Kccitystar Posted 3 hours ago Share Posted 3 hours ago Before changing any values in datafile.txt, it helps to understand what this file was designed to do in the first place, so I will take my time to explain it as best as I could, picking up where the datafile guys left off. For starters, MVP Baseball 2005 is a game that doesn't simulate baseball the way modern games do. It doesn’t calculate true physics, real bat-ball collision math, or adaptive strategy. Instead, the engine relies on predefined outcome ranges (what you can think of as buckets) that decide how an at-bat, pitch, or batted ball is likely to play out. The datafile itself controls how often the game chooses each outcome, not whether the outcome exists. Let's start on the first starting block in the datafile, which is <batter>. I will just break every section down by what it's intent is first then explain the values. It's easier to learn what makes the game "tick" this way by just building a map. <Batter> Looking at the stock <batter> values, it’s clear that EA didn't intend this section to model real-world bat–ball physics. Instead, <batter> was designed to stabilize outcomes, preserve visual clarity, and ensure consistent gameplay across a wide range of player skill levels. Several themes stand out in the stock values: Compressed exit velocity ranges limit the separation between weak and strong contact, allowing most hitters to feel capable while preventing extreme results that could break animations or pacing. Constrained launch angle and Spin-related values influence arc consistency and trajectory tendencies that are readable and predictable, reducing chaotic outcomes and ensuring fielders, cameras, and replays behave reliably. Flattened spray bias prevents hitters from pulling or going opposite-field too aggressively, protecting defensive positioning logic that does not account for modern shifts. Generous contact forgiveness and sweet spot sizing reduce frustration by allowing late or slightly mistimed swings to remain playable rather than immediately punitive. Taken together, it reflects a deliberate philosophy where EA favored broadcast-friendly baseball over strict statistical realism. The goal of <batter> wasn’t to create the full spectrum of real-world contact outcomes, but to govern how strong contact results are allowed to express themselves in a way that looks intentional, fair, and visually coherent once contact is qualified. This made MVP fast, accessible, and enjoyable, but it also means that modern modding efforts must work within a system that actively suppresses extreme variance. Understanding this intent by EA is critical before attempting to modernize the game through modding the datafile. Changes to <batter> are most effective when they reshape probability distributions carefully, rather than attempting to force the engine into behaviors it was never designed to support. Think of <batter> as governing how a qualified contact result is shaped once <batterai> (which is what I'll cover next) has evaluated the swing. This block determines: 1. Contact Authority + Exit Velo How hard the ball can be hit Hit_Speed_MPH How much separation exists between Best/Average/Worst Contact How forgiving "non-ideal" swings are This is why: Weak hitters can still threaten the wall Bad timing doesn’t always feel punished Power differentiation is compressed by default 2. Launch angle behavior (vertical outcomes): Values like Bat_launch_angle Contact_launch_angle Power_launch_angle Hit_vert_compress Grounder_Adjust Longball_Adjust Control: Groundball vs flyball bias How often balls “lift” How extreme vertical outcomes are allowed to be How much the engine pulls results back toward the middle This is kind of where MVP's "anti-chaos" bias lives. 3. Spin and Trajectory Shaping Spin-related values: Min/Max spin RPM Topspin limits Inside/outside spin bias These don't create true physics, instead they: Shape arc consistency Prevent bizarre trajectories Keep batted balls readable for camera/fielders This is why MVP contact looks smooth and predictable even when it probably shouldn't. 4. Spray direction bias Inside vs outside pitch influence Pull vs center vs opposite-field tendencies How much directional input matters Because these values are conservative, spray distributions are flattened, and extreme pull or opposite-field behavior is intentionally softened. 5. Sweet spot and timing forgiveness Effective barrel size Reward for perfect timing Survival of early or late swings This is another major reason MVP feels playable rather than punishing. What <batter> does not control The <batter> section does not: Decide whether the hitter swings Control pitch selection or sequencing Judge balls and strikes Control defensive positioning or awareness It only shapes what happens after contact is registered. Basically, <batter> defines how much the engine smooths out the differences between weak hitters and strong hitters in terms of exit velocity, launch angle, and resulting distance once contact happens. How hitter ratings and hot/cold zones play into <batter> The <batter> section doesn't operate in isolation. Before any of its values come into play, the engine has already evaluated who the hitter is, where the pitch is located, and how favorable that matchup is. That evaluation happens through hitter ratings and hot/cold zone data, which then feed modifiers into the <batterai> resolution step. Best way to think about this is, ratings and hit zones and pitch context feed into <batterai> for the bias outcome, but <batter> decides how far that biased outcome is allowed to go. Hitter ratings (contact, power, etc.) do not directly produce a batted-ball result. Instead, they influence: How often solid contact is eligible How frequently good timing overlaps the sweet spot How strongly hot/cold modifiers apply Which contact-quality tier the swing routes into In other words, a high-power hitter is more likely to reach the top end of the contact-quality range but <batter> controls how wide that range actually is. This is why in stock MVP: Power hitters don't separate as violently as in modern baseball Weak hitters can still occasionally produce impressive contact The gap between good and great contact feels intentionally narrow The 3x3 strike zone and hot/cold/neutral zones, explained MVP divides the strike zone into nine quadrants, representing pitch location (high/middle/low × inside/middle/outside). Each quadrant can be marked as: Hot (bias your contact quality upward) Cold (bias your contact quality downward) Neutral (no modifers) These values are stored in the roster files, not in the datafile.txt. It's also important to note that hot/cold zones don't guarantee results, just tilt the odds. Where <batter> comes in Once the engine has identified the pitch location, applied the hot/cold zone bias, factored in your hitter ratings and evaluated your timing and swing intent, it hands that result over to <batter>. At that point, <batter> determines: How much exit velo separation is allowed How steep the launch angle curve can be How forgiving the result is if the timing wasn't perfect How much the engine pulls the outcome back toward the middle This is why the stock values in MVP make sure the hot and cold zones are subtle and not dramatic. Hitter ratings and hot/cold zones bias contact quality through <batterai> based on who the hitter is and where the pitch is located, while <batter> determines how strongly those advantages or disadvantages are allowed to express themselves once a contact tier has been selected. 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Kccitystar Posted 2 hours ago Author Share Posted 2 hours ago I'll move on to the next section here: <batterai> - How swing inputs are evaluated If <batter> defines the rules and limits of hitter-side contact, then <batterai> defines how the game evaluates a swing before those limits are applied. This block is responsible for blending everything the engine knows at the moment of contact (swing execution, pitch context, hitter tendencies, and hot/cold zones) into a judgment of how good the contact was allowed to be. It doesn't decide final outcomes. Instead, it determines what tier of contact the swing qualifies for, which is then shaped and constrained by <batter>. What <batterai> looks at: At a high level, <batterai> weighs five major categories of input: 1. Timing Fields related to timing influence how cleanly the swing was executed: Early, late, or well-timed swings are evaluated differently Timing is influential, but deliberately capped EA’s intent here was clear: timing should matter, but not dominate. Poor timing isn’t instantly fatal, and good timing doesn’t automatically guarantee elite results. 2. Directional intent (aim) Directional input is split across two axes: Left/Right intent (pull vs opposite field) Up/Down intent (swing plane / launch bias) These inputs are compared against pitch location and type to judge whether the swing made sense for the pitch that was thrown. One thing to note is that, aiming your swing in MVP is just advisory, not precise. <batterai> treats directional input as a probability bias, not a command. 3. Pitch context <batterai> evaluates: Pitch Speed Pitch Type Pitch Location This allows the engine to reward swings that match the pitch (for example, getting on top of a low pitch or staying back on offspeed), even without modern sequencing or tunneling logic. The intent here was to reward good pitch recognition without making the system overly punishing or opaque. 4. Hitter Attributes Hitter ratings feed into <batterai> as eligibility modifiers, not guarantees. Higher-rated hitters: Reach higher contact tiers more often Are less penalized by imperfect execution Lower-rated hitters: Can still square the ball But do so less consistently This preserves variety and prevents outcomes from feeling scripted. 5. Hot/Cold zones Hot and cold zones act as contextual multipliers, nudging contact quality up or down based on pitch location. The stock values (roughly 0.90–1.10) show clear intent: Zones should be noticeable But never overpowering A hot zone increases the odds of better contact but it doesn't guarantee it. What <batterai> produces Rather than a single “contact score,” <batterai> blends these inputs into a set of internal contact-quality components. Those components are then used to determine: Which ball-speed range the swing is eligible for What up/down angle bias (launch tendency) is selected How much pull or opposite-field influence applies Think of this as routing the swing into a contact tier and not computing a single magic number. EA’s design intent (why the stock values look conservative) Looking at the stock <batterai> values, several patterns stand out: Most modifiers are tightly clamped No single input is allowed to dominate Hot/cold zones are subtle Timing matters, but is forgiving Directional intent influences outcomes without dictating them This reflects a clear design philosophy: <batterai> exists to evaluate a swing and sort it into a contact-quality tier, not to create extreme results on its own. EA wanted hitting to feel responsive and fair across skill levels: Most swings are intended to put the ball in play, outcomes stay readable, CPU hitters behave consistently, and the game avoids overly harsh or chaotic results that would hurt pacing, animations, or overall feel. How <batterai> works with <batter> The relationship between the two blocks is critical: <batterai> decides what the swing qualifies for <batter> decides how that qualification is expressed In practice: <batterai> evaluates the swing <batter> compresses, caps, and smooths the result That’s why: You can change <batterai> and feel differences immediately But <batter> determines whether those differences explode or stay controlled Most of the feel of hitting comes from how these two blocks talk to each other. Why this matters for modding IMO this is one of the most powerful (and dangerous) sections of the datafile. Small changes here can: Make timing feel unfair Make hot zones feel scripted Break CPU hitting Over-amplify pull or launch tendencies You'll have to treat <batterai> as a fine-tuning layer and not a blunt instrument. The goal is usually to increase separation and reward good execution, while letting <batter> continue to do its job as a stabilizer. Quote Link to comment https://www.mvpmods.com/forums/topic/76109-modding-the-datafiletxt-and-how-mvp-works-a-thread/#findComment-716413 Share on other sites More sharing options...
Kccitystar Posted 1 hour ago Author Share Posted 1 hour ago So we're gonna move on to a new block, since we've covered hitting through <batter> and <batterai>: <pitcher> <pitcher> - Pitching evaluation, CPU behavior, and outcome shaping The <pitcher> block is the pitching counterpart to the hitter-side system we just covered. Unlike hitting (which is split across <batterai> and <batter>), pitching appears to be bundled into one combined block: it contains both the decision logic that drives CPU pitching and the governors that shape how pitching “feels” (fatigue, effectiveness, and control). In simple terms: This block helps decide what pitch gets thrown, when, and how “safe” the CPU plays it And it also shapes how effective, accurate, and reliable pitching remains over time What <pitcher> is responsible for Pitch effectiveness and fatigue curves Two of the biggest keys are curve definitions (splines) that control how pitching quality changes over time. This is where MVP builds its “pitchers get worse as they tire” behavior without needing complex physics. EA’s intent: make fatigue readable and consistent. Pitchers don’t fall off a cliff randomly, they decline along predictable curves that the CPU can manage How “good” a pitch type is (fastball vs breaking ball effectiveness) There's two global effectiveness scalers that define the baseline power of pitch families (fastballs/breaking pitches) EA’s intent: keep pitch types balanced so breaking balls don’t become automatic outs, and fastballs don’t become useless at higher difficulties Control and miss behaviors There's a value that sets a floor so pitching doesn't feel robotic and prevents pinpoint accuracy from breaking gameplay balance CPU pitch selection and execution bias Two fields that suggest the CPU has adjustable tendencies for favoring certain pitches and how often the CPU will mis-execute a pitch EA’s intent: keep the CPU from being either (a) too perfect or (b) too dumb, depending on difficulty and situation. Situation-based logic MVP has a matrix of multipliers for different matchups and controls for "between batters". You can adjust pitching behavior based on familiarity, leverage and who is controlling each side (CPU vs user) EA’s intent: create the illusion of strategy and pressure without building a modern pitch-sequencing AI to do so. Runner Lead/Hold Behavior There's five fields that are the baserunning/pitching crossover (this same group of matchups: user v user, cpu v user, user v cpu, cpu vs cpu) EA's intent: cut down on SB chaos and keep game pace moving (and avoid the CPU getting embarassed). It's why the game's stock values are conservative about runners extending leads and pitching behavior clamps down a little too hard once runners are on. Delays (pacing/timing windows) There's values that control pacing/input window management, basically how quickly sequences happen and how long the batter has to read/react in different control scenarios EA's intent: keeping the game tempo consistent and balance the difficulty depending on who is user-controlled EA's overall design intent The stock <pitcher> block is not trying to create modern pitch design or advanced sequencing. It’s trying to ensure: pitchers degrade predictably (fatigue/effectiveness splines) pitch types remain usable and balanced (fastball vs breaking scaling) CPU pitching doesn’t feel unfair (miss/execute bias) situational pressure exists, but stays readable (new batter / runners logic) baserunning doesn’t spiral into constant steals (runner lead conservative tuning) In other words: stable, broadcast-friendly pitching rather than high-variance realism. What <pitcher> is not responsible for Even with all these fields, <pitcher> still isn’t true modern AI: It’s not learning patterns It’s not making count-based decisions like real analytics It’s not executing true pitch tunneling or deception It’s mostly just conditional weights + curves + caps. Quote Link to comment https://www.mvpmods.com/forums/topic/76109-modding-the-datafiletxt-and-how-mvp-works-a-thread/#findComment-716415 Share on other sites More sharing options...
Kccitystar Posted 50 minutes ago Author Share Posted 50 minutes ago A note on splines and design intent in <pitcher> One thing that comes up repeatedly in MVP’s datafile is the heavy use of splines. Instead of applying effects in straight lines or flat percentages, EA often defines curves that control how things change over time, especially for pitching, and you'll see this in the <pitcher> block. At a high level, a spline is just a way of saying: “This doesn’t change evenly. It changes in phases.” And that turns out to be a very baseball-friendly idea. Why splines make sense for a baseball game In real baseball, pitchers don’t slowly lose effectiveness one pitch at a time. Most of the time, a pitcher looks fine…until they don’t. Velocity might hold steady, command might be sharp, and then suddenly mistakes start leaking over the plate. So EA didn’t try to simulate this with true physics or biomechanics. Instead, they used curves (splines) to shape how pitching effectiveness, accuracy, and fatigue evolve during an outing. So early in the game: pitchers are protected from random breakdowns command and effectiveness are stable outcomes are readable and consistent In the middle: small signs of decline appear mistakes become slightly more common nothing feels broken yet Late in the outing: effectiveness drops faster execution becomes less reliable the risk of leaving a pitcher in too long increases quickly This, oddly enough, matches how baseball feels, even if it’s not modeling the underlying mechanics. It's all just math. How this works with stamina ratings MVP already rates stamina on a 99 scale, but rather than treating stamina like a simple fuel bar, EA uses it to control how quickly a pitcher moves along these curves. So high-stamina pitchers stay in the “safe” part of the curve longer and hold their stuff deeper into games. Low-stamina pitchers reach the decline phase earlier, and lose effectiveness more quickly. The curve itself defines what happens as fatigue sets in. Stamina just determines when you get there. EA's design intent and why it was so effective Looking at the stock curves in <pitcher>, a few things stand out to me: Early innings are intentionally protected Decline is gradual at first, then accelerates Late-game drop-off is sharp rather than slow and linear To me this wasn’t done for realism but moreso to support consistent pacing, readable outcomes, believable late-game tension and stable CPU bullpen management. So instead of unpredictable randomness, EA built structured pressure into the game, which is crazy in 2005. Splines kinda let EA balance a lot of competing goals: pitchers feel strong early without being overpowered fatigue matters without ruining the first few innings late-game decisions feel meaningful CPU managers behave predictably games don’t devolve into chaos or endless walks All of this contributes to why MVP “feels right”. Using spline curves in this way shows that EA wasn’t trying to model baseball pitch-by-pitch. They were trying to model baseball rhythms, where there's stability early, pressure late, and consequences for pushing too far. That design choice is a big reason the game still holds up today. Quote Link to comment https://www.mvpmods.com/forums/topic/76109-modding-the-datafiletxt-and-how-mvp-works-a-thread/#findComment-716416 Share on other sites More sharing options...
Yankee4Life Posted 21 minutes ago Share Posted 21 minutes ago I don't want to interrupt you but I just wanted to let you know I jumped in here awhile ago, saw the content and length of your posts and then I exited this thread to go and make a cup of coffee. Armed with my coffee I returned and read your findings. You may be one of the most amazing modders we have here and this once again confirms what I have always thought. Thank you. Quote Link to comment https://www.mvpmods.com/forums/topic/76109-modding-the-datafiletxt-and-how-mvp-works-a-thread/#findComment-716417 Share on other sites More sharing options...
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