This will likely never happen, but I am giving some thought to possibly altering the RBI computer defensive code and making a tougher ROM for single player action. I want to get back into programming and 6502 assembly was fun to work on when I did the two-player pause and pick the same team hacks. I've forgotten it all at this point but by and large it wasn't terribly complex.
Let's start with this - what are the worst traits of the computer in RBI? Any specifics you can give would be great.
Try programming deez nutz.
Simplest thing would be to increase the speed of the defense.
You know my ROM has this already, right? You can alter the speed of the defense, as well as boosts for each of the power, run speed, contact, and pitch speed/curve categories. I have mine set to a sweet spot which makes the game pretty challenging in single player mode.
Quote from: Gantry on 09/14/18, 08:48:10 AM
Let's start with this - what are the worst traits of the computer in RBI? Any specifics you can give would be great.
The obvious issue would be the tendency of the AI not to realize when a ball is certain to get through the infield, resulting in their outfielders being out of position and a single turning into a triple.
That'd also be really tough to fix - right now, I assume the trigger for switching from infield to outfield control is the location of the ball on the field, and you'd have to write in some sort of "give up" switch so the infielders abandon their pursuit right away, rather than waiting until the ball hits the grass.
Quote from: Turd on 09/14/18, 08:53:44 AM
You know my ROM has this already, right? You can alter the speed of the defense, as well as boosts for each of the power, run speed, contact, and pitch speed/curve categories. I have mine set to a sweet spot which makes the game pretty challenging in single player mode.
I did not know this, awesome! That said I was thinking more along the lines of correcting the fielding and baserunning AI... Though the overall speed is probably the single biggest tweak to make them better defensively.
This hasn't been a problem in my experience. The IF make it to most easy balls so you have to hit it to the right spots to get it through. If anything, the only weirdness is that sometimes they overpursue the ball, but they still end up able to recover and make the play.
Quote from: Gantry on 09/14/18, 10:06:10 AM
Quote from: Turd on 09/14/18, 08:53:44 AM
You know my ROM has this already, right? You can alter the speed of the defense, as well as boosts for each of the power, run speed, contact, and pitch speed/curve categories. I have mine set to a sweet spot which makes the game pretty challenging in single player mode.
I did not know this, awesome! That said I was thinking more along the lines of correcting the fielding and baserunning AI.
Ok, that's cool. Play one of my juiced ROMs and you'll get a feel for how it works. Might not need to do much with fielding AI once you speed it up. It also stops baserunning shenanigans because if you try to stretch a ball that you shouldn't, you'll get your ass run down like a little bitch. IF are too fast for that, and also their arm strength has been improved.
Quote from: BeefMaster on 09/14/18, 09:53:21 AM
Quote from: Gantry on 09/14/18, 08:48:10 AM
Let's start with this - what are the worst traits of the computer in RBI? Any specifics you can give would be great.
The obvious issue would be the tendency of the AI not to realize when a ball is certain to get through the infield, resulting in their outfielders being out of position and a single turning into a triple.
That'd also be really tough to fix - right now, I assume the trigger for switching from infield to outfield control is the location of the ball on the field, and you'd have to write in some sort of "give up" switch so the infielders abandon their pursuit right away, rather than waiting until the ball hits the grass.
This is the thing I was going to focus my efforts on, though it may very well be too much work and code tweaking for my level of knowledge. Ground ball AI is so bad, too many cheap extra base hits that a human player would never allow.
Quote from: Turd on 09/14/18, 10:08:50 AM
Quote from: Gantry on 09/14/18, 10:06:10 AM
Quote from: Turd on 09/14/18, 08:53:44 AM
You know my ROM has this already, right? You can alter the speed of the defense, as well as boosts for each of the power, run speed, contact, and pitch speed/curve categories. I have mine set to a sweet spot which makes the game pretty challenging in single player mode.
I did not know this, awesome! That said I was thinking more along the lines of correcting the fielding and baserunning AI.
Ok, that's cool. Play one of my juiced ROMs and you'll get a feel for how it works. Might not need to do much with fielding AI once you speed it up. It also stops baserunning shenanigans because if you try to stretch a ball that you shouldn't, you'll get your ass run down like a little bitch. IF are too fast for that, and also their arm strength has been improved.
I'll give it a shot and report back. You may have basically done all the heavy lifting and I need to find a new endeavor for getting back into 6502 programming.
Well, i have a task for you if you want a project...it's to me, the only thing left missing from RBI on the NES at this point.
Go on...
U1 & U2
Is it possible that U1 and U2 determine the frequency of offspeed and fastball pitches?
The Sinker and fastball ratings determine the quality of those pitches, but something needs to determine how often they are thrown, no?
Quote from: Shooty on 09/15/18, 07:33:35 AM
Is it possible that U1 and U2 determine the frequency of offspeed and fastball pitches?
The Sinker and fastball ratings determine the quality of those pitches, but something needs to determine how often they are thrown, no?
There are two sinker ball ratings and I can only guess that if both ratings are high, the higher the frequency. Krukow, for example, has sinker ratings of 11 and 152, but he never throws a sinker with 2 strikes. He'll throw a few without 2 strikes, but rarely with two strikes. Gooden's sink ratings are 7 and 149, and he is always top 3 in k's in the fantasy leagues. I've noticed he throws a lot of his sinkers with two strikes. His unknowns are 141/146. I don't know, but maybe there is some sort of chain reaction and interdependent relationship with all the ratings, or just some of them.
I haven't heard from any of the Tengen creators about the Unknowns. Their phone numbers, including Lipson's, are publicized at some website, but that was from the 80's over in Milpitas, CA - near San Jose. I'm gonna straight up track them down in October when I am back home in San Jose for a visit.
I thought Turd (or his expert) or nightwulf figured that out, or at least found that they were loaded in memory before a pitch, implying they were involved in pitch selection.
Quote from: BeefMaster on 09/15/18, 08:22:59 AM
I thought Turd (or his expert) or nightwulf figured that out, or at least found that they were loaded in memory before a pitch, implying they were involved in pitch selection.
Find that info and link it if you can.
I can't remember the details either, but it was determined that it only applies to computer controlled pitchers.
I did some research here but I'm pretty sure that somebody actually figured it out at some point. So all my theories may be wrong:
https://forums.dee-nee.com/index.php?topic=7362
Quote from: Gantry on 09/15/18, 09:00:11 AM
I did some research here but I'm pretty sure that somebody actually figured it out at some point. So all my theories may be wrong:
https://forums.dee-nee.com/index.php?topic=7362
We need computer vs computer for this discussion.
Was my suggested hack ever implemented?
The simple idea for stealing bases is lower the speed required to 138 (or somewhere close). This was mainly a fantasy league request. But it would make the computer slightly tougher in games against humans.
Isn't it easy to get a 138 runner out with the "throw home" trick if someone is stealing? I'm not sure if it's true or not, I do know that while I laud the throw home technique in the FAQ a downside is that the runner doesn't slide. So I haven't really done the research to know if it's actually better than throwing to second, but I feel like it is and a 138 (like Gibson) wouldn't steal on me successfully most times.
Quote from: Gantry on 09/16/18, 09:31:27 AM
Isn't it easy to get a 138 runner out with the "throw home" trick if someone is stealing? I'm not sure if it's true or not, I do know that while I laud the throw home technique in the FAQ a downside is that the runner doesn't slide. So I haven't really done the research to know if it's actually better than throwing to second, but I feel like it is and a 138 (like Gibson) wouldn't steal on me successfully most times.
138 should be able to be hosed down every time with the right throw and if it's not a knuckle.
yea so some of the time
138 would probably have a decent success rate in Watch games (guessing 70%)
Ah I misread it, thought he was talking about making a CPU opponent tougher.
We figured out that the unknowns control what pitches are through and how much to curve them based on game situation (runner on 3rd, etc). It's chronicled somewhere in this site. I'll see if I can find it.
https://forums.dee-nee.com/index.php?topic=23229.0
I figured it was already solved, but good to know my testing confirmed the same. What I didn't realize is that both U1 and U2 are loaded - one used for left curve and one used for right. Which makes sense because when I replay the video it's obviously going to only curve one way with the same pitch.
what adult isn't boring amirite?
I like to pronounce it AD-ult.