GPC scripts
for NBA 2K.
Cronus Zen and Titan Two. Release windows you can retune when a patch moves them.
- Game
- NBA 2K26
- Devices
- Zen · Titan Two
- Status
- Pre-launch
What this is
- Game
- NBA 2K26
- Devices
- Cronus Zen, Titan Two
- Consoles
- PS5, Xbox Series
- Language
- GPC
- Tested against
- Patch 1.4
- Retune cadence
- Every patch
- Scripts
- 2 in validation
Scripts that you can retune after a patch.
A release window is the time between the earliest and latest input that still greens. The patch, the jumpshot, and latency all move it. Latency is usually the smallest of the three.
Each window is one named constant on the on-screen menu, with eight per-player profiles behind it. Changing a number after a patch should not mean rewriting the script.
Menu values persist across reboots. Sessions recover. State resets in one place.
Capability
What's in the builds
Each item is on the on-screen menu. Scroll to see the code behind it.
Green release
Holds through the gather and cuts the input once you are inside the window. It reads from one named constant, so retuning after a patch comes down to a single edit.
Per-player profiles
Eight stored windows, because measured across a roster the spread between the fastest and slowest jumpshot runs to about 40ms, which is nearly three frames and well beyond what one global value can cover.
Dribble chains
Signature combos on a single input, where the stick sequencing has to land frame-tight, which is exactly the kind of work a macro handles better than a thumb.
Finishing timing
Layups and contact dunks run on a window of their own, because those animations do not share a length with a jumpshot and forcing them onto one value leaves both feeling wrong.
VC farm loop
Drill loops that bank VC through normal gameplay. The idle nudge drifts its interval on purpose, since a perfectly regular input is the easiest possible pattern for anything to spot.
define GREEN_WINDOW = 612; // ms, Patch 1.4
define JITTER = 11;
if (get_val(SHOT_BTN)) {
held_for += get_rtime();
if (held_for >= GREEN_WINDOW - JITTER) {
set_val(SHOT_BTN, 0);
}
}int window[8];
int slot;
// recall the window for the active jumpshot
// rather than reusing one global number
tuned = window[slot];
if (event_press(MENU_NEXT)) {
slot = (slot + 1) % 8;
}combo StepBack {
set_val(RX, -100);
wait(60);
set_val(RX, 100);
set_val(RY, 80);
wait(90);
set_val(SPRINT, 100);
wait(40);
}define LAYUP_WINDOW = 448;
define DUNK_WINDOW = 521;
win = is_dunk ? DUNK_WINDOW
: LAYUP_WINDOW;
if (held_for >= win) {
set_val(SHOT_BTN, 0);
}define IDLE_NUDGE = 232000;
define DRIFT = 9000;
idle_ms += get_rtime();
if (idle_ms >= IDLE_NUDGE + drift) {
idle_ms = 0;
drift = (drift + 2600) % DRIFT;
combo_run(Nudge);
}Featured
Scripts
In validation against the live patch. Not for sale yet.
Dud Script Alpha
Shot timing, dribble chains and finishing, calibrated against the live 2K release window.
- Green Release Assist
- Per-Player Calibration
- Dribble Combo Chains
- +3 more
Dud VC Farm
Unattended drill loops that bank VC through normal gameplay while you are away from the sticks.
- Drill Loop Runner
- Idle Guard
- Session Limiter
- +2 more
Release status
Status
Current targets. The table updates when they move.