bruddog Posted October 13, 2016 Share Posted October 13, 2016 This make cutting more realistic as players will lose speed cutting in any direction. This hack would require some tweaking to the player ratings in general. It more of a place holder for a better version. SET(0x2B9AA,0x4CABB9) Quote Link to comment Share on other sites More sharing options...
quince3800 Posted October 13, 2016 Share Posted October 13, 2016 meaning they reset into the RS ==> RP into MS function/equation? Quote Link to comment Share on other sites More sharing options...
bruddog Posted October 13, 2016 Author Share Posted October 13, 2016 Correct it sets their current speed to the initial speed defined by RS. Quote Link to comment Share on other sites More sharing options...
buck Posted October 13, 2016 Share Posted October 13, 2016 Cool. What did you actually do here, 0x0F? Quote Link to comment Share on other sites More sharing options...
bruddog Posted October 13, 2016 Author Share Posted October 13, 2016 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: Quote Link to comment Share on other sites More sharing options...
bruddog Posted October 14, 2016 Author Share Posted October 14, 2016 Here is a version where the players lose some speed (starting speed + current speed)/2= current speed when making 45 degree cuts. TPC_TSB_45degree_hack.nes Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted October 15, 2016 Share Posted October 15, 2016 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? Quote Link to comment Share on other sites More sharing options...
bruddog Posted October 15, 2016 Author Share Posted October 15, 2016 Tecmonster thats how it works in normal tecmo...if you make a 90 degree cut (ie > 45) the player resets to to his RS. Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted October 15, 2016 Share Posted October 15, 2016 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. Quote Link to comment Share on other sites More sharing options...
bruddog Posted October 15, 2016 Author Share Posted October 15, 2016 I can verify it with a recording but make sure you are actually doing a 90 and not hitting the 45 inbetween. Quote Link to comment Share on other sites More sharing options...
bruddog Posted October 15, 2016 Author Share Posted October 15, 2016 @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. Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted October 15, 2016 Share Posted October 15, 2016 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. Quote Link to comment Share on other sites More sharing options...
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