. Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted December 7, 2012 Author Share Posted December 7, 2012 If I remember right... $B838 (x9848): RUN$B2AC (x92BC): c1 23 2d fd; e2 04; e3 04; d8 10 e8; d8 1a f0; 27 $B838; fe THROW27 (run execute) where 20-2F = RANDOM GOTO (20 is likely to 2F is not likely) Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 7, 2012 Share Posted December 7, 2012 I suggest reviewing the command info document by jstout.Basically you would do2x yy yy ( pass commands)Where 2x = random 20= always ... 2F = 1/16YY YY = where the random will jump to execute the commandsExample 27 F0 AE will jump toSwap AE and F0 bytes to get AEFO. Add x10 for nes header. AFF0. First A= 8 for offensive commands= 8FF0 Quote Link to comment Share on other sites More sharing options...
Bodom Posted September 29, 2013 Share Posted September 29, 2013 Common Designs: $B832 (x9842): STAND FOREVER $B838 (x9848): RUN $B842 (x9852): SWITCH CONTROL TO RECEIVER Key: 20-2F = RANDOM GOTO (20 is likely to 2F is not likely) -------------------------------------------------------------------------------- So I did some testing with the above. I think the 20/2F is opposite. 20= not likely, 2F= likely.On pass plays, I changed the Stand & Switch to Receiver to 20 and Run to 2F and the COA or COM controlled QB would bolt for the LOS 100% of the time and take off with the ball about 1/3 of the time. Even better, before taking off, he would do a pump fake. More testing to come.... Quote Link to comment Share on other sites More sharing options...
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