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New Large Helmet Logos


keithisgood

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I really do hate the cat teams. I can respect the Lions, because they're the first. I can respect the Bengals, because of the Icky Shuffle. I will never, ever respect the Jaguars or the Panthers. In fact, I hope they lose infinitely. I never wish success on them. I think their logos and their brands are an embarassment to football. Just call them the "Pretty Pussy Cats" and be done with it.


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I've searched older threads, but the pointers and hex addresses don't seem to line up with the x1 rom; Anyone know where the tile data for the following team's logos is?


 


Pats


Bears


Chiefs


Colts


49ers


Raiders


Giants


Steelers


 


There's a lot of tile redundancy (multiple teams have unique blank tiles which could be shared among them). If I can alter the hex so these teams like PIT, CHI and NYG share blank tiles, I can add tiles to the wonky looking logos (Colts, 49ers, Chiefs, Raiders) to make them look better.


Edited by keithisgood
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man, large helmets are something I've only been able to tip-toe through.  here's some data I've got on them:


 



I didn't see any documentation on editing the large helmets in Tecmo Super Bowl for the NES so here is some basic info. Some knowledge of hexidecimal is helpful here.

I'll start with the locations of where the logos are told to be placed.

Team Offset Pointer
Buffalo x1008C C0A6
Indianapolis x1008A B2A6
Miami x1008E CEA6
New England x10090 DCA6
NY Jets x10072 F3A5
Cincinnati x10074 01A6
Cleveland x10076 0FA6
Houston x10078 1DA6
Pittsburgh x1007A 2BA6
Denver x1007C 39A6
Kansas City x1007E 47A6
LA Raiders x10092 EAA6
San Diego x10094 F8A6
Seattle x10084 88A6
Washington x1009A 22A7
NY Giants x10088 A4A6
Philadelphia x10096 06A7
Phoenix x10098 14A7
Dallas x10086 96A6
Chicago x1009C 30A7
Detroit x1009E 3EA7
Green Bay x100A0 4CA7
Minnesota x100A2 5AA7
Tampa Bay x100A4 68A7
San Francisco x100AC A0A7
LA Rams x100A8 84A7
New Orleans x100AA 92A7
Atlanta x100A6 76A7

Example: Lets swap Buffalo and Indianapolis. At x1008A, put C0 A6 B2 A6. The Buffalo and Indianapolis logos should have been switched. Go ahead and put it back now.

Thats not really what we are looking for so lets move on to what is being pointed to.

I'll use Cleveland and Houston for later examples so lets calculate their offset. Cleveland 0FA6, ("0F" + 10) ("A6" + 60) = 1F 06, then swap and add a x1 for x1061F. Same for Houston and you get x1062D.

Cleveland points to the line:
F6 70 FF FF FF FC 08 F8 36 42 92 22 AB 17
Houston points to the line:
F6 70 FF FF FF FC 09 F8 37 3A 92 2B AB 17

From here what we are interested in is Cleveland's "36 42 92 22" and Houston's "37 3A 92 2B". The first hex moves the teams logo up and down. The second hex moves the teams logo left and right. The final two hexes direct us to the design of the logo.

Example: Lets move Houston's logo. Change "37 3A 92 2B" to 30 30 92 2B. Houston's logo should be almost off the helmet now. Go ahead and put it back now.

Thats a little useful but we want the actual design so lets find that location. For Cleveland 92 22, ("92" + 90) ("22" + 10) = 1232, add a x1 to that a we have x11232. Same for Houston and we get x1123B.

Houston's logo has more data so lets check that out. The line directed from above will be:
9F 39 1E 3D 34 01 36 05 3C 80 39 1F 3D 35 01 37 05 3D 81 05 39 FF

Now the helmets are drawn on a grid, main columns are 9E 9F 80 81 82 but a few logos have been moved so far right like Cleveland that 9B 9C 9D could be used. The main rows are 39 3D 01 05 09 0D 11 or by using 79 7D 41 45 49 4D 51 the tiles will be mirrored. Now we know the grid numbers lets read Houston's logo.

Column 9F Row 39 Place Tile 1E, Row 3D Place Tile 34, Row 01 Place Tile 36, Row 05 Place Tile 3C, Column 80 Row 39 Place Tile 1F, Row 3D Place Tile 35, Row 01 Place Tile 37, Row 05 Place Tile 3D, Column 81 Row 05 Place Tile 39 and Stop using FF

Looking at a more advanced design like:
9E 3D 00 01 02 05 08 9F 3D 01 01 03 05 09 80 3D 04 01 06 05 0C FC 36 81 3D 0A FF
Everything is going smooth until you reach the FC. FC tells it the following locations (Column 81 Row 3D Tile 0A) will be shifted to place 36. I haven't tested the shifts thoroughly yet.

Example: Lets change Houston's logo. Replace their line with:
9E 3D 1E 01 34 05 36 9F 3D 1F 01 35 05 37 80 3D 39 01 3C 05 3D FF. The logo should have the base legs to the right of the upper section. Go ahead and put it back after you looked.

Ok, that was great but many of you now want to know if you can use tiles from other teams especially if they go unused.

Example: Lets take a tile away from Cleveland and give the rom space to Houston and at the same time use a tile from Indianapolis. At x11232, change the line to:
9F 3D 3B 80 3D 3E FF 9F 09 1E 39 09
Those paying real attention would have noticed that the location of Houston's starting point changed. We need to go back above to x1062D and edit our direction spot to "92 29". Go ahead and put it back when done.

Now to edit the colors. Starting at x23D79 is 30 16 12 10 30 30 12 26 which is the colors of Buffalo. The first three colors are the helmet palette, the next two are the facemask palette, and the final three are the logo palette. Teams will be in order from Buffalo to Atlanta.

Well thats the basics on editing the large helmets. The big trick seems to be planning the rom space and selecting the proper tiles to get placed.

Unfortunately, since I've been busy I've yet to find how some teams like Cincinnati and the LA Rams get the background objects on their helmets (Cincinnati's stripes for example) or how the tiles get numbered for the helmets. But I'm sure this is enough info for now.


I've got a question for you, jstout. I've tried using the information you gave above to just move some large helmets around, but I've ran into some problems.

For instance, when I tried to move Indianapolis's Helmet into the L.A. Raiders' spot, I first changed the values at offset x10092 (L.A.'s location) to B2A6 (Indianapolis's value). That succeeded in changing the logo on the Raider's helmet to Indianapolis's, but the colors were still grey and black. So then I went down to offset x23D79 and then proceeded through the values until I came across the palette for the Raiders, which I then changed to mimic the palette for the Colts.

I thought that would do it, but strangely enough, it didn't. When I viewed the helmet on my emulator (FCE Ultra, in case you were wondering), it showed a white and blue helmet with Indianapolis's logo, but with blue smudges all around the logo. Also, there was no blue stripe along the top of the helmet. Apparently, there is still some data concerning the background of the helmets that needs to be changed, but I don't know where to look to find it. Can you help me out?


Ok, I'm assuming you are describing the "sunlight spots" on the helmet. Basically, in the game there are 4 different helmet designs.

Two are the Bengals and Rams because they have their logo drawn onto the helmets picture. And the final 2 cover the rest of the league. The Indianapolis Colts have one type and the Los Angeles Raiders have the second type.

The differences are the Los Angeles Raiders' type has a "sunlight spot" on the top of the helmet on both the left and right sections, around the earhole, and a curve near the bottom of the helmet plus only has one stripe. (Indianapolis' type has 2 stripes and no "sunlight spots".

The background areas of the 4 helmets are drawn at x16572 to x1665E. Currently, I have no idea how the game chooses which helmet to place on the screen but I'm looking for that among other things.

Without that info there is still something you can do. The simpliest way is to adjust the palette: "12 30 12 10 30 12 00 00" to "30 30 12 10 30 12 00 00" which make the sunlight spots white on a white helmet with the only difference from the original being a thin stripe instead of a double blue stripe. Else the only option is redrawing the design in hex or on the graphic itself which will cause problems with a few of the helmets using the same design.

I used jstout's info to come up with this table:

Team Colors:
1st 3 - helmet palette
next 2 - facemask palette
final 3 - logo palette

this is also a good site to figure out the what the hex value is in actual color: Art of ROM Hacking

Team Address- Hex

Buffalo x23d79 - 30 16 12 10 30 30 12 26
Indianapolis x23d81 - 12 30 12 10 30 12 00 00
Miami x23d89 - 2c 30 26 1c 2c 2c 26 00
New England x23d91 - 25 30 12 15 25 12 25 00
NY Jets x23d99 - 2b 1b 0b 0f 00 30 00 00
Cincinatti x23da1 - 26 16 0f 0f 00 26 00 30
Cleveland x23da9 - 02 26 30 10 30 36 30 00
Houston x23db1 - 25 30 21 15 25 25 21 00
Pittsburgh x23db9 - 12 02 18 02 12 28 30 25
Denver x23dc1 - 30 12 15 10 30 22 15 30
Kansas City x23dc9 - 26 16 06 10 30 0f 30 00
LA Raiders x23dd1 - 32 10 00 00 10 10 30 0f
San Diego x23dd9 - 22 12 02 12 22 28 30 00
Seattle x23de1 - 30 31 10 11 21 11 30 2a
Washington x23de9 - 30 15 18 18 28 0f 30 27
NY Giants x23df1 - 15 12 05 10 30 22 00 30
Philadelphia x23df9 - 2b 1b 0b 10 30 32 30 31
Phoenix x23e01 - 30 30 10 10 31 06 0f 28
Dallas x23e09 - 12 31 30 00 31 12 30 22
Chicago x23e11 - 12 02 01 02 12 15 30 22
Detroit x23e19 - 11 10 30 11 21 32 30 11
Green Bay x23e21 - 0b 28 30 0b 1b 0b 1b 30
Minnesota x23e29 - 23 13 03 03 13 28 30 23
Tampa Bay x23e31 - 15 30 26 15 26 15 26 00
San Francisco x23e39 - 15 27 30 10 30 0f 30 15
LA Rams x23e41 - 28 03 13 03 13 13 38 23
New Orleans x23e49 - 0f 18 30 0f 00 0f 30 28
Atlanta x23e51 - 12 02 01 02 12 22 30 12


I just want to make sure I get this correct. For Cleveland, you take "OF" and add it to "10" and get "1F."

- what is the "10" for?

Also, I'm not too great with hex, and i just want to understand the concept of "A6" added to "60."

-First, why is it "60?"
-Also, when we are working with two digit hex, does it go FE, FF, 00, 01? Is that why when "A6" added to "60" equals "06"?
-Does this also mean that "A7" + "60" = "07"?

I wrote this post a long long time ago. Since then I've written a pdf tutorial with some extra info and pictures to explain.

Your questions here relate to the NES hardware but I think you'll understand clearer with explanations.

Why x10 added:
Yes, x0F + x10 = x1F. The x10 that is added is because of the 16 byte (x10) NES Header. On the game cartridge this header doesn't exist and is installed in roms so emulators can know what it should be reading. All pointers will be x10 more in the rom now from its existance.

Why x60 added:
The NES can only hold so much data at one time from the game (Stored at $8000 to $FFFF) during play. Because of this the game is broken up into banks (sections that can be loaded when needed). The TSB game has a constant $C000 to $FFFF area and swaps what it needs into $8000 to $9FFF and $A000 to $BFFF.

The helmet design here is in a bank loaded in $A000 to $BFFF during play. The start of the bank is at x10010 (remember x10 for the NES header). So a pointer of $A000 = x10010 and a pointer of $B000 = x11010. The difference in hex is $6010. The x60 in this case moves you to the location (alternative is to subract xA0). So when we were using xA6 and adding x60 = x106 and the lo byte + x10 finished the location.

Where I confused some is that dropping the 1 in front because it is second nature in NES pointers because the bank start could be anywhere like x20010 or even x10 in which case the 1 is now a 2 or 0 (so that digit adapts to where the info is).

And yes xA7 + x60 = x07.

not sure if this was documented else where, but found it awhile back:

helmet type (background): 0x23E59 - 0x23E74
40=bills, ...
41=jets, ...
42=rams
43=bengals

logo indexes: 0x23E75 - 0x23E90

with these, teams can use the same helmet logo without using more then one logo header slot. probably not very useful unless you have the same team in the rom more then once.

--
Buffalo x1008C C0A6
Indianapolis x1008A B2A6
...

Are there pointers that point to these locations? I am confused as to why these locations are not in team order, so I am assuming something is pointing to these locations. Anyone look into this before?

x23E75 to x23E90 (Buffalo to Atlanta)
--

F6 70 FF FF FF FC 06 F8 3A 3A 92 01 AB 17
I am not sure what each of these bytes represent.
Specifically, I don't know what byte 7 ('x06') is telling us. It appears to be different for each team, but I couldn't see what it controlled. Any ideas?

F6 is a control byte for 70 FF FF FF which loads the tile banks
FC is a control byte for 06 that has no known affect
F8 is a control byte for 3A 3A which loads the x, y location for the logo
92 01 is a pointer that goes to the logo design
AB 17 is a pointer that goes to a section that controls x, y location

I got rid of the FC ## on the helmet and facemask sections and it still displayed properly so it might have been something unfinished or removed.

I figured I'd document this to save time for others (and me). Anyone who has "large helmet" editing knowledge (or general graphic knowledge) should verify this for me.

The face mask sprite data is located near the same area as the team logos for the large helmets.
x107BE is where the face mask data is stored:
F6 FF 73 FF FF FC 02 F8 42 3E 94 92 AB 17
The third byte (x73) is telling the game to load the 4th set of (64) logo tiles (which start at x5CC10).

The 11th and 12th bytes (x94 x92) are telling us that the layout/arrangement of bytes starts at x114A2:
80 3C 42 00 48 81 3C 43 00 49 82 00 4C 08 46 83 00 40 08 47 FC 3E 81 38 41 82 38 44 FC 32 81 04 4A 82 04 4B FF

Those familiar with helmet editing will see that we are using the following tiles: 42, 48, 43, 49, 4C, 46, 40, 47, 41, 44, 4A, 4B
Those familiar with helmet editing may wonder why the tiles are larger than 3F (x00-x3F would be the 64 tiles from our logo's tile bank).

If we look back at the bytes starting at x107BE, we see F6 FF 73 FF FF. Byte 3 here is telling us to put the 64 tiles starting at x5CC10 into the second tile bank in memory. (The helmet logos all start with F6 ## FF FF FF where ## is 70, 71, 72, 73, or 74 which tells us to put the 64 tiles into the first tile bank in memory.) The second bank has tiles that go from x40-x7F.

Breakdown of Bytes
80 [Column x80]
3C [Row x3C]
42 [Tile x42]
00 [Row x00]
48 [Tile x48]
81 [Column x81]
3C [Row x3C]
43 [Tile x43]
00 [Row x00]
49 [Tile x49]
82 [Column x82]
00 [Row x00]
4C [Tile x4C]
08 [Row x08]
46 [Tile x46]
83 [Column x83]
00 [Row x00]
40 [Tile x00]
08 [Row x08]
47 [Tile x47]
FC [Modifer]
3E [Adjustment -- Right -2 (Left 2)]
81 [Column x81]
38 [Row x38]
41 [Tile x48]
82 [Column x82]
38 [Row x38]
44 [Tile x44]
FC [Modifier]
32 [Adjustment -- Right 2]
81 [Column x81]
04 [Row x04]
4A [Tile x4A]
82 [Column x82]
04 [Row x04]
4B [Tile x4B]
FF [Sentinel]

Those familiar with the how the layouts work may notice that all of the 'Row' bytes are off by x01 compared to what we've seen with the helmet logo layouts. The x01 difference looks to be changing the color palette (from the logo palette to the face mask palette).

Quick breakdown of my understanding of rows:
Row 1 (arbitrary number)
38 - face mask palette
39 - logo palette
3A - face mask palette (same location as 38, too)
3B - logo palette (same location as 39, too)

Row 2 (arbitrary number)
3C - face mask palette (one row lower than 38/39/3A/3B)
3D - logo palette (one row lower than 38/39/3A/3B)
3E - face mask palette (same location as 3C, too; one row lower than 38/39/3A/3B)
3F - logo palette (same location as 3D, too; one row lower than 38/39/3A/3B)

I'm still trying to figure out how we know to use the data starting at x107BE. I'm guessing x100AE (AE 47) is pointing us to x107BE, but I have no idea how we get to x100AE.

Background Helmet 40 (Bills' style):

I'm not sure how/why it works, but this is how it does it. Assume that the tile at x4A810 is equivalent to x80. If x80 is the 0th tile, tile xA0 is the 20th tile.
FF (Top Left 4x4 grid)
80 89 8C 8D
88 8B 82 82
8A 82 82 82
A0 82 82 82
FF (Top right 4x4 grid)
8E 8F 80 80
82 A5 80 80
82 A7 B2 80
82 82 B8 80
CF (bottom left 4x4 grid, the 'C' means to move to the bottom left?)
A2 82 A3 A6
A8 A1 A9 AC
DD DF AB AE
80 80 80 80
FF (bottom right 4x4 grid)
AD 80 80 80
AD 80 80 80
AF 80 80 80
80 80 80 80

Visual Arrangement of above:
80 89 8C 8D|8E 8F 80 80
88 8B 82 82|82 A5 80 80
8A 82 82 82|82 A7 B2 80
A0 82 82 82|82 82 B8 80
-----------------------
A2 82 A3 A6|AD 80 80 80
A8 A1 A9 AC|AD 80 80 80
DD DF AB AE|AF 80 80 80
80 80 80 80|80 80 80 80

Background Helmet 43 (Bengals' style):

I'm not sure how/why it works, but this is how it does it. Assume that the tile at x4A810 is equivalent to x80. If x80 is the 0th tile, tile xA0 is the 20th tile.

x1664E-1665E is Top Left
x16571-x16592 is Top Right and Bottom Left
x165C6-165D6 is Bottom Right
FF (top left 4x4)
80 84 85 D8
A4 86 87 DA
C0 C1 C4 C5
C2 C3 C6 C7
FF (top right 4x4)
D9 DC 80 80
DB DE 80 80
D0 D1 D4 80
D2 D3 B8 80
CF (bottom left 4x4, the 'C' means to move the bottom left?)
C8 C9 CC CD
CA CB CE CF
DD DF B3 B6
80 80 80 80
FF (bottom right 4x4)
AD 80 80 80
AD 80 80 80
AF 80 80 80
80 80 80 80

Visual Arrangement of above:
80 84 85 D8|D9 DC 80 80
A4 86 87 DA|DB DE 80 80
C0 C1 C4 C5|D0 D1 D4 80
C2 C3 C6 C7|D2 D3 B8 80
-----------------------
C8 C9 CC CD|AD 80 80 80
CA CB CE CF|AD 80 80 80
DD DF B3 B6|AF 80 80 80
80 80 80 80|80 80 80 80

Background Helmet 41 (Jets' style):

I'm not sure how/why it works, but this is how it does it. Assume that the tile at x4A810 is equivalent to x80. If x80 is the 0th tile, tile xA0 is the 20th tile.
FF (bottom right 4x4 grid)
AD 80 80 80
AD 80 80 80
AF 80 80 80
80 80 80 80
FF (top left 4x4 grid)
80 91 94 95
90 93 82 82
92 82 82 82
98 82 82 82
FF (top right 4x4 grid)
96 97 80 80
9C 9D 80 80
82 9F B5 80
82 82 B8 80
CF (bottom left 4x4 grid, the 'C' means to move the bottom left?)
9A 82 9B 9E
B0 99 B1 B4
DD DF B3 B6
80 80 80 80

Visual Arrangement of above:
80 91 94 95|96 97 80 80
90 93 82 82|9C 9D 80 80
92 82 82 82|82 9F B5 80
98 82 82 82|82 82 B8 80
-----------------------
9A 82 9B 9E|AD 80 80 80
B0 99 B1 B4|AD 80 80 80
DD DF B3 B6|AF 80 80 80
80 80 80 80|80 80 80 80

Background Helmet 42 (Rams' style):

I'm not sure how/why it works, but this is how it does it. Assume that the tile at x4A810 is equivalent to x80. If x80 is the 0th tile, tile xA0 is the 20th tile.
FF (top left 4x4 grid)
80 E0 E1 E4
B7 E2 E3 81
BD E8 E9 E6
BF EA 82 EC
FF (top right 4x4 grid)
E5 97 80 80
E7 F2 80 80
ED F8 B5 80
82 FA B8 80
CF (bottom left 4x4 grid, 'C' means bottom left?)
9A BC EB EE
B0 BE F9 FC
DD DF FB FE
80 80 80 80
FF (bottom right 4x4 grid)
EF 80 80 80
FD 80 80 80
FF 80 80 80
80 80 80 80

Visual Arrangement of above:
80 E0 E1 E4|E5 97 80 80
B7 E2 E3 81|E7 F2 80 80
BD E8 E9 E6|ED F8 B5 80
BF EA 82 EC|82 FA B8 80
-----------------------
9A BC EB EE|EF 80 80 80
B0 BE F9 FC|FD 80 80 80
DD DF FB FE|FF 80 80 80
80 80 80 80|80 80 80 80


 


 


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Okay, given that info, New England's pointer is DCA6 (its actually not at $10090 in the x1 rom but rather $1008e). Adding 10 bytes of header space to DC  gives me EC and 60 bytes to A6 gives me 06. Swap the bytes, add one in the ten-thousands place and I get a hex location of $106E6.


 


Once there, I get stumped, because none of the values seem to point to tile data from the PPU (New England's tile data goes: B2 and B3 in the [unused] topmost row, 8F, 9A, A5, B0 in the second row and A7, B1 in the bottom row). Is there some other calculation i need to translate from hex to PPU value? Am I in the wrong location of the Hex?


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Okay, given that info, New England's pointer is DCA6 (its actually not at $10090 in the x1 rom but rather $1008e). Adding 10 bytes of header space to DC  gives me EC and 60 bytes to A6 gives me 06. Swap the bytes, add one in the ten-thousands place and I get a hex location of $106E6.

 

Once there, I get stumped, because none of the values seem to point to tile data from the PPU (New England's tile data goes: B2 and B3 in the [unused] topmost row, 8F, 9A, A5, B0 in the second row and A7, B1 in the bottom row). Is there some other calculation i need to translate from hex to PPU value? Am I in the wrong location of the Hex?

 

ok, are we talking 28-team rom patriots or 32-team rom patriots?  because the info above refers to 28-team rom teams.  and the two do not line up.

 

post-5602-0-63842600-1361561963_thumb.pn

Edited by buck
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Okay, given that info, New England's pointer is DCA6 (its actually not at $10090 in the x1 rom but rather $1008e). Adding 10 bytes of header space to DC  gives me EC and 60 bytes to A6 gives me 06. Swap the bytes, add one in the ten-thousands place and I get a hex location of $106E6.

 

Once there, I get stumped, because none of the values seem to point to tile data from the PPU (New England's tile data goes: B2 and B3 in the [unused] topmost row, 8F, 9A, A5, B0 in the second row and A7, B1 in the bottom row). Is there some other calculation i need to translate from hex to PPU value? Am I in the wrong location of the Hex?

x106ec ?  

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*facepalm* Yes, it should be $106ec.


F6 70 FF FF FF FC 05 F8 35 3D 91 E4 AB 17


Your documentation would then indicate bytes 11&12 (91 E4) is a pointer to the actual tile data, no?


 


What exactly is the calculation to get from pointer to a hex location? Your documentation above is slightly unclear. You add 90 to the first hex value, 10 to the second and plop a 1 in front of it? No byte-swapping? That would put me at 121F4.


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Keith, I promise we're not hi-jacking your badass thread.

But thanks, Buck. I really do appreciate that. It's you and the dudes that participate in actually really creating interesting stuff around here that I'm doing this organization shit for (and future versions of you and these peeps). I don't care about tournaments, or leagues, or any of that sh*t (although I'm very happy to have all of that here and that it exists)! But without you, Bruddog, Jstout, Drunken and Hurricane, and then CX_ROM, Xplozv and their ilk of every-so-often-passersby, I would be severely disinterested in performing all of these tasks for the hope that we'll eventually get more dudes like Keith here who actually are adding value to our experience with well-executed modifications. If you guys enjoy my efforts, and if a Keith comes around every four months or so, then mission accomplished!

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Okay. Managed to move some tiles around to upgrade the Vikings:

OLD                                                            NEW

MwIbFnu.png    C71B0UF.png

Also changed to a darker purple.

 

Dang, this looks GREAT!

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Yeah, most of what I've done is re-drawing tiles. It should be a simple copy and paste. The color changes aren't too difficult in a new rom so I'll just keep chugging along with the x1 rom over here. Once it's decided what rom we want to use going forward, I'll copy/paste and re-tweak the colors. Shouldn't be too much work.


 


Dallas' tilted star annoyed me, so I tried straightening it out.


OLD                                                             NEW


ygfy4PN.png    LHFbJKX.png


Edited by keithisgood
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Yeah, most of what I've done is re-drawing tiles. It should be a simple copy and paste. The color changes aren't too difficult in a new rom so I'll just keep chugging along with the x1 rom over here. Once it's decided what rom we want to use going forward, I'll copy/paste and re-tweak the colors. Shouldn't be too much work.

 

Dallas' tilted star annoyed me, so I tried straightening it out.

OLD                                                             NEW

ygfy4PN.png    LHFbJKX.png

Nice. Also, I can almost guarantee we'll be using 1.05 (the current one you've been editing).

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too bad; the other version sounded like it had some interesting features.

 

ps- you need to do this to the 1.05 "x1" rom you're editing:

 

at x31f90

write :  a66ee46df00218603860

 

this is the 2nd part of the "player 2 condition hack" - I didn't copy it to the version I posted!  sorry!

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