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General => RBI Baseball => Topic started by: nightwulf on 08/10/04, 02:01:57 AM

Title: Contact explained
Post by: nightwulf on 08/10/04, 02:01:57 AM
Ok. Finally I think I've got enough of a grasp on what contact does to try to explain it. This is not an explanation for the faint of heart. Just because I'm way too lazy to convert everything, and explaining this is odd enough as it is, all numbers in this post are hexadecimal.

Any time the batter swings after the pitcher has released the ball, a number of calculations are performed. Once it's been determined that the batter will hit the ball (if the ball is over the plate, if the bat is in range, if the pitch isn't a sinker which is hitting the ground, etc.) the calculations for the hit itself begin.

One number used is the left/right position of the ball on the screen. It's tough to determine the absolute minimum and maximum range of this value without artifically raising curve ability stats for appropriate handed pitchers, but I'm fairly sure this number ranges from $6x-$Ax (that is, somewhere from $60-$6F to $A0-$AF). The higher the number, the further the ball is on the right side of the screen. I'll refer to this number as "ballpos."

The next number used in this calculation is the left/right position of the batter in the box. This number ranges from $78 to $89. The higher the number, the further the batter is toward the right side of the screen. Note that this holds true for both left- and right-handed batters. I'll refer to this number as "batterpos."

These values are used in the following equation:
ballpos - (batterpos - $0C)
It's late, and I can't come up with anything better, so I'm calling this value the "hit index." This is also where I'm not 100% clear on things, but I feel it's accurate enough to report.

EDIT: added the parentheses above

For any successful hit, the hit index will be between $00 and $0F. The more "lined up" the bat is with the ball, the number will fall more towards the middle of the $00-$0F range. If you're barely making contact, the number will fall closer to one edge or the other of the $00-$0F range.

Next, the hit index is used in a lookup table, which is listed below:

         If the hit index is: 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
Then this number is returned: 06 05 04 03 02 01 00 00 00 00 01 02 03 04 05 06


So, the more "lined up" the batter is to hit the ball, the lower the number returned from the lookup table. If the hit index is $06-$09, then zero is returned from this lookup table. This is where what we call "contact" comes into play.

If the number returned from this table is zero, then the hit is calculated with whatever power your batter has. If the number is NOT zero, then the batter's contact is subtracted from his power.

So, it's true that players with lower contact are (generally) better hitters. Players with a low contact will get less of a penalty subtracted from their power on a bad swing.

I'm sure this could be explained more accurately, but this is pretty close. Does this make any damn sense at all?

Nightwulf
Title: Re:Contact explained
Post by: fknmclane on 08/10/04, 02:22:24 AM
No  ;D
Title: Re:Contact explained
Post by: Gantry on 08/10/04, 03:41:53 AM
It makes sense, though I haven't had the requisite amount of sleep to truly process this...

I'm a bit confused about the lookup table though.  If any non-zero value subtracts contact from your power number, what role do #'s 1-6 play?  It is a multiple of contact or does it correspond to an as-yet-unknown portion of the batting engine?  They put the other #s in there, what do they do?

Title: Re:Contact explained
Post by: nightwulf on 08/10/04, 03:50:43 AM
Quote from: Gantry on 08/10/04, 03:41:53 AM
I'm a bit confused about the lookup table though.  If any non-zero value subtracts contact from your power number, what role do #'s 1-6 play?  It is a multiple of contact or does it correspond to an as-yet-unknown portion of the batting engine?  They put the other #s in there, what do they do?

I'm sure they play a role in determining the characteristics of a successful hit (power, trajectory, etc.). However, since I was really only looking for the use of contact, I kinda stopped there, and didn't really trace the code any further than was necessary to see what the hell contact does.

The bottom line, as far as use of contact is concerned, is that contact is subtracted from power if and only if the "hit index" does not equal zero.

Nightwulf
Title: Re:Contact explained
Post by: BeefMaster on 08/10/04, 07:24:36 AM
Wow - great work, nightwulf!  At last, we have a reason for the contact rating!  As we suspected, though, it isn't very important, as even for the worst hitters, you're not getting a huge amount subtracted from your power.  Also, it's pretty much useless in straight-pitch.
Title: Re:Contact explained
Post by: Gantry on 08/10/04, 07:51:25 AM
QuoteAlso, it's pretty much useless in straight-pitch.

Well, I'm not too sure about this part.  One certain fact about straight pitch is that it is super tough to hit a lefty pitcher with a lefty batter.  The mid-power lefties like Spilman and Wilfong are all but worthless against the Hernandez's of the world and this may provide some insight.  The way a lefty pitcher throws all the way outside on lefty batters, they may get the contract subtraction everytime by virtue of the bat to ball difference...

If that is true, you dip Wilfong's 816 power minus 28 contact to a 788 power against lefties who pitch outside.  That drops him to Dickie Thon level in terms of power.  The other two guys who immediately come to mind as worthless against lefty pitching are Spilman & Blank Morris, who suffer a 24 & 31 point power drop respectively.  The question is does pitching a lefty hitter all the way outside with a lefty pitcher result in the contact penalty?  I bet it does and I also bet nightwulf can find out...

Thoughts?  
Title: Re:Contact explained
Post by: BDawk on 08/10/04, 08:06:49 AM
I just went crosseyed.
Title: Re:Contact explained
Post by: ultimate7 on 08/10/04, 08:41:07 AM
Good work, Nightwulf
Title: Re:Contact explained
Post by: Dryden on 08/10/04, 10:04:10 AM
That makes some decent sense.  It also reinforces the value of putting the middle of the bat on the ball...

Of course, the next question of interest is to try to figure out what determines ground/fly/line drives.  With that information (if it can somehow be controlled), an optimal pitching/batting strategy can be devised.

Totally impressive work.
Title: Re:Contact explained
Post by: fknmclane on 08/10/04, 12:10:28 PM
Quote from: Gantry on 08/10/04, 07:51:25 AM
QuoteAlso, it's pretty much useless in straight-pitch.

Well, I'm not too sure about this part.  One certain fact about straight pitch is that it is super tough to hit a lefty pitcher with a lefty batter.  The mid-power lefties like Spilman and Wilfong are all but worthless against the Hernandez's of the world and this may provide some insight.  The way a lefty pitcher throws all the way outside on lefty batters, they may get the contract subtraction everytime by virtue of the bat to ball difference...

If that is true, you dip Wilfong's 816 power minus 28 contact to a 788 power against lefties who pitch outside.  That drops him to Dickie Thon level in terms of power.  The other two guys who immediately come to mind as worthless against lefty pitching are Spilman & Blank Morris, who suffer a 24 & 31 point power drop respectively.  The question is does pitching a lefty hitter all the way outside with a lefty pitcher result in the contact penalty?  I bet it does and I also bet nightwulf can find out...

Thoughts?  


Well, if this is true, I'm throwing nothing but heat on the outside corner with a lefty/lefty matchup.
Title: Re:Contact explained
Post by: MarquisEXB on 08/10/04, 12:58:01 PM
Excellent work Nightwulf! I never even considered that it was in reverse order (low = good) because it would be subtracted from power. You've outdone yourself!

What would I have to pay you to put in NHL 92's fighting into 94? :-D

Mike
Title: Re:Contact explained
Post by: nightwulf on 08/10/04, 03:05:02 PM
Thanks everyone. I'm glad that made sense, and I'm very happy to finally have an explanation of what contact truly does. I thought I'd throw up some examples to show contact in action.

(http://nightwulf.rbicentral.com/contact/cnt1.jpg)
ballpos= $7B, batterpos= $81
hit index= $7B-($81-$0C)= $7B-$75= $06
lookup table returns 0 for $06; contact is not subtracted

(http://nightwulf.rbicentral.com/contact/cnt2.jpg)
ballpos= $77, batterpos= $80
hit index= $77-($80-$0C)= $77-$74= $03
lookup table returns 3 for $03; contact is subtracted

(http://nightwulf.rbicentral.com/contact/cnt3.jpg)
ballpos= $75, batterpos= $80
hit index= $75-($80-$0C)= $75-$74= $01
lookup table returns 5 for $01; contact is subtracted

As you (hopefully) can see from the pics, the difference is very subtle, but easy enough to notice. If you've got the middle of the bat lined up with the ball, contact never comes into play.

Nightwulf
Title: Re:Contact explained
Post by: Gantry on 08/10/04, 03:24:39 PM
Man, from those pictures would you say if a right-handed pitcher pitched it straight all the way outside to a right-handed pitcher would contact be taken away?  I'd say yes...

Terrible wording I know - is an outside straight pitch going to incur the contact penalty regardless of handedness?
Title: Re:Contact explained
Post by: nightwulf on 08/10/04, 06:13:46 PM
Well, I tested this out. I setup a two-player game with NL batting against Henke of AL (sidearm scares me; just say "no" to Saberhagen). I moved both Henke and the batter as far right as I possibly could, then pitched. I hit the pitch as best I could. Here's the hit index calculated for each batter:

Raines: lefty, who cares
Sandberg: $0C
Santiago: $0C
Dawson: $0B (fouled off), $0C
Davis: $0B
Schmidt: $0C
Gallarraga: $0C
Pedrique: $0C
Sutcliffe: $0C (chose a right-handed pitcher for batting purposes)

So yeah, although that was a pretty short test, it does seem that in the situation you described, contact will always come into play. That said, I hit a home run with Davis with a hit index of $0C (next time up), and he has a relatively high contact of 20.

Nightwulf
Title: Re:Contact explained
Post by: nightwulf on 08/10/04, 06:30:28 PM
While I'm at it, here's how you can play around with "hit indexes" yourself in FCEU. Note that this only works in the Windows version (as the Linux version has no GUI), and was written using the most recent version of FCEU (0.98.10).

- Load your RBI ROM.
- From the menus, NES -> Debugger to bring up the 6502 debugger.
- See the "BreakPoints" section? In the two smaller input boxes on the top right of the section, type "C8A6" (no quotes) in the left-hand box. Underneath that, check the boxes next to "Read" and "PC Same." Now click the "Add" button. You should see "R P $c8a6 - $c8a6" appear in the large box.

Now, play the game normally. Any time you hit the ball, the game will pause. Check the debugger window. The first line of the huge box on the left will look something like this:
"c8a6:  AC 43 01  LDY $0143  @ $0143 = $08"
Whatever you see at the end of that line ($08 in this example) is the "hit index" for that swing.

You can also quickly see the result from the "lookup table" in the next line. Hit the "Step" button once. The top line of the debugger window will now look something like:
"c8a9:  BE 14 9E  LDX $9E14,Y  @ $9E1C = $00"
The end of this line ($00 in this example) is the number returned from the lookup table with your hit index. If this number is $00, contact will not be subtracted from your batter's power.

Edit: oh yeah, then hit "Run" to continue playing. :)

Nightwulf
Title: Re:Contact explained
Post by: fknmclane on 08/11/04, 12:20:22 AM
Quote from: Gantry on 08/10/04, 03:24:39 PM
Man, from those pictures would you say if a right-handed pitcher pitched it straight all the way outside to a right-handed pitcher would contact be taken away?  I'd say yes...

Terrible wording I know - is an outside straight pitch going to incur the contact penalty regardless of handedness?

Gantry, this is what I was getting at with my post.  If it actually takes away power, I'm all for it.  Plus, when it comes down to it, it's a pretty tough pitch to hit...as long as you're mixing it up.
Title: Re:Contact explained
Post by: Big Hath on 08/11/04, 06:49:42 PM
Bravo!  Impressive work Nightwulf.
Title: Re: Contact explained
Post by: Attezzobal on 05/19/05, 04:36:37 AM
Bump...Because I wasn't here for this...

Is there anything new on this topic, any new ideas? Any other tests that were done?

I'm not very computer literate, but was it explained what happens if you "jam" a hitter? If contact is subtracted the same way if you were to hit it with the end of the bat?

Also, if you were moving in the batter's box when you hit the ball (obviously a bit tougher to do on a rom without the fluid movement of an NES) does that subtract contact or does it not matter and it's only about where the bat meets the ball?

Also, stay put in the batter's box? Or move around a bit, which is best?

Good thread, christ almighty, nice work.
Title: Re: Contact explained
Post by: Stock on 05/19/05, 07:49:33 AM
It seems that if the hit index is anywhere from 06 to 09, contact will not come into play.  If the number is anywhere outside of 06 to 09, then contact comes into play.
It looks like (if a player has a contact rating of 20) if a batter gets jammed, hits off the end of the bat or hits the ball just a hair off-center, 20 will always be subtracted from the power number.
It also looks like a ball should never be pitched over the middle of the plate, since as long as you hit the outside corner every time, there is no way possible for a batter to maximize their power by reterning a hit index of 06 to 09.
This still would not come into play if playing the way I usually play though.  I play that the pitcher stands in the middle of the rubber in straight pitch.

Title: Re:Contact explained
Post by: PHole717 on 05/19/05, 11:05:56 AM
Quote from: nightwulf on 08/10/04, 03:05:02 PM
Thanks everyone. I'm glad that made sense, and I'm very happy to finally have an explanation of what contact truly does. I thought I'd throw up some examples to show contact in action.

(http://nightwulf.rbicentral.com/contact/cnt1.jpg)
ballpos= $7B, batterpos= $81
hit index= $7B-($81-$0C)= $7B-$75= $06
lookup table returns 0 for $06; contact is not subtracted

(http://nightwulf.rbicentral.com/contact/cnt2.jpg)
ballpos= $77, batterpos= $80
hit index= $77-($80-$0C)= $77-$74= $03
lookup table returns 3 for $03; contact is subtracted

(http://nightwulf.rbicentral.com/contact/cnt3.jpg)
ballpos= $75, batterpos= $80
hit index= $75-($80-$0C)= $75-$74= $01
lookup table returns 5 for $01; contact is subtracted

As you (hopefully) can see from the pics, the difference is very subtle, but easy enough to notice. If you've got the middle of the bat lined up with the ball, contact never comes into play.

Nightwulf

Obviously if Fernando Valenzuela were pitching the pitch would either
1.) Curve out at the last second leaveing Trammel on his ass
2.) Go through his bat because Valenzuela can do anything he wants.

But in all seriousness, You're a very smart man.
Title: Re: Contact explained
Post by: nightwulf on 05/19/05, 03:00:04 PM
Quote from: Attezzobal on 05/19/05, 04:36:37 AM
Is there anything new on this topic, any new ideas? Any other tests that were done?

Nothing new to do really; I've not found any other instance in the game when contact is used.

Quote from: Attezzobal on 05/19/05, 04:36:37 AM
I'm not very computer literate, but was it explained what happens if you "jam" a hitter? If contact is subtracted the same way if you were to hit it with the end of the bat?

Also, if you were moving in the batter's box when you hit the ball (obviously a bit tougher to do on a rom without the fluid movement of an NES) does that subtract contact or does it not matter and it's only about where the bat meets the ball?

Also, stay put in the batter's box? Or move around a bit, which is best?

I'm not sure I understand these questions. Movement (from the ball or batter) isn't really relevant to the equation when it's calculated.

Nightwulf
Title: Re: Contact explained
Post by: Attezzobal on 05/19/05, 05:29:50 PM
You pretty much answered my question, thanks. I was curious as to whether moving around in the batter's box with the hitter when the bat makes contact would have something to do with contact points, I'll take it to mean that it doesn't and it's solely based on where the bat meets the ball.

Excellent work, I wish I had half your smarts
Title: Re: Contact explained
Post by: nightwulf on 05/19/05, 05:49:00 PM
Exactly. Remember that this calculation takes place in less than one-sixtieth of a second. The only relevant numbers are the position of your batter and the position of the ball during that small time frame. Whether the batter is actively moving or not won't make any difference in this case.

Nightwulf
Title: Re: Contact explained
Post by: PHole717 on 05/19/05, 07:04:01 PM
Quote from: nightwulf on 05/19/05, 05:49:00 PM
Exactly. Remember that this calculation takes place in less than one-sixtieth of a second. The only relevant numbers are the position of your batter and the position of the ball during that small time frame. Whether the batter is actively moving or not won't make any difference in this case.

Nightwulf

I guess thats why they have a 16th second delay between pitcher catcher batter view and field view
Title: Re: Contact explained
Post by: JoeDirt on 05/19/05, 08:20:20 PM
'wulf how does the game determine when the ball is hit in the air vs on the ground?  is that random?  i understand ball placement on bat determines hit/out, but how is what kind of hit/out determined?
Title: Re: Contact explained
Post by: ultimate7 on 05/19/05, 10:07:35 PM
Quote from: JoeDirt on 05/19/05, 08:20:20 PM
'wulf how does the game determine when the ball is hit in the air vs on the ground? is that random? i understand ball placement on bat determines hit/out, but how is what kind of hit/out determined?

There is another thread about this somewhere, there is some randomness involved in the trajectory of the hit.
Title: Re: Contact explained
Post by: nightwulf on 05/19/05, 10:16:09 PM
Quote from: JoeDirt on 05/19/05, 08:20:20 PM
'wulf how does the game determine when the ball is hit in the air vs on the ground?  is that random?  i understand ball placement on bat determines hit/out, but how is what kind of hit/out determined?

I'm gonna go on record with "I don't know yet." Height can be controlled solely by one (random) number, but I'm sure that's not the whole story. Trajectory I've not touched yet. The whole batting engine is a bag of no fun.

Nightwulf
Title: Re: Contact explained
Post by: ultimate7 on 05/19/05, 10:22:12 PM
What is the difference between height and trajectory?  A ball that goes high has a certain trajectory, it doesn't just start high.  How am I confused?
Title: Re: Contact explained
Post by: nightwulf on 05/19/05, 10:25:19 PM
Maybe 'trajectory' isn't the right word. I mean the (two-dimensional) direction that the ball takes after leaving the bat. My head hurts.

Nightwulf
Title: Re: Contact explained
Post by: ultimate7 on 05/19/05, 10:28:16 PM
I agree with that as a definition of trajectory, but how are you defining height?  The highest point the ball reaches?

If the power is fixed and the height is fixed, then I would think the trajectoy is defined by these 2, but my physics is not so great.
Title: Re: Contact explained
Post by: nightwulf on 05/19/05, 10:37:22 PM
By 'height' I mean the apex of the arc the ball travels. You could hit two balls that travelled exactly perpendicular to the bottom of the screen (a 90 degree angle), but the height would make the difference between one being a homerun and the other knocking the pitcher in the head.

My use of 'trajectory' in this instance has nothing to do with how high the ball travels in the air. I simply mean the angular direction the ball travels in without regard to how high it travels in the air. It's easy to describe this since we're all used to playing RBI Baseball, which by definition is a two-dimensional medium. If it weren't for the increase in the size of the ball, the shadow, and the stupid dying cow sound, you wouldn't be able to tell how high the ball is supposedly travelling. If there's a better word for 'trajectory in two dimensions only,' I don't know what it is. :)

Nightwulf
Title: Re: Contact explained
Post by: PHole717 on 05/19/05, 11:25:25 PM
We totally go way too far into a simple game........ I LOVE IT!
Title: Re: Contact explained
Post by: Dryden on 05/20/05, 11:49:46 AM
Actually, there are 3 variables in play for a batted ball (not sure how RBI calculates it, but they are...)

1. Trajectory - angle of the ball to the playing field.  This determines ground ball, line drive, fly ball.

2. Power - what we all know and love.  This determines how hard the ball is hit, and how far it goes (unless it's trajectory is straight up, then it will only determine how long the catcher has to wait for it to come down.  Clearly a function of the batter's power and contact rating.

3. Angle/dispersion/left-rightness (what's the actual term for this?) - where the ball goes on the field (first, third, foul, etc.).  This one is pretty clearly controlled by the hitter, as swing timing has everything to do with this.

If we knew how trajectory was determined, we'd be there.
Title: Re: Contact explained
Post by: Stock on 05/20/05, 11:55:55 AM
I am guessing that trajectory probablility is the same for all batters.  In other words, Nolan Ryan is just as likely to hit a ground ball as Reggie Jackson.
Please correct me if I am wrong here.

A question I have though. 
Is there an advantage to pulling the ball vs going to the opposite field.  From what nightwulf has laid out, it seems that you should get equal power going the other way as long as you hit the ball with the center of the bat.

However, although I see home runs to the opposite field, I never see huge bombs.  Is there anything in the code that would suggest a better power probability based on pulling the ball?
Title: Re: Contact explained
Post by: GDavis on 05/20/05, 12:08:14 PM
I misread the title.  I thought this was going to be an explaination of former Hawk's center John Koncak.

(http://www.sportsecyclopedia.com/nba/atlanta/KoncakcAtl.jpg)
Title: Re: Contact explained
Post by: Dryden on 05/20/05, 12:15:00 PM
stockw-

The question is how, for a given bat-hits-ball event, is the trajectory determined?  I agree, it seems to be the same for all batters, but what actually sets whether it will be a ground, line, or fly?  Where's the variable that does that?
Title: Re: Contact explained
Post by: BeefMaster on 05/20/05, 12:44:11 PM
Quote from: stockw19 on 05/20/05, 11:55:55 AM
A question I have though. 
Is there an advantage to pulling the ball vs going to the opposite field.  From what nightwulf has laid out, it seems that you should get equal power going the other way as long as you hit the ball with the center of the bat.

However, although I see home runs to the opposite field, I never see huge bombs.  Is there anything in the code that would suggest a better power probability based on pulling the ball?

My guess is that there is a modifier applied to the hit's power based on whether the ball is pulled or not.  The power of the hit is not necessarily the same as the power of the batter (otherwise, each batter would hit the ball just as hard every time up, unless contact was subtracted), so there's at least some randomness there.  I can easily see that the game could modify the power produced by the hit depending on the direction it was hit.
Title: Re: Contact explained
Post by: Stock on 05/20/05, 03:08:25 PM
Quote from: BeefMaster on 05/20/05, 12:44:11 PM
Quote from: stockw19 on 05/20/05, 11:55:55 AM
A question I have though. 
Is there an advantage to pulling the ball vs going to the opposite field.  From what nightwulf has laid out, it seems that you should get equal power going the other way as long as you hit the ball with the center of the bat.

However, although I see home runs to the opposite field, I never see huge bombs.  Is there anything in the code that would suggest a better power probability based on pulling the ball?

My guess is that there is a modifier applied to the hit's power based on whether the ball is pulled or not.  The power of the hit is not necessarily the same as the power of the batter (otherwise, each batter would hit the ball just as hard every time up, unless contact was subtracted), so there's at least some randomness there.  I can easily see that the game could modify the power produced by the hit depending on the direction it was hit.

Right, that is what I was getting at.  I was just wondering if this has been found to be true or not (more power for pulling the ball).
Title: Re: Contact explained
Post by: nomaaa on 12/10/07, 02:58:01 PM
wow. nightwulf is a nerd.
Title: Re: Contact explained
Post by: TβG on 12/10/07, 08:13:57 PM
i'm always interested in these types of explorations.  they have a grwat deal to do with fantasy league stuff in my opinion.
Title: Re: Contact explained
Post by: Darky on 11/30/10, 06:29:00 PM
Quote from: TβG on 12/10/07, 08:13:57 PM
i'm always interested in these types of explorations.  they have a grwat deal to do with fantasy league stuff in my opinion.

Yes, they mean everything. I need to reopen my contact+power formula. The pitching parameters is still the greatest mystery.

After witnessing this last FRBI season, I have a greater respect for power---even with low contact ratings (+30).
Title: Re: Contact explained
Post by: broiler on 12/02/10, 01:13:16 PM
first you need to find some stoners, then just roll up the windows and breath in, brah
Title: Contact explained
Post by: Turd on 06/18/12, 09:49:31 PM
I know this is an old thread, but according to my friend, there is an update to this formula that changes things dramatically. I won't read through the thread to see if nightwulf cleared it up, but this is news to me...basically it was previously thought that if bad contact was made then we simply subtract contact from power.

According to my friend, that's half right. But it's actually this:

Batting Power - (Contact * x)
where x is 0 to 6 depending on where contact occurs

So take a 900 power hitter with 10 contact. If you make the worst contact the multiplier is 6, and the new power number is 900-(10*6) or 840. Previously the thought was that it'd be 890. News, at least to me, as this makes contact more significant than once thought.
Title: Re: Contact explained
Post by: BeefMaster on 06/19/12, 10:45:59 AM
Whoa... that is a big difference.  So the pitcher, if he hits one off the end of the bat, could end up losing 384 from his already-low power rating?  Wow.
Title: Re: Contact explained
Post by: Gantry on 06/19/12, 12:23:40 PM
Whoa, huge difference
Title: Re: Contact explained
Post by: Turd on 06/19/12, 12:42:25 PM
Yeah, I know.  I've had several people when they help me with ROM rating say that "bah, contact isn't important." Uhh, yeah, it just got important, bro.

Nightwulf's explanation was pretty much on point, there are 16 points of contact as he says:

If the hit index is: 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
Then this number is returned: 06 05 04 03 02 01 00 00 00 00 01 02 03 04 05 06


And whatever the contact index is where the ball meets is multiplied by the contact rating and subtracted from power...

So, a pitcher making the worst contact can hit as low as 256 power...
Title: Re: Contact explained
Post by: Gantry on 06/20/12, 12:24:21 PM
I'm going to make an update to the FAQ (first update in a LONG time) - dedication!
Title: Re: Contact explained
Post by: Turd on 06/23/12, 12:59:57 PM
Lies.
Title: Re: Contact explained
Post by: Gantry on 06/24/12, 02:57:09 PM
I updated the Family Stadium 87 team list, baby steps
Title: Re: Contact explained
Post by: fightonusc on 06/26/12, 02:10:23 AM
Fuk you assh9oke
Title: Re: Contact explained
Post by: ultimate7 on 06/26/12, 05:55:49 PM
I'd report to moderator, but I don't think that will get me far
Title: Re: Contact explained
Post by: Gantry on 06/29/17, 09:41:07 PM
Bump, should play with some of this more.