To use the program, you must first open up a ROM.
then, select either the offensive, defensive or general tab.

Play calling background:
One thing that you must understand when editing plays is the way play calling works in 
Tecmo Super Bowl. 

During gameplay you choose a play based on it's picture. 
This is obvious. What is not obvious is that the actual play that is run is also based 
on what play the defender chooses. There are 8 possible offensive 'plays' that could be 
run when when you choose your play. The offensive 'plays' that can be run are normally 
quite similar in the original ROM. For defense the same rule applies.

For example let't look at the offensive play "T FAKE SWEEP R " from the original ROM.
(Open up the original ROM with the program and go to the 'General' tab. )
On the general tab have a look at the 'Offensive Play' text box.
It shows the following                  "10, 10, 50, 10, 10, 50, 10, 10". 
The 'Defensive Reaction' text box shows "5B, 5A, 5A, 58, 58, 59, 59, 59".
These numbers correspond to the actual plays that will be run.

When the user chooses the "T FAKE SWEEP R" play in the game and the opponent 
chooses that play also, the offensive play that will be run is offensive play #10.
The defensive play that will be run is defensive play #5B. If we look on the Defense 
tab at the player assignments we see stuff like: 
  "Boost-RS(0f); Boost-MS(30); Boost-HP(30); PassRush"
This is a steriod blitz, your play got called, good luck getting any yards.

If the defender were to have chosen the #4 Passing play, the offensive play would
be the #10 offensive play and the defensive paly would be the #59 defensive play.

Breakdown of every possibliliy for this play:
__________________________________________________________________________________
Defender chooses   |   offensive play that is run |   defensive play that is run |
#1 run             |        10                    |           5B                 |
#2 run             |        10                    |           5A                 |
#3 run             |        50                    |           5A                 |
#4 run             |        10                    |           58                 |
#1 pass            |        10                    |           58                 |
#2 pass            |        50                    |           59                 |
#3 pass            |        10                    |           59                 |
#4 pass            |        10                    |           59                 |
___________________|______________________________|______________________________|


Play group box:
The play group box is located at the bottom of the form. Here you can change the 
current play. 



OFFENSE Tab:
On the offensive tab you can re-name the play, choose an existing formation,
and change the assignment of an offensive player.

To change the offensive play you are currently editing you can press the green button.
NOTE: The green button will only select the offensive plays that are currently assigned.

A tooltip will appear over a combo box if you hover the mouse over it.
The tooltip will show [pointer], Name of the pattern and the plays the pattern occurs in
in the original ROM.

For any of your changes to take affect, you need to click the 'Update' button.



DEFENSE Tab:
On the 'Defense' tab you can change the assignments for the defensive players on a
defensive play. 

To change the defensive play you are currently editing you can press the green button.
NOTE: The green button will only select the defensive plays that are currently assigned.

For any of your changes to take affect, you need to click the 'Update' button.

	Percentage plays. In many defensive patterns you will see text like:
	56% F4-Pause(00); // PassRush;
	This means that there is a 56% chance that the guy on that play will just sit there.
	If he doesn't just sit there, hell rush the passer. The '//' indicates end of a
	particular sequence.



GENERAL Tab:
You can use the General Tab to change the associated offensive and defensive play numbers.

With the "Copy playbook to..." button you can Copy the current playbook to another ROM.
With the "Copy playbook from..." button you can Copy a playbook from another ROM to the 
ROM buffer currently in the program's memory.

For any of your changes (to the offensive and defensive plays) to take affect, you need 
to click the 'Update' button.



PLAY GRAPHIC Tab:
This tab will help you to re-arrange the graphic associated with the current play.
In it's simple usage scenatio, you would just click a tile at the right (making it
the current tile) and then click on a square at the left to place it.

A more advanced use scenario would be to edit the pattern using the 'Tile Pattern' text box.
The 'Tile Pattern' text box shows the tile pattern in textual form. You can copy the contents 
(with ctrl+C), paste (with ctrl+V) and type numbers into the text box to change the tile 
pattern. Press the enter key to update the pattern.

You may find it useful to have another instance of the program open to the 'Play Graphic' tab
to get look at the tile patterns of existing plays so that you can use portions of that pattern
in your pattern.


TEXT COMMANDS Tab:
This tab is not yet very useful. 
The goal of this tab is to textually represent the current playbook. It should be updated in 
future revisions of the program.


=================================== Data Files: ============================================
The program uses several data files that can be edited by the user. They are located in 
the 'DataFiles' directory.
These files are:

1. Command-List.csv
   Do not edit this file.

2. OffensivePatternNames.csv
   This file contains the 'names' for the offensive patterns in the program.
   If you feel like I've mis-named a pattern, feel free to change the name in this file.

3. OffensivePointers.csv
   This file contains the 'pointers' that correspond to the 'patterns names' in the 
   OffensivePatternNames.csv file. Cell B2 in the OffensivePatternNames.csv file keys to
   cell B2 in the OffensivePointers.csv file.
   When you choose a pattern in the offense tab, the correspoing pointer value is updated in 
   the ROM.

4. DefensivePatterns.csv
   These are the names that you select on the defense panel.
   If you would like to re-name the pattern, go ahead.
   
5. DefensivePointers.csv
   This file contains the 'pointers' that correspond to the 'patterns names' in the 
   DefensivePatterns.csv file. Cell B2 in the DefensivePatterns.csv file keys to
   cell B2 in the DefensivePointers.csv file.
   When you choose a pattern in the offense tab, the correspoing pointer value is updated in 
   the ROM.


====================================== Test Form ============================================
The test form is brought up by going to File-> test form.
If you can fiure it out, you might find it useful.
Notice that it is called 'TestForm'. Keep in mind that the test that you run may not be working
correctly yet.
   