TecmoBowlSwede Posted September 30, 2011 Share Posted September 30, 2011 Just added the two grappling hacks and the Quickness For Pass Incompletions hack to the original rom. No freeze.As my rom freezes when the kick returner gets the ball, I guess it has got to be a conflict with a return speed related hack. Quote Link to comment Share on other sites More sharing options...
TecmoBowlSwede Posted February 13, 2012 Share Posted February 13, 2012 Been messing around with this some more. Adding the Dedicated Returners using Code-hack and then the Use Quickness For Pass Incompletions-hack results in a crash. If added in the opposite order, it seems to work just fine - but then the the returner-hack cancels the pass-hack out? Quote Link to comment Share on other sites More sharing options...
quince3800 Posted August 15, 2012 Share Posted August 15, 2012 Greetings,Does this hack affect that likelihood that a LB or DL will deflect a pass when in front of the QB? Quote Link to comment Share on other sites More sharing options...
bruddog Posted August 15, 2012 Share Posted August 15, 2012 no Quote Link to comment Share on other sites More sharing options...
SBlueman Posted March 11, 2018 Share Posted March 11, 2018 On 8/6/2012 at 12:12 PM, TDO said: Is it possible to change the set commands of the no fumble in the endzone hack so one could use the coverage hack and the no fumble endzone hack together? Would someone with more knowledge about doing that be willing to post the new set commands? I second this question. Quote Link to comment Share on other sites More sharing options...
Atrain400 Posted March 15, 2018 Share Posted March 15, 2018 For anyone that cares that wants to implement this hack and name the ability COVERAGE instead of QUICKNESS. SET(0x1EE60, 0x434F564552414745B0) TheRaj and SBlueman 1 1 Quote Link to comment Share on other sites More sharing options...
SBlueman Posted March 15, 2018 Share Posted March 15, 2018 Nice! You are quickly becoming one of my favorite posters to follow @Atrain400. Keep the knowledge coming! Quote Link to comment Share on other sites More sharing options...
adscl84 Posted March 15, 2018 Share Posted March 15, 2018 (edited) On 3/11/2018 at 12:09 AM, SBlueman said: I second this question. It is. You just have to change the hex after the jmp (4c) commands to go somewhere else in the rom. Find somewhere in the rom that is a big bunch of xff because there's no data there. It has to be in the same bank though (e.g. x20000 to x2ffff). For example, the first one is "4C BA BF EA". This says to jump (4c) to location x2bfca. I forget how the pointers work exactly, but there is a pattern to it. I think bf refers to 2bf??, bceause we're in in the 20000-2ffff bank. ba = ca for some reason. "ea" is the code for "no-op", which i think just tells the processor to do nothing. (Edit: Forgot perhaps the most important part. It's probably easier to move the no fumbles after td hack because it takes up less space than this one.) I don't know what the no fumble after td command was originally, but I went with this: 28698: 4C60BFEAEAEA 2BF70: A5732920D00BA5712910C910F0034C8E864CE886 That moves it to just before this hack, but you'll have to make sure an existing hack you use isn't in that spot. As you can see after the 4c, we have 60bf, which is why the rest of it starts at 2bf70. Edited March 15, 2018 by adscl84 SBlueman 1 Quote Link to comment Share on other sites More sharing options...
Ian Jones Posted October 1, 2019 Share Posted October 1, 2019 (edited) This is likely old and useless info now but just for anyone who might come in and read....TecmoBowlSwede I can say with a good degree of certainty that the conflict with this hack iis coming from the Defense: 4-3 or 3-4 formations hack. When i plug in the Quickness affects Diving timing hack to that ROM, it behaves exactly the same way - it freezes shortly after the returner gets the ball on the opening kickoff. That specific ROM does not, however, conflict with the return speed hacks, as they were the first things I tried to isolate. I can't say why but it appears that anything to do with altering quickness conflicts with this ROM. With all these hacks going on, it wouldn't be the worst thing in the world if someone were to make a pinned post in the Hacks section enunciating known hack conflicts. Edited October 1, 2019 by Ian Jones Quote Link to comment Share on other sites More sharing options...
SBlueman Posted October 1, 2019 Share Posted October 1, 2019 The quickness for pass incompletions hack also conflicts with the diving time based on HP hack: Quote Link to comment Share on other sites More sharing options...
Ian Jones Posted October 4, 2019 Share Posted October 4, 2019 @SBlueman does the qck=dive hack only work for MAN controlled teams? I ran a few CPU vs CPU games (6QCK team vs 100QCK team) with it and couldn't notice much effect on the game Quote Link to comment Share on other sites More sharing options...
SBlueman Posted October 4, 2019 Share Posted October 4, 2019 The person who could give us a definitive answer would be @bruddog. He was the man who discovered this gem and shared it with the community. Quote Link to comment Share on other sites More sharing options...
Ian Jones Posted October 5, 2019 Share Posted October 5, 2019 @SBlueman yeah I read where he debunked the QCK=Pursuit hack, which was disheartening. I want it to equal SOMEthing besides coverage. Be awesome if it was a rating for how fast a defender reacted to the play that was happening. Like at the beginning of each play, store the byte that is the defender reaction if that offensive play was called, and then let quickness = the amount of time that lapses before he stops doing what the Def play call told him to do and starts behaving as if the defense had called the offense's play. That would be the optimal use of the QCK attribute, IMO SBlueman 1 Quote Link to comment Share on other sites More sharing options...
Ian Jones Posted October 7, 2019 Share Posted October 7, 2019 Actually, that likely can't work. My bad. Just got done playing around with the playbook editor, and it seems there arent many instances in which players have a true command telling them what to do for the play. Most of the routines outside of pass rush and mirror ball carrier are just percentages of what they might do on a play. So, it would only be feasible for run plays where, after a certain time, you could tell the defender to definitively "Mirror Ball Carrier" but for instances of blown pass coverages, you can only give commands to a defender to cover x 56% of the time, y 30% etc. On 10/5/2019 at 3:32 PM, Ian Jones said: Be awesome if it was a rating for how fast a defender reacted to the play that was happening. Like at the beginning of each play, store the byte that is the defender reaction if that offensive play was called, and then let quickness = the amount of time that lapses before he stops doing what the Def play call told him to do and starts behaving as if the defense had called the offense's play. That would be the optimal use of the QCK attribute, IMO Another disheartening thing I've found is that Qck=Coverage hack is not working properly either. At least not on my ROM. Whenever a ball is intercepted, instead of the defender that caught the ball taking possession, possession of the ball is going directly to the RDE. I can't say definitively that it's an inherent flaw in the hack though, because I have a couple other hacks going on that ROM, most notably the OL/DL Pass Rush hack that it may be conflicting with...and there's no post about which hacks are known to conflict with one another. But i can definitively say that if I take QCK=COV out, the problem ceases. Quote Link to comment Share on other sites More sharing options...
SBlueman Posted April 29, 2021 Share Posted April 29, 2021 (edited) It seems to conflict with the Find Open Receiver & Overthrow Bug Fix hacks too. I got this conflict from TSB Tool: WARNING! 'SET' Commands modify same locations 'SET(0x2C000, 0x20319E203D9E4CAF9D)' and 'SET(0x2BFFD,0x86432A300B6A298F208DDDA0874C839E4CB19E)' WARNING! 'SET' Commands modify same locations 'SET(0x2C000, 0x20319E203D9E4CAF9D)' and 'SET(0x2BFF0,0xA01CB1AE4A4A290F18C90BB00849FF690F20CBDA60A90220CBDA60)' WARNING! 'SET' Commands modify same locations 'SET(0x2BFEA,0xA6DDA5E820EDBFA4E8C95090034CA99D4CEE9D)' and 'SET(0x2BFF0,0xA01CB1AE4A4A290F18C90BB00849FF690F20CBDA60A90220CBDA60)' WARNING! 'SET' Commands modify same locations 'SET(0x2BFFD,0x86432A300B6A298F208DDDA0874C839E4CB19E)' and 'SET(0x2BFF0,0xA01CB1AE4A4A290F18C90BB00849FF690F20CBDA60A90220CBDA60)' WARNING! 'SET' Commands modify same locations 'SET(0x1DA20,0xA000984868A8C4DC9008F006A53B25DCA860C8B13E29F04A85DDD0034CE99AB13E29F04A4A4A4A85DE0A0A1865DE85DEB13E290F0AAA9848A008B1AE300DBDEBDE8540BDECDE85414C659ABD01DF8540BD02DF8541A214A008B1AE300DBD01DF8542BD02DF85434C849ABDEBDE8542BDECDE8543A015B140D142901CD00788B140D1429013A014B14038F1428544C8B140F14285454CB89AA014B14238F1408544C8B142F1408545A545D021A544C5DDB01BA017B140D142900AB14038F142C5DE4CDB9AB14238F140C5DE9007CACA30064C679A4C149A68A860)' and 'SET(0x1DA2C, 0xA08060EAEAEA)' WARNING! 'SET' Commands modify same locations 'SET(0x288BE,0xA010A29AA90E2054C4EAEAEAEAEAEAEAEAEAEAEAEAEAEAEAEA)' and 'SET(0x288C7, 0xC080D005A9034CCB884CC788 Edited April 29, 2021 by SBlueman Quote Link to comment Share on other sites More sharing options...
SBlueman Posted May 6, 2021 Share Posted May 6, 2021 Conflicts with diving time based on HP set command: WARNING! 'SET' Commands modify same locations 'SET(0x2BFF0,0xA01CB1AE4A4A290F18C90BB00849FF690F20CBDA60A90220CBDA60)' and 'SET(0x2BFEA,0xA6DDA5E820EDBFA4E8C95090034CA99D4CEE9D)' WARNING! 'SET' Commands modify same locations 'SET(0x2BFF0,0xA01CB1AE4A4A290F18C90BB00849FF690F20CBDA60A90220CBDA60)' and 'SET(0x2BFFD,0x86432A300B6A298F208DDDA0874C839E4CB19E)' Quote Link to comment Share on other sites More sharing options...
SBlueman Posted February 11 Share Posted February 11 On 9/5/2011 at 2:25 PM, buck said: 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 8 1 thru 8 - COVERAGE equals 1 NOTCH BOOST over INT 9 thru 16 - COVERAGE equals EQUALS INT 17 thru 24 - COVERAGE a 1 NOTCH DECREMENT over INT 25 thru 32 - COVERAGE a 2 NOTCH DECREMENT over INT this 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. Trying to figure out how to re-rate players with this mod. So using @buck's method, this is what it would look like for the original game: What I am not clear on is do you edit the quickness value for just DBs or all players on defense? And if it's all players, what do you do with DL's and LB's who have high ratings? Example, Bruce Smith would get a bump from 81 to 88. That just doesn't seem right. Are there caps that should be in place for DL & LB spots? Or is there a standard scale that people use for this hack? Quote Link to comment Share on other sites More sharing options...
bruddog Posted February 11 Share Posted February 11 17 hours ago, SBlueman said: Trying to figure out how to re-rate players with this mod. So using @buck's method, this is what it would look like for the original game: What I am not clear on is do you edit the quickness value for just DBs or all players on defense? And if it's all players, what do you do with DL's and LB's who have high ratings? Example, Bruce Smith would get a bump from 81 to 88. That just doesn't seem right. Are there caps that should be in place for DL & LB spots? Or is there a standard scale that people use for this hack? Not a fan of automatically tiering the teams like that. For example in 91 the eagles were so far away from the rest of the league yet they’d get the same boost as the 8th best team. That makes no sense. Now obviously a big part of their pass defense was their pass rush and not necessarily the coverage. You have to start from scratch with players quickness ratings not bump their existing stuff up or down. average db = 50 quickness average lb = 25 quickness average dl = 13 quickness. Maybe higher for CBs and less for safties. Higher for ilb and less for olb. Not a lot of coverage stats to go on for old school rosters but all-pro, passes defensed, draft position, defensive position might help. SBlueman 1 Quote Link to comment Share on other sites More sharing options...
SBlueman Posted February 12 Share Posted February 12 Thank you for the reply, that helps out a bit for what I am working on. What would you suggest the min/max value per position? Are you going as low as 6 for only some positions or all? And would you cap DL and LB values lower? Bruce Smith and LT bring that 81 but that IMO is way too high for a DL or LB. Quote Link to comment Share on other sites More sharing options...
bruddog Posted February 12 Share Posted February 12 In man vs com… DL and OLB are almost never covering anybody because their player scripts are just to pass rush. I guess you could go as low as 6 ya. Max would be 81-88 (example revis island) max for a lb would be less maybe 50-63 (example derrick brooks) dt should be capped pretty low SBlueman 1 Quote Link to comment Share on other sites More sharing options...
SBlueman Posted February 12 Share Posted February 12 DL - 38/13/6 LB - 63/25/6 DB - 81 /50/19 That seem reasonable as Max/Mid/Min values? bruddog 1 Quote Link to comment Share on other sites More sharing options...
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