Clicking on the "updateFB5" link below will begin a download of the update
to the 4th Street Football program. When prompted, Run the file.
When the download is complete, you will be prompted to Unzip its contents, which
will be automatically placed in the default game folder (C:\Program Files\4th
Street Software\4th Street Football). You can find the version
numbers of your current files by starting the program, then
selecting About from the Help menu.
You can have the program check for updates by choosing Check Web for Updates
from the Help menu on the main screen.
Program
Newest Version
Number
Changes
Click to Download
Date Posted
Pro Football version 5
5.4.0.1
This file also contains an updated Help file, an updated Play-by-Play
file, and the program file containing the changes below. If you have created new
Play-by-Play descriptions, be aware that writing over your old files will
delete them!
Versions 5.2 and later of the program use Microsoft .NET Framework 2.0.
Previous versions of the program used Microsoft .NET Framework 1.1. If
you have not yet purchased version 5.2, do it before attempting to upgrade.
5.4.0.1
Fixed a problem with the penalty group box being
disabled when playing human vs. computer coach.
5.4.0.0
Yardage on punts which went out of bounds were
occasionally reported incorrectly. Has been fixed.
Ratings comparisons can now be made in the stats
module.
5.3.1.4
Rating types are now included on the scoreboard for
matchups.
Computer coaches will now accept or decline penalties
automatically in all cases, rather than just some.
Letter buttons have been added to the Draft module to
allow for quicker scanning of players.
Fixes a possible crash issue on punts.
5.3.1.3
This update enables the use of twin-position cards,
which will render the old "cardlink" (two records linked to a single
player) obsolete. Future updates will eventually employ a way to
merge cardlinked players into twin-position players.
A fix was made to repair audible options for the remote
player in the internet game.
5.3.1.2
Update to offensive computer coach system.
5.3.1.1
Fixes a problem with a flag bitmap not being loaded
during windy games.
Fixes a problem with the defensive play drop-down box.
Includes a new play-by-play file which now contains 703
records.
5.3.1.0
Support has been added for players who manned multiple
positions and previously needed to have two "cards".
The accept/decline options for penalties have been
broadened when two computer coaches face each other.
5.3.0.0
This is a major upgrade.
The schedule editor now is date-driven, rather than
week-driven. A calendar will assist you in scheduling games. The
program will automatically update your schedule(s) upon startup for the
first time.
Game stat files are now linked to the schedule
(although you can still play an unscheduled game, as was the case before
version 5.3). These game stat files can then be automatically
compiled in the Stats module.
The Stats Compiler and Stats Display modules have been
merged into one.
Game Options are now individualized by team.
Options can be transferred from one team to all (or some) others.
This will make it possible to create seasons in which more than one league
existed (for example, pre-merger teams).
Some connectivity issues with the internet portion of
the game have been improved upon.
To download and use these files, you need to have purchased version 5.0 or higher (released in June,
2005) of the program. If you need to purchase an upgrade,
go to the Computer Game product page and order the
latest
season upgrade.
These updates are for individual seasons released before June, 2005 (2004 has
already been updated to comply with the changes). Download and unzip the
files in to your C:\4thStFB\XXXX folder (where "XXXX" is the year
of the season you have, for example C:\4thStFB\1994) to replace the older
files. The files include new information about the stadiums, new version 5
coaching files, and an updated schedule.
7/21/05 A new edition of the PLAY-BY-PLAY
file is now available. This file has been updated for use with version
5.0.1.3 and higher.
9/26/04 A new edition of the PLAYFILE is now available. This file
contains about 20 updated plays...none are new, simply updated and upgraded.
Download the file, and then unzip it in to your
C:\4thStFB folder.
Errors on Player Ratings
Occasionally errors will occur on player rating zones. If you suspect
an error, please submit it using the form at the bottom of the page. To
correct an error in your player file, use the Player Editor module in the
Organization program, find the player using the search tools, and make the
changes. For players not included in the file, you will need to click on
the New button in the player editor and then fill in appropriate
information. It is recommended that you NOT run a Sort (or
Delete) when finished, as this could scramble several other files. You
will then need to draft the player onto the appropriate roster (his name will be
found at the very bottom of the draft list).
An easier way is to use the "Import Player Fixes from Web" from the File menu
of the player editor.
WARNING: It is highly recommended that you back up your player
and team files before editing player ratings!
2006
Brodie Croyle, Kansas City, was inadvertently left out of the player
database. Use the Player Fix function in the Player Editor module to
download and update your database. It is advised that you DO NOT SORT the
player database after downloading player fixes. You will then need to add
Broyle to Kansas City's roster (if you choose) by using the Draft module.
2005
Scott Shanle, Dallas, should have C-D-E ratings of 3-2-1 rather than 4-3-2
Drew Henson, Dallas, should have an injury rating of -7 rather than +5
Jake Scott, Indianapolis, should should also be rated to play at T
2004
Micah Knorr's injury rating should be "-1" rather than "-5"
Justin Smiley was 23 last year, not 65 :^)
Warren Sapp's "Card Link" rating should be changed to "N".
Sean Mahan, OL Tampa Bay, should have A-B-C-D-E ratings of 6-6-6-6-6.
2003
Some of the ID codes for certain players are not up to date. Download a
new player file to replace your PLAR2003.APC database
here. You need to have purchased the 2003 season (or game upgrade for
2003) in order to use this file! This file is in zipped format, and
contains the player file ONLY. If you have set up another league, using
this file could change the player status letters, so it would be advisable to
download the newest edition of FB5 and do an entire league export (found in the
Draft module) before installing the new player file (see above).
2002
Marvin Harrison should have a Fatigue rating of
"5".
Charlie Batchshould have C, D and E
ratings of 6-6-6.
The following Audible ratings for these quarterbacks should be changed if you
purchased your team sheets before 7/1/03:
Quarterback
Team
Audible Rating
S Beurlein
Den
7
T Brady
NE
7
D Brees
SD
6
M Bulger
StL
6
D Carr
Hou
6
C Chandler
Chi
6
K Collins
NYG
7
K Detmer
Phi
6
A Feeley
Phi
6
D Flutie
SD
6
R Gannon
Oak
9
J Garrett
NYG
5
J George
Sea
5
T Green
KC
7
B Griese
Den
6
M Hasselbeck
Sea
7
K Holcomb
Cle
7
B Johnson
TB
8
D Johnson
Atl
6
S King
TB
5
J Kitna
Cin
7
T Maddox
Pit
7
R Peete
Car
7
C Pennington
NYJ
7
J Plummer
Az
6
K Stewart
Pit
6
A Van Pelt
Buf
6
M Vick
Atl
6
K Warner
StL
7
C Weinke
Car
5
A Wright
Bal
5
D Wurffel
Was
6
2001
K Lassiter (pretty much the
entire set of ratings in each column need to be changed)
K Poole (not included in the 2001
player file, but should be)
C Woodson ("Linked?" rating should be "N")
1971
The schedule sent out with this set of files was actually the schedule for
1972. Download and replace your "SCHEDULE", "SCHEDULE.BAK"
and "Copy of SCHEDULE" files with those in this zipped file.
1970
The following Audible ratings for these quarterbacks should be changed to:
Quarterback
Team
Audible Rating
Berry
Atl
6
Bland
Oak
6
Brodie
SF
9
Carter
Cin
6
Dawson
KC
8
Gabriel
LA
7
Griese
Mia
8
Hadl
SD
7
Hart
StL
6
Jurgensen
Was
9
Kapp
Bos
6
Kilmer
NO
7
Lamonica
Oak
7
Landry
Det
6
Morrall
Bal
7
Morton
Dal
7
Munson
Det
6
Namath
NYJ
7
Nelson
Cle
7
Snead
Phi
6
Starr
GB
8
Staubach
Dal
6
Tarkenton
NYG
8
Unitas
Bal
9
Woodall
NYJ
6
Frequently Asked Questions:
These are questions frequently asked by customers:
In a scheduled replay, will injuries be
recorded?
Yes, they are updated after each game.
Is 4th Street planning on releasing any
more "retro" seasons?
The 1969, 1970, 1971 and 1972 seasons have been released over the past few
years. The next season to be released will be 1973. No release date has been set for
this
seasons as of yet.
We run a draft league. Is there a
discount available for our league members?
Yes! A list of league members needs to be submitted and then the
commissioner of your league will be sent an e-mail with a special link
allowing league members to receive a discount off the game beyond even that
of the upgrade price. A league must consist of at least 8 different
league members in order to be eligible for this option.
Is 4th Street planning an
"internet-ready" edition of the game?
Internet play is already here, and is included with the program!
What is the run index scroll bar for in
the game options menu?
This is mostly a tool used to compensate for a "change in era".
Teams of yesteryear frequently ran the ball much more than they passed...it
was not uncommon for a team to run the ball more than 60% of the time during
the early 70's, which is unheard of today. The higher the value, the
more frequently the computer coaches will call a running play during the 1st
and 3rd quarters (presumably before the game is out of hand).
I don't understand the ABCDE ratings. Do you have a primer on that?
These ratings are at the heart of the game. They help determine
the matchup winner on virtually every play. The ratings have different
meanings for different positions. The following is a brief rundown on
what each rating means for each position:
Position
A
B
C
D
E
OL
Avg Rating
power run
7
quick run
7
short pass blk
7
med pass blk
7
long pass blk
7
QB
Avg Rating
QB sneaks
7
scramble
7
short pass
7
medium pass
7
long pass
7
RB
Avg Rating
power run
7
quick run
7
short pass rec
7
med pass rec
7
long pass rec
7
TE
Avg Rating
power run
7
quick run
7
short pass rec
7
med pass rec
7
long pass rec
7
DL
Avg Rating
run defense
3
pass rush
3
short pass def
1
zone defense
0
man defense
0
LB
Avg Rating
run defense
3
pass rush
3
short pass def
3
zone defense
2
man defense
1
DB
Avg Rating
run defense
2
pass rush
2
short pass def
3
zone defense
3
man defense
3
These average ratings are average ratings for starters...not reserves.
On each play the ratings of two players are matched up against one another.
For example, on a counter (quick running play), the "B" rating of the
offense's left guard (LG) and the "A" rating of the defense's right defensive
tackle (RDT) may be called into question. If the LG's "B" rating is an 8
and the RDT's "A" rating is a "2", the offensive player will win the matchup
70% of the time. Why? Because 8 minus 2 is 6, so results 0 through
6 on a d10 roll (7 chances out of 10) will be won by the offense. The
actual play result is then read from the appropriate column of the winning
player's ratings.
All of this is done "under the skin" in the computer game, but is done on
every play nevertheless.
What is the "x" rating used for?
"x" is a special blocking rating, primarily used only on TEs, RBs, and
WRs. Occasionally, these players will have their blocking abilities
called into question (especially TEs and FBs). The rating is used in
the same manner outlined above for the ABCDE ratings.
How about the "KC", "KR", "PR" and "PC"
ratings?
These are used for kick coverage, kick returns, punt returns and punt
coverage, respectively. They are used in the same manner as outlined
above for the ABCDE ratings.
Is an individual's propensity to fumble or
not fumble reflected in the game?
Yes. All players receive fumble ratings, which relate to fumble
frequency. Players who CAUSE fumbles receive more fumble-causing numbers on
their cards. When a fumble number comes up, the computer then does a check
with the player carrying the ball to find out his propensity to fumble, so
in many cases, a fumble will not occur unless the player carrying the ball
leaves it on the ground too often.
How about a receiver who averaged 20
yards/catch in the real life on 10 catches...can you play him all the time
in league play or is his playing time restricted, or is his receiving
ratings just dialed down, making it unlikely that he would average 20
yards per catch in league play?
It depends upon the rules your league adopts, but in most cases you can
play him all you want, but he's going to fatigue after trying to throw him
the ball just a few times. Also, he won't have very good "C", "D", "E"
ratings with 10 catches, anyway (in the case you stated, he'd probably
receive a 5-5-6 for those columns). The fatigue rating relates to actual
player usage. The computer will not limit you to the number of times you
throw to the player, but it will drop his (and all the other player's)
ratings when you do make that attempt after reaching a certain number of
"throw to's" (called "Target Points" in the manual).
Internet Connection Troubles with 4th
Street Football
Having connection problems? IP addresses can be slippery! Try
out the following steps to make a successful connection:
The host must always start his program and set it up first before the
remote player joins. To avoid problems, the host should set up the
program before sending the remote player his IP address.
The host needs to verify his IP address. The IP address listed
by the game could be your computer's local address, and is not necessarily the address
shown to the rest of the world by your network. The easiest way to
find the actual IP address is to visit a site which will find and report
your address, such as
http://checkip.dyndns.org/ or
http://whatismyipaddress.com. These sites will automatically
send back the IP address your machine/network is displaying to the
internet.
If you are connected to the internet using a router, visit
www.portforward.com/routers.htm for simple instructions on how to
configure your router for port forwarding.
4th Street Football uses port 9105, and his port must be open when
playing a game.
If your computer is using a firewall, you will probably have to give
the program permission to access the internet. For example, if you
are using Windows Firewall, give permission as follows:
From the Start menu, double-click Control Panel
Double-click Windows Firewall
Click on the Exceptions tab
Find 4th Street Football (may appear slightly different, such as 4th
Street Software Pro Football, etc.) and place a check mark in its box.
Press OK and exit out of the Control Panel
Restart 4th Street Football and attempt to reconnect
Flash Help
New! We will be placing a few help items here,
which are little walk-throughs on specific trouble-shooting topics. You'll
need Adobe FlashTM installed on your computer
in order to run these walk-throughs. Thanks to Jing for making this
possible!
Start the program, and from the Help menu select Check Web for Updates.
If there is an update available, the program will notify you, close, and
start up your internet browser, automatically directing you to the 4th
Street Software support page for the computer game (in fact, THIS page).
Near the top of the page is an update link. Click it, click Run when
prompted, and click Unzip when asked whether to unzip the files into the
game folder. (See
the Flash demonstration)
Go directly to the 4th Street Software support page for the computer
game (THIS page). Click on the update link. When prompted,
choose Run. Unzip the files into a new folder. Open the folder
C:\Program Files\4th Street Software\4th Street Football
and delete the old files included in the update. Copy the files you
just downloaded and paste them into the game folder. (See
the Flash demonstration)
Name
Notes
E-mail
Send mail to 4ss@4ss.biz with
questions or comments about this web site.
Last modified:
03/05/07