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Ian Jones

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Everything posted by Ian Jones

  1. 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.
  2. Ok so we have hacks for quickness= -pursuit angles - dive animation timing -jj int -fumble&int returns. I have two questions. Which, if any, of these actually work? And, if more than one of these work, can they be used in the same ROM (assuming no other hacks are interfering)?
  3. Here is my 1990 season roster edit for Ken Griffey Jr Presents MLB for SNES. The roster is built to produce more realistic statistics for full season play, so the batter ratings are very dumbed down. All testing was done in manager mode, and if you play in that fashion and would like slightly more accurate pitcher/batter gameplay, then I personally use the game genie codes for 1 ball = walk and 2 strikes = strikeout. Note that with the latter, batters can foul out, as the game doesn't take into account how the batter got the second strike, but these codes give a pitcher, on average 1-5 Ks per game and a few walks per 9 innings. However, not a very good setup if you're playing in control of the batter, because you can just not swing with anyone to win games. Things that haven't been done: The roster was edited using the KGB editor and so I could not change anything about how the pitchers look on the mound, except for their skin color. Was also unable to remove the Rockies or the Marlins from the schedule so they are just generically rated. Would like to include errors in man vs cpu games. All of this would need to be done in hex, and there are no hex addresses for anything that I can find. If you play the ROM, please let me know how it turned out for you, and whether you liked it or hated it. Thanks! 1990(fin) Ken Griffey Jr. Presents Major League Baseball (U).7z
  4. @eagles2231 so I haven't done any absolute testing in either of those ways, and anything I say is just an observation of lots of cpu vs cpu (manage only) games as i try to create rosters that will give more realistic stats for the full season game while trying to keep in mind the programming limitations of early console games. Basically just changing the ratings around a lot and observing the results it has on the game. It's true there are no real physics. I feel like that is best seen on grounders, when they go through the infield without so much as a bounce lol. I'm honestly not even sure that when you swing on a pitch even correlates to where it will go in the field. I've seen the cpu swing early on pitches and send them to the opposite field. But I don't actually press the buttons often so I can't speak as much on that. And I've seen the cpu hit the ball dead on and it go foul. And, if the game is calculating a "sweet spot" on the bat, then it must be huge because, as far as the game is concerned, these guys are swinging bats that are 4ft long. The game is designed for "swing away" style of play and that's very important to think about. First, let's talk about pitching as a precursor to batting. What the ratings actually do is very evident, no mystery there. But i think its important to talk about the cpu decisions that the ratings affect. Cpu pitchers overwhelmingly throw fastballs with no movement. But the speed and control ratings do effect the decision of what percent to throw the different pitches. These pitches may be pre decided before the game even starts, but a pitcher with 6spd and 10con will throw more curve balls during the course of the game than a pitcher with 10spd and 6con. However, I think you'd have to have a pitcher that has a 1spd and 10con to even get close to the pitches being half and half. That may or may not be important later. There is also a decision that the cpu makes based on a player's BAT rating. The decision to bunt. If there are men on base with a force out situation, and a batter steps up to the plate with a low bat, even if he has a high pow rating, the cpu is likely going to bunt with that batter. Which is frustrating to watch, because that batter is the least likely of anyone to hit into a double play. And I think that's important because it is seemingly signaling that maybe the team that generated the ratings and the team that generated the gameplay mechanics were not always communicating enough. Now lets talk about button mashing. So...as a manager....the hit and run play. Risky if theres not 2 outs because you cant call your guys back to their bases if the batter pops up, BUT this dramatically increases the batter's ability to make a contact hit and get on base. You can take a lineup of guys that are batting less than 300 (which is piss poor by this game's standards) and AT LEAST load the bases with 2 outs and one runner on once per game if you do it every time there's 2 outs and a runner on. Even guys that have been popping up deep to the outfield all game start hitting base shots with more regularity. This is signaling to me that there are 2 different swings that can be controlled, but how is a question. It can only be the result of a couple things though. It's either a result of you sending a baserunner and then swinging, signaling to the game to go into hit and run mode, or it's a result of you tapping the swing button instead of holding it down, we've seen that mechanic in plenty of NES and SNES games. So, with the 2 batter ratings, there is a strong possibility of 2 swings, each rating controlling one of them, and only one rating coming into play for most people because they only swing with one type of button press. Now let's combine those trains of thought. This is entirely speculative at this point but coincidentally there are two pitching ratings along with two batting ratings so lets go with it for the sake of the idea. It's possible that BAT, or the contact swing, is controlling how well the batter hits certain pitches, and POW, or full swing is controlling how well the batter hits certain pitches. Which falls in line with POW being more meaningful because of the cpu's tendency to overwhelmingly throw one type of pitch. But I won't spend a terrible amount of time on that because its not something I have any certainty on whatsoever. High bat rating and its effect on HRs. It def seems to be the case that a 6bat 10pow batter will hit more HRs than a 10 10 batter. That was actually the beginning of my observation of what the bat rating is controlling. The high pow rating is creating those deep balls capable of going over the fence, but the high bat rating is turning a larger percentage of those deep shots into line drives that dont actually clear the fence, whereas the low bat rating is turning a larger percentage of them into pop ups that just happen to be long enough to be HRs. However, I will also say this...in my roster, my average batters are 3/3s, 2/3s, 3/2s 1/4s etc. I changed the formula i was rating them with to give them higher bat and lower pow and i noticed an increase in HRs. Which seems to contribute to either my thought that bat rating is measured against, likely CON rating on certain pitches, or also a contributor to your thought on the sweet spot, however I lean away from the sweet spot thought because that would mean a 10 10 batter should hit remarkably more HRs than a 6 10 batter. Some other observations that don't have to do with batting but are worth noting. Speed and baserunning decisions. Stealing bases is this games weakest point, and the cpu will only decide to steal with runners of 8+ speed, it won't decide to steal that often any way, and even when it does, the batter swings most of the time, creating a hit and run play (signaling that the cpu is controlling its portion of the game in "manager mode"). I can also tell you with reasonable certainty that the catcher's fielding rating doesn't affect the cpu's decision to steal or not. However, a runner's speed and a fielders fielding rating DO affect cpu baserunning aggressiveness. An 8+ spd baserunner will often try to take second (often unsuccesfully) on those shots that land just in front of an outfielder regardless of the field rating. Extra bases on shots over an outfielders head seem to be determined by a spd vs fielding calculation, and baserunners with 5 or less spd tend to be station to station even if the fielder hasn't gotten to the ball yet, or has too weak of an arm to throw the runner out from his position on the field, but will take an extra base if the no fielder is even close to the ball yet by the time he reaches the current base. Whereas 6 spd and above will be determined more aggressively in that situation. The cpu WILL rarely go on a sac fly situation if the runner is on 3rd, but the runner needs to be very high spd, the fielder needs to be not high fielding, and the ball needs to be caught close to the wall. The baserunning decision making and SPD rating is so strictly coded that it is where i begin in my ratings formulas. There's nothing I can do to change that part of the game so every other rating is relative to the speed ratings that need to be applied to make the players run the bases right to avoid RBIs on non HR hits only occurring when the bases are loaded and the fielders are throwing rainbows to home plate.
  5. So, perusing the internet about the game, I saw a lot of people asking does batting even do anything? Or saying that power has more to do with whether a player is a good batter. Or trying to make sense of it by saying that batting is the players ability to make contact with the ball, etc. But as is the case with old games, the answer is usually much simpler. After doing a lot of testing, here are my finds if it helps anyone. So try to think of it like your mind only had the capabilities of a super nintendo. It's of course randomized, but in a sense think of power as how far the ball will travel on a horizontal plane, and batting is where the ball will averagely travel on a vertical plane. So 1 batting 10 power = deep pop flies and home runs, 10 bat 1 pow = lots of grounders in the gaps, 1 bat 1 pow = all manner of irrelevant shots to the infield, 10 bat 10 pow = deep line drives and HRs. Now, why does it seem like batting does nothing? why is the 1 bat 10 pow guy better than the 10 bat 1 pow guy? It has to do with KGJB being a game of excesses. Pretty much any rating over 7 is nearly superhuman. And the game is dominated by infielders with 8+ fielding ratings that control their speed as well as their throwing power. A SS with a fielding rating of 8 or 9 means that there are practically no infield gaps from behind the pitcher to the 3rd baseman. He can reach all of that. Same with a 2B, just the opposite side. This is physically improbable on a 90' diamond unless the fielder was already cheating one way or another before the hit. And that 8 or 9 rating gives him the ability to throw out basically any runner at first. So when that 10 1 guy hits a gap shot between 3rd and SS, its scooped up easily and hes thrown out. Those little blooper hits that go right above the pitcher's head? That's contact batting heaven but your 8+ shortstop or 2B kills those in their tracks. The 10 1 batter has no gaps to hit, and unless he has a 10 speed rating, he has very little chance of beating out a throw to first. So the 10 1 batter has no where to go unless he once in a while bloops one over the SS head to get him on first, but if theres already a runner on, then the 8+ outfielder behind him will likely scoop it up and smoke the runner at 2nd or 3rd...which isnt a hit for the 10 1 batter. The 1 10 batter is of equal caliber, but hes predominantly hitting pop flies, and not only does he get lucky and hit one an outfielder can't reach on occasion, but also some of his crappy pop flies carry over the fence where even an all 10 outfield is useless. If the infielders ratings are lowered, that 10 1 batter becomes much more successful. If your team had all 10s in the outfield and all 5s in the infield, those 1 10 batters would be easy outs and the 10 1 batters would be nightmares at the plate. Having said that, if the teams are situated with the average 2B and SS rating being 6-8 and the average outfield rating being 7-9, any combination of Batting and Power that equals 10 should end you up with a batter that bats .300-.320, so long as your pitcher's average ratings stay the same
  6. @Baron von Lector I think you can increase pow, fielding, control to 10 in the editor by increasing the preceding number by 1 and then typing in zero in the p,f or c column. So if you wanted 10 in every category it would be 11 0 11 0 or for pitchers 11 11 0. But I'd love to be able to change the pitcher's hair and facial features, reduce the amount of pitches the cpu swings at, increase the amount of steals the cpu attempts, and/or turn on fielding errors for man vs cpu games! If you wanna send me what you got, I'll see if i can make heads or tails of it, and if not, I'll just wait for you to make it more user friendly
  7. @Darth Brett wow! yeah I'm terrible with the graphics part. Unis and logos are way beyond me. For me, I'd like to be able to mess with the schedule, change the pitcher's hair on the mound (cant do that with kgb), and maybe make it so that errors can occur in man vs com games.
  8. yeah I'm talking about the first Ken Griffey game for SNES. Not Winning Run. they just have long names and i was trying to differentiate without writing it all out. I'm not really savvy with deciphering hex myself, but I can do enough to plug in and twiddle with stuff that folks smarter than me have figured out
  9. Or hacks if you got em. Would be cool to be able to change colors of unis, edit schedules, change how the pitcher looks on the mound, etc. One of the best baseball games for NES or SNES but there doesn't seem to be much about it around here
  10. ok so you guys are messing with this in hex, then I have a couple questions that you guys might have figured out already. I've seen a couple people say that they thought legs or body affected HRs. At first I chalked it up to superstition, but I'm realizing there is def something affecting it that I'm not accounting for. Not sure if there's something tied to the way they look, or if it has to do with the parity between batting and power, with power<batting offering less HRs and power>batting offering more. Any factual insight into that? I didn't do any extensive testing but did a small amount, and I'm leaning towards the possibility that batting and power correlate with the pitching speed and control ratings, with power being how well they hit fast pitches (anything with the down button used) and batting being how well they hit slower pitches. Being that the CPU pitchers throw mostly fast pitches, this may explain why a batter with 4B/8P will have a much higher average than a batter with 8B/4P. Anything to help out with that?
  11. Thanks to whoever made the editor. Here's a few things to point out that the help file doesn't tell you. Aside from face controlling skin tone and body controlling hair color, the faces are set up in groups of 8. They go as follows 1 Short hair no facial hair 2 short hair + mustache 3 short hair + beard 4 short hair + goatee 5 medium hair no facial hair 6 med hair + mustache 7 med hair + beard 8 long hair no facial hair This just keeps repeating every 8 faces, and every 8 faces is a skin tone darker. The new rows after the eighth face start over at 0 instead of 8. 0-7 10-17 20-27 etc. If you plug in a face with an 8 or 9 it'll crash the game. More importantly, the field only has white guys with blonde hair and black guys with black hair. There's no in between. The first 6 rows of faces will show up white on the field and the last 6 rows will show up black. The pitcher, while on the mound in the batting screen, will have his skin tone true to whichever you pick. However, the pitcher's hair is not controlled by any value I can find in the editor, and just stays the same as the original player that you edited over.
  12. so...this isn't working for me and I don't know why. I see other people had success with it. There must be something I'm doing wrong. Tried player 1, player 2, preseason, season, man, coa, com, hitting reset in OF Starters before I played a game. The ROM isn't changing anything about the offensive lineup for me, regardless of which play I call.
  13. Not sure if this is helpful to anyone else, but I did it for myself so figured I'd put it up here SET(0x00006,0x42) SET(0x08519,0x935422) SET(0x08601,0x9384) SET(0x086B8,0x93945531) SET(0x08837,0x94634531) SET(0x08A55,0x9451) SET(0x08BA0,0x93744522) SET(0x08DD2,0x63) SET(0x08DD4,0x21) SET(0x09009,0x93515442) SET(0x090ED,0x935442) SET(0x092AC,0x9483755221) SET(0x092F0,0x94734221) SET(0x09314,0x93544521) SET(0x09351,0x6364454221) SET(0x09388,0x94925355) SET(0x093C1,0x9473452221) SET(0x093E6,0x94634132) SET(0x0941A,0x93924431) SET(0x0945B,0x945342) SET(0x0949A,0x935422) SET(0x094D1,0x9354) SET(0x094DD,0x9395546122) SET(0x0951A,0x93947255) SET(0x09570,0x94) SET(0x09572,0x32) SET(0x095AE,0x93756442) SET(0x095DF,0x9374524531) SET(0x09611,0x9394817562) SET(0x0964E,0x9395844221) SET(0x0968B,0x9483553231) SET(0x096C3,0x8354) SET(0x096CF,0x8371544522) SET(0x09704,0x94725321) SET(0x09737,0x7344) SET(0x09743,0x9573624421) SET(0x09765,0x9495524331) SET(0x09828,0x94) SET(0x0982A,0x31) SET(0x1DA20,0xA000984868A8C4DC9008F006A53B25DCA860C8B13E29F04A85DDD0034CE99AB13E29F04A4A4A4A85DE0A0A1865DE85DEB13E290F0AAA9848A008B1AE300DBDEBDE8540BDECDE85414C659ABD01DF8540BD02DF8541A214A008B1AE300DBD01DF8542BD02DF85434C849ABDEBDE8542BDECDE8543A015B140D142901CD00788B140D1429013A014B14038F1428544C8B140F14285454CB89AA014B14238F1408544C8B142F1408545A545D021A544C5DDB01BA017B140D142900AB14038F142C5DE4CDB9AB14238F140C5DE9007CACA30064C679A4C149A68A860) SET(0x288BE,0xA010A29AA90E2054C4EAEAEAEAEAEAEAEAEAEAEAEAEAEAEAEA) Bruddog edit (make WRs check downs) SET(0x1DA2C, 0xA08060EAEAEA) SET(0x288C7, 0xC080D005A9034CCB884CC788)
  14. In case anyone is ever interested, here are my notes on what the defensive patterns are telling the players to do in english. It goes with the initial version of the program posted here (the .2 version was even scarier to try and decipher). I was going to make changes to the csv file but there's 200 entries for each position and only a handful of them correlate to the drop down menus. I've only done the absolute commands, but a most of the %s are the m2m stuff and there's no easier way to explain that anyway. tecmo defense patterns explained.txt
  15. @bruddog i wasn't asking for anything, just making conversation while i had the forum up in my browser. And there are some good GUIs out there that let you do a bunch more than just graphics. I was able to learn at least half of the programming language for TS1 using a GUI called codex to edit behaviors and objects (which in that game is where over 50% of the behaviors are stored). With the Frosty editor for madden 19&20, you can edit way more than just graphics and rosters, you can even edit the physics of the game, you can really change anything about the game, and they made a patch for it that breaks down what all the values you're working with are doing. The civ games have some decent GUIs too, but I haven't gotten into them as much yet. There's usually separate GUIs for the graphics/animations side of games that work alongside programs like adobe and blender, but I stink at graphics so i leave them alone. But things like that churn out a lot of content for games and increase the longevity of the community, because more people can get involved on a creative level. Anything on this forum that says "change this value to do this"....GUI. Pointers for the ROMs behaviors and where they point to....GUI. What the snippet of code does that the pointers are pointing to...GUI. That playbook editor taught me as much about this game in 15 minutes as spending all night sifting through threads that point to what hex codes are doing, and there a few things I had written off as failed experiments, but once I saw all that offense and defense behavior stuff i was like hey i think i can implement this now and it can work. And think about how many times you or @jstout had to figure out this or that for someone, when it was something they likely could have easily worked on themselves if they better understood what they were looking at. If this were a "hack NES games" community I would say yeah, a GUI isn't practical, but this is - or was - a community revolved around modifying the code to a single game. Again, I'm not asking for anything, its all a moot point now, just having a convo about the merits of GUIs in modding communities, like the last two people left in a mad max wasteland.
  16. dang. so out of the 100s of folks that put d*cks on SMB and RCR, only 3 of them decided to show up to the TSB party? That's a shame. It looked like this was a cool little community.But yeah, I'd imagine that TSB is a pretty generational thing. And the hex stuff def looks painful. I dled that fceaux or w/e to see if it could help me make heads or tails of anything, but watching it highlight different sets of numbers made my head spin and all i really could glean from it is where it was drawing the loading screens and where it was drawing the field. Which is something that's actually in the sparse documentation available. It takes a long time for people to develop those GUIs but it does help the modding community around a particular game grow and stay involved. I wish you luck with your code but careful, I read they just shut down Gridiron Heroes (it was a FB game that was nearly identical gameplay as TSB).
  17. does quickness do anything yet? 🤣🤣
  18. I noticed. If I could go back to 05 and post, I would. But no, I'm more or less asking why did everything stop? I'm a part of several modding forums for PC games and they stop too, but there's usually a clear and obvious reason...like a new version of the game came out which implemented all the stuff that was being modded into the old game...but you guys started messing around with this game like a decade after it's release, in which span, there were a other incarnations of the game....but most everyone is still interested in the old game. Or sometimes a community just feels like there's not much else to be done with the game and it kind of fades out...but here half the hacks aren't perfected or they don't work at all or they don't work with half the other hacks. Everything is even still done in broad scope hex editors....outside of rosters and playbooks, no one's even made a gui that translates this game into a more human language so the barrier to entry for modifying this game is huge compared to far more complex games of the current decade. It feels like everyone was hard at this thing and then in the middle of all of it, everyone scattered, leaving hacks half finished and abandoned, documentation strewn here and there, and no evidence as to why. This must've been what it felt like to walk through chernobyl after the melt down lol. Did Tecmo send somebody a cease and desist?
  19. oh. cool! good to know! and....yeah...all these threads are old news. what happened here?
  20. ok, this isn't anything that's tested, and there's some guesswork...more so just a collection of observations that may be a useful place to start if anyone wanted to test it. First of all, the "FS" may very well be 100, judging by how fast a fully boosted player catches up to an 88 or 94MS player...unless anybody has any actual evidence that the game stores and uses attribute values outside of 06-100, then this is likely the case. It could be easily tested by setting an offensive player's MS to 100 and seeing if the defense can catch up to him in the open field, I suppose. Second, I'm fairly certain that there is a condition that must be met before the boost to FS kicks in (maybe IS ball carrier past the first down marker, maybe IS defender running backwards, maybe IS ball carrier past the defender?) and until that condition is met, the regular MS applies. So MS does matter a lot still, it's just overtaken in pursuit of a ball carrier that is in the open field. Some observations I would point to would be...let's say your 6RS 100RP 6MS defender has busted through the DL and is now engaged in backside pursuit of a RB that is sweeping away from him toward the bottom of the screen...lets give that RB 69RS 69RP 63MS. That defender is likely never going to catch him on the backside pursuit because, even though he reached his max speed almost instantly, no boost is kicking in to give him the speed to catch the runner with higher MS. Another observable event is a deep pass to a WR...let's give him 38RS 50RP 69MS who is being covered by a defender with 69RS 50RP 38MS. You will see the defender easily guard the WR, who is running in a straight line, at the beginning of the route, but the WR will have good separation by the time the ball gets there. So even though both players were running in a straight line, and the defender had ample time to hit his max speed, no boost ever kicked in to give him the MS he needed to catch up to the WR...until the WR makes the catch and is running in the open field. Also, I tend to think that RP doesn't apply to the ability to accelerate from MS to FS, or if it does, there's a boost to RP that makes it negligible. The only reason I say this is because once you have a pile of guys in open field pursuit, they don't tend to overtake one another. This is easier to observe with a running back breaking into the open field, since more of his pursuers will still be on screen. You can see people hitting their max speeds and accelerating to their FS by basically the same margins. This one, I'm not as confident on, but the purpose of the way the game is built is giving all the offense the same RP and giving the defenders lower RPs to create those big plays that allow you to play a football game in the lapse of 5min sped up quarters, but then because they've done that, they need a way to keep every play that wasn't stopped by the front 7 from reaching the end zone. So the effect they're producing with the RP is just to keep the defenders slow while you zig zag around them, not for determining that a better player should make the open field tackle after a 50yd gain, although I do wish TSB recorded a tackle stat!
  21. Hey man, I appreciate that you have run an entire season with test and variable teams, but you may have missed the fact that in TSB3 Rushing Power = Starting speed and Running Speed = Acceleration. I don't know why, but they switched them for this game. You can run your season again and try it out (I've run just a couple games myself) although the biggest tipoff is that all the offensive players in this game are given 69 in RS...the exact same value that the programmers gave RP in the previous games. I tried so hard to like this game... 😕
  22. Actually, that likely can't work. My bad. Just got done playing around with the playbook editor, and it seems there arent many instances in which players have a true command telling them what to do for the play. Most of the routines outside of pass rush and mirror ball carrier are just percentages of what they might do on a play. So, it would only be feasible for run plays where, after a certain time, you could tell the defender to definitively "Mirror Ball Carrier" but for instances of blown pass coverages, you can only give commands to a defender to cover x 56% of the time, y 30% etc. Another disheartening thing I've found is that Qck=Coverage hack is not working properly either. At least not on my ROM. Whenever a ball is intercepted, instead of the defender that caught the ball taking possession, possession of the ball is going directly to the RDE. I can't say definitively that it's an inherent flaw in the hack though, because I have a couple other hacks going on that ROM, most notably the OL/DL Pass Rush hack that it may be conflicting with...and there's no post about which hacks are known to conflict with one another. But i can definitively say that if I take QCK=COV out, the problem ceases.
  23. @SBlueman yeah I read where he debunked the QCK=Pursuit hack, which was disheartening. I want it to equal SOMEthing besides coverage. Be awesome if it was a rating for how fast a defender reacted to the play that was happening. Like at the beginning of each play, store the byte that is the defender reaction if that offensive play was called, and then let quickness = the amount of time that lapses before he stops doing what the Def play call told him to do and starts behaving as if the defense had called the offense's play. That would be the optimal use of the QCK attribute, IMO
  24. @SBlueman does the qck=dive hack only work for MAN controlled teams? I ran a few CPU vs CPU games (6QCK team vs 100QCK team) with it and couldn't notice much effect on the game
  25. Tecmonster, He's saying that the effect of the initial grapple gets saved into the sprite's attributes for the duration of the play. It would have no effect on the initial grapple but let's say your 69HP DL breaks his grapple with a 63HP OL and is headed toward the QB/RB. For the rest of the play the DL will now have only 06HP. So if he were to try and tackle the QB or RB with a grapple, then he would only have that 6HP to determine the result with.
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