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 PCF Donation Stats:

Due Date: May 31

Monthly Goal: $50.00

Amount So Far: $0.00

Net Account Balance: $0.00

Left to go: $50.00

 

Recent Donors:

  1. Endicott Road $9.38

  2. Ashok Das $19.12

  3. David Burke $23.97

  4. Joe Gandolfo (BigDaddyCool) $100.00

  5. Fred Oliver (theflo) $ 9.38

  6. Britz Software  $2.00

 

 

NEW FILES
  1. All Hamilton Tiger Cats 2.0 (Madden 2004)
  2. All Hamilton Tiger Cats (Madden 2004)
  3. Hawks' Dream Teams (Madden NFL 06)
  4. NFL Head Coach Demo (NFL Head Coach)
  5. gommo, spin16, and bakersville123's MaddenAmpSetup-2.3.2-r291.exe (Madden NFL 06, Madden 2005, Madden 2004)
  6. Shoky Das' alltime.rar (Madden NFL 06)
  7. Metro-Stadium By Thornbird (Maximum Football)
  8. mf-faces.zip By Thornbird (Maximum Football)

  9. viewers.zip by David Charlton (Maximum Football)

  10. dbviewer.zip by Checker (Maximum Football)

  11. blue-facemask by ? (Maximum Football)

  12. BrightYellow by ? (Maximum Football)

  13. redmask by ? (Maximum Football)

  14. Outdoor Arena Stadium By Thornbird (Maximum Football)

  15. New Stadium for Maximum Football By Thornbird

  16. Patch 1.11 (Bowl Bound College Football)

  17. Division II teams by Dunk44 (Bowl Bound College Football)

  18. Icy's Self-Installing Real College File (v 1.6) (Bowl Bound College Football)

  19. Icy's pstats ver 1.5 (Bowl Bound College Football)

  20. BigDaddyCool's BSU Home Fields (Bowl Bound College Football)

 

 

 

TRIBUTES

Remembering September 11th

Space Shuttle Columbia

Pat Tillman

Ronald Reagan

 

 

UNITED WE STAND


We will NEVER be intimidated by lowlife scumbag terrorists!!!

 

 

 

 

Bowl Bound Patches
1.51/bbupdate.exe

This is the final version uploaded to the site. Here are the changes:

-Fixed issues with inseason player development
-Corrected the number of recruiting scholarships used in some instances
-Updated the budget process (overall and recruiting) to tie more into performance.
-Changed season grades for playoff leagues to be more accurate, esp. for teams that advanced further in the playoff.

The last item also helped improve the budget process for playoff leagues as well.

This update isn't a major change (as always, old saves are fine), but I did tidy up a few things that were left in the feedback areas (also fixed some minor grammar/pbp type issues as well).


1.50/BBUpdate150.exe

Updated for 1.5:

1. Tightening up play by play - this involves adding the missing plays in the game log, updating some grammar/sp issues and cleaning up other aspects of it.

2. Fixed taking a knee, spiking, and AI timeout usage.

3. Adjusted the engine to reward better defensive teams. Now, teams with more talented defenses should allow fewer points on average.

4. Improve the transfer logic - if an effort is made to play the player in the prior season, it now means more. Also, you get an email in the final week of camp giving feedback on potential transfer risks when redshirting players.

5. Improved the polls - Strength of schedule has been made more of a factor. The main emphasis here has been trying to improve the poll logic in the middle weeks since that's where most of the remaining problems still remain. Usually, things work themselves out by the end of the season, but you sometimes see teams ride out some generous slotting in the middle of the season.

6. Improving the recruit pitch process - Now, you will get an email after you scout a recruit that gives some additional insight on his pitch. It's still going to be handled the same (ie, you only get 1 chance to get the bonus - no partial credit). But, now atleast you have more information to work with. It also adds another reason to scout players early.

7. Added inseason player development. Players will now develop during the season and you can check this on the roster (the checkbox for changes).

8. Added inseason recruiting options. You get an email every week with a game from three potential recruits that would like to visit. You can only choose one and if you win, the player’s interest may go up. If you lose, it may go down. Interest levels get updated every 4-5 weeks. Also, when a player visits, you automatically get the full color scale view for that player’s interest. That, combined with players that visit getting shaded yellow, will help you track who has visited. AI will handle this for you if you select AI to handle recruiting.

9. Fixed around 15 different penalty/AI issues in the engine.

10. Fixed the issue with turnover margin not being displayed properly.

11. Adjusted overall recruiting logic to mimic regional/state numbers found on recruiting sites.

12. Tweaked the player pool to better reflect the college game.

13. Fixed some MP issues including instances where recruits might not commit to human teams late in the process.

14. Fixed an instance of incorrect stat tracking (for QB sacks).

15. Added comments to gamelogs on things like bad passes, great catches, missed tackles, dropped passes…

16. Fixed PBP issues involving QB keepers and other issues.

17. Changed MP import notifications.

18. Adjusted award criteria.

19. Fixed Scheduling issues ranging from inproper number of home games to having the same rival scheduled twice.

20. Some Hotkey support. You can now use ‘ and / to move up and down most grids. Also, if you mouse over a button, it may tell you a hotkey you can use instead. The ‘Yes’/’No’ message box has this as do some of the offseason screens.

21. Major overhaul on the option offense. Updated all AI gameplans to favor more runs, changed the engine logic to include more QB keepers. You will need to advance to camp in your game to see the changes though.

22. Improved AI use of offensive gameplan. Going into each camp the AI will setup specific gameplans based on their offense type. Then, at each matchup during the season, the AI will do a better job at choosing its gameplan based on injuries, opponent, opponent's tendencies and its own play success rate. The AI also does more with the play information data collected for every team on every play.

23. IMPORTANT USER NOTE - The 4 stock gameplans will be changed before camp and when you change your offense in camp to reflect the team's new offense. If you want a specific gameplan that will never change, make sure to create a new gameplan outside of the 4 stock ones. User created gameplans will not be changed.

24. Added an "oldschool bowl" method. If you go into the "bowlGames" table in the pstats.dat and set the GDCS field to 0 for all bowl games, the AI will not use the GDCS to set any games. Instead, it will rely exclusively on the conference matchups specified in the table. If you wish to use this, make sure to fill in the proper conference matchups for the current GDCS games or it may not work. After the bowl games are played without the GDCS fields, the national champion will be the team rated number 1 by the Coaches Poll. In this setup, the GDCS controls nothing and is only a guide.

25. Improved the multiplayer import process. it should be more informative for commishes and not skip teams when a failed import occurs.

26. IMPORTANT MP ADDITION - Starting in version 1.47, when a user exports his file for use in an MP league, all of his AI settings are also passed in the file. So, if Team1 has Academics set to "CPU run", his exported team file will have that information. This will allow each MP owner to tailor the AI useage much like a SP game without any help from the commish. Also, when a user loads the main save from the commish, his options will still be there meaning no need to change them after the first time for future exports. The commish will still have the ability to set the team to be "AI run" for a certain period like normal (ie, an owner goes out of town or leaves). But, this should help both the commish and individual owners manage their tasks.

27. Improved special teams selection involving injured players. Now, the AI will be less likely to recommend a questionable player that you may be sitting for health reasons.

28. Improved SOS impact on prestige for lower teams. Now, if you are a lower team that schedules tougher opponents, you will get treated differently when it comes to the impact of your record on prestige than someone who just schedules a bunch of patsies for an extra win. This is based on the logic that more marquee opponents means more national exposure (which helps prestige). It's not an enormous impact, but it's enough to make people consider scheduling atleast one good team when you are a smaller school.

29. Fixed turnover margin on Team Overview report.

30. "Team Recovery Report" sent via email each week where atleast one injured player is now 100%. Should help remind people to put these guys back in the lineup.

31. Fixed CPU "Suggest All" button sometimes assigning a negative number for adaptability in training.

32. Fixed the blocked kick name gamelog.

33. Fixed YPG issue on player stats report.

34. Fixed the MP import skipping teams.

35. Fixed bowl games to now have bowl game attendence (not home team attendence).

36. Conference movement. You can set it up in the game options – the choices are None, Low, Average, High. The basic algorithm is that the game goes through at the start of each offseason and checks to see if any teams should be swapped. All conferences are broken up into 4 layers – GDCS (top 8), tier 1, tier 2 and independents. Movement occurs between each grouping and there’s always a “swapping” of teams. For instance, in my testing, I had Utah replace Stanford in the Pac 10 after three seasons. Stanford then went to Utah’s conference and took its place. There’s also some region protection meaning a team in the West can only go to the Midlands and West, Midlands can go West, Midlands and Midwest, Midwest can go Midlands and Midwest, SE can go SE and AE, AE can go AE and SE. I had to setup a couple regions for each team otherwise you could hit situations where movement was deadlocked because of regions. However, you shouldn’t see teams like Fresno State going into the SEC.

One final comment for conference movement: The choice levels dictate the chance movement will occur and the qualifications for a movement to occur. The highest level needs atleast 2 positive seasons for the moving up team (at a certain level) and 2 negative for the teams moving down. Those change to 3 and 4 for the average and low levels. There are also prestige restrictions meaning a team like Auburn or USC won’t get demoted if they have a couple bad seasons. Finally, make sure you turn it on in the game options if you want to use it. It defaults to “None” for saves and new games (it does work with old saves).

1.47/BBUpdate147.exe

Here is a BETA 1.47. You simply need to run the update EXE and make sure it writes over your old bb2005.exe. It will work with old saves. You can also go directly from 1.11 to this version (don't need 1.46). Here's the list of changes:

1. Fixed more timeout issues (esp on defensive side).
2. Fixed ranking email error where national ranking was repeated.
3. Fixed PBP issues involving QB keepers and other issues.
4. Fixed some penalty logic on things like personal fouls on fourth downs and other situations.
5. Fixed a wierd repeating pop-up that happened on the gameplan screen when you put in over 100% for something.
6. Fixed a newly inflicted error that introduced some JC guys as freshmen.
7. Updated the poll logic based on feedback.
8. Major overhaul on the option offense. Updated all AI gameplans to favor more runs, changed the engine logic to include more QB keepers. You will need to advance to camp in your game to see the changes though.
9. Improved AI use of offensive gameplan. Going into each camp the AI will setup specific gameplans based on their offense type. Then, at each matchup during the season, the AI will do a better job at choosing its gameplan based on injuries, opponent, opponent's tendencies and its own play success rate. The AI also does more with the play information data collected for every team on every play.
10. IMPORTANT USER NOTE - The 4 stock gameplans will be changed before camp and when you change your offense in camp to reflect the team's new offense. If you want a specific gameplan that will never change, make sure to create a new gameplan outside of the 4 stock ones. User created gameplans will not be changed.
11. Added an "oldschool bowl" method. If you go into the "bowlGames" table in the pstats.dat and set the GDCS field to 0 for all bowl games, the AI will not use the GDCS to set any games. Instead, it will rely exclusively on the conference matchups specified in the table. If you wish to use this, make sure to fill in the proper conference matchups for the current GDCS games or it may not work. After the bowl games are played without the GDCS fields, the national champion will be the team rated number 1 by the Coaches Poll. In this setup, the GDCS controls nothing and is only a guide.
12. Improved the multiplayer import process. it should be more informative for commishes and not skip teams when a failed import occurs.
13. IMPORTANT MP ADDITION - Starting in version 1.47, when a user exports his file for use in an MP league, all of his AI settings are also passed in the file. So, if Team1 has Academics set to "CPU run", his exported team file will have that information. This will allow each MP owner to tailor the AI useage much like a SP game without any help from the commish. Also, when a user loads the main save from the commish, his options will still be there meaning no need to change them after the first time for future exports. The commish will still have the ability to set the team to be "AI run" for a certain period like normal (ie, an owner goes out of town or leaves). But, this should help both the commish and individual owners manage their tasks.
14. Improved special teams selection involving injured players. Now, the AI will be less likely to recommend a questionable player that you may be sitting for health reasons.
15. Improved SOS impact on prestige for lower teams. Now, if you are a lower team that schedules tougher opponents, you will get treated differently when it comes to the impact of your record on prestige than someone who just schedules a bunch of patsies for an extra win. This is based on the logic that more marquee opponents means more national exposure (which helps prestige). It's not an enormous impact, but it's enough to make people consider scheduling atleast one good team when you are a smaller school.

Just like last time, I would recommend backing up any saves you use in the event something happens. This version should be pretty stable, but it is still a beta version so there may still be some issues. If you run into anything, please email me directly at arlie@greydogsoftware.com. Thanks again to everyone checking this out!

Also, do NOT switch from 1.46 or 1.47 back to 1.1 and then back to 1.46(7). This can corrupt your save as I have tried to make the update process seemless for 1.1 owners by adding certain things to the save on the fly. Switching back and forth may cause the game to think you need something that is already there (and it will cause errors that I cannot fix).


1.46/BBUpdate146.exe

Here is a BETA for the upcoming BBCF update. You simply need to run the update EXE and make sure it writes over your old bb2005.exe. It will work with old saves. This has a lot of new features/fixes, so here goes:

1. Tightening up play by play - this involves adding the missing plays in the game log, updating some grammar/sp issues and cleaning up other aspects of it.

2. Fixed taking a knee, spiking, and AI timeout usage.

3. Adjusted the engine to reward better defensive teams. Now, teams with more talented defenses should allow fewer points on average.

4. Improve the transfer logic - if an effort is made to play the player in the prior season, it now means more. Also, you get an email in the final week of camp giving feedback on potential transfer risks when redshirting players.

5. Improved the polls - Strength of schedule has been made more of a factor. The main emphasis here has been trying to improve the poll logic in the middle weeks since that's where most of the remaining problems still remain. Usually, things work themselves out by the end of the season, but you sometimes see teams ride out some generous slotting in the middle of the season.

6. Improving the recruit pitch process - Now, you will get an email after you scout a recruit that gives some additional insight on his pitch. It's still going to be handled the same (ie, you only get 1 chance to get the bonus - no partial credit). But, now atleast you have more information to work with. It also adds another reason to scout players early.

7. Added inseason player development. Players will now develop during the season and you can check this on the roster (the checkbox for changes).

8. Added inseason recruiting options. You get an email every week with a game from three potential recruits that would like to visit. You can only choose one and if you win, the player’s interest may go up. If you lose, it may go down. Interest levels get updated every 4-5 weeks. Also, when a player visits, you automatically get the full color scale view for that player’s interest. That, combined with players that visit getting shaded yellow, will help you track who has visited. AI will handle this for you if you select AI to handle recruiting.

9. Fixed around 15 different penalty/AI issues in the engine.

10. Fixed the issue with turnover margin not being displayed properly.

11. Adjusted overall recruiting logic to mimic regional/state numbers found on recruiting sites.

12. Tweaked the player pool to better reflect the college game.

13. Fixed some MP issues including instances where recruits might not commit to human teams late in the process.

14. Fixed an instance of incorrect stat tracking (for QB sacks).

15. Added comments to gamelogs on things like bad passes, great catches, missed tackles, dropped passes…

16. Changed MP import notifications.

17. Adjusted award criteria.

18. Fixed Scheduling issues ranging from inproper number of home games to having the same rival scheduled twice.

19. Some Hotkey support. You can now use ‘ and / to move up and down most grids. Also, if you mouse over a button, it may tell you a hotkey you can use instead. The ‘Yes’/’No’ message box has this as do some of the offseason screens.

20. Conference movement. You can set it up in the game options – the choices are None, Low, Average, High. The basic algorithm is that the game goes through at the start of each offseason and checks to see if any teams should be swapped. All conferences are broken up into 4 layers – GDCS (top 8), tier 1, tier 2 and independents. Movement occurs between each grouping and there’s always a “swapping” of teams. For instance, in my testing, I had Utah replace Stanford in the Pac 10 after three seasons. Stanford then went to Utah’s conference and took its place. There’s also some region protection meaning a team in the West can only go to the Midlands and West, Midlands can go West, Midlands and Midwest, Midwest can go Midlands and Midwest, SE can go SE and AE, AE can go AE and SE. I had to setup a couple regions for each team otherwise you could hit situations where movement was deadlocked because of regions. However, you shouldn’t see teams like Fresno State going into the SEC.

One final comment for conference movement: The choice levels dictate the chance movement will occur and the qualifications for a movement to occur. The highest level needs atleast 2 positive seasons for the moving up team (at a certain level) and 2 negative for the teams moving down. Those change to 3 and 4 for the average and low levels. There are also prestige restrictions meaning a team like Auburn or USC won’t get demoted if they have a couple bad seasons. Finally, make sure you turn it on in the game options if you want to use it. It defaults to “None” for saves and new games (it does work with old saves).

I would recommend backing up any saves you use in the event something happens. This version should be pretty stable, but it is still a beta version so there may still be some issues. If you run into anything, please email me directly at arlie@greydogsoftware.com. Thanks again to everyone checking this out!


1.11/BBUpdate111.exe

Here are the main changes since 1.1:

-Fixed Player editor errors and issues
-Fixed an odd scheduling issue that could occur down the road
-Conf championship games no longer count as conference games.
-Adjusted the national recruit ratings to be more uniform
-Adjusted the initial starting talent pool to be weaker for lower rated teams
-Adjusted QB overall rating
-Removed “random feel” when clicking suggest multiple times on strategy screens
-Adjusted the prestige levels to be more dynamic at High and Very High
-Adjusted the engine to remove situations where a DL would make a tackle on a passing play 4-5 yards downfield or recover a fumble way downfield.
-Fixed a couple odd results for the season report card
-Other reported issues

1.1/bbupdate.exe

Player Editor
-An in-game player editor
-The ability to import a separate save game for use as a roster base for a new league

Reporting

-Added reports for GDCS, CPU and RPI, polls, standings, results, league leaders, weekly leaders, standings, assistant coach list, transfer player lists, recruits (by region) and records

-Added a “Team Commits” report found in the offseason tab (recruiting section). This report shows a list of all the players that have committed to the selected school with some extra info

-Modified team info report to include more team stats and national ranking in those stats

Other Additions
-Made coach prestige dynamic and have it change each season based on numerous factors including recruiting, performance and meeting board expectations. This value will help or hurt you when recruiting. All coaches default to "50" to start a career
-Added a prestige slider to change the rate at which prestige changes (ranging from Very Low to Very High). This also impacts the coach prestige
-Added game, season and career records for the league, conferences and individual teams. You can see them from the "Options" tab
-Added Points allowed, Passing TD allowed, rushing TD allowed and point differential to team stats leader board
-Added option to autosave after each stage on game options screen
-Adjusted the player development process to involve an "in-season" aspect. Actual player ratings will not change in season, but younger player will start to play more consistent as they get more games under their belt. I also made the amount of time played inseason even more important for the development of players

 

Tweaks and fixes

-Fixed polls to be more realistic

-Redid the overall poll logic

-Adjusted late-season poll logic


1.04/bbupdate.exe

Changes:
-Remove recruits that don't get an offer
-Have recruits commit a little faster
-Tweak the player creation logic (lower prestige teams)
-Adjust grades on report card
-fix position strength for recruits (RB, WR, DT...)
-improve speed of simming
-tone down scouting error
-adjust at FG kicking results
-Fix sub issue when CPU sub turned off for PBP
-Add in jucos for later seasons
-Add more players to non-qualify list
-4th down logic adjusted
-Timeout use logic adjusted
-knock down punters a bit - inside 20 and yards
-Fix the polls
-Fix PBP and other bugs
-Adjust AI deph chart setting to better account for doubtful and questionable players.
-Change the expectations comments to be based on a team's ability within their own conference in certain situations.
-Add in the playoff bracket
-Change color on recruiting screens for actively recruited kids
-Remove some of the redundant prompts
-tweaked the transfer process (users have a better chance at landing transfers)
-Academics screen should now appear in week 2 (not 1).
-Added adaptability into the college player card
-Added durability into the recruit player card (need to scout to see it).
-Adjusted defensive suggest on PBP
-Made yearly budget changes more of a factor of a team's overall performance

1.03/bbupdate.exe

Changes:
1. Crash To Desktop due to watch list/scouting over 100 players.
2. Fixed issue of 2 year players declaring early.
3. Depth chart interface issues (bottom grid - ST players card).
4. Fix the in-game issue of "Out" players sometimes playing.
5. Adding in the injuries option (5 levels).
6. Reduced the seriousness of injuries.
7. Button for "Suggest all" in training.
8. Option to turn off academics.
9. Fix the default OR and IR gameplans for certain offensive philosophies. (only good for new careers)
10. Fix the FG max range issue - it now is the actual FG length, not the yardage to the endzone.
11. Added 1-100 numerical value for prestige.
12. Adjusted engine for making Field goals.
13. Suggest for option now includes I-Form instead of Pro Set.
14. Both saves on the offensive gamplan screen now save Max FG and 4th down preferences.

1.02/bbupdate.exe

-Fix the injury length issue
-Fix the coach switch issue on year 1
-Fix the distance issue on penalties (face mask)
-Fix the 4th down FG logic inside the 10
-Improved the late game AI
-Fix the home and home issue
-Fix advance week button
-two point conversion INT
-Fix WR limit for redshirts/change position
-underclassmen turning pro
-Fix the recruit distribution issue (by state)
-Timing issues for TOs
-Plays called should always match
-Improve CPU logic when academics given to staff
-Roughing the passer logic
-Adjust the early season poll logic
-Time coming off touchbacks
-Allow ' in team names/nicknames
-Fix coach development skills matching on the coach hire screen
-tie breakers
-hot routes in PBP
-Added an (*) after schoolname on the recruit card if the player has an offer from that school.
-Added an email with the playoff pairings
-Flag playoff games on the postseason schedule screen
-Fixed an issue with training %s sometimes allowing a negative value.