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ROM location of pri/sec Uniform data for teams?

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Game Field Team Colors: x2C2E4 to x2C3FB (Buffalo to Atlanta)

Pro Bowl Game Field Team Colors: x2C3FC to x2C40F (AFC to NFC)

Example (Buffalo) x15 x06 x11 x15 x06 x21 x00 x00 x00 x00:

x15 x06 x11 = NES Colors and Make Up Jersey 1

x15 x06 x21 = NES Colors and Make Up Jersey 2

x00 x00 x00 x00 = When to Use Jersey 1 and 2 this is done bitwise (Buffalo to Atlanta then AFC to NFC with final 2 bits always being 0s) where a 0 = Jersey 1 and 1 = Jersey 2.

(x00000000 would use Jersey 1 vs every team and xFFFFFFFC would use Jersey 2 vs every team)

3-Color Jersey Team # (Default is Kansas City): x2C250 (Changing Team # to x1E or higher will disable)

Use Jersey 2 vs Team #s: x2C296, x2C29A, x2C29E, x2C2A2

Use Jersey 3 vs Team #s: x2C2A8, x2C2AC, x2C2B0

3-Color Game Field Team Colors: x2C410 to x2C418

NOTE: 3-Color Jersey Selection is ASM and you could jump elsewhere and write ASM for more choices.

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Action Sequence Team Colors: x342D8 to x343B7 (Buffalo to Atlanta)

Pro Bowl Action Sequence Team Colors: x343B8 to x343C7 (AFC to NFC)

Example (Buffalo) x15 x11 x15 x11 x00 x00 x00 x00:

x15 x11 = NES Colors and Make Up Jersey 1

x15 x11 = NES Colors and Make Up Jersey 2

x00 x00 x00 x00 = When to Use Jersey 1 and 2 this is done bitwise (Buffalo to Atlanta then AFC to NFC with final 2 bits always being 0s) where a 0 = Jersey 1 and 1 = Jersey 2.

(x00000000 would use Jersey 1 vs every team and xFFFFFFFC would use Jersey 2 vs every team)

In case you don't know, bitwise means that the hex is broken down into 0s and 1s, x00 = %00000000 and xFF = %11111111. Some hex editors display the bitwise number and some allow to edit them directly this way. Else you could use any calculator that has binary to hex conversion (Windows Calculator has this option).

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Allright, thanks jstout. That looks like good stuff.

So, the editor I'm using only lets me edit 2 uniforms (TSBM2?) - so to edit a 3 color uniform, must use hex? Can every team have a 3 color?

I'm a little unclear...

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So, the editor I'm using only lets me edit 2 uniforms (TSBM2?) - so to edit a 3 color uniform, must use hex? Can every team have a 3 color?

Really, the TSB has 2 uniform colors for every team except KC which has 3. I just included notes that could be used to alter which team used the 3 uniform colors and what teams it used them against (however they still only have 2 action versions).

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thanks jstout. I see how it works - like a mask (or toggle switches - then convert the bytes to HEX) I made a spreadsheet to help visualize the masks.

1 mo question about this: does the NFC or AFC toggle over-ride the team specific selection for ALT jerseys? I would think that the 'specific' toggle will override the NFC/AFC toggle. But anyways, I'm sure I'll find out soon enough with experimentation.

Oh, also - can you point me to a link that shows the various hex-combinations that produce colors for TSB (or NES, I guess) There's a link somewhere in the forums, but it's dead and gone.

BTW - how's the PLAY EDITOR going?

peace

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Oh, also - can you point me to a link that shows the various hex-combinations that produce colors for TSB (or NES, I guess) There's a link somewhere in the forums, but it's dead and gone.

Every emulator has different default values but they'll be around this:

NESRGB%20JLS.JPG

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jstout, can you give a couple of examples? For instance, if I wanted Buffalo to use uniform 2 against the Colts, what would I change the 00 00 00 00 to? Against the Dolphins? Against both? Something like that would probably let me figure the rest out on my own. Thanks.

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jstout, can you give a couple of examples? For instance, if I wanted Buffalo to use uniform 2 against the Colts, what would I change the 00 00 00 00 to? Against the Dolphins? Against both? Something like that would probably let me figure the rest out on my own. Thanks.

Turn those bytes into HEX and put em in the appropriate spot in ROM and you're good to go.

I made a little spreadsheet grid with the teams listed vertically and the teams playing against horizontally (in the proper ROM order, of course.) So this looks like 28 1's and 0's - which I group into 4 and convert to hex (0-F.)

So, if you have 1001 then in ROM you would put '9'

or 1100 would be 'C'.

Here we go: 1101000000001000101001000000 =>

D008A40

Does that make sense?

Don't forget to change the "action sequence" part on ROM too.

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sorry, thanks, but i already got the scoop from jstout through AIM. noticed something interesting with TSBM, though. When you "disable" the 3-color team at the hex location, you can't use TSBM to change any of the team's colors. You have to do it through hex. Drove me crazy for about 10 minutes before I realized what the hell was going on.

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x00 x00 x00 x00
i am unsure what the last four bits do here. what exactly is meant by 'AFC to NFC'? more importantly, why are there four bits and not just two, one for AFC, one for NFC? each team (including if it could play itself) is represented by one bit. however, the afc/nfc toggle is represted by two bits each, or am i mistaken?

x15 x06 x11 = NES Colors and Make Up Jersey 1

what does the middle hex value do here? x15 and x11 are the colors for the first jersey, but what does the x06 value do/mean?

EDIT: I figured out the first 6 hex values (the jerseys and skin color part)

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for the jerseys -
first hex value = helmet/pants color
second hex value = non-white player's skin color
third hex value = shirt/socks/pant stripe color

first 3 hex values = jersey 1
second 3 hex values = jersey 2

last 4 hex values = take the hex, convert to binary,
0 = first jersey, 1 = second jersey,
bit 1 = buffalo, bit 28 = atlanta,
bit 29 = AFc, bit 30 = NFC, bits 31 and 32 = 0
(the bits are in parenthesis for the 'alternate jersey' switches)

Pointer to Team with 3 jerseys (one hex value) - x2C250
00 - Buffalo -> 1B - Atlanta, 1C = AFC?, 1D = NFC?, 1E = no team
Use Jersey 2 vs Team #s: x2C296, x2C29A, x2C29E, x2C2A2
Use Jersey 3 vs Team #s: x2C2A8, x2C2AC, x2C2B0
Team Jerseys (using above style): x2C410 to x2C418

------------------------------------------------
Original Rom
------------------------------------------------

Team Hex Location Hex Code (Binary of last four hex values)
Buffalo x2c2e4 - 25 06 11 15 06 21 00 00 00 00 (00000 0000 00000 00000 00000 0000 0000)
Indianapolis x2c2ee - 30 06 11 30 06 11 00 00 00 00 (00000 0000 00000 00000 00000 0000 0000)
Miami x2c2f8 - 30 16 1c 30 06 2c 50 10 6c 20 (01010 0000 00100 00011 01100 0010 0000)
New England x2c302 - 30 06 25 30 06 24 86 22 41 80 (10000 1100 01000 10010 00001 1000 0000)
NY Jets x2c30c - 30 16 09 09 16 30 f5 5c 69 a0 (11110 1010 10111 00011 01001 1010 0000)
Cincinatti x2c316 - 26 06 0f 26 06 30 d0 d0 04 30 (11010 0001 10100 00000 00100 0011 0000)
Cleveland x2c320 - 26 06 30 36 06 17 80 20 93 00 (10000 0000 01000 00100 10011 0000 0000)
Houston x2c32a - 30 06 21 21 06 30 70 04 49 a0 (01110 0000 00001 00010 01001 1010 0000)
Pittsburgh x2c334 - 0f 16 28 28 16 0f 00 62 92 40 (00000 0000 11000 10100 10010 0100 0000)
Denver x2c33e - 11 06 26 01 06 26 c0 01 00 60 (11000 0000 00000 01000 00000 0110 0000)
Kansas City x2c348 - 25 0f 30 25 0f 16 00 00 00 00 (00000 0000 00000 00000 00000 0000 0000)
LA Raiders x2c352 - 31 16 0f 10 16 30 40 84 2c 30 (01000 0001 00001 00001 01100 0011 0000)
San Diego x2c35c - 38 06 11 01 16 30 f7 dd 6d ff (11110 1111 10111 01011 01101 1111 1111)
Seattle x2c366 - 31 16 11 31 06 30 e0 c1 2c 60 (11100 0001 10000 01001 01100 0110 0000)
Washington x2c370 - 16 0f 30 06 0f 30 02 00 00 00 (00000 0100 00000 00000 00000 0000 0000)
NY Giants x2c37a - 0f 16 11 11 06 30 84 d0 2c b0 (10000 1001 10100 00001 01100 1011 0000)
Philadelphia x2c384 - 29 06 30 29 06 30 00 00 00 00 (00000 0000 00000 00000 00000 0000 0000)
Phoenix x2c38e - 30 0f 16 31 0f 16 52 22 01 00 (01010 0100 01000 10000 00001 0000 0000)
Dallas x2c398 - 10 16 01 10 16 01 00 00 00 00 (00000 0000 00000 00000 00000 0000 0000)
Chicago x2c3a2 - 0f 16 30 0f 16 30 00 00 00 00 (00000 0000 00000 00000 00000 0000 0000)
Detroit x2c3ac - 31 06 21 10 06 11 21 04 00 00 (00100 0010 00001 00000 00000 0000 0000)
Green Bay x2c3b6 - 38 06 09 38 06 30 48 80 00 20 (01001 0001 00000 00000 00000 0010 0000)
Minnesota x2c3c0 - 14 06 30 14 06 30 00 00 00 00 (00000 0000 00000 00000 00000 0000 0000)
Tampa Bay x2c3ca - 30 06 27 30 06 27 00 00 00 00 (00000 0000 00000 00000 00000 0000 0000)
San Francisco x2c3d4 - 38 06 25 28 06 15 92 20 05 40 (10010 0100 01000 00000 00101 0100 0000)
LA Rams x2c3de - 11 06 38 21 06 38 40 49 24 00 (01000 0000 10010 01001 00100 0000 0000)
New Orleans x2c3e8 - 28 16 0f 28 06 30 80 c0 30 10 (10000 0001 10000 00001 10000 0001 0000)
Atlanta x2c3f2 - 0f 16 00 10 0f 30 08 80 20 00 (00001 0001 00000 00001 00000 0000 0000)

Team with 3 jerseys - x2C250 - 0a
Jersey design x2c410 - 25 0f 30 25 0f 16 15 0f 30
Jersey 2 vs. teams:
x2C296 - 03
x2C29A - 0e
x2C29E - 16
x2C2A2 - 17
Jersey 3 vs. teams:
x2C2A8 - 00
x2C2AC - 05
x2C2B0 - 06

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k, i still have not been able to figure out those last four bits. i experimented a bit with San Diego, and those last four bits (all set to '1') seemed to have no effect. all that seemed to matter were the first 28 bits. any thoughts?

The first 28 bits are the teams. The 29 and 30 bits are AFC and NFC but you wouldn't be able to tell since the teams don't play against them. The 31 and 32 bits are nothing but filler so there is nothing to find.

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cxrom posted this a couple weeks ago:

this is all for the NFC-West:

the numbers in "()" are length per team and "[]" is total length for all 4 teams

0x199C1 - sim data ($30)[$C0]

0x23FF0 - large helmet palettes ($08)[$20]

0x27FDB - run/pass ratio ($01)[$04]

0x2CF82 - in game jersey colors ($0A)[$28]

0x348F7 - action sequence palettes ($08)[$20]

0x34953 - division champ screen palettes ($05)[$14]

0x349D2 - conference champ screen palettes ($04)[$10]

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