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Computer Game Updates:

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!

 

 

updateFB5

 

8/5/08
   

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
bulletFixed a problem with the penalty group box being disabled when playing human vs. computer coach.

5.4.0.0
bulletYardage on punts which went out of bounds were occasionally reported incorrectly.  Has been fixed.
bulletRatings comparisons can now be made in the stats module.

5.3.1.4
bulletRating types are now included on the scoreboard for matchups.
bulletComputer coaches will now accept or decline penalties automatically in all cases, rather than just some.
bulletLetter buttons have been added to the Draft module to allow for quicker scanning of players.
bulletFixes a possible crash issue on punts.

5.3.1.3
bulletThis 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.
bulletA fix was made to repair audible options for the remote player in the internet game.

5.3.1.2
bulletUpdate to offensive computer coach system.

5.3.1.1
bulletFixes a problem with a flag bitmap not being loaded during windy games.
bulletFixes a problem with the defensive play drop-down box.
bulletIncludes a new play-by-play file which now contains 703 records.

5.3.1.0
bulletSupport has been added for players who manned multiple positions and previously needed to have two "cards". 
bulletThe accept/decline options for penalties have been broadened when two computer coaches face each other.

5.3.0.0
bulletThis is a major upgrade.
bulletThe 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.
bulletGame 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.
bulletThe Stats Compiler and Stats Display modules have been merged into one.
bulletGame 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).
bulletSome 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.

Season Updates for Version 5:

Season Click on Link Below to Download Date Posted
1970 Ver5Upgrade1970.Zip 7/20/05
1971 Ver5Upgrade1971.Zip 7/20/05
1972 Ver5Upgrade1972.Zip 7/20/05
1994 Ver5Upgrade1994.Zip 7/03/05
1995 Ver5Upgrade1995.Zip 7/03/05
1996 Ver5Upgrade1996.Zip 7/21/05
1997 Ver5Upgrade1997.Zip 7/21/05
1998 Ver5Upgrade1998.Zip 7/21/05
1999 Ver5Upgrade1999.Zip 7/21/05
2000 Ver5Upgrade2000.Zip 7/21/05
2001 Ver5Upgrade2001.Zip 7/21/05
2002 Ver5Upgrade2002.Zip 7/03/05
2003 Ver5Upgrade2003.Zip 7/03/05

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 Batch should 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:

bulletThe 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.
bulletThe 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.
bulletIf 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.
bullet4th Street Football uses port 9105, and his port must be open when playing a game.
bulletIf 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:
bulletFrom the Start menu, double-click Control Panel
bulletDouble-click Windows Firewall
bulletClick on the Exceptions tab
bulletFind 4th Street Football (may appear slightly different, such as 4th Street Software Pro Football, etc.) and place a check mark in its box.
bulletPress OK and exit out of the Control Panel
bulletRestart 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!

bulletOpening a player file (1.21 MB)
bulletUpdating the game program (0.87 MB)
bulletUpdating the game program with Vista (16.6 MB)

Computer Game Issues

How do you update the game?

There are a couple different methods available:

  1. 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)
  2. 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)

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Last modified: 03/05/07