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ruben4

32-Team Mini-Helmet Pallette/Color Editing Probs

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Alright people, I have been working on a new CGDI's NCAA 2010 and have been attempting to do so using the 32-Team ROM version of TSB. It seems however that the 32-Team ROM has some how made editing the mini-helmets colors/pallettes different then on the 28 team version. If anyone has any information on how and why the pallettes/colors work differently on the 32-team game opposed to the 28-team game and exactly how it functions differently I would be very greatful. I have got the designs down for all of the helmets (including the 4 new teams) just having issues with the colors/pallettes. if anyone has any editing docs that are specific to the 32-Team ROM and the changes that it created for editing that would be really awesome and greatly appreciated.

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The 32 team rom has hard coded attribute tables for a couple of screens:


; "Team Data" att table
TDAttTable:
.hex 000000000000000000000000080A0A02
.hex 3000550050000A00F0005500A500A500
.hex 2000500050000000F000F5005500FA00
.hex 00000200050000000000000000000000

; "Preseason" and "Team Control" att table
PandTCAttTable:
.hex 000000000000000000005000000BAA02
.hex 0300550055005000FF0005005A005A00
.hex 2000500050000000F000F5005500FA00
.hex 00000200050000000000000000000000

which are located a little after 0x3C010. Here is a description of attribute tables. To elaborate:

The NES resolution is 256x240 pixels or 32x30 tiles. Attribute tables break the screen into 4x4 tile squares like so:


+---+---+---+---+
| | | | |
+---+---+---+---+
| | | | |
+---+---+---+---+
| | | | |
+---+---+---+---+
| | | | |
+---+---+---+---+

So you end up with a resolution of 8x7.5 "metatiles." Each metatile on the screen has a byte in the attribute table. This byte is broken into 4 sets of 2bits (1 set for each 2x2 area of the metatile):


+---+---+---+---+
| 0 | 0 | 1 | 1 |
+---+---+---+---+
| 0 | 0 | 1 | 1 |
+---+---+---+---+
| 2 | 2 | 3 | 3 |
+---+---+---+---+
| 2 | 2 | 3 | 3 |
+---+---+---+---+

And the bits are arranged:

(binary) #%33221100

Attributes tables are probably the most confusing part of coding for the NES. Hopefully my explanation makes sense.

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I have got a "labor intensive" mini-helmet pallet-mod method for you...here goes...

1. Get FCEUXDSP (I use 1.07)

2. Open your rom, go to 'preseason team select' mini helmet screen

3. From FCU menu-bar, click "tools", "hex editor", from hex editor - click "view" , "ppu memory"

4. Are you ready?

5. scroll down to find the four rows: x23C0, x23D0, x23E0, x23F0

6. starting x23D0 you can start changing numbers and watch the helmets change colors! IIRC they work in pairs - with some changes affecting nearby helmets...experiment! (I think the experimenting should stop around 23F4) they change from left to right, top to bottom.

7. can you get the color combinations you like, good?

8. now, starting at x23C0, select (1 row of data at a time) a row, copy it, and paste it somewhere

9. copy and paste the other three modified rows somewhere (probably a text file or spreadsheet)

10. now, using whatever method you prefer, place the pasted data (all at once - ie, one continuous string) into the ROM, starting at x429A...I use a SET command, with the concatenated code.

to change the 'team data screen' mini helmets, do the same as above - only on the 'team data select screen', and copy/paste the modified lines to ROM starting at x425A.

as always, work on a 'backup' in case you make a mistake.

it looks rough, I know...but you'll figure it out.

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Ok, I have done everything on here and now it seems that my helmet graphic locations on the preseason/team control screen has gone rather crazy (they are all over the screen in the wrong spots). I can fix this using the PPU Memory, but where do I place this in the Rom file so I can save it (I don't know those locations)?? Is there anyway to figure out where something from the PPU Memory is at in the Rom file??

I also can't find the color location for Denver in the Preseason/Team Control screen (I think it might have something to do with the graphics being in appropriately layed). I found all the color locations for all teams on the team data screen rather easy.

Any help would be appreciated. Thanks guys.

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Okay, I'm at my wits end (not a long trip). I have been editing the 32 team rom to make a NCAA 2009 version. It seems like about 5 different people are doing this too. Anyway, I am attempting to make the Redskins helmet into an all white Virginia Tech helmet with a red VT on it (throwbacks!). I got it perfect on the team data screen but when you go in "Season Game" and look under the "standings" or "rankings" section the front half of the helmet is yellow. I can't figure it out. Lil help? Please know, I have been using Tile Layer Pro and just clicking frantically on my mouse over and over until I get what I want. If you have some complicated code, you need to tell me how to do it like I'm a small child. :)

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