jstout Posted August 20, 2011 Share Posted August 20, 2011 The code below should use the defender's pass interception ability to intercept passes and the defender's quickness ability to cause incomplete passes. The following is loosely tested.x29D8F:4C BA BF JMP FIRSTEA NOPx29DA2:4C CA BF JMP SECONDEA NOPx29DB7:4C DA BF JMP THIRDEA NOPFIRST: ; x2BFCAA6 DD LDX $DDA5 E6 LDA $E620 ED BF JSR CHECKA4 E6 LDY $E6C9 50 CMP #$5090 23 BCC EXIT4C 83 9D JMP $9D83SECOND: ; x2BFDAA6 DD LDX $DDA5 E7 LDA $E720 ED BF JSR CHECKA4 E7 LDY $E7C9 50 CMP #$5090 13 BCC EXIT4C 96 9D JMP $9D96THIRD: ; x2BFEAA6 DD LDX $DDA5 E8 LDA $E820 ED BF JSR CHECKA4 E8 LDY $E8C9 50 CMP #$5090 03 BCC EXIT4C A9 9D JMP $9DA9EXIT:4C EE 9D JMP $9DEECHECK: ; x2BFFD86 43 STX $432A ROL30 0B BMI NEGATIVE6A ROR29 8F AND #$8F20 8D DD JSR $DD8DA0 87 LDY #$87 ; USE QUICKNESS ABILITY INSTEAD OF INTERCEPTION4C 83 9E JMP $9E83NEGATIVE:4C B1 9E JMP $9EB1 Quote Link to comment Share on other sites More sharing options...
buck Posted August 20, 2011 Share Posted August 20, 2011 I don't understand exactly what this hack does compared to the default INT mechanics - because I thought that INT had an effect on completions (as well as interceptions). Is there a quick and dirty explanation...or could you give an example of a player (or team) for which this hack would be applicable? Quote Link to comment Share on other sites More sharing options...
Bodom Posted August 20, 2011 Share Posted August 20, 2011 could you give an example of a player (or team) for which this hack would be applicable? I actually have a great example. The Pats 2010 secondary. Most INTs in the league, but I also think they had the worst completion rate in the league as well (meaning opposing QBs TORE THEM UP!). I don't understand exactly what this hack does compared to the default INT mechanics - because I thought that INT had an effect on completions (as well as interceptions). I'm actually confused about this as well. Great find by both jstout & bruddog....now explain!! Quote Link to comment Share on other sites More sharing options...
jstout Posted August 20, 2011 Author Share Posted August 20, 2011 I don't understand exactly what this hack does compared to the default INT mechanics - because I thought that INT had an effect on completions (as well as interceptions). Is there a quick and dirty explanation...or could you give an example of a player (or team) for which this hack would be applicable?This was mostly for Bruddog so I wouldn't forget some stuff again.The short is the hack has the defender use their Interception skill for figuring out Interceptions and their Quickness skill for figuring out Completions and Incompletions. The example would be a shut down corner that has few INTs but allows few catches could be set with a low INT rating and high Quickness so he gets few INTs but doesn't allow many CCs during game play. Currently a player with a low INT rating would get few INTs and allow a lot of CCs during game play. Quote Link to comment Share on other sites More sharing options...
jstout Posted August 20, 2011 Author Share Posted August 20, 2011 I actually have a great example. The Pats 2010 secondary. Most INTs in the league, but I also think they had the worst completion rate in the league as well (meaning opposing QBs TORE THEM UP!).Using Bodom's example, you could set the defenders to a high INT rating and low Quickness rating. The players would have a good chance of interceptions but would allow a lot of catches when they don't get them. Quote Link to comment Share on other sites More sharing options...
bgboud2 Posted August 20, 2011 Share Posted August 20, 2011 So how would this look in a chart like the one in the attribute guide? [ Post made on a Tecmo Super Mobile Device!] Quote Link to comment Share on other sites More sharing options...
hurricane55 Posted August 21, 2011 Share Posted August 21, 2011 INTERESTING!!!!! Quote Link to comment Share on other sites More sharing options...
buck Posted August 21, 2011 Share Posted August 21, 2011 Ok, cool. Now what about the 'quickness for returns' hack? [ Post made on a Tecmo Super Mobile Device!] Quote Link to comment Share on other sites More sharing options...
bgboud2 Posted August 21, 2011 Share Posted August 21, 2011 That one sux anyway [ Post made on a Tecmo Super Mobile Device!] Quote Link to comment Share on other sites More sharing options...
bruddog Posted August 21, 2011 Share Posted August 21, 2011 @bg that guide still works just use int to check for int percentages and the quickness value for comp/deflection percentages@buck ya that would ruin that hack. You would have to rely on MS in that case which isn't that big a deal.@ bodom exactly! Or look at the Jets very low completion percentage and yards per attempt but not a lot of interceptions. Quote Link to comment Share on other sites More sharing options...
buck Posted August 21, 2011 Share Posted August 21, 2011 so what happens on a pass play when INT = 100 and COVERAGE = 0 ?can a defender with 0 INT still get a stand-still interception (not on a misthrow)? can a defender with 100 COVERAGE still get CC'd on?maybe I need a refresher on INT/Completion/Drop calculations. Quote Link to comment Share on other sites More sharing options...
bgboud2 Posted August 21, 2011 Share Posted August 21, 2011 Please help me further understand...QB with 50pc to receiver with 50rec against defender with 63int on the original chart is 2-26-72 for completion, interception, incompletion, and if 38 int then its 20-15-65So it checks for interception first right?Then against 38int 63qui you'd have 15% chance of an interception while the completion,incompletion would go to 2%, 83%?Alternatively, 63int, 38qui would be 26% chance of interception then completion, incompletion is 17%, 57%? Quote Link to comment Share on other sites More sharing options...
bruddog Posted August 21, 2011 Share Posted August 21, 2011 @bgboud- correct. I can make a an updated spreadsheet that can calculate it automatically or if you've already done it. Quote Link to comment Share on other sites More sharing options...
buck Posted August 21, 2011 Share Posted August 21, 2011 bruddog - It would be nice if you would upload a new spreadsheet with the new 'coverage' variable.here's the code in TOOL SET commands (untested):SET( 0x29D8F, 0x4CBABFEA)SET( 0x29DA2, 0x4CCABFEA)SET( 0x29DB7, 0x4CDABFEA)SET( 0x2BFCA, 0xA6DDA5E620EDBFA4E6C95090234C839D)SET( 0x2BFDA, 0xA6DDA5E720EDBFA4E7C95090134C969D)SET( 0x2BFEA, 0xA6DDA5E820EDBFA4E8C95090034CA99D4CEE9D)SET( 0x2BFFD, 0x86432A300B6A298F208DDDA0874C839E4CB19E) SBlueman 1 Quote Link to comment Share on other sites More sharing options...
bruddog Posted August 22, 2011 Share Posted August 22, 2011 I will. Might want to be careful with that set command i think the no fumble in the endzone hack uses the same space Quote Link to comment Share on other sites More sharing options...
bgboud2 Posted August 23, 2011 Share Posted August 23, 2011 Hmm so do the jump interceptions and deflections work differently with this? 3 notches above the qb for chance to intercept but what about the chance for a whiff? Quote Link to comment Share on other sites More sharing options...
buck Posted September 5, 2011 Share Posted September 5, 2011 anybody got data (stats or links to data) that helps rate defenders with this new "coverage" variable?I mean, one could use "passes defended", but that doesn't tell it all because one would need to know how many throws were attempted at them. Quote Link to comment Share on other sites More sharing options...
buck Posted September 5, 2011 Share Posted September 5, 2011 anybody got data (stats or links to data) that helps rate defenders with this new "coverage" variable?I mean, one could use "passes defended", but that doesn't tell it all because one would need to know how many throws were attempted at them.ok, here's what I did - keep in mind I had already rated the team OG style for INT only:got a list of TEAM PASS DEFENSES (from football outsiders) from 2010, ranked 1-32.after the teams were sorted, I put them in groups of 81 thru 8 - COVERAGE equals 1 NOTCH BOOST over INT9 thru 16 - COVERAGE equals EQUALS INT17 thru 24 - COVERAGE a 1 NOTCH DECREMENT over INT25 thru 32 - COVERAGE a 2 NOTCH DECREMENT over INTthis rule is applied to everyone on the defense.if there needs to be exceptions to certain players, I will make them on an individual basis.---------So, in summary, I'm using this 'coverage' variable based off of initial INT rating (plus 1, even, minus 1, minus 2). Applied globally to a team defense, based on where the team pass defense ranks overall. So, it's pretty close to original INT and I don't feel too bad or good about it, yet. Must test. Quote Link to comment Share on other sites More sharing options...
Bodom Posted September 6, 2011 Share Posted September 6, 2011 anybody got data (stats or links to data) that helps rate defenders with this new "coverage" variable?Profootballfocus used to keep stats like this for every player. Thrown at, completions, completion %, INT% etc...They started charging for the site last year though.Not sure if anyone here has a membership... Quote Link to comment Share on other sites More sharing options...
bruddog Posted September 6, 2011 Share Posted September 6, 2011 I used proffootballfocuses stuff to help me rate defendersFor a base team coverage variable I used yards per attempt, a modified version of advanacednfl stats team success rate, and prof-football-focus player ratings Quote Link to comment Share on other sites More sharing options...
TecmoBowlSwede Posted September 22, 2011 Share Posted September 22, 2011 When I use the SET commands on my 28 team rom the game freezes as soon as the kick returner gets the ball. I haven't implemented the "no fumble in endzone"-hack...I think I read a thread (can't find it now...) some time ago about using quickness for return speed that said something about a HEX-value changed from 82 to 87... but I'm quite sure that I have used the KR & PR MS-hacks, instead of the "quickness for return speed"-patch...Any thougts on what it is that causes the freeze? Quote Link to comment Share on other sites More sharing options...
bruddog Posted September 26, 2011 Share Posted September 26, 2011 what other hacks did you have on the rom? Quote Link to comment Share on other sites More sharing options...
TecmoBowlSwede Posted September 27, 2011 Share Posted September 27, 2011 I guess that it is the "Quickness Controls INT / Fumbl Return Speeds"-hack that causes the problem.Other hacks I have used:- Defense: 3-4 or 4-3 Team Formations- Grappling: HP Hack- Grappling: COM vs COM Differential- Player-2 Condition Fix- QB Split PC / PA Ratings Hack- Turn On Preseason Injuries Quote Link to comment Share on other sites More sharing options...
bruddog Posted September 27, 2011 Share Posted September 27, 2011 The grappling hack uses the same space as the Quickness For Pass Incompletions. You probably overwrote the grappling hack causing the game to freeze as soon as there is a grapple, Quote Link to comment Share on other sites More sharing options...
TecmoTurd Posted September 27, 2011 Share Posted September 27, 2011 Yeah, xplozv noticed this for the SNES version and moved it... Quote Link to comment Share on other sites More sharing options...
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