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MajorLee

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  1. I lack any skills to actually do much of anything with this. Finding this stuff is the best I can do. I may stumble into the solution at some point, but most likely the answer will come from someone else.
  2. One more thing to add: simulated injuries will always substitute using the 2-2-1 substitution order. This only makes a difference if the WR in the RB2 slot gets injured in the 1-3-1 and R&S formations. The WR will be replaced by a running back. So it appears somewhere in the ROM there is a place to change sim substitutions as well.
  3. I haven't had any luck figuring this out. Anyone else have any ideas?
  4. I'm going to look to see if I can find where these values are so we can change how the CPU substitutes (even though I'm sure most people don't care.) Unless someone already knows this info of course... Edit: Looks like this info starts at x239A1. Now to hunt down how/if we can change which position chooses which sub pattern.
  5. Where would this be located at? I'm curious because I have never seen the CPU elect to kick
  6. Yeah I suppose it's most effective in COM vs COM, but it's also just kind of nice to not have the CPU being totally stupid and random like bruddog said. Very annoying when my team is stacked with WRs and a great QB, and yet the CPU keeps guessing run all the time. Maybe only useful to some people making their own custom ROMs, but thought I would offer the solution just in case.
  7. Yeah, so basically it just loops it back to the same percentage logic the CPU uses on offense. The weighting will be based on the percentages you choose to set up from this topic. So if you set Heavy Passing to xFF, and your team is set to heavy passing, the CPU defense will call pass defense 100% of the time. And then yes with jstout's other logic hack, the jailbreak would take effect still I believe. I haven't been using his logic hack up to this point, so you may want to test that out fully.
  8. Correct me if I am wrong those who know better: To get the defense to choose plays based on the offensive preference, I set x018B4A to 4C84AA. This jumps the defensive logic back to loop 66, which is where the offense gets its play percentages from, and thus will select defensive run/pass plays at the same frequency the offense does. In my testings it has worked so far, but I haven't tested every scenario yet. Edit: pretty sure this doesn't work, the defense just chooses run 1 every time.
  9. As a side note, the cut scene alternate uniforms are accurate for the NFC west teams. It is only the on-the-field sprites that pull from the wrong location
  10. Hey everybody. I know literally nothing about coding, but I was very curious to see where the game pulls the alternate uniform usage for the NFC West Teams in the 32 team rom. So, using trial and error and TSB Tool Supreme, I found some locations that did correct the uniform usage. However, these locations are important for other things in the rom, obviously, so changing them to the correct values for the uniform usage completely destroys the visuals for the gameplay. The locations are (4 bytes long each): 49ers: x2C416- changing these to uniform values changes nothing in gameplay Rams: x2C420- Changes the field colors Seahawks: x2C42A - Wrecks the HUD and clock at the top of the screen Cards: x2C434 - Field becomes a jumbled mess of crap I just wanted to post this since I have not seen anyone post this information before. Everyone knows the uniforms for the NFC West were messed up, but I never saw specifically why. If this has already been talked about please correct me. The reason I did this is I would really like to see a fix that can make the alternate uniform usage correct, and I have no where near the skills or the knowledge to do it. Thanks!
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