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pambazos88

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Everything posted by pambazos88

  1. How about Passing-but-catching on a RUN-slot? I've seen some mods doing that. (It seems that viceversa: Running on a PASS-slot, is as simple as copy-pasting)
  2. I dont know nothing on the offensive commands, but me having the same problem, just can say I ended making shorter every initial "path", but longer the final one (where HB gets the higher probability of being pitchd) , then immediate control at some re-direction point (MAN/COM) (xE4/xDF)
  3. Here's the Straddled-TRIPLE-OPTION rom I made with the code in the OptionDEMO (where you can see perfectly the "bugs" on the Defense.) Triple option.zip And here's the rom I made using bruddog's defense-hack (which is almost perfectly MAN playable) ( COM-COA bugs) Triple2.zip This ROM has a double pitch option (first, almost immediately, and second on path) Of course reading the defense is the essential part for running an Option, so with this rom you can do that with ease. When COM plays it, you can see how instead of "pitching" the ball for the first choice, the QB hands it over to RB, if he goes for 2nd, he fakes the hand off (on his second choice he "stands", and in his third, he will pitch the WR). And here's the rom I made using quince3800's advice, and jstout notes on this thread, where the A-Button cancels the handoff, (sorry I didnt read the title correctly) and QB continues with the option. Triple.zip
  4. I asked the same thing, but now, taking a look at the CollegeDEMO you can pitch many times ( I dont know how many), (and there's a bug when you reach the scrimmage line though). Because the OptionDEMO had so many bugs with the plays I asked jstout if I can merge that Demo, into another rom, and he answered me with this: For a original playbook, you need to edit out the few x10-x1A play commands to x00-x0A. Then you need to rewrite the plays so that the option works on the plays you want or write up the new plays. But checking for the plays in the offense, I just found out 2 of these commands (I'm not even sure if I read them correct), so I checked the defense, but when I was about to, I "copy-pasted" bruddog's defense-hack rom, and the Option ran SMOOTHLY!, (Now, it has minor bugs, but that option-code works, only jstout can tell you how...)
  5. Are you talking about this? : Patching the rom won't work right. The simplest method is with a hex editor doing below. First make a copy of the 28_2D rom. COPY from YOUR ROM: x0 to x4000F PASTE to COPY OF 2D ROM: x0 to x4000F and SAVE COPY from YOUR ROM: x3C010 to x6000F PASTE to COPY OF 2D ROM: x7C010 to xA000F and SAVE CHANGE on COPY OF 2D ROM the following to be the same as the 28_2D rom then SAVE: x4 to x4 (1 bytes) x256E3 to x25709 (39 bytes) x25723 to x25736 (20 bytes) x25784 to x2578E (11 bytes) x257C4 to x257CE (11 bytes) x2802B to x28036 (12 bytes) x2889C to x288AD (18 bytes) x32412 to x32415 (4 bytes) x32425 to x32428 (4 bytes) x3246D to x32477 (11 bytes) x324B8 to x324B8 (1 bytes) x324BC to x324BC (1 bytes) x324C7 to x324C7 (1 bytes) x324CB to x324CB (1 bytes) x324D6 to x324D6 (1 bytes) x324DA to x324DA (1 bytes) x328BA to x328BA (1 bytes) x33F30 to x33F6C (61 bytes) x33F70 to x33F84 (21 bytes) x33F90 to x33FB2 (35 bytes) x33FC0 to x33FDD (30 bytes) x33FE0 to x3400B (44 bytes) If you were: an original rom, or an IN-PLAYBOOK-hacked rom will have 43-DEF teams after doing those modifications. (CHI, DAL, HOU, MIN, NYJ, PHI, RAI, SEA, WAS will play 43-def) and if you want to make a team play a different defense (34/43), go to the offsets jstout said: On the original 28 team-rom: For the defensive starters page: x33FC0-x33FDD where x00 = 34 and x01 = 43 For the game field: x400E0-x400FD where x02 = 34 and x22 = 43
  6. I just found a note Carther sent me a while ago about this same topic, but it is still incomplete in order to make a team change its division: at x30031 a9 0E (where 0E=14, is the start of the NFC) at x30037 a9 00 (where 00 is the start of the AFC) at x30039 a2 0E (where 0E is the end of the AFC) at x3003E a9 00 (where 00 is the start of LEAGUE) at x30040 a2 1C (where 1C=28, is the end of LEAGUE)....He mentioned this controls the INDIVIDUAL LEADERS , but in other thread they say this part has to do with the Playoffs, and for making the TEAMS STANDINGS: at x23F6D it currently reads 00 05 05 04 09 05 0E 05 13 05 18 04 this is the division structure for the standings screens. Every two numbers is a division. (that has been explained previously on this same thread) Then he mentioned the TEAM RANKINGS: (that has been explained previously on this same thread) at x2397C it currently reads 00 1C (1C (28) equals the number of teams in all leagues) at x23980 it currently reads 00 0E (Where 0E (14) the number of teams in the AFC) at x23984 it currently reads 0E 1C (Where 0E is the first team in the NFC and 1C is the last team in the NFC) at x23988 it currently reads 00 1C (1C (28) equals the number of teams in all leagues) at x2398C it currently reads 00 0E (Where 0E (14) the number of teams in the AFC) at x23990 it currently reads 0E 1C (Where 0E is the first team in the NFC and 1C is the las team in the NFC) But then he mentioned the PLAYOFFS part: at x22E4E it currently reads A9 00 20 (Where 00 is the AFC EAST) at x22E53 it currently reads A9 01 20 (Where 01 is the AFC CENTRAL) at x22E58 it currently reads A9 02 20 (Where 02 is the AFC WEST) at x22E5D it currently reads A9 03 20 (Where 03 is the NFC EAST) at x22E62 it currently reads A9 04 20 (Where 04 is the NFC CENTRAL) at x22E67 it currently reads A9 05 20 (Where 05 is the NFC WEST) at x23271 it currently reads A9 00 20 (Where 00 is the first team in AFC) at x2328F it currently reads A9 0E 20 (Where 0E is the first team in NFC) And I found something about the TEXT part to set the Team Data correct: at x2E7F6 - is the number of teams in AFC (default 0E) to assign CONFERENCE TEXT(AFC/NFC) in TEAM DATA at x2E822 - TEXT for DIVISION SETTINGS at TEAM DATA (6A=EAST, 6B=CENTRAL, 6C=WEST) But even with all of this, the "missing parts" for setting the playoffs and PRO-Teams, won't make the game complete
  7. And here is the base 28-team with playbook and DEFENSE selection. made by bruddog. I think there's a recent rom with better def. reactions, (but its a 32 teams rom. I'm still working on) So if someone has an updated rom with better DEF. HACK, I'd be very grateful. (I know xplozv has made the greater advance on this matter, but I've only seen his Just-Bring-it series, but I cant get through that "randomness" on field)DEF-PLAYBOOK.zip
  8. EDIT these play commands??: x00 to x0A = m2m Player (Time) x11 to x1A = m2m Player (Time) ***Note these are the improper numbers where is this info. anyway??
  9. lol, of course it was you who created it (who else could have..) then that's all the explanations...?: edit out the few x10-x1A play commands to x00-x0A. Then you need to rewrite the plays so that the option works on the plays you want or write up the new plays. That is way over my head!! REWRITE THE WHOLE PLAYBOOK!!! (defense as well, I asume) Say,, you wouldnt have that copy of yours, would you?..ha. (just to understand what youre talking about)
  10. Now, the problem here is when you get "into" this menu, because at the top it shows: " *** AFC/NFC STANDINGS *** " "EASTERN/CENTRAL/WESTERN DIVISION" All of this is text as well, but the Eastern/Central/Western is applied on both AFC and NFC. So, Does anyone know how to change this between conferences??
  11. The Cursor coords. for the STANDINGS screen are at x23ADB-x23AEC. The TEXT begins at x1E540 (and it is TEXT)
  12. The Cursor coords. for the STANDINGS screen are at x23ADB-x23AEC.
  13. I believe this is that demo. it shows the "xCB(command)" jstout was talking about, but the info. at x8010 to x9F86 ($A000 to $BFFF) just sets the play's "reaction", but for messing with the command sequence, it goes up to the x28000 - x2c005 area, letting the Qb pitch before it gets to the scrimmage. (IT'S THE FIRST SLOT AT THE PHI-EAGLES PLAYBOOK) (only QB and RB1 were hacked) this demo was great!! (I think it was made by xplozv), but this sequence fumbles alot and of course some offense and def. plays have bugs. So what's been modified at these offsets?, and can it be set to fit in a normal playbook ????OptionDEMO.zip
  14. This is indeed THA SHIT!! (now, in spite of the off. reactions) This is the way this defense was meant to be.
  15. Here it is. the 28-team with the In-game-playbooks and 34-43 def. choice. (I'll post this right here, just in case it later comes in handy) Thanks to jstout. 34-43 PLAYBOOKS.rar
  16. Well that worked perfect, Thanks Jstout
  17. And if you'd like to add these to the 28-base IN-GAME-PLAYBOOK.ROM??? How can you achieve this?
  18. AND : to change HOW much time runs off during this screen, until offensive play is being called Here is that location: x222D2 Default 0A=ten seconds THANKS. to BRUDDOG for this one.
  19. And, to change the on-screen clock for NES version: 0x222A5 is the nmi timer reload value. it gets reloaded to #$14 (#20) everytime the "seconds" variable ($41) is decreased (actually when X==#00). the timer is held entirely in the X register but gets preserved on the stack during function calls. it gets decremented every frame sometime between scanlines 8 and 20. the nes ppu renders ~60fps so change the reload value to #$3C (#60) to get a more realistic clock. THANKS. to CXROM for that. and the clock's speed on playcall-screen: SET( 0x222D6) , 1E default speed SET( 0x222D6, 0x?? ) lower value for faster, higher value for slower and THANKS. to XPLOZV for this.
  20. I was looking for this some time ago, I dont know why some of of these links dont work anymore, but here's what JSTOUT found: For the NES version, just open up the rom in a hex editor and go to x2224B where you'll see 05 85 6B. The 05 is how many minutes for the quarter. So replace that with 06 or 07 and the time will be changed. I'm putting this in case s1 (like me) needs it again. THX jstout! And, to change the on-screen clock for NES version: 0x222A5 is the nmi timer reload value. it gets reloaded to #$14 (#20) everytime the "seconds" variable ($41) is decreased (actually when X==#00). the timer is held entirely in the X register but gets preserved on the stack during function calls. it gets decremented every frame sometime between scanlines 8 and 20. the nes ppu renders ~60fps so change the reload value to #$3C (#60) to get a more realistic clock. THANKS. to CXROM for that. and the clock's speed on playcall-screen: SET( 0x222D6) , 1E default speed SET( 0x222D6, 0x?? ) lower value for faster, higher value for slower and THANKS. to XPLOZV for this. AND : to change HOW much time runs off during this screen, until offensive play is being called Here is that location: x222D2 Default 0A=ten seconds THANKS. to BRUDDOG for this one.
  21. NFL Standings menu ----------------------- this is the code that loads the correct teams for each division on the "NFL Standings" screen. .org $AF34 ; @ 0x22F44 in rom LDA $45 ; *1 ASL TAY LDA $BF5D,Y ; *2 LDX $BF5E,Y ; *3 STX $90 JSR $B3EC *1 = get the division index (00=AFC-E; 05=NFC-W) *2 = get the starting team index *3 = get the number of teams in the division So where are these divisions stored??,
  22. WTF is TSB3 anyway??? so many post around here talking about that shit!! Is that a ROM?, where can you get it??
  23. But I've seen some ROMS with 3 teams in one division...
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