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NES Play Design Info

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Some info for play designing:

Offensive Plays: x1D410 to x1DA0F (15 bytes for name, formation #, 8 bytes of play #s)

Example: T FAKE SWEEP R 04 10 10 50 10 10 50 10 10, 04 = formation # and 10 and 50 are the play #s

Defensive Plays: x1DC10 to x1DE0F (8 bytes of play #s vs each offensive play)

Offensive Formation Pointers: x4010 to x41F3 (Each formation is 11 pointers)

Offensive Play Pointers: x4410 to x4BF7 (Each play is 11 pointers)

Offensive Extra Pointers: x4E10 to x4F8F (Each extra is 12 pointers)

Defensive Play Pointers: x6010 to x75F9 (Each play is 11 pointers)

Defensive Extra Pointers: x7610 to x778F (Each extra is 12 pointers)

Offensive Command Section: x8010 to x9F86 ($A000 to $BFFF)

Defensive Command Section: xA010 to xBFCE ($A000 to $BFFF)

Command List:

x00 to x0A = m2m Player (Time)

x11 to x1A = m2m Player (Time) ***Note these are the improper numbers

x20 to x2F = Random (Pointer)

x30 to x3A = Block Player

x40 to x4A = Chop Block Player

x50 to x5A = Handoff to Player

x60 to x6A = Fake Handoff to Player

x70 to x7A = Pitch to Player

x80 to x8A = Motion Following Player

x91 to x94 = Pass (Chance/Receivers, Pointer)

xA0 to xA4 = Route #

xB0 to xB1 = Set Position From Kickoff (Location)

xB4 = Move during Kickoff (Location)

xC0 = Dropback (Location)

xC1 = COA/COM Pass Timing (Start Time, End Time, Take Sack Chance)

xC3 = Vs Defense (Defense, Pointer) ***[Only TSB II and III]

xC4 = Celebrate (Unknown)

xC5 = Cry (Unknown)

xC6 = Receiver Order (Amount, Receivers, Pointer) ***[Only TSB II and III]

xC7 = COM Jump To (Pointer)

xC8 = COM Jump To (Pointer, Random)

xCA = COA/COM Jump To (Pointer)

xCC = Block

xCD = Pull-Relative (Location)

xCE = Pull-Ball Placement (Location)

xCF = Pull-Middle of Field (Location)

xD0 = Set Position-Ball Placement (Location)

xD1 = Set Position-Middle of Field (Location)

xD2 = Hike under Center

xD3 = Hike from Shotgun

xD4 = Take Snap under Center

xD5 = Take Snap from Shotgun

xD6 = Take Snap for Field Goal/Extra Point

xD7 = Move-Relative (Location)

xD8 = Move-Ball Placement (Location)

xD9 = Move-Middle of Field (Location)

xDA = Run Rush

xDB = Vertically Mirror Ball Carrier

xDD = Pass Rush

xDF = Computer Takes Control

xE0 = Set RS (Value)

xE1 = Set MS (Value) ***Note if x00 then resets to player's MS

xE2 = Boost RP (Boost)

xE3 = Boost RS (Boost)

xE4 = Player Takes Control

xE5 = Kickoff

xE6 = Punt

xE7 = Field Goal

xE8 = Extra Point

xEA = 3-Point Stance

xEB = Shift (Time)

xEC = 2-Point Stance

xED = Motion (Time)

xEE = QB Stance

xEF = Change Player Icon to Returner

xF0 = Face Direction (Direction)

xF3 = Stand (Time)

xF4 = Turn (Time) ***Note player faces ball

xF5 = Wait (Start Time, End Time)

xF6 = Set HP (Value)

xF7 = Boost HP (Boost)

xFA = Recover Ball

xFC = Set To Grapple (Player) ***Note players are selected in bits

xFD = Set To Block (Player) ***Note players are selected in bits

xFE = Loop (Amount) ***Note this is from Signed numbers

xFF = Jump To (Pointer)

For Commands x00 to x1F and x30 to x8F the second nibble is player # (Example 01, 1 is 2nd nibble):

QB = 0, RB1 = 1, RB2 = 2, WR1 = 3, WR2 = 4, TE = 5, C = 6, LG = 7, RG = 8, LT = 9, RT = A

RE = 0, NT = 1, LE = 2, ROLB = 3, RILB = 4, LILB = 5, LOLB = 6, RCB = 7, LCB = 8, FS = 9, SS = A

For Commands x20 to x2F the second nibble is random chance (0 is likely to F isn't likely)

For Commands x91 to x94 the second nibble is amount of receivers + 1

For Commands xA0 to xA4 the second nibble is receiver number + 1

For Commands xB0 to xB1 the second nibble is change of depth from kickoff

(Time) = each x14 is a second and x00 is forever

(Pointer) = Lo Byte and Hi Byte for a pointer

(Chance/Receivers) = 1st nibble is chance to be thrown to (Last receiver is always F) and 2nd nibble is player #

(Location) = Y and X coordinate bytes

(Amount) = # of bytes

(Receivers) = player #

(Random) = Random Chance (x00 is likely to x0F isn't likely)

(Take Sack Chance) = Take Sack (x00 is likely to xFF isn't likely)

(Defense) = defense # (GL = x00, 34 = x01, Nickel = x02, Dime = x03, 43 = x04)

(Value) = Skill value (x00 = 6 to x0F = 100)

(Boost) = Amount to boost

(Direction) = Direction to look

(Player) = bits from QB to RT or RE to SS (0 = not set to 1 = set)

For (Start Time, End Time): the player will randomly move to next command between those times

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Couple of questions

Did you ever figure out the difference between the DA and DD commands? I seem to remember on the "run Rush" the players took more direct lines while in DD they adjusted to the ball carrier more.

What is the difference between the CC block command and the Set to block command? Does the CC command just make the person block the closest available player?

What are the units for boost? Like if I wanted to boost MS two notches what the following byte be?

What do the Pull commands do?

Is there any differnce between the two different man-to-man commands?

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Did you ever figure out the difference between the DA and DD commands? I seem to remember on the "run Rush" the players took more direct lines while in DD they adjusted to the ball carrier more.

I've not been able to pinpoint the exact difference (the code to perform for each is very very different). Observation-wise, Run Rush is more of stay in the gap with light adjustments while the Pass Rush is more of a drastic adjustment.

What is the difference between the CC block command and the Set to block command? Does the CC command just make the person block the closest available player?

The Set to Block command only marks the players to be blocked and nothing more. The CC block command is what performs the block using the set players (when they are in blocking distance).

What are the units for boost? Like if I wanted to boost MS two notches what the following byte be?

Boost RP (xE2) each x01 will move the player up a skill level with a max set at the 100 skill.

Boost RS (xE3) each x01 will move the player up a skill level with no max (x0E is 0 skill and x1D is 100 skill).

Boost HP (xF7) each x04 will move the player up a skill level with no max (x00 is 0 skill and x3C is 100 skill).

The Set commands (xE0, xE1, xF6) should all be x00 to x0F (0 to 100 skill). Anything higher results in reading wrong values.

What do the Pull commands do?

The pull commands are like the move commands (move the player to the coordinates listed). However using the Set To Block command before, if a player set to be blocked comes within a short distance of the puller then he will leave his move path and instead move to block the player.

Is there any differnce between the two different man-to-man commands?

The 00-0A saves 0 to A while 10-1A saves 80 to 8A and the codes merge then shortly branch off onto very similar codes (not sure the difference yet). Observation-wise, both m2m numbers worked the same on the field.

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I'd like to see info on the x,y coordinate system used for xD8 (move absolute/relative) stuff. You guys got this down?

(The X coordinate is reversed for offensive formations and Left/Right is reversed for Defense)

Relative:

Up/Down x80-FF (Player) x01-7F

Left/Right x80-FF (Player) x01-7F

Ball Placement:

Y = xA8-EF (Top) xF0 (Ball) xF1-38 (Bottom)

X = x80-FF (Offense) x00 (LOS) x01-7F (Defense)

Middle of the Field:

Y = x30-77 (Top) x78 (Middle) x79-C0 (Bottom)

X = x80-FF (Offense) x00 (LOS) x01-7F (Defense)

A difference of x08 = 1 yard

[Note]

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So I've recently noticed in my HB pass play (when used by COM or COA) - that the QB, after receiving the ball from the RB, will start running the wrong (opposite) way or will just stand there.

The QB is using a sequence from a WR (a same WR sequence as original TSB at hex address 0x9DB0 ).

Actually, I've noticed that anyone, after receiving a pass from HB will do this...

Anyone know what would be causing this or how to remedy it?

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Okay, I need to bump this thread.

I've been reading, and re-reading as much information as I can find on these boards about the X - Y values for Defensive Player Formations. In the latest updates to my Tecmo Coaching ROM, thanks to Jstout's previous tutorial in my original TSC thread, I've been able to change the QB priority selection of WRs for each play, as well as timing of PASS attempts, and SCRAMBLE logic.

I'm about to begin re-assigning Reactions to my Defensive players in lue of these changes I've made to compliment the gameplay. Changing the Defensive Reactions via the 'TSB Play Maker' program is simple. However...

The Goal:

Keeping the logic string in tact will work more than fine. I simply wish to alter the X - Y Locations of where the Defensive Players take the field. Jstout posted an image illustrating this change. *See Below. I'm about 50% there to understanding this whole idea, but if someone could help me identify where the X - Y locations can be found in an example Defensive Reaction, I would be MUCHO appreciative of this. I'm so utterly close to making the kind of coaching-based ROM that I've been working towards since October '08. This is the last true piece of Defensive formation changing that I need to learn.

So in summary, anyone that can provide me helpful hints where to find defensive reactions so that I can alter the already coded defensive reaction X - Y coordinates, that would be so unbelievably wonderful.

Much thanks for any help in advance!

post-7412-13413725302398_thumb.png

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So, I'm totally dominating the end of this thread. My apologies for that, but I do have a question.

There seem to be many, many more defensive reaction 'slots' for the defensive reaction possibilities. The coaching construction that I'm trying to do might require me to have variable offensive plays for the purposes of having OLs that respond uniquely to the specific defensive reaction I'm creating.

Does anyone know, off-hand, how many offensive play 'slots' there are in total? Examining the original TSB ROM, I've noticed each run play either has two, and sometimes three different responses. Passing plays, typically, only have one. If I can get someone to manuever a listing of offensive play slot possibilities, I'd have much more to work with when creating variable offensive reactions for the OL in the plays that really need it.

Much thanks to anyone who can supply me some insight.

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Play: T FAKE SWEEP R

Slot: Run 1

Formation: 04

Play #: 10, 10, 50, 10, 10, 50, 10, 10

Defense: 5B, 5A, 5A, 58, 58, 59, 59, 59

Play: T POWER SWEEP R

Slot: Run 1

Formation: 04

Play #: 11, 11, 11, 11, 11, 11, 11, 11

Defense: 53, 52, 52, 51, 50, 51, 50, 51

Play: WTE OFFTACKLE R

Slot: Run 1

Formation: 07

Play #: 12, 12, 12, 12, 12, 12, 12, 12

Defense: 57, 56, 56, 55, 54, 54, 55, 55

Play: ONESETBACK L

Slot: Run 1

Formation: 06

Play #: 13, 13, 13, 13, 13, 13, 13, 13

Defense: 5F, 5E, 5E, 5D, 5D, 5D, 5C, 5C

Play: R AND S SWEEP L

Slot: Run 1

Formation: 0C

Play #: 14, 14, 52, 52, 14, 14, 51, 51

Defense: 63, 62, 62, 61, 60, 60, 61, 61

Play: FB OFFTACKLE R

Slot: Run 1

Formation: 08

Play #: 53, 53, 53, 53, 16, 16, 53, 53

Defense: 67, 66, 66, 65, 64, 64, 65, 65

Play: FB OPEN L

Slot: Run 1

Formation: 09

Play #: 54, 54, 54, 54, 17, 17, 17, 17

Defense: 67, 6A, 6A, 69, 68, 68, 69, 69

Play: TOSS SWEEP R

Slot: Run 1

Formation: 0B

Play #: 55, 55, 55, 55, 15, 15, 15, 15

Defense: 67, 6D, 6D, 6C, 6B, 6B, 6C, 6C

Play: T POWER DIVE

Slot: Run 2

Formation: 14

Play #: 18, 18, 18, 18, 18, 18, 18, 18

Defense: 70, 5F, 6F, 70, 6E, 6E, 6F, 6F

Play: FB OFFTACKLE L

Slot: Run 2

Formation: 06

Play #: 56, 56, 56, 56, 19, 19, 19, 19

Defense: 73, 5F, 72, 73, 71, 71, 72, 72

Play: R AND S DRAW

Slot: Run 2

Formation: 0C

Play #: 1A, 1A, 1A, 1A, 1A, 1A, 1A, 1A

Defense: 76, 5B, 75, 76, 74, 74, 75, 75

Play: PITCH L FAKE

Slot: Run 2

Formation: 06

Play #: 1B, 1B, 1B, 1B, 1B, 1B, 1B, 1B

Defense: 79, 5B, 77, 78, 78, 79, 78, 77

Play: ONEBACK SWEEP R

Slot: Run 2

Formation: 09

Play #: 01, 01, 1C, 01, 1C, 01, 00, 00

Defense: 7C, 5F, 7A, 7B, 7A, 7C, 7B, 7B

Play: WEAKSIDE OPEN

Slot: Run 2

Formation: 08

Play #: 02, 02, 02, 02, 1D, 1D, 1D, 1D

Defense: 7F, 5F, 7E, 7F, 7D, 7D, 7E, 7E

Play: T OFFTACKLE R

Slot: Run 2

Formation: 04

Play #: 03, 03, 03, 03, 1E, 1E, 1E, 1E

Defense: 82, 5F, 81, 82, 80, 80, 81, 81

Play: T SWEEP STRONG

Slot: Run 2

Formation: 04

Play #: 1F, 1F, 1F, 1F, 1F, 1F, 1F, 1F

Defense: 52, 53, 51, 52, 50, 51, 50, 51

Play: SHOTGUN DRAW

Slot: Run 3

Formation: 0F

Play #: 04, 04, 04, 04, 04, 04, 20, 20

Defense: 84, 85, 5B, 85, 84, 84, 83, 83

Play: R AND S SWEEP R

Slot: Run 3

Formation: 0C

Play #: 05, 05, 05, 05, 22, 22, 22, 22

Defense: 88, 87, 5F, 88, 87, 87, 86, 86

Play: T CROSS RUN L

Slot: Run 3

Formation: 04

Play #: 07, 07, 07, 07, 21, 06, 06, 21

Defense: 8A, 8B, 5B, 8B, 89, 8A, 89, 8A

Play: SLOT OFFTACKLE

Slot: Run 3

Formation: 05

Play #: 08, 08, 08, 08, 24, 24, 24, 24

Defense: 8D, 8E, 8F, 8E, 8D, 8D, 8C, 8C

Play: CROSS OFFTACKLE

Slot: Run 3

Formation: 04

Play #: 09, 09, 09, 09, 26, 26, 26, 26

Defense: 90, 91, 8F, 92, 91, 92, 90, 91

Play: PITCH L OPEN

Slot: Run 3

Formation: 15

Play #: 0B, 0B, 0B, 0B, 27, 0A, 27, 0A

Defense: 95, 94, 8F, 95, 93, 94, 93, 94

Play: WR REVERSE R

Slot: Run 3

Formation: 06

Play #: 0C, 0C, 0C, 0C, 23, 23, 23, 23

Defense: 97, 96, 99, 98, 97, 98, 97, 96

Play: WR REVERSE L

Slot: Run 3

Formation: 09

Play #: 0D, 0D, 0D, 0D, 25, 25, 25, 25

Defense: 9B, 9A, 8F, 9C, 9B, 9C, 9A, 9B

Play: R AND S QB RUN

Slot: Run 4

Formation: 0C

Play #: 0E, 0E, 0E, 0E, 2A, 2A, 2A, 2A

Defense: 9E, 9F, 9F, 8F, 9E, 9E, 9D, 9D

Play: SHOTGUN SWEEP L

Slot: Run 4

Formation: 10

Play #: 2D, 0F, 0F, 0F, 2D, 2D, 2D, 2D

Defense: A1, A2, A2, 8F, A1, A1, A0, A0

Play: R AND S QBSNEAK

Slot: Run 4

Formation: 0C

Play #: 2E, 57, 57, 57, 2E, 2E, 2E, 2E

Defense: A4, A5, A5, 8F, A4, A4, A3, A3

Play: ONESETBACK DIVE

Slot: Run 4

Formation: 09

Play #: 29, 29, 29, 29, 29, 29, 29, 29

Defense: A7, A8, A8, 5F, A7, A7, A7, A6

Play: PRO T DIVE

Slot: Run 4

Formation: 04

Play #: 28, 28, 28, 28, 28, 28, 28, 28

Defense: A9, AA, AB, 5F, AB, AA, AA, A9

Play: FB POWER DIVE

Slot: Run 4

Formation: 0B

Play #: 2B, 2B, 2B, 2B, 2B, 2B, 2B, 2B

Defense: AD, AE, AE, 5F, AD, AD, AC, AC

Play: SHOTGUN C DRAW

Slot: Run 4

Formation: 11

Play #: 58, 58, 58, 58, 58, 58, 2C, 2C

Defense: B0, B1, B1, 5B, B0, B0, AF, AF

Play: REVERSE PITCH R

Slot: Run 4

Formation: 04

Play #: 59, 59, 2F, 59, 2F, 59, 2F, 2F

Defense: B3, B4, B2, 99, B2, B4, B3, B3

Play: PRO T WAGGLE L

Slot: Pass 1

Formation: 04

Play #: 30, 30, 30, 30, 30, 30, 30, 30

Defense: B5, B5, B6, B6, 5F, B7, B7, B7

Play: R AND S FLARE C

Slot: Pass 1

Formation: 0C

Play #: 31, 31, 31, 31, 31, 31, 31, 31

Defense: B8, B8, B9, B9, BB, BA, BA, BA

Play: PRO T WAGGLE R

Slot: Pass 1

Formation: 04

Play #: 32, 32, 32, 32, 32, 32, 32, 32

Defense: BD, BD, BC, BC, 5F, BE, BE, BE

Play: ROLL OUT R

Slot: Pass 1

Formation: 09

Play #: 33, 33, 33, 33, 33, 33, 33, 33

Defense: BF, BF, C0, C0, 5F, C1, C1, C1

Play: ROLL OUT L

Slot: Pass 1

Formation: 08

Play #: 34, 34, 34, 34, 34, 34, 34, 34

Defense: C2, C2, C3, C3, 5F, C4, C4, C4

Play: T PLAY ACTION D

Slot: Pass 1

Formation: 04

Play #: 35, 35, 35, 35, 35, 35, 35, 35

Defense: C5, C6, C6, C5, BB, C7, C7, C7

Play: PRO T SCREEN L

Slot: Pass 1

Formation: 04

Play #: 36, 36, 36, 36, 5A, 36, 36, 36

Defense: C8, C8, C9, C9, BB, CA, CA, CA

Play: PLAY ACTION

Slot: Pass 1

Formation: 0B

Play #: 37, 37, 37, 37, 37, 37, 37, 37

Defense: CB, CC, CC, CB, BB, CD, CD, CD

Play: PWR FAKE Z POST

Slot: Pass 2

Formation: 06

Play #: 38, 38, 38, 38, 38, 38, 38, 38

Defense: CF, CF, CE, CE, D0, BB, D0, D0

Play: WTE F;FLICKER

Slot: Pass 2

Formation: 07

Play #: 39, 39, 39, 39, 39, 39, 39, 39

Defense: D1, D1, D2, D2, D3, 5F, D3, D3

Play: SHOTGUN X CURL

Slot: Pass 2

Formation: 0F

Play #: 3A, 3A, 3A, 3A, 3A, 5B, 3A, 3A

Defense: D4, D4, D5, D5, D6, DA, D6, D6

Play: R AND S Z FLY

Slot: Pass 2

Formation: 0C

Play #: 3B, 3B, 3B, 3B, 3B, 3B, 3B, 3B

Defense: D7, D7, D8, D8, D9, DA, D9, D9

Play: PRO T FLARE D

Slot: Pass 2

Formation: 04

Play #: 3C, 3C, 3C, 3C, 3C, 3C, 3C, 3C

Defense: DB, DB, DC, DC, DD, DA, DD, DD

Play: OFFSET FLARE E

Slot: Pass 2

Formation: 0B

Play #: 3D, 3D, 3D, 3D, 3D, 3D, 3D, 3D

Defense: DE, DE, DF, DF, E0, DA, E0, E0

Play: ONEBACK Z CROSS

Slot: Pass 2

Formation: 0A

Play #: 3E, 3E, 3E, 3E, 3E, 3E, 3E, 3E

Defense: E1, E1, E2, E2, E3, DA, E3, E3

Play: ONEBACK FLARE A

Slot: Pass 2

Formation: 06

Play #: 3F, 3F, 3F, 3F, 3F, 3F, 3F, 3F

Defense: E4, E4, E5, E5, E6, DA, E6, E6

Play: T FLEA FLICKER

Slot: Pass 3

Formation: 04

Play #: 40, 40, 40, 40, 40, 40, 40, 40

Defense: E7, E8, E7, E8, E9, E9, BB, E9

Play: PWR FAKE X FLY

Slot: Pass 3

Formation: 06

Play #: 41, 41, 41, 41, 41, 41, 41, 41

Defense: EA, EB, EA, EB, EC, EC, DA, EC

Play: SHOTGUN X DRIVE

Slot: Pass 3

Formation: 0E

Play #: 42, 42, 42, 42, 42, 42, 42, 42

Defense: EE, EE, ED, ED, EF, EF, BB, EF

Play: R AND S 3;WING

Slot: Pass 3

Formation: 0D

Play #: 43, 43, 43, 43, 43, 43, 43, 43

Defense: F1, F1, F0, F0, F2, F2, DA, F2

Play: PLAYACTION Z IN

Slot: Pass 3

Formation: 09

Play #: 44, 44, 44, 44, 44, 44, 44, 44

Defense: F4, F4, F3, F3, F5, F5, BB, F5

Play: FLEA FLICKER

Slot: Pass 3

Formation: 08

Play #: 45, 45, 45, 45, 45, 45, 45, 45

Defense: F7, F6, F6, F7, F8, F8, BB, F8

Play: PRO T FLARE C

Slot: Pass 3

Formation: 04

Play #: 46, 46, 46, 46, 46, 46, 46, 46

Defense: FA, FA, F9, F9, FB, FB, DA, FB

Play: SHOTGUN 3;WING

Slot: Pass 3

Formation: 10

Play #: 47, 47, 47, 47, 47, 47, 47, 47

Defense: FD, FD, FC, FC, FE, FE, BB, FE

Play: SHOTGUN XY BOMB

Slot: Pass 4

Formation: 11

Play #: 48, 48, 48, 48, 48, 48, 48, 48

Defense: 14, 14, 13, 13, 15, 15, 15, DA

Play: R AND S Y UP

Slot: Pass 4

Formation: 0C

Play #: 49, 49, 49, 49, 49, 49, 49, 49

Defense: 17, 17, 16, 16, 18, 18, 18, DA

Play: X OUT AND FLY

Slot: Pass 4

Formation: 06

Play #: 4A, 4A, 4A, 4A, 4A, 4A, 4A, 4A

Defense: 1A, 1A, 19, 19, 1B, 1B, 1B, BB

Play: REV;FAKE Z POST

Slot: Pass 4

Formation: 06

Play #: 4B, 4B, 4B, 4B, 4B, 4B, 4B, 4B

Defense: 1D, 1D, 1C, 1C, 1E, 1E, 1E, DA

Play: SLOT L Z DRIVE

Slot: Pass 4

Formation: 05

Play #: 4C, 4C, 4C, 4C, 4C, 4C, 4C, 4C

Defense: 20, 20, 1F, 1F, 21, 21, 21, 22

Play: NO BACK X DEEP

Slot: Pass 4

Formation: 13

Play #: 4D, 4D, 4D, 4D, 4D, 4D, 4D, 4D

Defense: 24, 24, 23, 23, 25, 25, 25, 22

Play: SHOTGUN Z S;IN

Slot: Pass 4

Formation: 0E

Play #: 4E, 4E, 4E, 4E, 4E, 4E, 4E, 4E

Defense: 27, 27, 26, 26, 28, 28, 28, 22

Play: REDGUN Z SLANT

Slot: Pass 4

Formation: 12

Play #: 4F, 4F, 4F, 4F, 4F, 4F, 4F, 4F

Defense: 2A, 2A, 29, 29, 2B, 2B, 2B, 22

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My question would be which defensive code is better than another?

One could gear their offense towards putting poor defensive schemes on the field while people could call certain defensive plays not becuase they can the defense but because the odds are they will call a superior D.

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Bruddog: awesome. So, what I thought is correct: Offensive plays go from 1's - 5's. Interesting.

Rod: I'm working each unique defense to have gaps to be taken advantage of. The only play that I'm really having difficulty with are the Pitch Outs (Left and Right). Working these through to 'allow' yardage gains is easy enough though. Really, this idea overall has been shaping up to work pretty functionally. I think people will enjoy the actual control that they'll possess over the game.

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If this is the wrong thread for this question I appologise! How do I change the position of players in existing plays? (For example: Make RB1 run the Pitch L Open, or have the same setup of recievers in all the shotgun plays...)

Download this, Boss: viewtopic.php?f=22&t=9094&p=82632&hilit=TSB+Playmaker#p82627

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he's gonna need more than that. where is bruddog's "TSB play hacking guide"? The info in that document has always been my primary source for adjusting formations and swapping sequence bytes.

here, swede - check this thread: viewtopic.php?f=22&t=9309&start=0&hilit=play+hacking+guide

about the middle of the 1st page I describe the formation stuff a little...but you should read the whole thread.

now...if only there were a "defensive hacking guide"...because I'm still not comfortable with the way to address and/or tweak defensive sequences. any docs out there for defense sequences?

If this is the wrong thread for this question I appologise! How do I change the position of players in existing plays? (For example: Make RB1 run the Pitch L Open, or have the same setup of recievers in all the shotgun plays...)

Download this, Boss: viewtopic.php?f=22&t=9094&p=82632&hilit=TSB+Playmaker#p82627

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I just finished writing one with presnap movement and postsnap instructions for TSB1 for nes, snes, and sega version. As soon as I finish typing it up I'll post it. It's a lot of info, but its easy once you get started.

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Can someone on here give a quick explanation of this post from bruddog? I know its silly to say "quick" but its beyond me! Cliff notes?!

Play: T FAKE SWEEP R

Slot: Run 1

Formation: 04

Play #: 10, 10, 50, 10, 10, 50, 10, 10

Defense: 5B, 5A, 5A, 58, 58, 59, 59, 59

Play: T POWER SWEEP R

Slot: Run 1

Formation: 04

Play #: 11, 11, 11, 11, 11, 11, 11, 11

Defense: 53, 52, 52, 51, 50, 51, 50, 51

Play: WTE OFFTACKLE R

Slot: Run 1

Formation: 07

Play #: 12, 12, 12, 12, 12, 12, 12, 12

Defense: 57, 56, 56, 55, 54, 54, 55, 55

Play: ONESETBACK L

Slot: Run 1

Formation: 06

Play #: 13, 13, 13, 13, 13, 13, 13, 13

Defense: 5F, 5E, 5E, 5D, 5D, 5D, 5C, 5C

Play: R AND S SWEEP L

Slot: Run 1

Formation: 0C

Play #: 14, 14, 52, 52, 14, 14, 51, 51

Defense: 63, 62, 62, 61, 60, 60, 61, 61

Play: FB OFFTACKLE R

Slot: Run 1

Formation: 08

Play #: 53, 53, 53, 53, 16, 16, 53, 53

Defense: 67, 66, 66, 65, 64, 64, 65, 65

Play: FB OPEN L

Slot: Run 1

Formation: 09

Play #: 54, 54, 54, 54, 17, 17, 17, 17

Defense: 67, 6A, 6A, 69, 68, 68, 69, 69

Play: TOSS SWEEP R

Slot: Run 1

Formation: 0B

Play #: 55, 55, 55, 55, 15, 15, 15, 15

Defense: 67, 6D, 6D, 6C, 6B, 6B, 6C, 6C

Play: T POWER DIVE

Slot: Run 2

Formation: 14

Play #: 18, 18, 18, 18, 18, 18, 18, 18

Defense: 70, 5F, 6F, 70, 6E, 6E, 6F, 6F

Play: FB OFFTACKLE L

Slot: Run 2

Formation: 06

Play #: 56, 56, 56, 56, 19, 19, 19, 19

Defense: 73, 5F, 72, 73, 71, 71, 72, 72

Play: R AND S DRAW

Slot: Run 2

Formation: 0C

Play #: 1A, 1A, 1A, 1A, 1A, 1A, 1A, 1A

Defense: 76, 5B, 75, 76, 74, 74, 75, 75

Play: PITCH L FAKE

Slot: Run 2

Formation: 06

Play #: 1B, 1B, 1B, 1B, 1B, 1B, 1B, 1B

Defense: 79, 5B, 77, 78, 78, 79, 78, 77

Play: ONEBACK SWEEP R

Slot: Run 2

Formation: 09

Play #: 01, 01, 1C, 01, 1C, 01, 00, 00

Defense: 7C, 5F, 7A, 7B, 7A, 7C, 7B, 7B

Play: WEAKSIDE OPEN

Slot: Run 2

Formation: 08

Play #: 02, 02, 02, 02, 1D, 1D, 1D, 1D

Defense: 7F, 5F, 7E, 7F, 7D, 7D, 7E, 7E

Play: T OFFTACKLE R

Slot: Run 2

Formation: 04

Play #: 03, 03, 03, 03, 1E, 1E, 1E, 1E

Defense: 82, 5F, 81, 82, 80, 80, 81, 81

Play: T SWEEP STRONG

Slot: Run 2

Formation: 04

Play #: 1F, 1F, 1F, 1F, 1F, 1F, 1F, 1F

Defense: 52, 53, 51, 52, 50, 51, 50, 51

Play: SHOTGUN DRAW

Slot: Run 3

Formation: 0F

Play #: 04, 04, 04, 04, 04, 04, 20, 20

Defense: 84, 85, 5B, 85, 84, 84, 83, 83

Play: R AND S SWEEP R

Slot: Run 3

Formation: 0C

Play #: 05, 05, 05, 05, 22, 22, 22, 22

Defense: 88, 87, 5F, 88, 87, 87, 86, 86

Play: T CROSS RUN L

Slot: Run 3

Formation: 04

Play #: 07, 07, 07, 07, 21, 06, 06, 21

Defense: 8A, 8B, 5B, 8B, 89, 8A, 89, 8A

Play: SLOT OFFTACKLE

Slot: Run 3

Formation: 05

Play #: 08, 08, 08, 08, 24, 24, 24, 24

Defense: 8D, 8E, 8F, 8E, 8D, 8D, 8C, 8C

Play: CROSS OFFTACKLE

Slot: Run 3

Formation: 04

Play #: 09, 09, 09, 09, 26, 26, 26, 26

Defense: 90, 91, 8F, 92, 91, 92, 90, 91

Play: PITCH L OPEN

Slot: Run 3

Formation: 15

Play #: 0B, 0B, 0B, 0B, 27, 0A, 27, 0A

Defense: 95, 94, 8F, 95, 93, 94, 93, 94

Play: WR REVERSE R

Slot: Run 3

Formation: 06

Play #: 0C, 0C, 0C, 0C, 23, 23, 23, 23

Defense: 97, 96, 99, 98, 97, 98, 97, 96

Play: WR REVERSE L

Slot: Run 3

Formation: 09

Play #: 0D, 0D, 0D, 0D, 25, 25, 25, 25

Defense: 9B, 9A, 8F, 9C, 9B, 9C, 9A, 9B

Play: R AND S QB RUN

Slot: Run 4

Formation: 0C

Play #: 0E, 0E, 0E, 0E, 2A, 2A, 2A, 2A

Defense: 9E, 9F, 9F, 8F, 9E, 9E, 9D, 9D

Play: SHOTGUN SWEEP L

Slot: Run 4

Formation: 10

Play #: 2D, 0F, 0F, 0F, 2D, 2D, 2D, 2D

Defense: A1, A2, A2, 8F, A1, A1, A0, A0

Play: R AND S QBSNEAK

Slot: Run 4

Formation: 0C

Play #: 2E, 57, 57, 57, 2E, 2E, 2E, 2E

Defense: A4, A5, A5, 8F, A4, A4, A3, A3

Play: ONESETBACK DIVE

Slot: Run 4

Formation: 09

Play #: 29, 29, 29, 29, 29, 29, 29, 29

Defense: A7, A8, A8, 5F, A7, A7, A7, A6

Play: PRO T DIVE

Slot: Run 4

Formation: 04

Play #: 28, 28, 28, 28, 28, 28, 28, 28

Defense: A9, AA, AB, 5F, AB, AA, AA, A9

Play: FB POWER DIVE

Slot: Run 4

Formation: 0B

Play #: 2B, 2B, 2B, 2B, 2B, 2B, 2B, 2B

Defense: AD, AE, AE, 5F, AD, AD, AC, AC

Play: SHOTGUN C DRAW

Slot: Run 4

Formation: 11

Play #: 58, 58, 58, 58, 58, 58, 2C, 2C

Defense: B0, B1, B1, 5B, B0, B0, AF, AF

Play: REVERSE PITCH R

Slot: Run 4

Formation: 04

Play #: 59, 59, 2F, 59, 2F, 59, 2F, 2F

Defense: B3, B4, B2, 99, B2, B4, B3, B3

Play: PRO T WAGGLE L

Slot: Pass 1

Formation: 04

Play #: 30, 30, 30, 30, 30, 30, 30, 30

Defense: B5, B5, B6, B6, 5F, B7, B7, B7

Play: R AND S FLARE C

Slot: Pass 1

Formation: 0C

Play #: 31, 31, 31, 31, 31, 31, 31, 31

Defense: B8, B8, B9, B9, BB, BA, BA, BA

Play: PRO T WAGGLE R

Slot: Pass 1

Formation: 04

Play #: 32, 32, 32, 32, 32, 32, 32, 32

Defense: BD, BD, BC, BC, 5F, BE, BE, BE

Play: ROLL OUT R

Slot: Pass 1

Formation: 09

Play #: 33, 33, 33, 33, 33, 33, 33, 33

Defense: BF, BF, C0, C0, 5F, C1, C1, C1

Play: ROLL OUT L

Slot: Pass 1

Formation: 08

Play #: 34, 34, 34, 34, 34, 34, 34, 34

Defense: C2, C2, C3, C3, 5F, C4, C4, C4

Play: T PLAY ACTION D

Slot: Pass 1

Formation: 04

Play #: 35, 35, 35, 35, 35, 35, 35, 35

Defense: C5, C6, C6, C5, BB, C7, C7, C7

Play: PRO T SCREEN L

Slot: Pass 1

Formation: 04

Play #: 36, 36, 36, 36, 5A, 36, 36, 36

Defense: C8, C8, C9, C9, BB, CA, CA, CA

Play: PLAY ACTION

Slot: Pass 1

Formation: 0B

Play #: 37, 37, 37, 37, 37, 37, 37, 37

Defense: CB, CC, CC, CB, BB, CD, CD, CD

Play: PWR FAKE Z POST

Slot: Pass 2

Formation: 06

Play #: 38, 38, 38, 38, 38, 38, 38, 38

Defense: CF, CF, CE, CE, D0, BB, D0, D0

Play: WTE F;FLICKER

Slot: Pass 2

Formation: 07

Play #: 39, 39, 39, 39, 39, 39, 39, 39

Defense: D1, D1, D2, D2, D3, 5F, D3, D3

Play: SHOTGUN X CURL

Slot: Pass 2

Formation: 0F

Play #: 3A, 3A, 3A, 3A, 3A, 5B, 3A, 3A

Defense: D4, D4, D5, D5, D6, DA, D6, D6

Play: R AND S Z FLY

Slot: Pass 2

Formation: 0C

Play #: 3B, 3B, 3B, 3B, 3B, 3B, 3B, 3B

Defense: D7, D7, D8, D8, D9, DA, D9, D9

Play: PRO T FLARE D

Slot: Pass 2

Formation: 04

Play #: 3C, 3C, 3C, 3C, 3C, 3C, 3C, 3C

Defense: DB, DB, DC, DC, DD, DA, DD, DD

Play: OFFSET FLARE E

Slot: Pass 2

Formation: 0B

Play #: 3D, 3D, 3D, 3D, 3D, 3D, 3D, 3D

Defense: DE, DE, DF, DF, E0, DA, E0, E0

Play: ONEBACK Z CROSS

Slot: Pass 2

Formation: 0A

Play #: 3E, 3E, 3E, 3E, 3E, 3E, 3E, 3E

Defense: E1, E1, E2, E2, E3, DA, E3, E3

Play: ONEBACK FLARE A

Slot: Pass 2

Formation: 06

Play #: 3F, 3F, 3F, 3F, 3F, 3F, 3F, 3F

Defense: E4, E4, E5, E5, E6, DA, E6, E6

Play: T FLEA FLICKER

Slot: Pass 3

Formation: 04

Play #: 40, 40, 40, 40, 40, 40, 40, 40

Defense: E7, E8, E7, E8, E9, E9, BB, E9

Play: PWR FAKE X FLY

Slot: Pass 3

Formation: 06

Play #: 41, 41, 41, 41, 41, 41, 41, 41

Defense: EA, EB, EA, EB, EC, EC, DA, EC

Play: SHOTGUN X DRIVE

Slot: Pass 3

Formation: 0E

Play #: 42, 42, 42, 42, 42, 42, 42, 42

Defense: EE, EE, ED, ED, EF, EF, BB, EF

Play: R AND S 3;WING

Slot: Pass 3

Formation: 0D

Play #: 43, 43, 43, 43, 43, 43, 43, 43

Defense: F1, F1, F0, F0, F2, F2, DA, F2

Play: PLAYACTION Z IN

Slot: Pass 3

Formation: 09

Play #: 44, 44, 44, 44, 44, 44, 44, 44

Defense: F4, F4, F3, F3, F5, F5, BB, F5

Play: FLEA FLICKER

Slot: Pass 3

Formation: 08

Play #: 45, 45, 45, 45, 45, 45, 45, 45

Defense: F7, F6, F6, F7, F8, F8, BB, F8

Play: PRO T FLARE C

Slot: Pass 3

Formation: 04

Play #: 46, 46, 46, 46, 46, 46, 46, 46

Defense: FA, FA, F9, F9, FB, FB, DA, FB

Play: SHOTGUN 3;WING

Slot: Pass 3

Formation: 10

Play #: 47, 47, 47, 47, 47, 47, 47, 47

Defense: FD, FD, FC, FC, FE, FE, BB, FE

Play: SHOTGUN XY BOMB

Slot: Pass 4

Formation: 11

Play #: 48, 48, 48, 48, 48, 48, 48, 48

Defense: 14, 14, 13, 13, 15, 15, 15, DA

Play: R AND S Y UP

Slot: Pass 4

Formation: 0C

Play #: 49, 49, 49, 49, 49, 49, 49, 49

Defense: 17, 17, 16, 16, 18, 18, 18, DA

Play: X OUT AND FLY

Slot: Pass 4

Formation: 06

Play #: 4A, 4A, 4A, 4A, 4A, 4A, 4A, 4A

Defense: 1A, 1A, 19, 19, 1B, 1B, 1B, BB

Play: REV;FAKE Z POST

Slot: Pass 4

Formation: 06

Play #: 4B, 4B, 4B, 4B, 4B, 4B, 4B, 4B

Defense: 1D, 1D, 1C, 1C, 1E, 1E, 1E, DA

Play: SLOT L Z DRIVE

Slot: Pass 4

Formation: 05

Play #: 4C, 4C, 4C, 4C, 4C, 4C, 4C, 4C

Defense: 20, 20, 1F, 1F, 21, 21, 21, 22

Play: NO BACK X DEEP

Slot: Pass 4

Formation: 13

Play #: 4D, 4D, 4D, 4D, 4D, 4D, 4D, 4D

Defense: 24, 24, 23, 23, 25, 25, 25, 22

Play: SHOTGUN Z S;IN

Slot: Pass 4

Formation: 0E

Play #: 4E, 4E, 4E, 4E, 4E, 4E, 4E, 4E

Defense: 27, 27, 26, 26, 28, 28, 28, 22

Play: REDGUN Z SLANT

Slot: Pass 4

Formation: 12

Play #: 4F, 4F, 4F, 4F, 4F, 4F, 4F, 4F

Defense: 2A, 2A, 29, 29, 2B, 2B, 2B, 22

[ Post made via Mobile Device ] mobile.png

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Can someone on here give a quick explanation of this post from bruddog? I know its silly to say "quick" but its beyond me! Cliff notes?!

Play: T FAKE SWEEP R

Slot: Run 1

Formation: 04

Play #: 10, 10, 50, 10, 10, 50, 10, 10

Defense: 5B, 5A, 5A, 58, 58, 59, 59, 59

Play = original play name

slot = up+A run play (for run 1 slot, in this example)

Play # = the play the offense runs, depending on what the play the defense picks (UP,LEFT,RIGHT,DOWN+A or UP,LEFT,RIGHT,DOWN+:wink:

Defense: the play the defense runs, depending on what the offense picks (UP,LEFT,RIGHT,DOWN+A or UP,LEFT,RIGHT,DOWN+8)

each # you see is a variation of the "play" T FAKE SWEEP R

the 5B you see (Defense) is the blitz - when the defense picks UP+A and the offense picks UP+A. For every other combination, those other numbers are used.

this is the kind of code that's "behind the scenes". So for ONE PLAY - there are 8 possibilities. In the example above, there are only 2 variations of the actual play, 10 and 50...fyi, you could make 8 totally different plays for this one "play" instead of a variation - and which one gets used depends on what the defense picks.

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