Author Topic: Some pitch types information  (Read 3245 times)

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Offline Kroah

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Some pitch types information
« on: 22 September 2012, 20:11:39 »
Hello all,

Here are some information about the pitch types :





* Higher values means higher resistance (eg the ball will slow more)
Because those values are used in the ball physic algorithm, you should not take into account the scale, but you can compare the values between each others (for a given column) to understand the behavior differences between the pitch types.

PitchProb
Vertical strips31%
Horizontal strips31%
Diamond13%
Square13%
Diagonal strips13%

So if we want to order pitches by its hardness :
1. Frozen
2. Hard
3. Dry
4. Normal
5. Soft
6. Muddy
7. Wet

Those data have been took from the Amiga SWOS '96/97.
« Last Edit: 22 September 2012, 20:16:26 by Kroah »

Offline dimetrodon

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Re: Some pitch types information
« Reply #1 on: 22 September 2012, 20:45:59 »
Wow! Tahanks a lot!

Offline xflea

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Re: Some pitch types information
« Reply #2 on: 22 September 2012, 21:29:26 »
great insight analysis!!

waiting for more  :D



Offline atchoo

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Re: Some pitch types information
« Reply #3 on: 23 September 2012, 15:11:31 »

Offline Ottoman

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Re: Some pitch types information
« Reply #4 on: 24 September 2012, 10:15:56 »
hehe great info...

but anyone remembers 1st friendly match on frozen pitch while random selected? i havent seen such a thing... or am i wrong?
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Offline Tomplus

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Re: Some pitch types information
« Reply #5 on: 09 February 2015, 20:54:23 »
Hello all,




what is hex address this frictions?
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Offline Kroah

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Re: Some pitch types information
« Reply #6 on: 09 February 2015, 22:46:47 »
what is hex address this frictions?

I've only worked on a memory snapshot. I don't have the winuae setup anymore, but it should be something basic (1mb Amiga).
The best is to search the memory for the ball bounce friction array: 0x18, 0x50, 0x50, 0x48, 0x40, 0x28, 0x20.

Here are the hex addresses (and some values like the ball gravity, tackle friction, etc.):
Code: [Select]
0018E4F2 Const_baseBallGroundFriction:dc.w 16 ; DATA XREF: Match_HandleBall+F0r
0018E4F4 Const_ballAirFriction:dc.w 10 ; DATA XREF: Match_HandleBall+112r
0018E4F6 Const_tacklingFriction:dc.w $60 ; DATA XREF: Match_SideThink_Unk00+17E2r
0018E4F6                     ; Match_SideThink_Unk00:loc_1969D2r
0018E4F8 word_18E4F8:dc.w $48 ; DATA XREF: Match_SideThink_Unk00:loc_196804r
0018E4FA dword_18E4FA:dc.l 40960 ; DATA XREF: Match_SideThink_Unk05+14r
0018E4FE Match_pitchTypeBallBounceFrictionXY:dc.w 64 ; DATA XREF: Match_HandleBall+1C4r
0018E4FE                     ; Match_InitMatchAndPitch+12Aw
0018E500 Match_pitchTypeBallBounceFrictionZ:dc.w 96 ; DATA XREF: Match_HandleBall+1DAr
0018E500                     ; Match_InitMatchAndPitch+138w
0018E502 Match_pitchTypeBallDeltaRollFriction:dc.w 0 ; DATA XREF: Match_HandleBall+106r
0018E502                     ; Match_InitMatchAndPitch+11Cw
0018E504 Match_pitchTypesBallBounceFrictionXY:dc.w 24
0018E504                     ; DATA XREF: Match_InitMatchAndPitch+124o
0018E504     dc.w 80         ; 0: frozen, 1: muddy
0018E504     dc.w 80         ; 2: wet
0018E504     dc.w 72         ; 3: soft
0018E504     dc.w 64         ; 4: normal
0018E504     dc.w 40         ; 5: dry
0018E504     dc.w 32         ; 6: hard
0018E512 Match_pitchTypesBallBounceFrictionZ:dc.w 88
0018E512                     ; DATA XREF: Match_InitMatchAndPitch+132o
0018E512     dc.w 112        ; 0: frozen, 1: muddy
0018E512     dc.w 104        ; 2: wet
0018E512     dc.w 104        ; 3: soft
0018E512     dc.w 96         ; 4: normal
0018E512     dc.w 88         ; 5: dry
0018E512     dc.w 80         ; 6: hard
0018E520 Match_pitchTypesBallDeltaRollFriction:dc.w -2
0018E520                     ; DATA XREF: Match_InitMatchAndPitch+116o
0018E520     dc.w 2          ; 0: frozen, 1: muddy
0018E520     dc.w 3          ; 2: wet
0018E520     dc.w 0          ; 3: soft
0018E520     dc.w 0          ; 4: normal
0018E520     dc.w -1         ; 5: dry
0018E520     dc.w -1         ; 6: hard
0018E52E Const_gravity:dc.l $1200 ; DATA XREF: Match_HandleBall+1ACr
0018E52E                     ; Match_CalcUnk+26r ...

Offline Playaveli

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Re: Some pitch types information
« Reply #7 on: 06 April 2016, 16:15:28 »
Missed that topic! Nice info!

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Offline Cofresi

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Re: Some pitch types information
« Reply #8 on: 21 January 2018, 16:36:36 »
 ;D great, I was just working on a simple overview for the Pitches with some new screenshots / images. Trying to make more of a description on how a player can experience the pitches during gameplay, the analysis does help with this. Thanks!

Offline Cofresi

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Re: Some pitch types information
« Reply #9 on: 21 January 2018, 21:39:09 »
My attempt in translating it to some more descriptive text. I combined the info here with what I could find on Ricky's 2002 guide and info on threads on this forum. I also have images of the pitches, although I do not see how to upload them inline on the forum. See the PDF attatched  ;).

Question: I do wonder if anyone has noticed any significant change when playing pitch type Hard when playing. Since that one seems the same as Normal to me. See the description below.

Pitch types in SWOS 96/97 Amiga
sorted by hardness of the pitches

Frozen:
  • The hardest (hardness) pitch of them all, this helps the ball slide and bounce further than any other pitch. Long distance shots have a good chance to go in. If you have players with the Velocity (V) attribute, you can score better on this pitch from outside the box.
  • Be cautious, your players are very injury prone on the Frozen pitch.
  • Ball control of all players gets worst on this pitch.

Hard (hardness):
  • Looks different, plays as a Normal pitch.
  • The high ball bounce doesn't influence play that much, it might if you're a better header than I am.
  • Players are more injury prone than on a Dry / Normal pitch, due to the Hard surface.

Dry:
  • Dry: Looks slightly different, plays as a Normal pitch.

Normal:
  • This pitch shows the benchmark for what a normal pitch should do. The ball flows good when passing on the ground, and the bounce is what you would expect on a clear Summer's day.
  • Pitch that will show up the most, 30% chance on Random pitch type. Seasonal: In Spring and Summer a high chance of a Normal pitch.

Soft:
  • This pitch has a somewhat darker green to it than the Wet pitch. They look almost identical, but play quite different.
  • I love the way the ball has a low bounce on this pitch. Makes it great to do lobs, that fall just behind a player. With fast players this is a charm, it also makes it easier to do a well timed volley.
  • The ball still rolls the same as on the Normal pitch, therefore quick  passing on the ground is possible.
  • It's my favorite pitch!

Muddy:
  • The mud absorbs the bounce of the ball, making the lowest bounce of any pitch.
  • The mud slows the ball down when passing on the ground. This will hinder quick passes and long passes. Any low shots on the ground are also weakened.
  • Ball control of all players gets worst on this pitch.
  • It's my least favorite pitch.

Wet:
  • This pitch has a somewhat brighter green to it than the Soft pitch. They look almost identical, but play quite different.
  • I love the way the ball has a low bounce on this pitch. Makes it great to do lobs, that fall just behind a player. With fast players this is a charm, it also makes it easier to do a well timed volley.
  • The softest pitch of them all, this slows the ball down when passing on the ground. This will hinder quick passing considerably.
  • Pitch that will show up the least, 10% chance on Random pitch type. Seasonal: Only in Autumn and Winter low chance of a Wet pitch.

Seasonal - rough estimate of seasonal progression of pitches:
Spring: Normal, Soft, Dry, Hard.
Summer: Hard, Dry, Normal, Soft.
Autumn: Soft, Muddy, Wet, Frozen.
Winter: Frozen, Wet, Muddy, Soft.

Hope you enjoy!
« Last Edit: 21 January 2018, 22:02:26 by Cofresi »