konForce Posted January 11, 2005 Share Posted January 11, 2005 It's common knowledge that the KR's max speed is set to the RT's max speed. I believe I have discovered why.In the ROM at 0x80FF is the command sequences for the KR. In goes like this, using my interpretation of the code:Set Pos From KO(01,00,48)Wait for KickE3(30)Catch Ball from KickBoost MS(0)Take ControlI really don't know exactly what the E3 command does, but apparently it causes the player to speed up so that it is guaranteed that he will be fast enough to catch the ball. (E0 is boost RP, E1 is boost MS, E2 is boost something, and E3 is also boost MS - and maybe something else too.)Now, once you catch the ball, there's a problem. The KR's max speed is still set to be at lightning speed due to the E3 command. So, a Boost MS (0) command is issued which sets the MS back to the original speed.However, this is where the glitch kicks in. Somehow TSB forgets that the 11th player is now the KR, and it loads the MS from the 11th slot (RT). Now, you have an ultra slow KR in most cases.It is possible to fix the glitch by changing the bytes in boldface.0x08100: 00 48 ec ef e4The E3 command seems to be unnecessary for play. If you don't do the E3, you don't need to reset the Max speed. There is a problem: the player may not be fast enough to catch the kick-off. However, from what I saw, he still always automatically sucks it in. (Stick Ricky P in to see.)There may be other side effects from removing the EC command; I didn't test it completely.Now, you can be the judge of whether or not using Bo Jackson as a kick returner is completely unfair. Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 11, 2005 Share Posted January 11, 2005 I vote no on BO! But it is cool that there is an option to make dedicated KR's now. I found some code at 4E28-4E3F that controls INT returns. I thought maybe you could make more sense out of it than I could. The best I got sort of semi inserting other bytes from different plays was to give the int return guy a lot of blocking making it easy to rturn INT's. I also made it so that you could return ints' for TD's every time by substituting the TD celebration code (pointers?) one line above it. There is code for other special plays beneath it like fumbles etc. Quote Link to comment Share on other sites More sharing options...
ash Posted January 11, 2005 Share Posted January 11, 2005 I know I'll have the tradtionallist scream bloody murder... but assuming this fix works... I'd like to see it in a lot of roms... I think making guys that are truly fast punt returners get their dues and guys like Muster not return would take Tecmo to another level. It's not changing what the programmers intended... it's changing their error. Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 11, 2005 Share Posted January 11, 2005 yeah punt returners woudl be the one to fix acutally. Quote Link to comment Share on other sites More sharing options...
konForce Posted January 11, 2005 Author Share Posted January 11, 2005 I'm sure the punt return sequence is nearly the same code, but it's considered a defensive play. I'm only looking at offensive plays at the moment.However, I know that with punts it is possible to outkick the return man. I've had this happen a couple times. I'm not sure why the KR is able to suck the ball in, but the PR is not. If this is really the case, then it's quite possible that using the same method to change the PR will simply not work.It's not changing what the programmers intended... it's changing their error.I would have to believe they knew about it and figured it was for the better. Kickoffs especially are incredibly easy to return with a 75 MS person. It would have been great to have a KR/PR MS attribute for each player, but they were really pressed for space. I figure this is probably something low on their todo list, considering it doesn't terribly hurt gameplay. Quote Link to comment Share on other sites More sharing options...
Marcules85 Posted January 15, 2005 Share Posted January 15, 2005 Did I mess this up? when implemented, cpu's kr starts off running the wrong way but then corrects itself before it reaches its own endzone. Quote Link to comment Share on other sites More sharing options...
Marcules85 Posted January 15, 2005 Share Posted January 15, 2005 it's a glitch. Quote Link to comment Share on other sites More sharing options...
Mike Posted January 22, 2005 Share Posted January 22, 2005 it's a glitch.you're a glitch Quote Link to comment Share on other sites More sharing options...
SBlueman Posted December 18, 2006 Share Posted December 18, 2006 Did I mess this up? when implemented, cpu's kr starts off running the wrong way but then corrects itself before it reaches its own endzone.Did anyone ever figure out a fix for this glitch? Quote Link to comment Share on other sites More sharing options...
bruddog Posted December 18, 2006 Share Posted December 18, 2006 No. Quote Link to comment Share on other sites More sharing options...
jstout Posted December 18, 2006 Share Posted December 18, 2006 I haven't gotten a chance to test this fully but from looks alone it appears the patch isn't correct. The line should be B1 00 48 EC EF E4 DF FE FF and then I believe the computer KR will not run backwards after the catch. Quote Link to comment Share on other sites More sharing options...
SBlueman Posted December 18, 2006 Share Posted December 18, 2006 I applied your theory on the fix to my game and it seems to have worked! If anyone has success with this let us all know and once again....thank you jstout! Quote Link to comment Share on other sites More sharing options...
buck Posted December 18, 2006 Share Posted December 18, 2006 I just kicked 10+ times and it seemed good to me.This is great jstout!What about the punt-shank bug? Can this be fixed as easily?Thanks! Quote Link to comment Share on other sites More sharing options...
jstout Posted December 18, 2006 Share Posted December 18, 2006 What about the punt-shank bug? Can this be fixed as easily?I'm not aware of this bug. Can you give me more info on this (what actually is the problem) and where the glitch comes from (like a patch, change, etc)? I'll look into it once I know. Quote Link to comment Share on other sites More sharing options...
buck Posted December 18, 2006 Share Posted December 18, 2006 The "punt shank bug" is a side effect from the Punt Return fix. (It's in the "nestsb hacking info and patches" download - the patch is called "dedicatedpuntreturner.ips")Here's how it goes: If someone shanks a punt (really low meter) the PR can't catch up to it and if the punt team gets to the ball before the PR can "suck it in", it will be an infinite fumble - no one can pick it up, and the game must be reset.I think to fix it, the "boost" needs to be there so the PR can get to the short kick quickly. Now probably the boost bytes were overwritten so the PR can have his actual MS loaded - so maybe there's not room to add in the boost? Quote Link to comment Share on other sites More sharing options...
buck Posted December 19, 2006 Share Posted December 19, 2006 I applied the "punt returner MS" patch to tsb and compared it to a default one. Here are the results of the differences:$Loc--- PATCHED ----DEFAULT$AAE0 --- EF ---- E1$AAE1 --- E4 ---- 00$AAE3 --- FE ---- DF$AAE4 --- FF ----- FElooks like that's all that changed using the patch that's available here at knobbe. Quote Link to comment Share on other sites More sharing options...
averagetsbplayer Posted December 19, 2006 Share Posted December 19, 2006 i applied the new jstout version of the KR patch and it worked perfectly fine for at leat 10 attempts Quote Link to comment Share on other sites More sharing options...
SBlueman Posted December 20, 2006 Share Posted December 20, 2006 Man that punt glitch is a pain in the butt.... Quote Link to comment Share on other sites More sharing options...
GRG Posted January 8, 2007 Share Posted January 8, 2007 I haven't gotten a chance to test this fully but from looks alone it appears the patch isn't correct. The line should be B1 00 48 EC EF E4 DF FE FF and then I believe the computer KR will not run backwards after the catch.Not a big deal, but I had a couple things happen during a season game.Had a 25 ms returner; he barely got to the ball on a full kick off. On a safety punt, he didn't get to the ball, but sucked it in.Checking his condition after the game he was bad, so may have been 19 ms at the time. Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted September 16, 2013 Share Posted September 16, 2013 I used this Punt Returner patch and the computer just catches the ball and stands. Anyone know what's going wrong? Quote Link to comment Share on other sites More sharing options...
TheRaj Posted June 6, 2014 Share Posted June 6, 2014 (edited) I haven't gotten a chance to test this fully but from looks alone it appears the patch isn't correct. The line should be B1 00 48 EC EF E4 DF FE FF and then I believe the computer KR will not run backwards after the catch. I applied this code, but now I get a random glitch. When Player 1 kicks off right after the power and when the power meter goes away, sometimes Player 2's name appears and then right away disappears. If Player 2's name is log enough it will even leave the last letter. This doesn't happen every time but I know it has to deal with this code as if I change it back to what was in the Original TSB it works fine. Has anyone else experienced this? I want the KR to return at the right speed but the glitch is very irritating. Any help is appreciated. Note that this doesnt happen on every kickoff. Randomly when P1 kicks to P2. But not everytime P1 kicks to P2 Original 0x8100: 00 48 EC E3 30 EF E1 00 E4 DF FE FF D0 F0 48 ECModified 0x8100: 00 48 EC EF E4 DF FE FF E4 DF FE FF D0 F0 48 EC Edited June 6, 2014 by TheRaja Quote Link to comment Share on other sites More sharing options...
TheRaj Posted May 18, 2015 Share Posted May 18, 2015 (edited) So I am STILL having this issue, and even went extra steps to try and resolve it. First, I got an Original TSB Rom with no changes (28 Teams) Then the only thing I changed was this 0x8100 code FROM: 00 48 EC E3 30 EF E1 00 TO: 00 48 EC EF E4 DF FE Even when this is the only thing changed I am noticing that on kickoff randomly the P2 name disappears (not on every Kickoff though). This is the issue Im having on my Rom too and was worried it was something I added, but now I add this code alone to the NES Rom and get the error. Also I checked the TB.org 2015 Rom and found they used this code for 0x8100: 00 48 EC E3 30 EF E1 so did they not correct the KR Speed issue? I added the code from above to the TB.org 2015 Rom (00 48 EC EF E4 DF FE) and notice that it doesnt give the "randomly remove kick returner name" error. Is this an issue where the code above is for the 32 man Rom only? If so what can I do to change it for 28 team rom? Any help is appreciated Edited May 18, 2015 by TheRaja Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted May 18, 2015 Share Posted May 18, 2015 The name disappearing is just a by-product of the fix -- I've seen it on every rom that uses it. For me, the occasional disappearance of the returner's name is a small price to pay in order to get the actual returner in the game. Quote Link to comment Share on other sites More sharing options...
TheRaj Posted May 18, 2015 Share Posted May 18, 2015 The name disappearing is just a by-product of the fix -- I've seen it on every rom that uses it. For me, the occasional disappearance of the returner's name is a small price to pay in order to get the actual returner in the game. Yeah thats why I have left it in my last 2 roms, just annoying as we commentate the games and with the name disappearing it just is annoying. Thanks for letting me know its a byproduct Ill keep looking to see if I can fix it. Quote Link to comment Share on other sites More sharing options...
bruddog Posted May 18, 2015 Share Posted May 18, 2015 See if this helps 00 48 EC F3 03 EF E4 DF FE FF pambazos88 1 Quote Link to comment Share on other sites More sharing options...
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