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Change the number of Run and Pass Plays


jstout

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2-6playbook.jpg

There is a single variable that controls how many rushing/passing plays a playbook has. Thus, it's possible to have 2 running plays and 6 passing plays or any combination.

However, there is a seperate location for Player One, Player Two, and the computer. Thus, it's possible for player One to have 6 running plays while player Two has a normal play book.

Here are the locations of the playbook bytes

Player #1 x24193

Player #2 x2491B

Computer x291A2

The Playbook variables are:

00 = 8 pass, 0 run

01 = 7 pass, 1 run

02 = 6 pass, 2 run

03 = 5 pass, 3 run

04 = 4 pass, 4 run

05 = 3 pass, 5 run

06 = 2 pass, 6 run

07 = 1 pass, 7 run

08 = 0 pass, 8 run

Thus, the run slots are equal to the number of what is placed at the previous locations and the pass slots fill in the slots greater than the number of what is placed in the previous locations.

NOTE: Changing the Playbook Variable doesn't change any of the plays. Thus, you also need to change the plays to reflect your new playbook. The game can have a never ending play if a play of the opposite type is used (a run being used in pass slots or a pass being used in run slots).

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Did you try running a play where run3 or run4 should be? Those plays shouldn't work well at all.

I changed it for player 1 to 02 for 6 pass and 2 runs. When you go to change the playbook, for the team you are using, you could only select as usual 4 and 4?

If that playbook editor thing from emuware works, you need to use that.

Otherwise, refer to:

http://www.tecmobowl.org/forum/viewtopic. ... &&start=30 and

http://www.tecmobowl.org/forum/viewtopic.php?t=775

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The plays remain in the same spot on the rom.

This is what happens when you try a pass play when the slot has been modded to be a run.

As you can see the pass cannot be completed and the play doesn't stop. The D runs around the ball forever.

[align=center]bad-pass1.gif[/align]

It's a two part thing. The game knows believes that the first 4 slots are run plays and the last 4 are pass. Moving a pass play into a run slot and tell the rom that the run slot is now a pass slot are two seperate actions.

You'll need to move additional pass plays or run plays using emuwares playbook editor into the proper spots.

Or you could just change them in the ROM under Team Data. Don't see why that wouldn't work.

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Indeed it would.

In the case of the CPU, if you change it so the CPU has 6 passes and 2 runs, then every CPU team has to conform ... correct?

It would be nice if one could set up differently structured playbooks for different CPU teams.

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  • 2 weeks later...
i would be neat if someone put this playbook editing stuff into a TSB Manager so we dont need a computer science degree to figure this out.

that is all

That would be the best!!!! Just think giving say the Oilers 6 passes and 2 runs, the Giants, 6 runs and 2 passes. I hope someone out there can do this. :D

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What about this?

I thought this happened when you get an incomplete pass on a pass play in a run slot.

The plays remain in the same spot on the rom.

This is what happens when you try a pass play when the slot has been modded to be a run.

As you can see the pass cannot be completed and the play doesn't stop. The D runs around the ball forever.

[align=center]bad-pass1.gif[/align]

It's a two part thing. The game knows believes that the first 4 slots are run plays and the last 4 are pass. Moving a pass play into a run slot and tell the rom that the run slot is now a pass slot are two seperate actions.

Or you could just change them in the ROM under Team Data. Don't see why that wouldn't work.

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You really can't do any thing cool for a man vs com rom because you would have to set up every team as having 3 runs 5 passes or whatever.

That or player 1 would always have to be the 5 passes 3 runs person and player 2 would always have to be the 3 runs 5 passes person.

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