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bruddog

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Everything posted by bruddog

  1. What part of the “work” are you going to do?
  2. There isn’t a hack but it is possible.
  3. You don’t…. But seriously you can’t really set each specific pass play to a certain order. Because its not decoupled from the route itself. That would have been nice but they didn’t do it. Many plays share the same route scripts psuedocode for a streak route 1. set to possible target (2nd target) 2 move towards the endzone 7 yards in x direction 3 loop back to instruction 2 This streak route might be used in 6 different pass plays So if you mess with the order of routes for one play you might affect/break passing for plays that use the same routes.
  4. @Ryzzynnwa Please post a screenshot of the hex location you are talking about….or the address. I don’t know what “passing numbers” you are referring to. The bytes after the run play player indicator bytes have nothing to do with passing. They are team offensive preference bytes. The order of the wr targets is built into the the actual wr routes play design. When the game is going thru the “script” for each player. If there is a pass target command for that player, it reads the next byte to see what target number they are and adds to the total number of targets available.
  5. The BYTES after the ones that tell the game which position name to display are the team offensive preference bytes...
  6. Bump due to someone asking about this location again. Confirming that 00 = random 01 = 60% run 02 = 60% pass 03 = 70% pass There are various situations that override these values but these are the base values
  7. What do you mean pass play indicators?
  8. What rom were you using as a base rom…
  9. Why don’t you just change the numbers for each position rather than changing the order.
  10. Its not complete…. someone would have to write code to check if the player went over those thresholds and then trigger the event.
  11. You could although im not sure what that will achieve….
  12. This is would be massive hack due to the limited amount of memory and save memory available on the nes. This is because they cram 4 player conditions into one byte and they fit perfectly 2 bits per player. You’d double the amount if memory needed for conditions. 28*30 / 4= 210 bytes of memory old way 28* 30/ 2 = 420 bytes the new way Enough memory on the 28 team rom i think but still a large hack. 32 team you would have to get rid of something like punt yards for every offensive player and make it a team stat only.
  13. I did this a few years ago back on an emulator to make it much faster but only tracked team win% But you can use the team's simulation ratings to empirically figure out the best teams. I didn't track the players but this again is just a combination of the known player ratings/schedule/ and playbooks used.
  14. Ya its painful… specifically if you want to have accurate race color…
  15. I don’t believe so no. Not that worked anyways.
  16. OFFENSE RETURNS OWN FUMBLE PLAY POINTERS: starts at 0x4EB8 (the scripts that these point to are the same as the onsides kick return) OFFENSE DEFENDS LOST FUMBLE PLAY POINTERS: starts at 0x4ED0 DEFENSE DEFENDS FUMBLE PLAY POINTERS (offense recovers its own fumble) starts at 0x76B8 DEFENSE RETURNS FUMBLE PLAY POINTERS (return oafter defense recovers fumble) starts at 0x76D0
  17. I might be rowing upstream if there are lots of edits to the point where a suggestion won’t work or won’t work as intended. Since I don’t know what is really going on in this rom, I might be spinning my wheels.
  18. I can look. I can’t imagine how they would need to be boosted given they are all 69rp defenders. What rom are you using as a base?
  19. You are lessening the HP boost by 4 notches and the max speed boost by one notch.
  20. Not sure why there are three straight E1 00s. One would have been enough.E1 resets the players MS to their appropriate MS based on if they are on offense/defense. E4 = man take control DF = com take control (if no man control) FE FF =loop back one byte to com take control.
  21. The player scripts for fumble and and interception returns are the same. I forget if the defense (team that was on offense before the turnover) also share the same scripts. The main reason why returning things suck so much unhacked is because you are facing the equivalent of 11 LT’s on the field since every offensive player has 69 rp. There aren’t any special hard coded speeds for fumble/interception returns. Its all boosting or resetting the current players speeds to their default rating values.
  22. I think this thread might explain it. It would be a fairly complex change. There are a lot of locations that would need to get fixed….
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