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bruddog

Players lose speed when cutting at 45 degrees hack

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I just realized my hack was slightly wrong and changed it above. What I'm doing in this hack is skipping past the check for a greater than 45 degree angle change. See the commented code below:

 

 

 

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That's really cool, bruddog -- another well-deserved blow to MS.  If I want to try changing the angle to 90 (so the RB's speed is reset to his RS when he cuts at 90 degrees vs. 45), what do I need to change?

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Wow, I never realized that, and it just doesn't seem to play that way after I just tested it.

 

I took a low RS, low RP, and high MS guy and played him with your 45 degree hack, and the slowdown at a 45 degree cut was obvious.  Using the same guy in a rom without any speed hack, he doesn't seem to lose any speed on a 90 degree cut.

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@Tecmonster So you we were both right. Even when I thought I was making perfect 90 degree cuts there was at least one frame in between where the joystick hit the 45 degree angle. But in the video it looks like a perfect 90 degree cut. 

 

So your question might be irrelevant as it appears to be near impossible to go make a 90 degree cut without a frame where the joystick doesn't hit the 45 or without a frame where the joystick is on no direction causing your player to stop for a frame.

 

  

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Hm, interesting, so it's impossible to actually make a pure 90 degree cut.  Well, how hard would it be to adapt the hack so that the player's speed is reset to RS when he cuts at a 90 degree angle TO THE SIDELINES?

 

OR . . . instead of resetting the player's speed to RS at EVERY 45 degree cut, make it so that there's, say, a 20% chance that his speed will be reset to RS.

 

What do you think?

 

I've been playing with the first hack you posted, and it's a total game-changer, literally.  It makes the game more realistic because defenses seem to really struggle to catch a breakaway ball carrier from behind, but it's also tougher for a ball carrier to GET a breakaway run because of the cut slowdowns.  It's such a radical change in player movement though, I think this would require a lot of testing to ensure a good run/pass potency balance and offense/defense balance.  My first impressions though, thinking about a MAN vs. MAN game, are that this hack seems to make the passing game more potent, and the running game a little less potent, which helps make the game less RB-centric and, again, more realistic.

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this hack is actually way cooler than I thought it was going to be. it does add some realism but no matter how you tweak the speed values, max speed is almost non existent for defense. for the offense, once they get behind the defense they stay in a straight line, so they are able to hit their max speeds then. but since there's no analog controls for NES, when the defense pursues, even though it looks like they're coming to the middle of the screen at a less then 45 degree angle, the CPU is using a series of quick straight and 45 degree "dpad presses" to make that happen. It blows up the whole hack and off the top of my head, i can't think of anything to mitigate it. It's absolutely awesome before the breakaway plays though.

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