As of Janurary 24, 2007 - Any team caught using an illegal play may have their game forfeited with a SIM loss. We all have been playing this game long enough to have learned the play design rules.

If both teams get caught using illegal plays the Commish may SIM the game and the results for that game will be final.

As of Februaury 18th, 2007 - All plays that are brought to the league to be reviewed will be reviewed in the Play Editor. All plays that are in violation of said such rules will be dealt with accordingly. That means the play can be reviewed initially on the playing field/film clips - but the  final determination will be in the Play Editor so if the play itself is requested you must provide it.

As of May 8th, 2007 - Effective immediately and for the 2011 Season: Rob the Commish wil be deciding each Play Review on a case-by-case basis. That means he will be taking into account the severity of the illegal play(s), the amount of times used and if/how they affected the outcome of the game, and if the offending coach has a prior history of using cheat plays.

It may not be an automatic SIM win or loss either way- games might still stand as played- or a replay may still be an option.

R L Carter
WFFL Commissioner

----

The WFFL Fourth Down Rules

You can go-for-it on 4th anytime- Fake Punts and Fake FG’s are allowed only if you are tied or behind  in the last 2 minutes of the 1st half half or in the 4th quarter. Please only fake on 4th Down.

WFFL  Play Design Rules

Definitions
The box: Between the hash marks of the play editor.
LOS: Line of Scrimmage.

The following play design rules are minimum requirements. It is the coaches responsibility to design or modify his plays according to these rules. Player talent will affect the execution of your plays. So it is the coaches responsibility to make the proper adjustments to his plays so the intent of the rule is not violated. Loopholes (bending rules, violating the intent of the rule) will be considered a play violation.

Regular Offense

QB Rules
Q1
. The QB must take the snap. Any QB is allowed anytime.

Q2. The QB cannot be deeper than 7 yards off the LOS in the Play Editor and on the field. (Pre-Snap) sample pictures here

Q3. The QB cannot drop back or rollout deeper than 15 yards off the LOS. (After the Snap)
Q4. For passing plays. If the QB leaves the box, his "Move to logic" cannot end closer than 5 yards on the Offensive side of he LOS.
Q5. For passing plays. If the QB leaves the box, the receiver of the pass cannot be within 5 yards on the Defensive side of the LOS.
Q6. For passing plays. The QB cannot be assigned any type of run logic.
Q7. For running plays. The QB cannot be assigned any type of check receiver logic.
Q8. For running plays. The QB cannot be outside the box when he releases a pitch to the RB.
Q9. The shovel type pass is not allowed. Any pass play that registers as a run is illegal.

Q10. QB cannot have "wait for" logic greater than .5 seconds for the entire play.

Q11.  Passing Play Minimum Requirements: All passing plays must meet the following criteria: QB Check Receiver minimum 2 Receivers and WR's must have the look for pass logic except for Screen Pass plays. If the pass is intended across the LOS then this must be met.

Q12. QB Line Of Site: Positioning a player in the line of sight between the QB and the Center prior to the snap is prohibited.

Q13. QB Single Pump Fake Rule: Only one pump fake can be used per pass play. (Using multiple pump fakes makes the the 15-yard "look for pass" void and is basically the same as having extra "stop and wait" time to let WR's get open deep.)

Q14. QB Rollout: on rollout plays when the QB is at the end of his movement path- at least two WR's still have to be looking for the pass. This is to prevent the A.I. to break down and have the QB take off running without being recognised by the Defense. Sample A.I. Buster here

OL Rules
OL1. For pass plays. The OL are not allowed to have "Move to logic", "Lead to logic" or "Release to logic " which takes them across the LOS or outside the box. (No pulling lineman on pass plays)
OL2. For pass plays. Every OL must have "Block Pass" logic at some point in their logic path.

OL3. The play formation MUST be OL-OL-C-OL-OL we understand that during a game Guards and Tackles may get shuffled due to injury, fatigue, etc. but the DESIGN must be that way. Center must snap the ball. What we do NOT want to see is an "unbalanced" line with only one OL on a side next to the Center. (example: OL-OL-OL-C-OL )We need the Center in the middle hiking the ball flanked by 2 linemen (Guards or Tackles) on each side. Otherwise we get an AI-Buster when the DL's and LB's have no OL to line up on...

RB\FB Rules
R1
. The RB\FB must be aligned in the box in the pre-snap formation. He can shift outside the box, but his alignment must begin inside the box.
R2. The RB\FB cannot be deeper than 10 yards from the LOS when inside the box. If they shift outside the box, they must align no deeper than 5 yards of the LOS when in the pre-snap formation.
R2. If the RB\FB receives a pitch outside the box, he must be in-line with the QB. In other words he cannot be in front of the QB when he receives the pitch. Example here


R3. Any run play that registers as a pass is illegal.
R4. If the RB\FB is assigned check receiver logic, the play must be designed so that the RB\FB is intended to pass the ball.
R5. The RB\FB cannot have pass check receiver logic beyond the LOS.
R6. Any player assigned look for pass logic cannot receive a handoff or a pitch.

WR\TE Rules
WT1
. The WR\TE must be aligned/start outside the box in the pre-snap formation and can not shift or go in motion and have their motion path ending inside the box prior to the snap, or be designed so that the player will be inside the box upon snap.
WT2. The WR\TE can only receive a pitch or handoff if they are outside the box. They must be outside the box and remain outside the box before and after the snap to receive a handoff or pitch.
WT3. When outside the box, the WR\TE must remained aligned no deeper than 5 yards of the LOS in the pre-snap formation.
WT4. If the WR\TE is assigned check receiver logic, the play must be designed so that the WR\TE is intended to pass the ball.

WT5. "Stop and Wait" logic is not allowed past the LOS and it is limited to .5 seconds and is to be used only at or behind the line of scrimmage by those who are intended targets of a pass.

WT6. Plays which send a receiver backwards behind the LOS for any reason other than pass blocking, or a reverse is illegal. Exception being the intended receiver on a screen pass- and they cannot move backwards more than 5 yards .

WT7. All pass eligible receivers who are targeted by the QB must have "look for pass" logic at or before they are 15 yards downfield. Please do not try to circumvent this rule by then stopping "look for pass" and then turning it back on again later.

WT8. Receiver Comebacks: After crossing 25 yards past the LOS, no logic of any kind may be used on any player to move back towards the LOS..

LOS and Shifting Rules
LS1. There must be 7 players on the LOS. Both OT's must be covered by either a WR or TE. More than 7 players on the LOS is illegal. Although it is legal to have at least 10 players on the LOS in the NFL. M2M logic is drastically disrupted if more than 7 players are placed on the LOS in the FBPRO game. Skilled players are left uncovered in both pass and run designed plays. We think this creates an unfair advantage for the offense.
LS2. Shifting players on and off the LOS is illegal. This rule was implemented to prevent mismatching LB's on WR's or leaving skilled players uncovered. Our backfield (RB/FB) rules take care of most problems, but this rule is in place as another safe guard. If you shift a player that is not initially on the LOS then they must be shifted so that they do not come within ONE YARD of the LOS to avoid "coasting" onto the LOS in their "shift to". sample video here: http://www.webfreaksfootballleague.com/Web-Radio/2010/RayLong1-AI-Buster-review.wmv

It is up to the coach to ensure that the play does not violate this rule.

LS3. Skill players (RB/WR/TE) may not double up ( Stack ) outside of the backfield on any play. example HERE

Throw a Fake Logic Rules (Not the same as "Pass Fake Logic")
TF1
. The use of Throw Fake is not allowed.

Motion Rules
MO1
. Motion is not legal unless used with a running play.

Timing Pass Rules
TP1. Timing passes are illegal.

Regular Defense Rules
1) No defensive player with zone defense logic may have any portion of their zone located within the offensive "Box". The movement phase of a zone is considered part of the zone. The box is the area between the hash marks of the play editor and LOS to 10 yards behind the LOS. Zones and zone movement across the LOS is legal as long as no part of the Box is breached.
2) DL cannot have any "Zone" in their logic.
3) All defensive plays are required to have at least 3 Defensive Linemen in the Defensive Box on the start of the play and must be in a 3 point stance. . The box is the area in which a defensive lineman adopts a down stance on the field of play when the offensive tackles are set in their maximum split from center. The defensive box extends to approximately 3 yards wide of either hash mark and 2.5 yards behind the LOS. Basically: no DL's allowed out in the flats.

Clarification 3/15/08: No logic for DL's going "East-West" Horizontally towards the flats. "North" Vertical pass rushing (up to a 1-O'Clock angle from the right and 11 O'Clock angle from the left is okay) Screen shots:

http://www.webfreaksfootballleague.com/leagueinfo/Rules/DL-flats-1.JPG

http://www.webfreaksfootballleague.com/leagueinfo/Rules/DL-flats-2.JPG

http://www.webfreaksfootballleague.com/leagueinfo/Rules/DL-flats-3.JPG

http://www.webfreaksfootballleague.com/leagueinfo/Rules/DL-flats-4.JPG

4) Defensive Linemen cannot be sent into pass coverage. You are allowed to use read logic for run defense purposes and you are allowed to use "move to" logic for pass rush purposes but you can't use the move to logic to send a DL out to defend a pass. This is to prevent guys from sending out 11 guys into coverage.
5) Two Linebackers are required for each defensive play that is a non special teams based play.

6) Elimination of "pursuit" logic as sole logic for Defensive Linemen: Defensive Linemen are prohibited from having their 1st and only logic command be "pursuit." A flaw has been found where the use of this as the only logic for DL is that DL become unblockable by the OL when the OL has block left/right or fire out block logic, regardless of rating.

Special Teams Rules
The following rules were clarified/amended 1/5/06 to preserve the original intent of the Special Teams Rules.

General:
All special teams plays must be special teams plays, I.E. You cannot have an offense or defensive play in your special teams slots.
You may not “fake” a special teams play. I.E. You cannot click once on an offensive play, click special teams tab, then click ready. This will result in the offensive play being run, but the screen showing that you are running a special teams play. THIS IS ILLEGAL!

KICKOFFS/KICK RETURNS: Stock formations must be used. Logic may be changed. You are allowed to substitute freely all positions both offensive and defensive players on both the kickoffs and kick returns. You may have both OL's and DL's on kickoffs and both OL's and DL's on kick returns.

FIELD GOAL KICK/PAT/PUNTS: Stock formations must be used. Logic may be changed. All LOS Lineman must be OL's. All other non-LOS positions may substitute freely except for the use of DL's. DL's are not allowed anywhere in the formation.

FIELD GOAL/PAT DEFEENSE/PUNT RETURNS: Stock formations must be used (THE ORIGINAL STOCK PLAYS THEMSELVES HOWEVER ARE ILLEGAL- AND MUST BE CHANGED TO CUSTOM AND FIXED IN YOUR PLAYBOOK!) All LOS lineman must be DL's. All other non-LOS positions may substitute freely except the use of OL's. OL's are not allowed anywhere in the formation.

NORMAL DEFENSE VS FIELD GOALS or PUNTS: All normal defensive play rules apply. The play may not be specifically designed to block Field Goals or Punts.

These were the original intent of the Special Teams Rules. Any suggestions for any Rule changes must be posted on the forum and will be addressed in the offseason. If you have any questions concerning the above clarification/amendment, please contact Commish Rob Carter  and CC: Assistant Commish Jay T.

A.I. Busting Plays
It is illegal to use known A.I. busting plays.

Example A.I. Buster HERE

All plays must be designed using ONLY the FBpro '98 Play Editor.  Plays modified using a hex-editor or converted from past versions of FBPro can become AI Busters in FBPro '98.

In the Play Editor, Running plays must be saved as RUN; passing plays must be saved as PASS. Mixing these up can cause dropped coverage AI Busters.

Sample pix HERE

Roster Player Positon Changes

1.        you can NOT change the following player positions:
a.  can not change WR to TE
b.  can not change TE to WR
c.  can not change LB to DL

2.   you CAN change the following player positions:
a.   (OL)   T to C or G
b.   (OL)   G to C or T
c.   (OL)   C to G or T
d.   (DL)   DE to DT
e.   (DL)   DT to DE
f.    (DB)   S to CB
g.   (DB)   CB to S
h.   (RB)   HB to FB
i.    (RB)   FB to HB

FBPRO A.I. Bugs
The following are FBPRO bugs that we must live with in order to limit argument and disputes over something we cannot restrict. We're open for suggestions, but until a clear and reasonable solution is found we will let the game take care of these A.I. flaws.

1) In real football, blocking a defender who is in pass coverage before the pass is received is an illegal pick or offensive pass interference. But due to a flaw in the FBPRO98 A.I., it is possible for an offensive player playing a skilled position to engage and block a defender beyond the LOS who is in pass coverage an instant before the pass is received. This is a default action by the offensive player and the game will not always call an offensive penalty. The skilled player will perform this act with various logic assigned. For this reason, we've determined that it is impossible to write a rule that will clearly prohibit this action without creating more suspicion and disputes when a skilled offensive player engages a coverage defender before the pass is received.

ON THE FIELD                    

Substitutions

Substitutions during a game are illegal. It causes crashes.

Play Clock

WFFL rules for managing the play clock are as follows:
All offensive plays must be called at, or prior to the 25 second mark (normal play call), or 18 second mark (when less than 6 minutes in the 4th quarter)

Delay of Game Exception: Teams will be able to run the clock past the 25 second mark (normal play call), or 18 second mark (when less than 6 minutes in the 4th quarter) provided that they are either:

a) Calling a Timeout and Punt/FG or
b) Taking a Delay of Game Penalty and Punt/FG.

These are the rules and policies of the WFFL. Fell free to ask the Commissioner or a League Official if you do not understand any of the rules. If you notice a flaw in the rules, or have a suggestion of how to improve the rules, feel free to notify the Commissioner or a League Official. Your suggestions will be taken into consideration.

Violations of the WFFL rules and policies will be handled on a case by case basis depending upon the severity of the violation:

WE NEED YOUR HELP:

If you see that your opponent has an illegal play, please report it immediately to the league even if you win the game and even if the other coach agrees to fix the play. We are not trying to get coaches fired, but we do need to keep track of how often rules are being broken and what rules are being broken.

From now on, when it is determined that you used illegal plays you will receive a written warning from the league. If rules are broken a second time the Commish/Assistant Commish has the authority to deal whatever punishment he sees fit including, but not limited to: forfeiting draft pick(s), suspension of starting players, replay, SIM'd loss, and expulsion from the WFFL.

SPORTSMANSHIP:

If you think your opponent is running an illegal play it is best to tell him immediatly. Pause the game while a play is running on the field (not before the snap or after play is dead or on the play call screen) or call him on the phone. If both of you guys agree the play is illegal it is good sportsmanship for that coach to stop calling that play for the remainder of the game. It is much better to catch it early, rather than wait until the game is finished.

We are all trying to play good clean games, but we need help from all of the coaches.

We want clean games and we want all the games decided on the field. Thank you in advance for your co-operation.

Play Copying is illegal. It is assumed that all plays are the genius of the Coach utilizing them. To copy is considered a form of stealing. Therefore if a coach asks that you use anti playcheck then you will be required to do so. If you need help with using anti-playcheck then click here.

WFFL

--------

 

League Game Play

The WFFL wants everyone to enjoy playing FBPro '98 on the Internet but be aware that you might lose your KALI or Direct IP connection from time to time. There are a few requirements to do what we can to make it run smoothly with no lock-ups or freezes and to make it as enjoyable as possible. If it does freeze up: Relax and take a few minutes off and KALI should bring the game back- it sends packets to the the game from the server and within about 5 minutes your game should resume. Please be patient. Most of my games are hassle-free and yours will be too if we all are on the same page with our files and game set-up!
 
SOFTWARE REQUIREMENTS :

Sierra's Front Page Sports FOOTBALL PRO 98 CD

Most all of these are available on our WFFL Downloads Page:
The Official Sierra Patch 108
setupini.zip
ICQ communication program
rmupdate.zip
Recover Aid
Gameclean.bat
Winzip or compatible zip program

FBPRO98 GAME SETUP :

After installing the FBPRO98 from the CD. download and install the official 108 patch from sierra, after you installed the patch then install the setup ini file (in that order... you can't install setup ini before 108 patch)...you must do this to setup the game correctly..... the 108 patch and the setup ini file should be in your C:\sierra\fbpro98 directory....once completed you dont have to do this again unless you reload the game from the cd...
Check to see if its done .. Start the FBPRO98 Game . . go to OPTIONS .. lower left shows your version should say 1.08 . . .go to ARCADE SETTING (Top Right)... make sure VCR CLIPS has ALL PLAYS checked . . click on ACCEPT SETTING
Last find the HIKE.EXE that u use to start the game either in the FBPRO98 dir or on your DESKTOP . . . right click on the icon then PROPERTIES the TARGET should read
C:\SIERRA\FbPro98\Hike.exe -l ( small L ) this is to get the film and play.log which is required at the end of a league game

CUSTOM PLAYS AND GAME PLANS :

The WFFL is a CUSTOM PLAYS League, NOT all stock plays are legal . . (STOCK PLAYS are plays that came with the game. . CUSTOM PLAYS are plays designed by each owner) 1st thing READ THE RULES you can't make plays if you don't know the rules.

LEAGUE PLAY PROCEDURAL REQUIREMENTS :

This is the most IMPORTANT REQUIREMENT: you have to have the ability to handle file transfer and follow the instructions to the letter the way they are written ....so you and everyone else can ENJOY the game.
What we are trying to accomplish is making both your game and your opponents game exactly the same.
So the game can work off of your computer and not have to go to your opponents computer for data.

PLEASE......Practice these procedures before game day.. until you have it down, it will only make it more enjoyable..it sounds a lot harder then it is.....once you do it a couple of times the whole procedure only takes an average of 5 minutes, and thats if you are taking your time.

We have a new and improved way to handle WFFL Gameplay and Results to ease the hassle of email he-said/she said and miscomunications resulting in games not being scheduled- and results files not being turned in.

Each game week, preferably Monday, we would like you to please post your game schedule on the WFFL Forum under "Game Results"   (Either HOME or AWAY team can start the thread, but we prefer the HOME team do so. If they don't- and you are the AWAY team, please take it upon yourself to start the thread just to get the ball rolling. Yes  we know we get complaints from some coaches saying "Why should I always be the one to make the first contact each week? Let them do it for once" Well regardless of who is HOME or AWAY: please just make the first post just for the sake of getting the game played). See sample "test scheduling 1.JPG" , "test scheduling 2.JPG" and "test scheduling 3.JPG" and hopefully your opponent will reply below ASAP and everyone will be on the same page ;^)

http://www.webfreaksfootballleague.com/leagueinfo/rules/Forum/test_scheduling_1.JPG

http://www.webfreaksfootballleague.com/leagueinfo/rules/Forum/test_scheduling_2.JPG

http://www.webfreaksfootballleague.com/leagueinfo/rules/Forum/test_scheduling_3.JPG

You can also attach your game PP's to the post using the file attachment feature so you will not need to wait for your opponent's emails to arrive. See sample "game-PPs-attach-1.JPG" and "game-PPs-attach-2.JPG"

http://www.webfreaksfootballleague.com/leagueinfo/rules/Forum/game-PPs-attach-1.JPG

http://www.webfreaksfootballleague.com/leagueinfo/rules/Forum/game-PPs-attach-2.JPG

And following the game please immediately (so you don't "forget" and/or "lose" them) post your game results files (the game.out, play.log and film) in a zip file attachment using the file attachment feature . See "sample_film_upload_1.JPG" and "sample_film_upload_2.JPG"

http://www.webfreaksfootballleague.com/leagueinfo/rules/Forum/sample_film_upload_1.JPG

http://www.webfreaksfootballleague.com/leagueinfo/rules/Forum/sample_film_upload_2.JPG

Remember: BOTH the Home and Away teams are BOTH required to post their game results files each week!

That will save Rob the Commish and I a lot of work and hassle this season - THANK YOU!

1. Schedule a time on the WFFL Forum under "Game Results"to play your league game with your opponent. Please do so a timely manner. If you fail to post/respond to your opponent by Saturday to set a game time you may be SIM'd a loss. It is not fair to leave the other guy hanging all week- we all have lives outside of FBPro here (I hope). If both coaches cannot agree on a game time and do not ask for an extension by Monday night @ 7 PM PST then your game will be SIM'd using Stock PPP's and it will be left up to the SIM GODS to decide it. Please do not "duck" your opponent or make yourself unnavailable in hopes of getting a cheap SIM'd win or tie.

2. D/L the latest WFFL files before meeting your opponent on ICQ at the scheduled date & time

3. Run Gameclean.bat before unzipping the WFFL files. into the C:\SIERRA\FbPro98 folder

4. Before going to KALI to play... send your opponent your custom game plans and coaching profiles via the WFFL Forum under "Game Results" or ICQ or email ... DON'T SEND THE PLAYS... ALL  game plans and coaching profiles you send and receive go into the C:\SIERRA\FbPro98\Custom folder.

5. Start the Fbpro98 Game....
Check the League schedule (not team) to see which gamexxyy.in to use (xx =week...yy =schedule position)
These are the files needed to start your game on KALI
Game0101.in.....would be week one... 1st game on schedule from top to bottom
Game0102.in.....would be week one... 2nd game on schedule from top to bottom
Game0703.in.....would be week seven.. 3rd game down on schedule from top to bottom
Game1305.in.....would be week thirteen..5th game on schedule from top to bottom

6. Close FBpro 98 and go meet up in KALI.

7. After meeting up in KALI and LAUNCHING your game: Click on Online Remote Game.....then League.........( NOT EXHIBITION ) Double click on your Gamexxyy.in and your on your way to play your League game ...Enjoy !!

8. AFTER THE GAME... BOTH TEAMS team please post your game results "filmXXYY-team.zip" as attachment on the WFFL Forum under "Game Results"

IF YOU GET A GAME0000.out just rename it to your game . . this happens when your opponent exits the game before you do.

BOTH TEAMS: All of the game results files should be zipped up into one file called "filmXXYY-team.zip" ( sample: film0101-Buckets.zip ) and  should include: the GameXXYY.Out, PlayXXYY.log and Film (All "c000X.vcr" tapes from fbpro98\tapes\game folder- please do NOT include the big fat WFFL.XX  file- we just need the .vcr files only) Please keep this in a folder in your PC for back up just in case. Please post these on the WFFL Forum under "Game Results" attaching your "filmXXYY-team.zip" after the game ASAP ;^)

Remember: There should be NO FILE TRANSFER BEFORE THE KICK-OFF........only file transfer of PLAYS during a game.....if you get files transferring before the kick-off something is different than your opponent.. START over, download latest files make sure the game plan and coaching profile are the same ones you sent your opponent on ICQ earlier.

DO NOT TOUCH ANYTHING AT THE HALF.....IT WILL CRASH !!!!....... just let the game return on its own

DO NOT OPEN your opponent's game plans in the game...... you wont see anything and you'll get 0 kbs files in your custom dir. and you'll have to delete them all before you can play a game.

Freezes and out-of-syncs are foreshadowed by file transfers before kickoff. Please DO NOT play the game if you notice files transferring before the kickoff screen. STOP the game, ICQ your opponent and make sure that each of you has sent the CURRENT PP's and unzipped them to CUSTOM folder. Sometimes coaches make changes and forget to update the PP's they send out. Always DELETE ALL WFFL files and game.in  files in your FBPro 98 folder, and unzip "fresh" weekly files from the WFFL website into your FBPro 98 folder before every game.

Game Results Files Penalties:

If a team fails to send in their game results files (filmXXYY.zip) including the game film, play.log, and game.out:
1st violation-A warning
2nd violation- WFFL Approved Stock PPP's for the next game
There should be no 3rd time.

KALI packets setup

Here is the "standard" KALI setup:

http://www.webfreaksfootballleague.com/leagueinfo/KALI-1.JPG

(Notice that the "Drop Packets Out Of Order" and the "Use Non-Blocking Sends" boxes are UN-checked)

and here is the "alternate" KALI setup:

http://www.webfreaksfootballleague.com/leagueinfo/KALI-set-up-packets.JPG

(Notice that the "Drop Packets Out Of Order" and the "Use Non-Blocking Sends" boxes are now checked)

Before the game: make sure that both you and your opponent have the SAME setup. HOME team decides.

GAME PAUSES

If you need to pause the game: please do so while a play is actualy being run. Do not pause the game at the playcall screen , or before the ball is hiked, or after the tackle/score is made and it is waiting for the log window to pop up. Simply click your mouse off the FBPro screen after the play has begun running and you can resume without a freeze 99.9% of the time. What I do when I see a questionable play is CALL the guy on the phone but most of you don't want to do that- so if you see a play or rule being broken: pause the game (during the next play action) and ICQ the guy and resolve it ASAP. Better to nip it in the bud immediately than have to replay an entire game over a play that happened in the 1st quarter and the other guy waits until after the game to complain about it...

Fellas: to avoid having the other guy get stuck with STOCK plays after a crash/out of sync recovery- follow these stepes below:

Recoveraid Help
--------------------------------------------------------------------------------
Any time you crash in the second half this is what needs to be done.

First thing you do is backup the 3 game files after the crash.

Game.org, Game.save, and Game.in2

If you restart normally and your game goes out of sync this is what you do.

STEP1- Remove the game.in2 file from the fbpro98 dir and place it on
the desktop.

Leave the other 2 game files in fbpro98 dir.

STEP2- Run recover and switch sides.

STEP3- Send these files to your opponent: Game.sav, Game.org, and Game.in2

STEP4- Switch sides back for yourself.

STEP5- Put the game.in2 back in your fbpro98 dir and restart.

This should work with your currently crashed files and if not it  will work with your backups for sure.

This method solves everything except world hunger.

Recoveraid: http://www.webfreaksfootballleague.com/downloads/recoveraid98.zip


If you freeze/out-of-sync at hafltime or later and cannot recover:

Save the crashed game's files - the HOME team decides wich game files to save between Home and Visitor (zip up the game.org, game.sav, game.in2, play.log, film) and note the score at that time. Restart game from scratch and play the remaining time left in the original game. Example: The game has an unrecoverable crash with  7 minutes left in the 3rd Quarter. The new game would be played for 1 Quarter and 7 minutes with the 2 scores added up. Send the ORIGINAL crashed files to us and tell us who won the game "on the field" and we will SIM the win for the actual winner.

If the Commish has to makes a ruling he doesn't favor owners that: can't get the game running smoothly.....too many pauses.....game crashes....out of sync.... if we have to to SIM the game the Commish will always think of the league 1st and feels that most of these problems are due to owners not following the procedures listed above and not having the Commish run any roster moves ( which causes OUT OF SYNC ) and uploading the newest files.

No more "Sit-Ins": If you know you are going to be unable to play your weekly game(s) please contact Rob C. the Commissioner or Assistant Jay T. and we can SIM the win for your active opponent. We don't think it is fair for an active coach to take any loss if they are willing to play and the other coach can't or won't.

Failure to respond to your opponent's ICQ's, emails, or phone messages before Saturday 7 PM PST will result in a SIM loss.

If you and your opponent are unable to find time play then the game will be SIM'd using WFFL-Stock plays for both teams and the unholy SIM GODS will have to decide it.

We hope that this is not abused by coaches "ducking" their opponent and then hoping for a SIM win. I hope that all of our coaches are flexible enough to schedule a mutual time to meet on the field each week. We will always grant an extension to the week to make sure our WFFL games are played "live" if possible.

We all know stuff comes up but we want to avoid the controversies that come up over "Sit-In" games.

WFFL WEEKLY SCHEDULE

WEDNESDAY: GAME DAY starting @ 7 PM PST

THURSDAY: GAME DAY

FRIDAY: GAME DAY

SATURDAY: GAME DAY

SUNDAY: GAME DAY

MONDAY: GAMEDAY until 7 PM PST (unless you ask for an extension)

MONDAY: DEADLINE FOR GAME OUT FILES is 7 PM Pacific Time (PST) Games without OUT files returned by then will be SIMMED using STOCK profiles Updated leagues file will be available for download with updated stats/scores and injuries from week just played.  (Files released and posted at the latest by 8 PM PST on Monday)

TUESDAY: Free Agent Claims & Trades due to Commish by 7 PM PST. Free Agent claims must be posted on the Forum, inculding  players to be released (if necessary) and where to place the player on the depth chart

WEDNESDAY: Updated files containing all trades will posted by 7 PM PSTRMUPDATE files due by 7 PM PST.  . After those files are processed: weekly game files will be released shorty after 7 PM PST. and the week cycles through again.  Games for current week now begin!

Post-Season
1. Eight Playoff teams make it.

2. Divisions and Conferences are not a factor. The WFFL is considered an 18-team "Super League" - the top 8 make it based on overall record as everyone plays each-other once.

3. Net Point totals will not factor into tie-breakers (to discourage running up the score) only H2H records will count as the tie-breaker. In the event of 3 or more teams tied: the best common H2H record among the tied teams sets the order. In the event of a 3-way tie where all 3 teams beat each-other, the deadlock will be broken by determining how each team did against the team occupying the next-highest spot in the standings and continuing down until one team gains an edge.

However, if the there is a 3-way tie for the FINAL playoff spot and all 3 teams beat each-other, the berth will be decided with a "Mini-Playoff Scrim":

Commish flips 3 coins, odd one out gets bye.
Remaing two teams play.

Home team is regular season's H2H winner.

Exhibition Mode.

6-Minute Quarters.

Only one half played. "Sudden-Death" starts in 2nd half if tied.

4th-Quarter "4th Down Rules" in effect in 2nd Quarter.

Winner faces waiting (bye) team.

Winner of Mini-Playoff gets final spot in Postseason