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soxin2k3

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  1. Yeah, sorry about the confusion, i got it. I've run into the same thing with pass routes, but i think if you make sure that the same receivers are running routes as the original play (i.e. if there were 4 wrs, have those same 4 wrs running patterns, not blocking) it fixes it. have you figured out anything about what that next section of code you mentioned does? I'll take a shot at it over the next few days...
  2. Nevermind, i got it, I had miscounted when i made the adjustment with the three plays...
  3. Great work bruddog, but have you tested this out? I tried to put everything together, and while you're definately right about the way the formations work, nothing changes when i change the plays. I'm not sure if I didn't have the wrong bytes matched up with with the wrong plays. The way you listed the coding might be a little off, for instance, i checked through and by your list, fb offtackle R and onesetback L are virtually identical plays, except for some blocking differences. Obviously, that's not right, and either they are alternates or fb offtackle r should be fb offtackle L. When i messed around with the coding for onsetback L (offset 4570), nothing changed when the play is run. To make sure it wasn't because of that 14-15-16 mess up, i tried changing some of the first 13 plays, and got no result. I was just seeing if you succeeded when you tried this out, because it's entirely possible that i just screwed up. thanks again for figuring all this out...
  4. Sorry to post twice in a row but I think I've got it mostly figured out. For every play there are unique bytes that determine the defense's reaction. There are also several "blitz" bytes that dictate what happens on a called play. The differences between the blitzes are not terribly important, except putting in a 'run' blitz byte against a called pass play means everyone rushes in and no one covers the wideouts, rendering it useless, etc. There also does not seem to be any clear significane to the name of the byte, that is, 56 appears no neccesarily more or less similar to 58 that 66, except of course run d's act more like other run d's than passes. I could be wrong about that correlation, though. As an exampleof what the bytes do, if you subsitute the byte for when the defense calls the 'wrong' run against t fake sweep r, (ie a play in slots2-4), with what the defense is supposed to do when it calls a run against t power sweep, the d will no longer be 'fooled' by the fake up the middle, and will instead flow immediately to the bottom, often blowing up the play because of its delay. I am not sure of the value of going through the reactions to every play, especially to runs, because the minute differences between similar plays would likely be agonizing to log, and not matter a whole lot anyway. Passes, however, might be a different story, for instance, if anyone has played a man opponent using qb eagles and shotgun curls, it might be worthwhile to find out if some pass d other than the defaults does a better job of not consistently leaving people open. The relevance of all this to offensive play editing is that we can pretty easily put in reasonable defenses against edited plays: like if there's a pitch to someone who's in motion, you could have the d play a defense that flows to that side anyway, if that makes sense. Finally, I tested out what happens if you play a defense that's not in the game (basically everything from 31to3f plus a few others) it's pretty awesome, the defense comes out with not enough players, typically like 2 lineman and 3 linebackers, although it changes, but the coolest part is that instead of 4 db's there's one free safety lined up as if he's in a cover 3, instead of 2. The play runs real slow, but it's pretty cool, the FS immediately takes a face plant, but once a pass is thrown he jumps up and morphs into a bunch of differnet guys who i assume represent the rest of the secondary. Anyway, let me know if anyone has any ideas as to what do to from here, like keep trying to figure out exactly what the differences between coverages are or whatever.
  5. The lines of code you mentioned work much the same way is the offensivve plays-16 lines of runs/16 of passes in order. The scheme isn't very difficult, the 'called play' bytes have their own set of rules, but everything else dictates traditional reaction. For instance if you take the 4th byte (representing what happens when the d cals the 4th run -in this case meaning they called the play) in the line for "shotgun c draw" and change to it to 'AF' (a pass defense byte), then when shotgun c draw is a called play, the defense will just play a pass defense instead of blitzing.... I edited the rest of this out since i think i explained things better below...
  6. I've been lurking on this board since it was created but since because for some reason knobbe.org does not work on my computer at college, I never joined. Anyway, I head up a league at school with about 15 other guys using my laptop hooked up to the tv. Some of us are pretty computer code literate and I'm willing to spend obscene and unreasonable amounts of time on Tecmo. If betwen us, we can do anythng at all to help the process of play editing, please let me know, since it's been our dream since last september. I was gonna go through all the different plays in diff formations and jot down any errors/successes etc, but it appears some people are already on that. Anyway, thanks a lot to Rod and others for the time you've put into this, you're gonna make a lot of people in VA happy. (By the way, i just flew back into the boston a little while ago, so no i am not a college student on his computer at 2 am on a saturday night for no reason )
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