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:
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
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