bruddog Posted January 15, 2014 Share Posted January 15, 2014 Another big hack. This lets you set custom injury rates for each specific player. P1 Jump to injury rate hackSET (0x25E7A, A2 1A 20 E3 D8 4C D0 AB EA EA EA EA EA 68) P2 Jump to injury rate hackSET (0x25E92, A2 1A 20 E3 D8 4C 20 AC EA EA EA EA EA 68) Injury hack P1SET (0x34BE0,A5 88 29 1F 0A AA BD 1066 8D 6E 00 BD 11 66 A970 85 44 A9 AC 8D 45 00A5 6C 48 38 A5 6C F0 14E9 01 85 6C 18 A9 10 65 44 85 44 A9 00 65 45 85 45 4C EB AB 68 85 6C 8A A8 B1 44 A8 8A 48 A9 9E 48 A9 75 48 A2 13 4C E3 D8) Injury hack P2 SET (0x34C30,A5 89 29 1F 0A AA BD 44 66 8D 6E 00 BD 45 66A9 20 85 44 A9 AC 8D 45 00 A5 6D 48 38 A5 6DF0 14 E9 01 85 6D 18 A9 10 65 44 85 44 A9 0065 45 85 45 4C 3B AC 68 85 6D 8A A8 B1 44 A88A 48A9 9E 48 A9 8D 48 A2 13 4C E3 D8) SET(0x34C80, 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF) The X34C80-34EB0 section is where you set the probabilities for each player. The above has injuries very low for every player 34C80= BUF players start34C90= MIA players start...34EB0= ARI players start 34C80= injury probability BUF QB134C81=injury probability BUF QB234C82= injury probability BUF RB134C83=injury probability BUF RB234C84= injury probability BUF RB334C85=injury probability BUF RB434C86= injury probability BUF WR134C87=injury probability BUF WR234C88= injury probability BUF WR334C89=injury probability BUF WR4 34C8A=injury probability BUF TE134C8B=injury probability BUF TE2 00= 1/256 chance of injury. FF=256/256 chance of injury on a tackle. Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted January 15, 2014 Share Posted January 15, 2014 Wooooooooooah. Finally, a true-to-form version of Danny Amendola is possible. Quote Link to comment Share on other sites More sharing options...
buck Posted January 15, 2014 Share Posted January 15, 2014 Vai ask Vai? Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted January 15, 2014 Share Posted January 15, 2014 (edited) Beautiful! Out of the upcoming hacks you mentioned, this is the one I was really waiting for. No longer will running QB's have a head-and-shoulders advantage over the best pocket passers. So what's the default value for each player from the original TSB? I plan on using the default value for each player except for QBs, and will probably triple that value for them. Edited January 15, 2014 by Tecmonster Quote Link to comment Share on other sites More sharing options...
Bodom Posted January 16, 2014 Share Posted January 16, 2014 Dude!Seriously...this is unreal.Initially reading through I was thinking what a pain in the ass this would be to implement, but if you keep player attributes in excel you could make one big set command outta this MF'er. The X34C80-34EB0 section is where you set the probabilities for each player. The above has injuries very low for every player 34C80= BUF players start 348C0= injury probability BUF QB1348C1=injury probability BUF QB2348C2= injury probability BUF RB1348C3=injury probability BUF RB2348C4= injury probability BUF RB3348C5=injury probability BUF RB4348C6= injury probability BUF WR1348C7=injury probability BUF WR2348C8= injury probability BUF WR3348C9=injury probability BUF WR4 348CA=injury probability BUF TE1348CB=injury probability BUF TE2 Just to clarify...is it "8C"...or "C8"? Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 16, 2014 Author Share Posted January 16, 2014 C8. I updated my first post to reflect that. I'll try and add something to my hack setter tool or maybe bad al can add an injury gui with TSBTOOL. Quote Link to comment Share on other sites More sharing options...
TeBowl_Time Posted January 16, 2014 Share Posted January 16, 2014 Another bad ass hack! Very cool to make injury prone players frail like they are IRL Quote Link to comment Share on other sites More sharing options...
Knobbe Posted January 16, 2014 Share Posted January 16, 2014 This is for 28 and 32 rom, right? What is the default injury rate again? BTW, the default rates are FF which means that all the players are set to be injured. Quote Link to comment Share on other sites More sharing options...
Dusto Posted January 16, 2014 Share Posted January 16, 2014 (edited) this is so fun I applied it to the 32 team rom without any immediate consequences. tannehill was my practice player and he's gone down every time. from memory the old default was 1/256 except kickers. I think preseason injuries are off on the 32 team cart too. so i saw it once i entered season mode. Now to make a Johnny Johnson injury highlight reel to annoy Tailback King with Edited January 16, 2014 by Dusto Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 16, 2014 Author Share Posted January 16, 2014 This is for 28 and 32 rom, right? What is the default injury rate again? BTW, the default rates are FF which means that all the players are set to be injured. Correct. The default rate is 02/256 The defualt PR/KR rate was 07/156 Actually the defaults here are 00. THe FF is unused space so that the table would line up nicely when viewing in a hex editor Quote Link to comment Share on other sites More sharing options...
Dusto Posted January 16, 2014 Share Posted January 16, 2014 hehe. i'm not sure if i fat fingered something, but... I've got this really trippy thing going on where every 2-3 plays the teams change (rosters stay the same)My game is philly vs redskins. then suddenly i'm the giants and they're the redskins, then they're the chargers and i'm the raiders. Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 16, 2014 Author Share Posted January 16, 2014 MY bad dusto I transferred one byte wrong. 34BFF should be 14 instead of 10. Quote Link to comment Share on other sites More sharing options...
buck Posted January 16, 2014 Share Posted January 16, 2014 hehe. i'm not sure if i fat fingered something, but... I've got this really trippy thing going on where every 2-3 plays the teams change (rosters stay the same) My game is philly vs redskins. then suddenly i'm the giants and they're the redskins, then they're the chargers and i'm the raiders. sweet. so instead of being injured you turn into BO! Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 16, 2014 Author Share Posted January 16, 2014 One more mess up on my part. Ugh. x34C62=3Bx34C63=AC I updated the initial post Quote Link to comment Share on other sites More sharing options...
Dusto Posted January 16, 2014 Share Posted January 16, 2014 that's got it working fine. No more team switching (tho that was kinda cool. Maybe I'll revisit that typo one day and figure out how to get it to also switch the rosters every couple plays. ) Quote Link to comment Share on other sites More sharing options...
buck Posted January 16, 2014 Share Posted January 16, 2014 that's got it working fine. No more team switching (tho that was kinda cool. Maybe I'll revisit that typo one day and figure out how to get it to also switch the rosters every couple plays. ) It would be cool to randomly load up different playbooks Quote Link to comment Share on other sites More sharing options...
Bodom Posted January 16, 2014 Share Posted January 16, 2014 P1 Jump to injury rate hack SET (0x25E7A, A2 1A 20 E3 D8 4C D0 AB EA EA EA EA EA 68) P2 Jump to injury rate hack SET (0x25E92, A2 1A 20 E3 D8 4C 20 AC EA EA EA EA EA 68) Prior to this hack, the injury rates were at locations: P1................25E74 P1 KR/PR....25E79 P2................25E8C P2 KR/PR....25E91 Noticed these don't overlap with your code above. Do they need to remain default values (02/07) or do they just not have any affect at all now? Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 16, 2014 Author Share Posted January 16, 2014 They wont do anything now. The random team switching made me wonder if switching sides at halftime is possible.Would just need to swap team ids, team scores and the vram info that contains starters playbooks and stats. Quote Link to comment Share on other sites More sharing options...
buck Posted January 16, 2014 Share Posted January 16, 2014 They wont do anything now. The random team switching made me wonder if switching sides at halftime is possible.Would just need to swap team ids, team scores and the vram info that contains starters playbooks and stats. halftime? why not quarter? Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 16, 2014 Author Share Posted January 16, 2014 Buck- good point. Quote Link to comment Share on other sites More sharing options...
Dusto Posted January 16, 2014 Share Posted January 16, 2014 Yeah I think of all the bugs to randomly stumble into this is such a winner for you. This could make for an amazing randomized game mode. Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted January 22, 2014 Share Posted January 22, 2014 bruddog, you said that Arizona starts with x34EBO. By my count, they would start with x34E70. Can you tell me where I miscalculated? Here's how I counted:x34c80 x34c90x34ca0x34cb0x34cc0x34cd0x34ce0x34cf0x34d00x34d10x34d20x34d30x34d40x34d50x34d60x34d70x34d80x34d90x34da0x34db0x34dc0x34dd0x34de0x34df0x34e00x34e10x34e20x34e30x34e40x34e50x34e60x34e70 x34e70 is the 32nd line here. Maybe we're skipping lines x34e40 through x34e7f and using lines x34e80 through x34ebf instead to represent the NFC West? Quote Link to comment Share on other sites More sharing options...
Dusto Posted January 22, 2014 Share Posted January 22, 2014 (edited) i counted 36 "injury banks" for lack of a better term in the original hack. Not sure if that's relevant to your question, I get lost without being able to add comments to the hex. So my repeatable test was pick my team and save state right after the kickoff. Set FF for the qb. Then run him into the tacklers. If he gets injured then I know where everyone else is. If not ff next one down and load state. Edited January 22, 2014 by Dusto Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted January 22, 2014 Share Posted January 22, 2014 Yeah, I counted 36 injury banks too. That's the source of my confusion -- shouldn't there be just 32? Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 22, 2014 Author Share Posted January 22, 2014 Maybe i made too many on accident. There should only be 32. Quote Link to comment Share on other sites More sharing options...
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