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Offensive Preference


Bodom

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not sure what the difference between SKP and COM BO (never paid attention), but BO only has 2 plays.

TEAM = raiders SimData=0x7c1, OFFENSIVE_FORMATION = 2RB_2WR_1TE
PLAYBOOK R2235, P3873
QB1, jay SCHROEDER, Face=0x11, #13, 25, 69, 13, 13, 69, 31, 44, 63 ,[2, 5, 2 ]
QB2, steve BEUERLEIN, Face=0x10, #7, 25, 69, 13, 13, 44, 38, 31, 38 ,[2, 4, 2 ]
RB1, bo JACKSON, Face=0x9a, #34, 38, 69, 75, 31, 81, 19 ,[12, 1, 9, 0 ]
RB2, marcus ALLEN, Face=0x8b, #32, 38, 69, 56, 25, 50, 31 ,[6, 3, 9, 2 ]
RB3, steve SMITH, Face=0x8d, #35, 44, 69, 25, 50, 50, 31 ,[5, 3, 7, 0 ]
RB4, greg BELL, Face=0xa6, #28, 44, 69, 31, 38, 50, 19 ,[4, 1, 7, 0 ]
WR1, mervyn FERNANDEZ, Face=0x86, #86, 38, 69, 50, 13, 63, 63 ,[1, 6, 11, 10 ]
WR2, willie GAULT, Face=0x84, #83, 44, 69, 63, 13, 50, 56 ,[1, 5, 13, 10 ]
WR3, tim BROWN, Face=0xb0, #81, 44, 69, 56, 13, 50, 50 ,[5, 4, 10, 2 ]
WR4, sam GRADDY, Face=0xcb, #85, 44, 69, 63, 13, 50, 19 ,[1, 2, 13, 2 ]
TE1, ethan HORTON, Face=0xc0, #88, 25, 69, 44, 50, 50, 44 ,[5, 4, 9, 6 ]
TE2, mike DYAL, Face=0x1e, #84, 25, 69, 19, 38, 50, 25 ,[1, 1, 12, 0 ]

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This still doesn't answer the question of COM Bo Jackson VS. SKP Bo Jackson

Sure it does....

Original TSB - no changes to playbooks or preference.

SKP: 121 rush, 1333 yds, 11.0 avg, 15 TD, 1 rec, 55 yds, 1 TD

COM: 123 rush, 1941 yds, 15.7 avg, 21 TD, 12 rec, 312 yds, 3 TD

Much better as COM.

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This still doesn't answer the question of COM Bo Jackson VS. SKP Bo Jackson

Sure it does....

Original TSB - no changes to playbooks or preference.

SKP: 121 rush, 1333 yds, 11.0 avg, 15 TD, 1 rec, 55 yds, 1 TD

COM: 123 rush, 1941 yds, 15.7 avg, 21 TD, 12 rec, 312 yds, 3 TD

Much better as COM.

you should take an average of at least 3 seasons worth of stats.

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This still doesn't answer the question of COM Bo Jackson VS. SKP Bo Jackson

Sure it does....

Original TSB - no changes to playbooks or preference.

SKP: 121 rush, 1333 yds, 11.0 avg, 15 TD, 1 rec, 55 yds, 1 TD

COM: 123 rush, 1941 yds, 15.7 avg, 21 TD, 12 rec, 312 yds, 3 TD

Much better as COM.

you should take an average of at least 3 seasons worth of stats.

Alright, now you guys are pushing it. But you know I have to now! You know what's funny though....that's how I prepared for the "sim fantasy league". Took averages from 3 simmed seasons. All for a 4-2 record!

Rod Woodson - 1 season sample:

SKP: 0 sacks, 6 INT, 0 TD

COM: 0 sacks, 6 INT, 0 TD

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This still doesn't answer the question of COM Bo Jackson VS. SKP Bo Jackson

Sure it does....

Original TSB - no changes to playbooks or preference.

SKP: 121 rush, 1333 yds, 11.0 avg, 15 TD, 1 rec, 55 yds, 1 TD

COM: 123 rush, 1941 yds, 15.7 avg, 21 TD, 12 rec, 312 yds, 3 TD

Much better as COM.

you should take an average of at least 3 seasons worth of stats.

3 season average...

SKP: 114 rush, 1225 yds, 10.7 avg, 12 TD, 2 rec, 68 yds, 1 TD

COM: 120 rush, 1921 yds, 16.0 avg, 20 TD, 12 rec, 301 yds, 2 TD

and I assume a MAN season would look something like....

MAN: 240 rush, 16,000 yards, 146 TD, 0 rec, 0 yds, 0 TD

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Alright, now you guys are pushing it. But you know I have to now! You know what's funny though....that's how I prepared for the "sim fantasy league". Took averages from 3 simmed seasons. All for a 4-2 record!

I ate three stouffer's pizzas

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  • 4 months later...
So, to make a "1=Heavy Rush" run "more", increase the number at 0x018AB1. Likewise, to make a "3=Heavy Pass" pass more, increase the number at 0x018AE7.

Teams with a "1 (heavy rush)" and "C0" results: 209 plays = 147 runs + 62 passes => around 70% run.

Teams with a "3 (heavy pass)" and "C0" results: 149 plays = 107 passes + 42 runs => around 71% pass.

I actually sat and watched COM v COM games and wrote down if the play picked was a run or pass!

THANK YOU! I will use this info for my next college rom as you find offenses with a higher percentage of running/passing in the NCAA compared to the NFL. I love this find. You rock.

Bodom/Buck, did either of you ever finish this project? If you have it would save me some math and the ever so fun trial and error work. I know you were just interested in 1 and 3 and I am too for something I'm working on for a buddy of mine. He wants to play against the COM and have them either run 100% of the time or pass 100% of the time. I told him to just play Turd's 32 team Tecmo Bowl rom and tweak it so that teams only have all-run or all-pass playbooks but he likes TSB better. I guess I could noodle this out if 70% is "CO" then 100% would be...

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So, to make a "1=Heavy Rush" run "more", increase the number at 0x018AB1. Likewise, to make a "3=Heavy Pass" pass more, increase the number at 0x018AE7.

Teams with a "1 (heavy rush)" and "C0" results: 209 plays = 147 runs + 62 passes => around 70% run.

Teams with a "3 (heavy pass)" and "C0" results: 149 plays = 107 passes + 42 runs => around 71% pass.

I actually sat and watched COM v COM games and wrote down if the play picked was a run or pass!

THANK YOU! I will use this info for my next college rom as you find offenses with a higher percentage of running/passing in the NCAA compared to the NFL. I love this find. You rock.

Bodom/Buck, did either of you ever finish this project? If you have it would save me some math and the ever so fun trial and error work. I know you were just interested in 1 and 3 and I am too for something I'm working on for a buddy of mine. He wants to play against the COM and have them either run 100% of the time or pass 100% of the time. I told him to just play Turd's 32 team Tecmo Bowl rom and tweak it so that teams only have all-run or all-pass playbooks but he likes TSB better.

............

I guess I could noodle this out if 70% is "CO" then 100% would be...

FF. and take the 70% with a grain of salt.

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FF. and take the 70% with a grain of salt.

Thanks! That's funny because I figured I'd start there and work backwards. My math is probably off and I don't get all this editing stuff but if C0=70% and FF=100% then how is that right when there are 64 values between C0 and FF. Not doubting you, I'm just asking. Thanks again. :)

[ Post made on a Tecmo Super Mobile Device!] mobile.png

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Wtf fats. You know the location, you heard some trials, you know how to rin a emulator. make a move and try it out. Peace.

EDIT on home PC...

what I'm saying is - quit asking questions that we can't answer. The single location is confirmed, you should know from watching all these COM v COM games that a "heavy rush" will sometimes pass 4 times in a row - so take my trials with a grain of salt.

C0 = 192. FF = 255.

192/255 = 0.75 that's pretty close to 70%, considering the random (sometimes "wack" nature of TSB)

if your friend wants 'all rush' or 'all pass', then change the location in question to FF.

peace x2.

[ Post made on a Tecmo Super Mobile Device!] mobile.png

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Wtf Fats. what I'm saying is - quit asking questions that we can't answer.
You know the location, you heard some trials, you know how to rin a emulator. make a move and try it out.

How do I know you (or someone else) don't know the answer?!! I read both threads but it doesn't say you don't. Also, you or someone else may have everything mapped out already and that's what a community like this is for to share information. I was considering mapping it all out and then sharing that with everyone on here and I don't mind doing the work but why do it if someone else already has?

you should know

Don't ever assume I know anything. You of all people should know that about me by now. And, I still don't understand half the editing threads I read around here including the two we're discussing.

peace x2

ditto

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well, the evidence is there. there's nothing new to "map" regarding this. I experimentally determined that C0 gave around 70%. Doing the "math", C0 should give 75%. FF *should* give 100%. what else do you need to know?

if you want 80%, then multiply 255 by 0.8. then convert that number to hex. 255 x 0.8 = 204, 204 = CC in hex.

if you want 90%....255*0.9 = 229 = E5 in hex.

60%...255*0.6 = 153 = 99 in hex.

It should be a linear mapping.

post-3789-13413729597773_thumb.png

THE INFORMATION

this is for COM-controlled teams

So, to make a "1=Heavy Rush" run "more", increase the number at 0x018AB1.

Likewise, to make a "3=Heavy Pass" pass more, increase the number at 0x018AE7.

Teams with a "1 (heavy rush)" and "C0" results: 209 plays = 147 runs + 62 passes => around 70% run.

Teams with a "3 (heavy pass)" and "C0" results: 149 plays = 107 passes + 42 runs => around 71% pass.

I actually sat and watched COM v COM games and wrote down if the play picked was a run or pass!

Wtf Fats. what I'm saying is - quit asking questions that we can't answer.
You know the location, you heard some trials, you know how to rin a emulator. make a move and try it out.

How do I know you (or someone else) don't know the answer?!! I read both threads but it doesn't say you don't. Also, you or someone else may have everything mapped out already and that's what a community like this is for to share information. I was considering mapping it all out and then sharing that with everyone on here and I don't mind doing the work but why do it if someone else already has?

you should know

Don't ever assume I know anything. You of all people should know that about me by now. And, I still don't understand half the editing threads I read around here including the two we're discussing.

peace x2

ditto

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Buck, thanks for all your help. I really appreciate it. I did what you said and it worked perfectly. :D

I did three season with the Cowboys at Heavy Rush with "FF" on Knobbe's 2009 NFL rom. Here are the results...

Season 1: 455 runs, 25 passes = 455/480 = .948 = 95% Run

Season 2: 419 runs, 27 passes = 419/446 = .939 = 94% Run

Season 3: I can't determine an accurate answer with the 255 carry limit but with 2,860 yards rushing and Romo only having 36 attempts it's close enough.

Tono Romo

21 of 25, 16 of 27, 25 of 36 = 62 of 88 in 3 years :)

Jon Kitna

0 of 0, 3 years combined

*Just imagine the epic whining that would happen with typical NFL WR corps if they only got 30 passes a season?! :?

Marion Barber

187 carrries, 1386 yds, 7.3 avg, 10 tds (2 run plays)

214 carries, 1564 yds, 7.3 avg, 16 tds (2 run plays)

255 carries (think that's the limit), 2860 yards, 11.2 avg, 21 tds (4 run plays) :P

Felix Jones

194 carries, 1127 yds, 5.8 avg, 9 tds (2 run plays)

191 carries, 1309 yds, 6.8 avg, 12 tds (2 run plays)

0 carries in Season 3 (0 run plays, 0 injuries)

Tashard Choice

74 carries, 489 yds, 6.6 avg, 5 tds

14 carries, 46 yds, 3.2 avg, 2 tds

0 carries in Season 3 (0 run plays, 0 injuries)

Deon Anderson and Tony Romo had zero carries in three seasons.

Season 1

DAL (10-6) beat WAS 17-14 in the 1st Rd. DAL ran it 36 times for 272 yards and Romo went 1 for 1 for 44 yards and a TD. :? (too bad this ain't real!)

DAL lost to MIN (14-2)in the NFC Championship. DAL ran it 22 for 143 and Romo went 1 for 1 for 32 yards.

Problem was, MIN was also Heavy Rush with AP! MIN ran it 23 times for 265 yards, AP did 20 of those for 246. Favre never threw a pass! (or int)

Season 2

DAL went 8-8, no playoffs

Season 3

DAL went 7-8-1, no playoffs

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  • 5 months later...

jUST AN UPDATE. Don't know if this value was found on TSB 3 Rom, but i did some CSI stuff using the info from this thread, so wanted to post the TSB 3 Find i made,

The code is very similiar, except for some jumpers and pointers, but tested and verified.

the sim value needs to be changed at the three style locations, x16094 32 bytes(All pro's last 2), x1def59, x1def83. first one controls on field, the other not sure what they control yet.

To Change Pref % of:

01----x26e8a xx value higher for more runs.

02----x26ea7 xx value higher for more passes.

03----x26ec4 xx value higher for more passes.

Didn't find 00, or maybe it is written differently. But these 3 at least give great controls of team styles. 00 is balanced run anyways, so that wouldn't need to be changed.

Also, the pointers are right above at x2638a. in order of 01-03. Also noticed the coding slightly different in the string after % control byte. May be how the number is calculated which would explain how the 01 higher = run more. and the other 2 similiar strings higher = pass more.

One last note, the game doesn't use the style byt on third down. I think it actually does a down and distance check, because ff pass team would run on third and short, and run ff would pass on third and long. Will experiment to see if i can find this control as well. Might be somewheres near all the fake punt and etc % calculations.

Get ready for some air raid offense baby

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  • 2 years later...

this is for COM-controlled teams

So, to make a "1=Heavy Rush" run "more", increase the number at 0x018AB1.

Likewise, to make a "3=Heavy Pass" pass more, increase the number at 0x018AE7.

 

 

Does anyone know where these O-PREF locations are for 0 Balanced Rush and 2 Balanced Pass?

In looking at the code, I'm assuming the "2" is 0x18ACC, but I could be totally off.

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referring to this http://tecmobowl.org/topic/10511-heavier-weighting-of-com-runpass-ratio/#entry90181


 


address of bytes to change...


 


:!: it looks like preference "0" is straight up random chance of any play...doesn't it seem that way to you? (contrary to popular belief)


 


"01" xx/FF is at x018AB1 ("heavy run" for sure)


"02" xx/FF is at x018ACC ("little more pass", I would agree with your conclusion)


"03" xx/FF is at 0x018AE7 ("heavy pass" for sure)


 


(where xx/FF is byte for % out of 255, ie, x80 = theoretical 50%)


 


TEST it, I guess.


Edited by buck
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:!: it looks like preference "0" is straight up random chance of any play...doesn't it seem that way to you? (contrary to popular belief)

 

 

Interesting!

I guess that would make a little sense.  Looking back at my test results, the "0" teams were in the range of 49-56% Rushing with an average of 54%. 

(super pumped I was actually able to locate the "2" location).

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  • 3 weeks later...

referring to this http://tecmobowl.org/topic/10511-heavier-weighting-of-com-runpass-ratio/#entry90181

 

address of bytes to change...

 

:!: it looks like preference "0" is straight up random chance of any play...doesn't it seem that way to you? (contrary to popular belief)

 

"01" xx/FF is at x018AB1 ("heavy run" for sure)

"02" xx/FF is at x018ACC ("little more pass", I would agree with your conclusion)

"03" xx/FF is at 0x018AE7 ("heavy pass" for sure)

 

(where xx/FF is byte for % out of 255, ie, x80 = theoretical 50%)

 

TEST it, I guess.

 

So this is a tried and tested deal?  We have 

 

00 - Random = 50/50?

01 - Heavy Run

02 - Little more pass

03 - Heavy pass

 

The values I found  for 

 

"01" xx/FF is at x018AB1 ("heavy run" for sure) = 99 = 153/256 = 59.8%

"02" xx/FF is at x018ACC ("little more pass", I would agree with your conclusion) = 99 = 153/256 = 59.8%

"03" xx/FF is at 0x018AE7 ("heavy pass" for sure) = B3 = 179/256 = 69.9%

 

The 01 and 02 values being the same doesn't make sense to me.  Am I missing something?

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I think "heavy run" is a bad name, and I didn't ever assign that name to "01" - TSB TOOL did.  I was just referencing it by name.  


 


I suppose it has to do with 00 incorrectly being assumed as "Little more run" so it was default thought of as "heavy run".  Again, I don't know exactly why it was called that.


 


I believe that the values should be renamed.  Something like:


 


00 = 50/50 


01 = More Run (60% Run)


02 = More Pass (60% Pass)


03 = Heavy Pass (70% Pass)


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I think the original programmers figured that the average NFL offensive balance from 1990 was 55/45 towards the pass.  So, they used that as the baseline and then swung the "balanced" offenses by 5% either way.  For "heavy" offenses, swing by 15% from the baseline.


So if you were deemed a "balance rush" offense, subtract 5% from the pass and add 5% to the rush and it comes to about 50/50.


If you were deemed a "balance pass" offense, subtract 5% from the rush and add 5% to the pass and it comes to 60/40 to the pass.


If you were deemed a "heavy rush" offense, subtract 15% from the pass and add 15% from the rush and it comes to about 60/40 to the rush.


If you were deemed a "heavy pass" offense, subtract 15% from the rush and add 15% to the pass and it comes to about 70/30 to the pass.

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I think "heavy run" is a bad name, and I didn't ever assign that name to "01" - TSB TOOL did.  I was just referencing it by name.  

 

I suppose it has to do with 00 incorrectly being assumed as "Little more run" so it was default thought of as "heavy run".  Again, I don't know exactly why it was called that.

 

I believe that the values should be renamed.  Something like:

 

00 = 50/50 

01 = More Run (60% Run)

02 = More Pass (60% Pass)

03 = Heavy Pass (70% Pass)

 

00 = Balanced Attack

01 = Ground n Pound/Smash mouth

02 = Vertical Attack

03 = Dallas Cowboys 2nd half strategy

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