bruddog 3,029 Posted September 30, 2013 This hack changes the dive animation time based on the players HP. The normal dive animation time is 7 frames. This will subtract a frame for every HP notch above 50 up to a minimum of 2 frame. And increase the dive animation time to a maximum of 14 for a 6 HP player. This might use the same space as various other hacks so move the location or bank switch and change the code if needed. LDY #$1CLDA ($AE),Y // get player HPLSR // divide by 2LSR // divide by 2AND #$0F // make sure its 0-15 valueCLC // CLC just in caseCMP #$0C // check is HP is >=81 BCS SET to TWO // if HP >= 81 set dive animation to TWOEOR #$FFADC #$0F // convert to negative number and add 1+ 14 to get dive animation time. 50HP= normal 7JSR $DACBRTS SET TO TWO LDA #$02 JSR $DACBRTS SET 0x2AAA8 20EOBFEAEASET 0x2BFF0 A01CB1AE4A4A290F18C90BB00849FF690F20CBDA60A90220CBDA60 4 bob sacamano, bgboud2, brookstonfowler and 1 other reacted to this Quote Share this post Link to post Share on other sites
tadaos 356 Posted September 30, 2013 so players with higher HP dive faster than others? or does this change the recovery time of said dive? Quote Share this post Link to post Share on other sites
Tecmonster 211 Posted September 30, 2013 Man, this is SWEET! I didn't even think about this as a way to make HP more relevant, but it makes perfect sense (especially with the way I rate players where their Madden tackling rating = HP for all defensive players, except DL). So, if I wanted to make the quickest possible dive = 02, and the slowest possible dive = 12, what would I need to change? Quote Share this post Link to post Share on other sites
Yak 1,523 Posted September 30, 2013 Dropping science, Brud. Quote Share this post Link to post Share on other sites
bruddog 3,029 Posted September 30, 2013 Tadaos, yes higher hp players dive faster and lower HP players dive slower. Tecmonster thats basically what this hack is now. Quote Share this post Link to post Share on other sites
buck 2,056 Posted September 30, 2013 (edited) What to do if want to use QUICKNESS for this instead of HP? Also, need tutorial on this: quote"This might use the same space as various other hacks so move the location or bank switch and change the code if needed. " Edited October 1, 2013 by buck 1 bgboud2 reacted to this Quote Share this post Link to post Share on other sites
bruddog 3,029 Posted October 1, 2013 Wanting to use quickness changes and lengthens the code quite a bit since it isn't stored in the player ram area. But it can be done. Jstout and cxrom have posted examples of how to bank switch but i can post it again here at some point. It would also require changing the hack since the bank switch itself takes up a decent amount of code. 1 bgboud2 reacted to this Quote Share this post Link to post Share on other sites
buck 2,056 Posted October 1, 2013 Wanting to use quickness changes and lengthens the code quite a bit since it isn't stored in the player ram area. But it can be done.Jstout and cxrom have posted examples of how to bank switch but i can post it again here at some point. It would also require changing the hack since the bank switch itself takes up a decent amount of code. thanks. makes more sense to me to use Quickness instead of HP. cool idea either way. nice job. 1 bgboud2 reacted to this Quote Share this post Link to post Share on other sites
bruddog 3,029 Posted October 1, 2013 Ya I didnt use quickness because i use quickness and rename it to coverage in my passing hack so I used quickness for something else entirely. But otherwise yes quickness does make sense as well. 1 bgboud2 reacted to this Quote Share this post Link to post Share on other sites
bgboud2 577 Posted October 1, 2013 Definitely like the hack, but HP doesn't seem quite the right attribute for it. RS or QUI (when not a coverage hack) Quote Share this post Link to post Share on other sites
bruddog 3,029 Posted October 1, 2013 I wanted to avoid RS so that great corners that sucked or or avg at tackling wouldn't be great at dive tackling with this hack. I agree HP is not quite right but there are only so many attributes. 1 bgboud2 reacted to this Quote Share this post Link to post Share on other sites
bgboud2 577 Posted October 1, 2013 I wanted to avoid RS so that great corners that sucked or or avg at tackling wouldn't be great at dive tackling with this hack. I agree HP is not quite right but there are only so many attributes.RP then? Great corners get high RS but low RP? Quote Share this post Link to post Share on other sites
Tecmonster 211 Posted October 1, 2013 I personally think that HP is the perfect attribute -- should to be related to how well you can tackle. The only issue I have though, is if you use bruddog's other HP hacks, then you're basically confined to using LB's all the time because you'll probably never be able to make a tackle with a DB unless the RB is exceptionally weak. After testing this today, I think the spread should be a little tighter -- from 09 to 03. When chasing down a RB from behind a DB's dive never works. And then maybe factor in a little less HP in the grapple hacks to allow for more randomness. For instance:09=19 HP or below08=25-31 HP07=38-44 HP06=50-56 HP05=63-69 HP04=75-81 HP03=88 HP or above Quote Share this post Link to post Share on other sites
bgboud2 577 Posted October 1, 2013 yeah Tecmonster but I think of HP as the rating for the big and/or stout guys the more i think of it, RP would be perfect differentiator Quote Share this post Link to post Share on other sites
buck 2,056 Posted October 1, 2013 (edited) is it possible to use Quickness as straight up HP or Quickness as HP for the HP hack?That way, HP can be used for this here hack. Edited October 1, 2013 by buck Quote Share this post Link to post Share on other sites
bruddog 3,029 Posted October 1, 2013 Wherever you want to use quickness is possible just makes the hack sizeable bigger in either caseYa tecmonster i hadnt tested what the range should be. Yours is probably better. Quote Share this post Link to post Share on other sites
bruddog 3,029 Posted October 1, 2013 Bg the problem is you really want all your best defnders to have high RP regardless of their dive tackling ability. Quote Share this post Link to post Share on other sites
Martin 22 Posted June 7, 2015 This might use the same space as various other hacks so move the location or bank switch and change the code if needed. This is a great hack. I'm trying to move the 2nd string to 0x2CF2E (just a bunch of FF's there). I thought I did that by changing the 1st line to 0x201ECFEAEA ("switch the bytes, then -10..."), but that just caused a crash... on the ROM I'm using, and on the OG ROM as well. Not sure why, though. That method has worked for me before. What am I doing wrong now? Quote Share this post Link to post Share on other sites
bruddog 3,029 Posted June 7, 2015 NES MMC3 mapper can only have two banks loaded at a time. The bank this hack is in runs from 0x28010 to 0x2C010 on the acutal ROM file. Also for JSR's the only valid ranges are 0x8000 to 0xBFFF. 0xC000 -0xFFFF is the fixed bank in memory. 1 Martin reacted to this Quote Share this post Link to post Share on other sites