Awesome! Yes, if we can have it hard coded into the next update that would be awesome.
I am now working on extending the late hits time. Here is how I'm going about doing it currently (although so far I've had little success).
Using Cheat engine (
http://www.cheatengine.org/), I am able to narrow down changing/unchanging addresses at a given point in time. So for instance, to find the gravity cheat, I would search for changed values mid-jump, and then non-changing values when the character is standing there. This is how I was able to find the code that affects the Z-height of the character. After that, it was just a matter of finding a line above it that acts as a multiplier (I think). I used the same basic concept for the QB speed addresses.
to help look for animation codes and other functions related to the character being controlled, I would go into the playbook editor "preview mode" for offences. Here, there is no defense, so you don't have to worry about being tackled. The thing is there is a timer on each play, that when it reaches 0, it ends and goes back to the playbook. I was able to find the address that acts as a "count-down timer" of the play, and so when I freeze that value in cheat engine (anything other than 0), I can run around indefinitely until I either score or run out of bounds. This has allowed me to isolate addresses related to characters much more easily.
So because there's a count-down timer for the playbook editor, I assumed that for post-tackle late hits time, there would also be a timer associated with it. Once the timer is all the way down, it would then go back to the playbook or whatever is to come next. However, so far I haven't been able to find any address that has a decreasing value as the late hits time goes on.. So I'm not sure if maybe it's not on a timer like the playbook editor is. I'll keep you updated if I find anything out. It would be interesting to see if the late hits can also be frozen so that it doesn't continue on to the next play/screen as well.