jstout Posted January 19, 2009 Share Posted January 19, 2009 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 #sDefensive 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 numbersx20 to x2F = Random (Pointer)x30 to x3A = Block Playerx40 to x4A = Chop Block Playerx50 to x5A = Handoff to Playerx60 to x6A = Fake Handoff to Playerx70 to x7A = Pitch to Playerx80 to x8A = Motion Following Playerx91 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 = BlockxCD = 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 CenterxD3 = Hike from ShotgunxD4 = Take Snap under CenterxD5 = Take Snap from ShotgunxD6 = Take Snap for Field Goal/Extra PointxD7 = Move-Relative (Location)xD8 = Move-Ball Placement (Location)xD9 = Move-Middle of Field (Location)xDA = Run RushxDB = Vertically Mirror Ball CarrierxDD = Pass RushxDF = Computer Takes ControlxE0 = Set RS (Value)xE1 = Set MS (Value) ***Note if x00 then resets to player's MSxE2 = Boost RP (Boost)xE3 = Boost RS (Boost)xE4 = Player Takes ControlxE5 = KickoffxE6 = PuntxE7 = Field GoalxE8 = Extra PointxEA = 3-Point StancexEB = Shift (Time)xEC = 2-Point StancexED = Motion (Time)xEE = QB StancexEF = Change Player Icon to ReturnerxF0 = Face Direction (Direction)xF3 = Stand (Time)xF4 = Turn (Time) ***Note player faces ballxF5 = Wait (Start Time, End Time)xF6 = Set HP (Value)xF7 = Boost HP (Boost)xFA = Recover BallxFC = Set To Grapple (Player) ***Note players are selected in bitsxFD = Set To Block (Player) ***Note players are selected in bitsxFE = Loop (Amount) ***Note this is from Signed numbersxFF = 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 = ARE = 0, NT = 1, LE = 2, ROLB = 3, RILB = 4, LILB = 5, LOLB = 6, RCB = 7, LCB = 8, FS = 9, SS = AFor 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 + 1For Commands xA0 to xA4 the second nibble is receiver number + 1For 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 Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 21, 2009 Share Posted January 21, 2009 Couple of questionsDid 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? Quote Link to comment Share on other sites More sharing options...
jstout Posted January 21, 2009 Author Share Posted January 21, 2009 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. Quote Link to comment Share on other sites More sharing options...
buck Posted January 21, 2009 Share Posted January 21, 2009 I'd like to see info on the x,y coordinate system used for xD8 (move absolute/relative) stuff. You guys got this down? Quote Link to comment Share on other sites More sharing options...
jstout Posted January 21, 2009 Author Share Posted January 21, 2009 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) x01-7FLeft/Right x80-FF (Player) x01-7FBall 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] Quote Link to comment Share on other sites More sharing options...
bruddog Posted January 26, 2009 Share Posted January 26, 2009 Hey jstout. This should be easy to do. Can in your play reader program can you replace the move command text with up/ down yardage text? It makes deciphering the moves much easier. Quote Link to comment Share on other sites More sharing options...
buck Posted January 30, 2009 Share Posted January 30, 2009 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? Quote Link to comment Share on other sites More sharing options...
bruddog Posted February 15, 2009 Share Posted February 15, 2009 did you make sure to set the number of Wr's correctly? Quote Link to comment Share on other sites More sharing options...
buck Posted February 15, 2009 Share Posted February 15, 2009 did you make sure to set the number of Wr's correctly?I figured out what was wrong and fixed it...long story. Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted April 13, 2009 Share Posted April 13, 2009 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! Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted April 13, 2009 Share Posted April 13, 2009 Holy shit, I think I'm getting it--after using version .2 of BAD_AL's PlayMaker Program, where the TakePosition from Hike locations are listed. This is it, I think! Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted April 13, 2009 Share Posted April 13, 2009 Yeah, I totally have this shit down now. Excuse my language, ye of sensitive eyes, but I couldn't be any more excited right now. Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted April 21, 2009 Share Posted April 21, 2009 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. Quote Link to comment Share on other sites More sharing options...
bruddog Posted April 22, 2009 Share Posted April 22, 2009 Play: T FAKE SWEEP R Slot: Run 1Formation: 04Play #: 10, 10, 50, 10, 10, 50, 10, 10Defense: 5B, 5A, 5A, 58, 58, 59, 59, 59Play: T POWER SWEEP RSlot: Run 1Formation: 04Play #: 11, 11, 11, 11, 11, 11, 11, 11Defense: 53, 52, 52, 51, 50, 51, 50, 51Play: WTE OFFTACKLE RSlot: Run 1Formation: 07Play #: 12, 12, 12, 12, 12, 12, 12, 12Defense: 57, 56, 56, 55, 54, 54, 55, 55Play: ONESETBACK L Slot: Run 1Formation: 06Play #: 13, 13, 13, 13, 13, 13, 13, 13Defense: 5F, 5E, 5E, 5D, 5D, 5D, 5C, 5CPlay: R AND S SWEEP LSlot: Run 1Formation: 0CPlay #: 14, 14, 52, 52, 14, 14, 51, 51Defense: 63, 62, 62, 61, 60, 60, 61, 61Play: FB OFFTACKLE R Slot: Run 1Formation: 08Play #: 53, 53, 53, 53, 16, 16, 53, 53Defense: 67, 66, 66, 65, 64, 64, 65, 65Play: FB OPEN L Slot: Run 1Formation: 09Play #: 54, 54, 54, 54, 17, 17, 17, 17Defense: 67, 6A, 6A, 69, 68, 68, 69, 69Play: TOSS SWEEP R Slot: Run 1Formation: 0BPlay #: 55, 55, 55, 55, 15, 15, 15, 15Defense: 67, 6D, 6D, 6C, 6B, 6B, 6C, 6CPlay: T POWER DIVE Slot: Run 2Formation: 14Play #: 18, 18, 18, 18, 18, 18, 18, 18Defense: 70, 5F, 6F, 70, 6E, 6E, 6F, 6FPlay: FB OFFTACKLE L Slot: Run 2Formation: 06Play #: 56, 56, 56, 56, 19, 19, 19, 19Defense: 73, 5F, 72, 73, 71, 71, 72, 72Play: R AND S DRAW Slot: Run 2Formation: 0CPlay #: 1A, 1A, 1A, 1A, 1A, 1A, 1A, 1ADefense: 76, 5B, 75, 76, 74, 74, 75, 75Play: PITCH L FAKE Slot: Run 2Formation: 06Play #: 1B, 1B, 1B, 1B, 1B, 1B, 1B, 1BDefense: 79, 5B, 77, 78, 78, 79, 78, 77Play: ONEBACK SWEEP RSlot: Run 2Formation: 09Play #: 01, 01, 1C, 01, 1C, 01, 00, 00Defense: 7C, 5F, 7A, 7B, 7A, 7C, 7B, 7BPlay: WEAKSIDE OPEN Slot: Run 2Formation: 08Play #: 02, 02, 02, 02, 1D, 1D, 1D, 1DDefense: 7F, 5F, 7E, 7F, 7D, 7D, 7E, 7EPlay: T OFFTACKLE R Slot: Run 2Formation: 04Play #: 03, 03, 03, 03, 1E, 1E, 1E, 1EDefense: 82, 5F, 81, 82, 80, 80, 81, 81Play: T SWEEP STRONGSlot: Run 2Formation: 04Play #: 1F, 1F, 1F, 1F, 1F, 1F, 1F, 1FDefense: 52, 53, 51, 52, 50, 51, 50, 51Play: SHOTGUN DRAW Slot: Run 3Formation: 0FPlay #: 04, 04, 04, 04, 04, 04, 20, 20Defense: 84, 85, 5B, 85, 84, 84, 83, 83Play: R AND S SWEEP RSlot: Run 3Formation: 0CPlay #: 05, 05, 05, 05, 22, 22, 22, 22Defense: 88, 87, 5F, 88, 87, 87, 86, 86Play: T CROSS RUN L Slot: Run 3Formation: 04Play #: 07, 07, 07, 07, 21, 06, 06, 21Defense: 8A, 8B, 5B, 8B, 89, 8A, 89, 8APlay: SLOT OFFTACKLE Slot: Run 3Formation: 05Play #: 08, 08, 08, 08, 24, 24, 24, 24Defense: 8D, 8E, 8F, 8E, 8D, 8D, 8C, 8CPlay: CROSS OFFTACKLESlot: Run 3Formation: 04Play #: 09, 09, 09, 09, 26, 26, 26, 26Defense: 90, 91, 8F, 92, 91, 92, 90, 91Play: PITCH L OPEN Slot: Run 3Formation: 15Play #: 0B, 0B, 0B, 0B, 27, 0A, 27, 0ADefense: 95, 94, 8F, 95, 93, 94, 93, 94Play: WR REVERSE R Slot: Run 3Formation: 06Play #: 0C, 0C, 0C, 0C, 23, 23, 23, 23Defense: 97, 96, 99, 98, 97, 98, 97, 96Play: WR REVERSE L Slot: Run 3Formation: 09Play #: 0D, 0D, 0D, 0D, 25, 25, 25, 25Defense: 9B, 9A, 8F, 9C, 9B, 9C, 9A, 9BPlay: R AND S QB RUNSlot: Run 4Formation: 0CPlay #: 0E, 0E, 0E, 0E, 2A, 2A, 2A, 2ADefense: 9E, 9F, 9F, 8F, 9E, 9E, 9D, 9DPlay: SHOTGUN SWEEP LSlot: Run 4Formation: 10Play #: 2D, 0F, 0F, 0F, 2D, 2D, 2D, 2DDefense: A1, A2, A2, 8F, A1, A1, A0, A0Play: R AND S QBSNEAKSlot: Run 4Formation: 0CPlay #: 2E, 57, 57, 57, 2E, 2E, 2E, 2EDefense: A4, A5, A5, 8F, A4, A4, A3, A3Play: ONESETBACK DIVESlot: Run 4Formation: 09Play #: 29, 29, 29, 29, 29, 29, 29, 29Defense: A7, A8, A8, 5F, A7, A7, A7, A6Play: PRO T DIVE Slot: Run 4Formation: 04Play #: 28, 28, 28, 28, 28, 28, 28, 28Defense: A9, AA, AB, 5F, AB, AA, AA, A9Play: FB POWER DIVE Slot: Run 4Formation: 0BPlay #: 2B, 2B, 2B, 2B, 2B, 2B, 2B, 2BDefense: AD, AE, AE, 5F, AD, AD, AC, ACPlay: SHOTGUN C DRAW Slot: Run 4Formation: 11Play #: 58, 58, 58, 58, 58, 58, 2C, 2CDefense: B0, B1, B1, 5B, B0, B0, AF, AFPlay: REVERSE PITCH RSlot: Run 4Formation: 04Play #: 59, 59, 2F, 59, 2F, 59, 2F, 2FDefense: B3, B4, B2, 99, B2, B4, B3, B3Play: PRO T WAGGLE L Slot: Pass 1Formation: 04Play #: 30, 30, 30, 30, 30, 30, 30, 30Defense: B5, B5, B6, B6, 5F, B7, B7, B7Play: R AND S FLARE CSlot: Pass 1Formation: 0CPlay #: 31, 31, 31, 31, 31, 31, 31, 31Defense: B8, B8, B9, B9, BB, BA, BA, BAPlay: PRO T WAGGLE R Slot: Pass 1Formation: 04Play #: 32, 32, 32, 32, 32, 32, 32, 32Defense: BD, BD, BC, BC, 5F, BE, BE, BEPlay: ROLL OUT R Slot: Pass 1Formation: 09Play #: 33, 33, 33, 33, 33, 33, 33, 33Defense: BF, BF, C0, C0, 5F, C1, C1, C1Play: ROLL OUT L Slot: Pass 1Formation: 08Play #: 34, 34, 34, 34, 34, 34, 34, 34Defense: C2, C2, C3, C3, 5F, C4, C4, C4Play: T PLAY ACTION DSlot: Pass 1Formation: 04Play #: 35, 35, 35, 35, 35, 35, 35, 35Defense: C5, C6, C6, C5, BB, C7, C7, C7Play: PRO T SCREEN L Slot: Pass 1Formation: 04Play #: 36, 36, 36, 36, 5A, 36, 36, 36Defense: C8, C8, C9, C9, BB, CA, CA, CAPlay: PLAY ACTION Slot: Pass 1Formation: 0BPlay #: 37, 37, 37, 37, 37, 37, 37, 37Defense: CB, CC, CC, CB, BB, CD, CD, CDPlay: PWR FAKE Z POSTSlot: Pass 2Formation: 06Play #: 38, 38, 38, 38, 38, 38, 38, 38Defense: CF, CF, CE, CE, D0, BB, D0, D0Play: WTE F;FLICKER Slot: Pass 2Formation: 07Play #: 39, 39, 39, 39, 39, 39, 39, 39Defense: D1, D1, D2, D2, D3, 5F, D3, D3Play: SHOTGUN X CURL Slot: Pass 2Formation: 0FPlay #: 3A, 3A, 3A, 3A, 3A, 5B, 3A, 3ADefense: D4, D4, D5, D5, D6, DA, D6, D6Play: R AND S Z FLY Slot: Pass 2Formation: 0CPlay #: 3B, 3B, 3B, 3B, 3B, 3B, 3B, 3BDefense: D7, D7, D8, D8, D9, DA, D9, D9Play: PRO T FLARE D Slot: Pass 2Formation: 04Play #: 3C, 3C, 3C, 3C, 3C, 3C, 3C, 3CDefense: DB, DB, DC, DC, DD, DA, DD, DDPlay: OFFSET FLARE E Slot: Pass 2Formation: 0BPlay #: 3D, 3D, 3D, 3D, 3D, 3D, 3D, 3DDefense: DE, DE, DF, DF, E0, DA, E0, E0Play: ONEBACK Z CROSSSlot: Pass 2Formation: 0APlay #: 3E, 3E, 3E, 3E, 3E, 3E, 3E, 3EDefense: E1, E1, E2, E2, E3, DA, E3, E3Play: ONEBACK FLARE ASlot: Pass 2Formation: 06Play #: 3F, 3F, 3F, 3F, 3F, 3F, 3F, 3FDefense: E4, E4, E5, E5, E6, DA, E6, E6Play: T FLEA FLICKER Slot: Pass 3Formation: 04Play #: 40, 40, 40, 40, 40, 40, 40, 40Defense: E7, E8, E7, E8, E9, E9, BB, E9Play: PWR FAKE X FLY Slot: Pass 3Formation: 06Play #: 41, 41, 41, 41, 41, 41, 41, 41Defense: EA, EB, EA, EB, EC, EC, DA, ECPlay: SHOTGUN X DRIVESlot: Pass 3Formation: 0EPlay #: 42, 42, 42, 42, 42, 42, 42, 42Defense: EE, EE, ED, ED, EF, EF, BB, EFPlay: R AND S 3;WING Slot: Pass 3Formation: 0DPlay #: 43, 43, 43, 43, 43, 43, 43, 43Defense: F1, F1, F0, F0, F2, F2, DA, F2Play: PLAYACTION Z INSlot: Pass 3Formation: 09Play #: 44, 44, 44, 44, 44, 44, 44, 44Defense: F4, F4, F3, F3, F5, F5, BB, F5Play: FLEA FLICKER Slot: Pass 3Formation: 08Play #: 45, 45, 45, 45, 45, 45, 45, 45Defense: F7, F6, F6, F7, F8, F8, BB, F8Play: PRO T FLARE C Slot: Pass 3Formation: 04Play #: 46, 46, 46, 46, 46, 46, 46, 46Defense: FA, FA, F9, F9, FB, FB, DA, FBPlay: SHOTGUN 3;WING Slot: Pass 3Formation: 10Play #: 47, 47, 47, 47, 47, 47, 47, 47Defense: FD, FD, FC, FC, FE, FE, BB, FEPlay: SHOTGUN XY BOMBSlot: Pass 4Formation: 11Play #: 48, 48, 48, 48, 48, 48, 48, 48Defense: 14, 14, 13, 13, 15, 15, 15, DAPlay: R AND S Y UP Slot: Pass 4Formation: 0CPlay #: 49, 49, 49, 49, 49, 49, 49, 49Defense: 17, 17, 16, 16, 18, 18, 18, DAPlay: X OUT AND FLY Slot: Pass 4Formation: 06Play #: 4A, 4A, 4A, 4A, 4A, 4A, 4A, 4ADefense: 1A, 1A, 19, 19, 1B, 1B, 1B, BBPlay: REV;FAKE Z POSTSlot: Pass 4Formation: 06Play #: 4B, 4B, 4B, 4B, 4B, 4B, 4B, 4BDefense: 1D, 1D, 1C, 1C, 1E, 1E, 1E, DAPlay: SLOT L Z DRIVE Slot: Pass 4Formation: 05Play #: 4C, 4C, 4C, 4C, 4C, 4C, 4C, 4CDefense: 20, 20, 1F, 1F, 21, 21, 21, 22Play: NO BACK X DEEPSlot: Pass 4Formation: 13Play #: 4D, 4D, 4D, 4D, 4D, 4D, 4D, 4DDefense: 24, 24, 23, 23, 25, 25, 25, 22Play: SHOTGUN Z S;IN Slot: Pass 4Formation: 0EPlay #: 4E, 4E, 4E, 4E, 4E, 4E, 4E, 4EDefense: 27, 27, 26, 26, 28, 28, 28, 22Play: REDGUN Z SLANT Slot: Pass 4Formation: 12Play #: 4F, 4F, 4F, 4F, 4F, 4F, 4F, 4FDefense: 2A, 2A, 29, 29, 2B, 2B, 2B, 22 Quote Link to comment Share on other sites More sharing options...
Knobbe Posted April 22, 2009 Share Posted April 22, 2009 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. Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted April 22, 2009 Share Posted April 22, 2009 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. Quote Link to comment Share on other sites More sharing options...
TecmoBowlSwede Posted February 6, 2010 Share Posted February 6, 2010 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...) Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted February 6, 2010 Share Posted February 6, 2010 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 Quote Link to comment Share on other sites More sharing options...
buck Posted February 6, 2010 Share Posted February 6, 2010 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+guideabout 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 Quote Link to comment Share on other sites More sharing options...
xplozv Posted February 6, 2010 Share Posted February 6, 2010 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. Quote Link to comment Share on other sites More sharing options...
TecmoBowlSwede Posted February 6, 2010 Share Posted February 6, 2010 Thanks a lot!! Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted February 6, 2010 Share Posted February 6, 2010 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.Niiiiiiiice. Quote Link to comment Share on other sites More sharing options...
fatcheerleader Posted February 6, 2010 Share Posted February 6, 2010 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 ] Quote Link to comment Share on other sites More sharing options...
buck Posted February 7, 2010 Share Posted February 7, 2010 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+ Defense: the play the defense runs, depending on what the offense picks (UP,LEFT,RIGHT,DOWN+A or UP,LEFT,RIGHT,DOWN+ 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. Quote Link to comment Share on other sites More sharing options...
xplozv Posted February 7, 2010 Share Posted February 7, 2010 My defense guide is now uploaded. Feel free to ask any questions. Quote Link to comment Share on other sites More sharing options...
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