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Randy Moss

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  1. Any chance that you could post the hex locations for the section of code which controls the pass priority reactions? If the playbook swapper doesn't cover that, I don't think I'd have a problem opening it up with a hex editor and copying it out onto a man rom.
  2. Would using playmaker to copy out the playbooks still retain the changes like QB selection process? It's been awhile since I've put in work and I can't quite remember if that section of code went along with the typical playbook swap section of code or not.
  3. I'm not sure if this has been brought up before, but the Tecmo lettering on the top of the main menu page is white, and I can't seem to change it to any other color. Offset: x1A147 (should change that color, doesn't appear to be doing anything)
  4. Yeah I did look at his rom, and there will still be players open because he is using the pre-set reactions which allow for it. He has gotten rid of the reactions where they cover 0 players, which is probably the way to go. I do like what he has done though, but you will need cpu juice on to make it challenging. I don't think a rom just based on increased reactions, keeping in mind those help your defense too, will be very challenging.
  5. What do you mean by defensive reactions at max? You can make it so any play you select will result in 'max coverage' but that still results in wide open players much of the time. I recently looked at the reaction bytes (testing them one by one) and on most plays, the defense only covers with 4 defenders. If you watch the LBs, you will see that 99% of the time the olbs pass rush, while the ilbs sit there and do nothing. On only two defensive bytes do at least one of the ilbs drop back in coverage, so that five defenders are covering. Matching these five man defensive pass coverages up with plays other than which they are already assigned to brings mixed results. I came to the conclusion that in order to make the pass defense reactions actually worth a damn, you'd probably have to go in and change the individual assignments -- which would obviously be a huge task. First off, I don't know where those are located though I'm sure Jstout does. Secondly, if you actually did succeed in creating hard to pass on defensive reactions, the computer would probably be way too easy to shut down on offense, unless you wanted to turn it into a CC and JJ fest. Suffice it to say, I recently contemplated putting together a rom like you suggested before giving up.
  6. I think it's based on how many wins you have; so there shouldn't be a separate playoff juice mode. The ones in red are definitely Preseason, Pro-Bowl, and Week 1. The ones in green are 1 win and the ones in blue 2 wins. If you change all the values to 03 04 06 09 09 the computer will play like you are 16-0 every time that you play.
  7. I really like the Gun t form plays -- it reminds me of the Air Raid offense. Great idea for a formation. I've been thinking about messing around with the original trips set from the game and adding maybe a series of runs and another passing play. Oh, and nice screen pass btw. I've made one of those too, and while I had the blocking down, I like your pass progression much more.
  8. Are many of the hex addresses for hacking changed under the 32 Team Rom format? If so, is there an easy way to find the new addresses and/or apply those hacks? I should be able to find the playbooks and just copy those over, but I'm thinking of the INT/Fumble return hack, QB fumbling hack, and probably others which I can't remember.
  9. If you find a way to implement them into season play, you could always replace the punting stats leader board with a tackles leader board. I'm pretty sure I've never done much more than glance at punting while playing a season.
  10. R and S Screen Def reaction 1DD88 – C2 C2 C2 C2 D6 DA D6 D6 old one back flare A slot formation : 0C, pointers: 4D 4D 4D 4D 4D 4D 4D 4D (no back pointers) Play info: 4AAE c1b3 15bd 5fa6 9bb8 77bc d8af bbbe acbe 48be 99be 67b0 Play graphics: 27CFC 01A0 A191 b1cc 018F 0193 0101 0198 9296 0101 0193 019C 0101 0101 0191 0101 0101 0193 0101 0101 0194 b1c3 An olineman actually pulls out and blocks down field for the screen The defensive reaction should work pretty well at stopping it at times. One issue is the cpu doesn't use it all that effectively against you.
  11. Jstout, I'm curious about the playbook you're making. I'm hoping that some of the common playbook hacks might be included, namely; the FB blocking the gap on the T formation sweep and adjusting the FB T formation sweep to the top so that the HB carries it. A couple plays that I put on my rom might be of interest to you as well. The R&S dive play, which is a simple formation hack stemmed from the singleback dive, and the R&S screen pass. Of all the plays I made, those two were probably my favorite ones. If you're interested, I still have their hex data saved and I could post it here.
  12. Since it's a running play, you don't have to worry about pass coverage. But like the passing plays, the defense has different reactions based on which play is selected. Usually the higher numbers tend to make the defense react better, but I would test those out on the game just to see. Sometimes on a toss or sweep play, if the defense selects a certain play, only one blocker will pull, making it easier to get to the running back.
  13. One of the complaints about Nestopia has been that you can't easily record a movie of your game. The new kaillera client does this for you, so you can now use Nestopia and record movies. I received your pm and I'll try to catch you on aim to get a game in.
  14. It works really well. I've played a ton of nhl 94 games on this with no problem at all. Did you guys play p2p or on the servers? If it was on p2p your connection might have needed to be optimized by using the smoothing option. On the servers it's very easy too. And unlike nestopia, it allows you to record a movie. This should really be the thing that takes off. It greatly reduces the lag. You mentioned that it played great until it desynched twice in a row. I've noticed that when you exit out of a p2p match incorrectly it will do that unless you restart your emulator. If you have that problem just restart your emulator and get back on.
  15. Recently a programmer updated the kaillera dll file which controls netplay for emulators which use it. The new interface allows server play, p2p play, and recording of movies while playing online. The p2p interface is great and it has a lobby for waiting games so people don't have to exchange ip addresses. The frames per delay that most kaillera users experience playing on servers is cut in half when in p2p, and the code equalizes the ping between the two players so that there isn't an advantage to the host. Simply download the kaillera file and replace your old one. I'm thinking Nestopia here, since it has the ability to make online save states. This should appease the players looking for p2p play, movie recording, and server play as well. http://kaillera.movsq.net/#
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