Tecmonster Posted January 23, 2014 Share Posted January 23, 2014 So is there any part of the code you posted (like pointers or something) that needs to be changed after we shorten the # of injury banks from 36 to 32? Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 23, 2014 Author Share Posted January 23, 2014 No. Though maybe its needs to be 34 for the pro-bowl teams? Not sure. Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted January 24, 2014 Share Posted January 24, 2014 OK, I tested this some and here's what I found:1) The KR's and PR's get injured every time (maybe the four FF's at the end of each line include those two spots?)2) When a KR/PR does get injured and you're taken to the roster screen to replace him, he doesn't have an X next to his name to indicate he's actually injured and you're not required to replace him to get back to the game.3) The last remaining backup CAN get injured (even though that shouldn't happen since you can't have a third-string QB) but he doesn't have an X next to his name at the roster screen and you're not required to replace him. Quote Link to comment Share on other sites More sharing options...
Dusto Posted January 24, 2014 Share Posted January 24, 2014 (edited) the first part of 3(The last remaining backup CAN get injured), has been possible in my experience. We encountered it on the actual NES back in Tecmo's heyday and just had to just reset out of it. This hack should actually help to fix that issue since you can set your backup QB to 00 now and make sure he's not able to be injured. I didn't encounter the KR at the point where i patched. But I was also using a save state to test toward the end where my team was already on field. Edited January 24, 2014 by Dusto Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted January 24, 2014 Share Posted January 24, 2014 I don't recall that backup injury glitch with the original TSB. For the QB slot, for example, I always thought that some "guard" was put in place to make sure that didn't happen once your starting QB went down. The small problem with assigning all backup QB's a 00 is that if you replace your starter just after kickoff, then you are guaranteed not to lose your QB to injury for the whole game. To be honest though, I don't think #3 glitch I mentioned is a big deal since the game continues on without trying to force you to replace the injured guy. The #1 and #2 glitches would need to be fixed though because it slows the game down tremendously, and also because it guarantees that KR's and PR's will never ACTUALLY be injured. I just thought of something else: I only gave the starting QB an FF and the backup QB I gave an 02, yet the backup got hurt every time he was tackled. This means that once the backup is entered into the starting lineup, the code is treating him as if he was the original starter. I guess that would indicate a deeper problem with the code. Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 24, 2014 Author Share Posted January 24, 2014 Ya I realize now there are a few things that need fixing. Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted March 11, 2014 Share Posted March 11, 2014 bruddog, have you made any progress in fixing the glitch with this hack, or plan to? I think that this one, and the switch sides every quarter hack, would be huge. Quote Link to comment Share on other sites More sharing options...
bruddog Posted March 11, 2014 Author Share Posted March 11, 2014 I believe i have it fixed Quote Link to comment Share on other sites More sharing options...
pambazos88 Posted March 11, 2014 Share Posted March 11, 2014 But I have tested it again today, and it still has an "effect" only on the Starters team. I agree with Tecmonster when he says this hack is huge, so dont get me wrong:As he mentioned before, if you give your QB1 a "high percentage" of getting injured, and he actually gets injured, you have to substitute him, but the QB2 will keep having the same value as QB1 ( he will "inherit" his percentage and therefore, he will be injured "very probably" too). You can act like if nothing had happened though.. That is really not the problem, the problem comes when you "change players" and put your RB3 as a starter (instead of RB1), so if RB1's injury-percentage is high (FF, gets injured very often), as explained before, RB3 will inherit his injury-value. Now, the real problem is that when the "Member change" screen is shown (after RB3 gets injured) the player injured is actually RB1!! He was not even on the field!!. This will continue happening to every player that takes the place of the Starter RB1, they will still get injured all the time, although they will never "actually" get injured ¿¿?? Same happens the opposite way (if a starter has an injury-value of 00) Quote Link to comment Share on other sites More sharing options...
bruddog Posted March 11, 2014 Author Share Posted March 11, 2014 I haven't fixed it in the post....its fixed on my own hard drive. Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted March 17, 2014 Share Posted March 17, 2014 bruddog, could you post the new code? Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted April 4, 2014 Share Posted April 4, 2014 bruddog, are you keeping this code to yourself (which is obviously your right), or have you just not noticed this thread lately? If it's the former, I'll leave you alone about it, but IF it's available, I'd definitely like to add it to my game. Thanks. Quote Link to comment Share on other sites More sharing options...
bruddog Posted April 5, 2014 Author Share Posted April 5, 2014 When I feel like posting it...I'll post it. Yes, I've seen this thread. Quote Link to comment Share on other sites More sharing options...
DFM Posted April 5, 2014 Share Posted April 5, 2014 Lol Quote Link to comment Share on other sites More sharing options...
Knobbe Posted April 18, 2014 Share Posted April 18, 2014 reminder bump Quote Link to comment Share on other sites More sharing options...
Lamefest Posted May 11, 2014 Share Posted May 11, 2014 Mr. Bruddog, I'm super excited for this hack, probably more than any other hack before. The idea of being able to give superstar players who were injured during the year proper attributes without making their team way better than it should be is giving me wet dreams. I can't take it any more. What can I do to get this from you? Thank You, Lamefest Quote Link to comment Share on other sites More sharing options...
hamburgler2682 Posted September 1, 2014 Share Posted September 1, 2014 Question: Was every player really set to 02/256? I feel like some players (Mike Rozier) went down EVERY SINGLE SEASON. I guess its just in my mind? Quote Link to comment Share on other sites More sharing options...
bruddog Posted September 1, 2014 Author Share Posted September 1, 2014 Question: Was every player really set to 02/256? I feel like some players (Mike Rozier) went down EVERY SINGLE SEASON. I guess its just in my mind? Yes. Every player has the same default chance for injury on normal plays.....maybe in SKP mode there are different things at work. This is purely for the any non SKIP MODE game. Quote Link to comment Share on other sites More sharing options...
buck Posted June 23, 2015 Share Posted June 23, 2015 am I correct in assuming that this hack does not work properly? I just read through the thread and am left with the impression that it might have gotten fixed but bruddog has not "felt like" posting the fix. oh well, a cool idea on paper. thanks for the half ass broken hack. Knobbe 1 Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 23, 2015 Author Share Posted June 23, 2015 but bruddog has not "felt like" posting the fix. oh well, a cool idea on paper. thanks for the half ass broken hack. No problem.... Quote Link to comment Share on other sites More sharing options...
TheRaj Posted October 28, 2016 Share Posted October 28, 2016 First off THANK YOU for the supposed "half ass broken hack". It is awesome regardless if it currently works fully or not. You do great work bruddog. We appreciate it and all ideas help us make Tecmo the best it can be. But I will poke and see if the first post ever got updated with your fixes. I run the TFO and think this feature would be awesome as I could have a whole new stat field on my RPG forms for players to Raise or Lower their offensive starters possible injuries. My other question is about this hack; does PR now have the static injury rate (2.8%) or the "new" injury rate per the player? Im assuming that returners would now have their "new" injury rate and that might be the only reason I won't use the hack as I like PR being a riskier position as that causes my owners to be cautious on who they put back for returns.. THANKS; ROGER DeVORE TFO OWNER http://tfofootball.weebly.com Quote Link to comment Share on other sites More sharing options...
SBlueman Posted December 25, 2017 Share Posted December 25, 2017 @bruddog, any chance of you sharing your updated code for this hack? Quote Link to comment Share on other sites More sharing options...
Ian Jones Posted May 12, 2022 Share Posted May 12, 2022 I don't remember how, but I have a working version of this hack if it's still relevant. If it's no longer here because the OP doesn't want it to be then I won't post it though. SBlueman 1 Quote Link to comment Share on other sites More sharing options...
SBlueman Posted May 12, 2022 Share Posted May 12, 2022 (edited) @bruddog, unleash the code! Edited May 12, 2022 by SBlueman Quote Link to comment Share on other sites More sharing options...
bruddog Posted August 15, 2022 Author Share Posted August 15, 2022 @SBlueman Try this rom out. This is just the OG rom. These are the hex locations to adjust to change the injury rate. 01= 1/256 chance of injury 00 = never injured FF = always injured (unless no more subs) 99% sure I fixed the problem of the previous hack where it would use the starter position (QB, RB1, RB2, WR1, TE1) instead of the actual roster ID (RB3 etc) custom_injury_rate_test_rom.nes SBlueman 1 Quote Link to comment Share on other sites More sharing options...
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