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buck

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  1. buck's post in Playoff Bracket Fixed! was marked as the answer   
    I still have not verified, but I have put Tecmonster's 1st post code into SET commands for everybody.

     

    just copy and paste into TSB TOOL Supreme, etc....

     

    SET(0x23247,0x86)
    SET(0x2324C,0x8E)
    SET(0x23251,0x7E)
    SET(0x23256,0x76)
    SET(0x232A1,0x7F)
    SET(0x3F770,0x77)
    SET(0x23288,0x8A)
    SET(0x2328D,0x92)
    SET(0x23292,0x82)
    SET(0x23297,0x7A)
    SET(0x3F77D,0x83)
    SET(0x3F785,0x7B)
    SET(0x1e6d9,0x315354)
    SET(0x1e6e0,0x345448)
    SET(0x1e6e4,0x324E44)
    SET(0x1e6e8,0x315354)
    SET(0x1e6f0,0x335244)
    SET(0x1e6fb,0x324E44)
  2. buck's post in Offensive Preference was marked as the answer   
    I think "heavy run" is a bad name, and I didn't ever assign that name to "01" - TSB TOOL did.  I was just referencing it by name.  

     

    I suppose it has to do with 00 incorrectly being assumed as "Little more run" so it was default thought of as "heavy run".  Again, I don't know exactly why it was called that.

     

    I believe that the values should be renamed.  Something like:

     

    00 = 50/50 

    01 = More Run (60% Run)

    02 = More Pass (60% Pass)

    03 = Heavy Pass (70% Pass)

  3. buck's post in Possible to "swap" PC and PA?? (NES TSB) was marked as the answer   
    in summary, this hack is a combination of jstout's original "pass accuracy" hack (http://tecmobowl.org/topic/9494-nes-pc-and-pa/) and this little twist.  
     
    Pass Control will now be the "completion/interception" variable and Pass Accuracy will now be "on target" ability variable.
     
    or as jstout would say:
     
    Pass Accuracy= Ability to throw on target
    Pass Control = Ability to complete a pass
     
    code:
    At x29FEC:88 ;new "target" PA read ( replaces $87, PC)At x29E54:20 F7 9F JSR $9FF7 ; Go to new "comp/int" variable read (PC)At x2A007:A0 87 LDY #$87 ; Read PC (was read PA)4C DD 9F JMP $9FDD ; Go to Normal Code
  4. buck's post in Possible to edit how quickly players get up? was marked as the answer   
    all I know is there are a bunch of pointers that point to locations.  

    each location is a different "fall down" animation.  some just drop and get up quickly, some fall at angles, some are the "I got chop-blocked" falldown, etc.  I never attempted to figure out any more.  I know that you can replace the pointers with other pointers to replace fall-downs.  In one of my minor-league roms I replaced all falldown animations with the "quick drop" (d8be). 

     

    here are some VERY LOOSE notes I took, just to get the basic skeleton of what was going on; LIKE A GOOD HACKER, I got off of my LAZY ASS and did some research the OLD FASHIONED WAY.  I tried and tried and looked and looked and took notes.  

    SO TAKE NOTE, lazy suckers.

     

    and this is from July 2010, and I have not looked at this since.

     

     


    I also found that the area starting at 0x1B21A has to do with the animations when a defensive player gets "thrown"...the first section is pointers to the sequences below...(all of this was discovered in my quest to find out how to change the time it takes for a player to "get up" off the ground after getting thrown...which I still have not found)


    1B010 start the pointers (flip and add 0x10 to goto code)
    1B090 start the codes


    losing a grapple BLOCKED
    POINTER DESCRIPTIONS

    80b0 quick flip backwards left, shake head 3 yards
    b1b0 quick flip diag-up-left 3 yards
    dab0 straight vertical roll UP 3 yards
    09b1 quick flip diag-up-right 3 yards
    32b1 quick flip backwards, right 3 yards
    63b1 quick flip backwards, down-right 3 yards
    8ab1 straight vertical roll DOWN 3 yards
    b8b1 quick flip diag-down-left 3 yards
    these don’t get thrown as far (distance)as the first pointer row
    dfb1 quick flip backwards left, shake head lasts longer than 80b0
    0ab2 roll left, about 4 seconds these don’t get thrown as far (distance)as the first pointer row
    44b2 roll left-up, about 4 seconds these don’t get thrown as far (distance)as the first pointer row
    88b2 roll left-up (a little more vertical), about 4 seconds these don’t get thrown as far (distance)as the first pointer row
    cbb2 roll-up, about 4 seconds these don’t get thrown as far (distance)as the first pointer row
    0BB3 roll right-up, 4 sec these don’t get thrown as far (distance)as the first pointer row
    4EB3 roll-up right, a little farther, 4 sec
    92b3 roll right,
    CCB3 roll right, 4 sec
    F7B3 roll right, slightly down, 4 sec FAR
    38B4 toss diag-right-down, FAR
    64B4 toss diag-right-down, medium distance
    A3B4 roll down, 4 sec
    D0B4 roll diag-down-left, 4 sec
    0FB5 roll diag-down-left, 4 sec little farther
    3BB5 roll left, 5 yards, 4 sec
    7CB5 thrown left, 7 yards, 5 sec these seem to last a BIT longer
    ACB5 thrown left-up, 7 yards, 5 sec
    EEB5 thrown up, 7 yards
    29B6 thrown up-right, 7 yards
    6BB6 thrown right, 7 yards
    9BB6 thrown right-down, 7 yards
    CDB6 thrown down, 7 yards
    06B7 thrown left-down, 7 yards
    38B7 thrown left, 10 yards
    80B7 thrown left-up, 10 yards
    E8B7 thrown up, 10 yards
    42B8 thrown right-up, 10 yards
    AAB8 thrown right, 10 yards
    F2B8 thrown down-right, 10 yards
    3AB9 thrown down, 10 yards
    86B9 thrown down-left, 10 yards
    CEB9 tripped left, 7 yards, 5 sec slide blocked
    0DBA tripped left-up, 7 yards
    60BA tripped up, 7 yards
    B0BA tripped right-up
    03BB tripped right
    42BB
    78BB
    B2BB tripped down-left
    E8BB tripped high, left 5 yards
    1fbc tripped high, right, 5 yards
    56bc bounced right, 7 yards
    90BC bounced left, 7 yards
    CABC thrown, down left, 1 yard, 5 sec
    FBBC thrown, down, 1 yard, 5 sec
    2CBD tripped up, 5 yards, 5 sec
    7DBD tripped down, 5 yards
    CEBD tripped in place, 1 yard, 5 sec
    06BE tripped in place, 1 yard, 5 sec
    3EBE tripped, stand, bugged
    8BBE tripped, stand, bugged
    D8BE quick drop, 0 yard, 3 sec
    D8BE
    D8BE
    D8BE


  5. buck's post in Use Quickness For Pass Incompletions was marked as the answer   
    bruddog - It would be nice if you would upload a new spreadsheet with the new 'coverage' variable.

    here's the code in TOOL SET commands (untested):



    SET( 0x29D8F, 0x4CBABFEA)
    SET( 0x29DA2, 0x4CCABFEA)
    SET( 0x29DB7, 0x4CDABFEA)
    SET( 0x2BFCA, 0xA6DDA5E620EDBFA4E6C95090234C839D)
    SET( 0x2BFDA, 0xA6DDA5E720EDBFA4E7C95090134C969D)
    SET( 0x2BFEA, 0xA6DDA5E820EDBFA4E8C95090034CA99D4CEE9D)
    SET( 0x2BFFD, 0x86432A300B6A298F208DDDA0874C839E4CB19E)
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