The Great Crash Of 2062
Or The Origin Of "The Bortz"
As the
Dallas Cowboys were dancing on the field
celebrating their back-to-back
championships immediately following the
2061 Super Bowl, the league's
commissioners were making their way down
to a press conference that would change
the face of the sport forever. The game
was flawed and could ruin the very
existence of the USAFL. But this isn't a
doom and gloom story. This is a
redemptive story.
The story of how the USAFL slammed into
the limits of the game's code, then
found a way to get around the game's
limitations and move forward.
Everything was rolling along as normal.
The 2061 regular season had just ended
with six teams enjoying a season of
double-digit wins. The post-season
looked to be an arena to showcase the
parity of this highly competitive
league.
As we do every year, the end of the
regular season brings the retirement
announcements for the upcoming
off-season, along with the much
anticipated list of eligible collegiate
football players that have declared
their intentions for the USAFL College
Draft.
Garritt Grandberg, Sim-Commissioner, had
just uploaded the completed regular
season stats and the upcoming off-season
rookie/retirement data. The toughest
part of his job was behind him. He could
now sit back and enjoy two-weeks of
off-season events before having to crank
out another season sim.
Within an hour or so the first reports
started coming into the league offices.
"Have you guys checked out the rookies
yet? Something is wrong with the DBs,"
was echoed in all the incoming emails.
Sure enough. The rookie DBs were all
screwed up. There were about 60 DBs all
with the name Benoit Bortz. All of them
with the exact same ratings.
Garritt re-ran the off-season batch
files and the same output was generated.
Commissioner Andrew Lewis called for an
emergency online meeting of all active
commissioners, including
FBPRO-Wunderkind Todd Ricotta. No one
had ever seen a bug like this.
For years everyone associated with the
USAFL wondered how many seasons the
FBPRO simulation could handle. Was this
the first sign of the game failing us?
In the early days of FBPRO there were
numerous rumors of what the limitations
of the game were. Several
self-proclaimed experts said the game
would not be playable past a timestamp
of 2039. Something to do with Microsoft
operating system flaws.
As we had done numerous times in the
past, Lewis put in an urgent call to
Lorne Sundby, designer of dozens of
third party applications that make FBPRO
more enjoyable. Sundby is widely known
around the world as a very generous
programmer, willing to assist any fellow
FBPRO gamer with any system errors or
league file crashes. His reputation is
extremely appreciated in the USAFL world
as he has saved our league from crashes
at least a dozen times. But to Lewis,
this incident seemed different from all
the previous ones.
After a cursory look, Sundby responded
by saying that he had no answer for us.
He had never seen anything like it
either. No hope.
No one knew what to say. Everyone in the
meeting was floored at Sundby's
response. No one dare utter the phrase,
"is this the end?"
At this point, only the commissioners
and Todd Ricotta were aware of the
problem. Lewis asked to have 24 hours to
ponder what just happened.
And what was going to happen.
Overnight Lorne Sundby kept thinking
about our data and the duplicate Bortzes.
In the morning he set aside some time to
gather some of his data from his early
days of designing FBPRO applications
then took another look at our league
files.
What he found was mind-boggling.
The designers of the game did in fact
put a limitation on how many players the
game could handle in their database. So
much for their marketing of "play as
many seasons as you want!"
Once again, Sundby's dedication to
giving his time and energies to benefit
his fellow mankind left us all humbled.
The game had failed us, but no one could
bear stopping. And no one wanted to
start all over again. A plan was devised
to create a brand new league file using
the players from 2061 and begin afresh
in 2062. The game would essentially
reset it's player and stat database,
thus leaving us to have to manually
compile stats from pre-2062 with 2062
and beyond.
We made it through. All that was left
was to announce it to the world.
The following is Commissioner Andrew
Lewis' remarks to the GMs and fans of
the USAFL that night, just after the
2061 Super Bowl:
For
years now, those of us in the USA
Football League have known that
our little league has done things
with the game of Front Page Sports
Football Pro that no other online
league has come close to.
Last week the USAFL broke another
barrier. Upon entering the 2062
off-season, we reached the
physical limitations of the game's
code.
Lorne Sundby, the internet's guru
on FBPRO, confirmed our suspicion
with the following:
"This is a new one for me. I
believe that your league has
reached a logical limit of the
game. My look at your players
files combined with a glance at
the source code for the game
itself pretty much confirms it."
The problem lies within the game's
PlayerID design. The PlayerID is
how the game tracks a player's
statistics throughout his career
and compares it with the results
of other historical players.
Sundby uncovered the following:
"You've basically found out that
the game itself can't support a
player numbered beyond 32767. I
believe that the reason for this
is that the player id's are stored
in the game's code as a short
integer - basically a signed
variable that is stored in two
bytes, but can range from -32767
to +32767."
Sundby continues:
"Player 32767 is Benoit Bortz. My
roster program is built to be
pretty much failproof, so even
though it reaches the end of the
player file it keeps printing the
roster for players 32768 to 32839
(you can see this by running
roster with the -pid option).
Since it can't find player data
for the last 70 or so players, it
just uses what it has in memory -
this Bortz guy. Your kickers and
punters (and Safeties, I think)
would have been in that crew as
well."
Even more:
"I have some internal utilities I
use to peek inside data files and
they crap out when trying to read
the player file. So something
isn't right. The league file says
that the next player created will
be assigned 32,840 which implies
you have a player database from
number 100 to 32,839. But that
doesn't net with the player
database. It is 1,960,140 bytes in
length which implies (1,960,140
minus 60) divided by 60 = 32,668
players. Or, numbers 100 to
32,767."
The game itself cannot be changed.
There is no way around the way
FBPRO designed the game and be
able to continue with our current
league files. Sundby was part of
the beta-tests with FBPRO and has
access to much of the game's
source code. And he agrees - we
have reached the edge of the
cliff.
But is it?
The league has reached the
limitations of the FBPRO code, but
not our imagination.
Right now, we are migrating the 18
teams from the 2061 USAFL season
into a brand new league file. This
will allow the league and it's
teams and players to remain intact
.... but move to a new league file
within the FBPRO game.
Downside To Crash:
* All current active players in
the league will have no way of
tracking their pre-2062 stats with
their post-2061 seasons.
* All past players and their
records will no longer be viewable
alongside the post-2061 players.
Upside To Crash:
* the PlayerID database gets
reset. All current players get new
PIDs and begin archiving a new
stat database.
* We can change the category
criteria for CAREER and SEASON so
we can see more players in each
category
* ALL season stats that occur will
be viewable in the SEASON section
(no more hunting for rookie stats)
* CAREER areas can now show more
than just top 5 in each category.
I am considering showing top 50.
What does this mean for the
USAFL's future?
Apparently the game will continue
to crash once it hits the 32767
player limit. Since we created
this current modern era league in
May of 2001 and simmed basically
60 seasons. We will have this
scenario occur again in 4.5 years
or in season 2120 (approx.).
Those of us involved in the
programming and operations of the
league, have decided that a crash
every 60 seasons is workable.
Although - we have begun the early
stages of coding our very own stat
tracking system that won't rely on
the FBPRO's silly PID limitations.
So hopefully when this occurs
again, we will be able to again
migrate to a new league file but
STILL be able to maintain our
historical statistics.
In fact, once we get that program
written, we will be able to go
back in time and include the
statistics from the 2001-2061 era.
Perhaps we should only include
from 2010 on, since the USAFL
PPP's began then.
In closing, everyone in this
league owes a huge debt of
gratitude to Lorne Sundby, Garritt
Grandberg, Fred Hurtubise, and
Todd Ricotta for joining me in my
USAFL Commissioner Bunker and
managing this crisis.
I am confident that we have
weighed all the pros and cons and
have charted a course that will
keep the USA Football League
moving forward for generations.
And finally, it never crossed my
mind to start the league over
again. That would be giving up.
The USAFL stands out because of
it's statistical history. We move
forward with that history still a
part of us.
Good Luck to all of you in this
new era.
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That
was several seasons ago. The USAFL
continues to move ahead into a bright
future. We are still waiting to see what
our programmers can come up with to
compile stats from all our different
eras. It will come.
So too will come the next Bortz limit at
player 32767.
But this time we will be ready.
All thanks to generosity of Lorne
Sundby, and the creativity of our
commissioners.
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