Quote from: BeefMaster on 09/02/25, 09:46:09 AMI am also really curious what you come up with here. I don't know whether we ever actually determined whether RBI 2/3 have the PH bonus. With the ability to edit lineups, that'd be a really big deal strategically, particularly in an AL game - start your five worst hitters and replace them the first time through the lineup with guys who you want to get the PH boost.
Quote from: BeefMaster on 09/02/25, 09:46:09 AMI am also really curious what you come up with here. I don't know whether we ever actually determined whether RBI 2/3 have the PH bonus. With the ability to edit lineups, that'd be a really big deal strategically, particularly in an AL game - start your five worst hitters and replace them the first time through the lineup with guys who you want to get the PH boost.
Quote from: Gantry on 12/19/02, 10:23:48 AMA lot of screwing around in nesticle/Ultraedit (windows) and FCE/ghex (linux). For this one, it was all about Nesticle's dump-RAM feature. A batter gets up, pause the game, and dump the ram. Open up ultraedit and check 0x600h - 0x630h. I completly discovered this one by accident, noticed Hendrick's hitting stats weren't matching up...
Quote from: chicobo329 on 09/01/25, 09:03:26 AMThis is really cool! I'm glad I got myself into looking into ROMs for the first time. I have a few things I want to try to investigate somehow, but I'll need to learn much more:
*Does the pinch-hit Power boost still apply in Genesis 3 (does it in NES for that matter)? Does it in any other Genesis entry?
*I noticed in the RAM that the game keeps track of what a player's position is supposed to be and what position they CURRENTLY are in. The RBI 3 (and I think 2) manuals warn that if you put a player in a position they don't play in normally, they are more likely to have errors. I need to find out what determines this in Genesis 3 and if this actually works in NES 3. Teams are otherwise supposed to have a universal error rate - does mismatching a player's position affect the team's universal error rate?
Quote from: chicobo329 on 09/01/25, 08:55:18 AMThe manuals provided with those games do also show the rosters of every team, but not any of the info as presented on Dee-Nee (Power, Contact, etc.) except for Speed and in a different measurement.
Quote from: chicobo329 on 09/01/25, 08:56:31 AM*I don't know what the second byte does. While I might guess it's the ERA, $24 = 36 and I don't know how I can get to Rick's 2.69 ERA from there.
Quote from: nightwulf on 07/01/04, 11:13:41 AMOk, it took a while, but I finally came to a conclusion. The pitcher ERAs in RBI 3 make NO FUCKING SENSE AT ALL. I had to load the game in the debugger and trace ERA "conversion" step-by-step. Eventually two different lookup tables are used, and I can't find any mathematical reasoning behind either one. That'll make an interesting stumbling block if anyone decides to write an editor for the game. Converting from the value stored in the ROM to the displayed ERA is simple enough once you see how it's done; going back from an arbitrary ERA value will be ... interesting at best.