averagetsbplayer Posted December 16, 2009 Share Posted December 16, 2009 For documentation purposes (I still need to investigate this to figure how it's working):Background 40 (Bills) - x16593-x165D6 (68 bytes): FF 80 89 8C 8D 88 8B 82 82 8A 82 82 82 A0 82 82 82 FF 8E 8F 80 80 82 A5 80 80 82 A7 B2 80 82 82 B8 80 CF A2 82 A3 A6 A8 A1 A9 AC DD DF AB AE 80 80 80 80 FF AD 80 80 80 AD 80 80 80 AF 80 80 80 80 80 80 80Background 41 (Jets) - x165C6-x16609 (68 bytes): FF AD 80 80 80 AD 80 80 80 AF 80 80 80 80 80 80 80 FF 80 91 94 95 90 93 82 82 92 82 82 82 98 82 82 82 FF 96 97 80 80 9C 9D 80 80 82 9F B5 80 82 82 B8 80 CF 9A 82 9B 9E B0 99 B1 B4 DD DF B3 B6 80 80 80 80Background 42 (Rams) - x1660A-x1664D (68 bytes):FF 80 E0 E1 E4 B7 E2 E3 81 BD E8 E9 E6 BF EA 82 EC FF E5 97 80 80 E7 F2 80 80 ED F8 B5 80 82 FA B8 80 CF 9A BC EB EE B0 BE F9 FC DD DF FB FE 80 80 80 80 FF EF 80 80 80 FD 80 80 80 FF 80 80 80 80 80 80 80Background 43 (Bengals) - x16571-x16592 (34 bytes), x165C6-165D6 (17 bytes), x1664E-1665E (17 bytes): FF D9 DC 80 80 DB DE 80 80 D0 D1 D4 80 D2 D3 B8 80 CF C8 C9 CC CD CA CB CE CF DD DF B3 B6 80 80 80 80FF AD 80 80 80 AD 80 80 80 AF 80 80 80 80 80 80 80FF 80 84 85 D8 A4 86 87 DA C0 C1 C4 C5 C2 C3 C6 C7 Quote Link to comment Share on other sites More sharing options...
averagetsbplayer Posted December 16, 2009 Share Posted December 16, 2009 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 ACDD 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 80Visual Arrangement of above:80 89 8C 8D|8E 8F 80 8088 8B 82 82|82 A5 80 80 8A 82 82 82|82 A7 B2 80A0 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 Quote Link to comment Share on other sites More sharing options...
averagetsbplayer Posted December 16, 2009 Share Posted December 16, 2009 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 Leftx16571-x16592 is Top Right and Bottom Leftx165C6-165D6 is Bottom RightFF (top left 4x4)80 84 85 D8 A4 86 87 DA C0 C1 C4 C5 C2 C3 C6 C7FF (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 80Visual Arrangement of above:80 84 85 D8|D9 DC 80 80A4 86 87 DA|DB DE 80 80C0 C1 C4 C5|D0 D1 D4 80C2 C3 C6 C7|D2 D3 B8 80-----------------------C8 C9 CC CD|AD 80 80 80CA CB CE CF|AD 80 80 80DD DF B3 B6|AF 80 80 8080 80 80 80|80 80 80 80 Quote Link to comment Share on other sites More sharing options...
averagetsbplayer Posted December 17, 2009 Share Posted December 17, 2009 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 80Visual Arrangement of above:80 91 94 95|96 97 80 8090 93 82 82|9C 9D 80 8092 82 82 82|82 9F B5 8098 82 82 82|82 82 B8 80-----------------------9A 82 9B 9E|AD 80 80 80B0 99 B1 B4|AD 80 80 80DD DF B3 B6|AF 80 80 8080 80 80 80|80 80 80 80 Quote Link to comment Share on other sites More sharing options...
averagetsbplayer Posted December 17, 2009 Share Posted December 17, 2009 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 E4B7 E2 E3 81BD E8 E9 E6BF EA 82 ECFF (top right 4x4 grid)E5 97 80 80E7 F2 80 80ED F8 B5 80 82 FA B8 80 CF (bottom left 4x4 grid, 'C' means bottom left?)9A BC EB EEB0 BE F9 FCDD DF FB FE80 80 80 80FF (bottom right 4x4 grid)EF 80 80 80FD 80 80 80FF 80 80 8080 80 80 80Visual Arrangement of above:80 E0 E1 E4|E5 97 80 80B7 E2 E3 81|E7 F2 80 80BD E8 E9 E6|ED F8 B5 80BF EA 82 EC|82 FA B8 80-----------------------9A BC EB EE|EF 80 80 80B0 BE F9 FC|FD 80 80 80DD DF FB FE|FF 80 80 8080 80 80 80|80 80 80 80 Quote Link to comment Share on other sites More sharing options...
GameplayLoop Posted December 19, 2009 Share Posted December 19, 2009 It's pretty terrific that you're doing this. Good work. Quote Link to comment Share on other sites More sharing options...
averagetsbplayer Posted July 10, 2013 Share Posted July 10, 2013 Adding jlstout's document since I tend look for it in this thread.Editing_Large_Helmets.pdf Knobbe, brookstonfowler and buck 3 Quote Link to comment Share on other sites More sharing options...
keithisgood Posted July 14, 2013 Share Posted July 14, 2013 Doing some work for the 2014 rom, I've found that on the pregame screen (Jacksonville Jaguars vs Cleveland Browns - showing both large helmets) the top team draws the helmet template from a secondary location. Helmet template 42 draws (in this instance) from $16CFB-16D35. The layout is slightly different, drawing two top rows of top left, two top rows of top right, two bottom rows of top left, two bottom rows of top right...and so on and so forth. Quote Link to comment Share on other sites More sharing options...
TheRaj Posted December 5, 2014 Share Posted December 5, 2014 Doing some work for the 2014 rom, I've found that on the pregame screen (Jacksonville Jaguars vs Cleveland Browns - showing both large helmets) the top team draws the helmet template from a secondary location. Helmet template 42 draws (in this instance) from $16CFB-16D35. The layout is slightly different, drawing two top rows of top left, two top rows of top right, two bottom rows of top left, two bottom rows of top right...and so on and so forth. Is there a way to fix this? Im using a rom right now where this is messing my helmets up. For example I want Helm 41 to draw as 41 on both the top and bottom of the Pregame Screen when selected, but I find if Helm 41 is team 1 then it is drawing the bottom of the helm as Helm 40 and not Helm 41. Quote Link to comment Share on other sites More sharing options...
averagetsbplayer Posted November 11, 2015 Share Posted November 11, 2015 (edited) This linked thread has some relevant info about 32-team ROM Large Helmets. I tend to find this thread all the time and having relevant links from here is helpful.- http://tecmobowl.org/topic/10956-large-helmet-logo-pointers-for-32-team-rom/ Edited November 11, 2015 by averagetsbplayer Quote Link to comment Share on other sites More sharing options...
bruddog Posted April 20, 2016 Share Posted April 20, 2016 THE FC control byte sets the spr pallete set to be used but there is never a command issued to re-load the pallete set. They opted to change the sprite pallete values in a different method and probably forgot to remove those commands. Quote Link to comment Share on other sites More sharing options...
Atrain400 Posted January 26, 2020 Share Posted January 26, 2020 I'm doing some helmet editing using JSTOUT's logic from above and for this one part in particular, the hexadecimal math is not coming out. Can anybody tell me what I'm missing? JSTOUT wrote: 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. I am not getting to a hex value of 12 by adding hex(92) + hex(90). I do get to 32 with hex(22) + hex(10). Am I missing something, or was that an error in the calculation? Quote Link to comment Share on other sites More sharing options...
fgqb#19nyj Posted January 26, 2020 Share Posted January 26, 2020 8 hours ago, Atrain400 said: I'm doing some helmet editing using JSTOUT's logic from above and for this one part in particular, the hexadecimal math is not coming out. Can anybody tell me what I'm missing? JSTOUT wrote: 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. I am not getting to a hex value of 12 by adding hex(92) + hex(90). I do get to 32 with hex(22) + hex(10). Am I missing something, or was that an error in the calculation? Yeah, I see what you mean. How does 92 + 90 = 12 in hex? Quote Link to comment Share on other sites More sharing options...
Knobbe Posted September 11, 2020 Share Posted September 11, 2020 the large helmet pointers for nfc west teams are at 0x2FEDD .hex A0A7 ; 49ERS x2FEDD .hex 84A7 ; RAMS 2FEDF .hex 88A6 ; SEAHAWKS 2FEE1 .hex 14A7 ; CARDINALS 2FEE3 NFC West Team large helmet Color starting points for the 32 team logo pointers 49ers- x23FF0 Rams- x23FF8 Seahawks- x24000 Cardinals- x24008 Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted September 13, 2020 Share Posted September 13, 2020 Thanks Knobbe. Helmet graphics is one area I've never even touched. Have you re-designed the Washington and LA Rams helmets in your own rom? Quote Link to comment Share on other sites More sharing options...
Knobbe Posted September 13, 2020 Share Posted September 13, 2020 10 hours ago, Tecmonster said: Thanks Knobbe. Helmet graphics is one area I've never even touched. Have you re-designed the Washington and LA Rams helmets in your own rom? I'm not sure at any point i'll actually release a rom or anything but i have been working on this. Specifically i'm looking to revert overlay '42' that used to be the Rams that was repurposed for the Jaguars gradient overlay back in 2014. One thing I've run into is that drawing the large helmet on the team screen is separate from the drawing for Player 1 on the matchup screen. Otherwise the Rams as currently drawn would be fairly simple as it's just removing the little tail at the end and then adding the line in the middle. I haven't attempted anything with the Redskins yet but I assume you could just redo the tiles as well without having to recode the layout. If you look at Alabama on a college rom that approximates the number and I would also think that just putting one number on the helmet would allow you to make it wide enough if that is an issue. Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted September 13, 2020 Share Posted September 13, 2020 Wow, it's amazing to me that you have to draw the same helmet two different times -- one for the team screen and one for the pregame matchup screen. Seems like a horribly inefficient way to design a game. I hate to say it, but with the playoffs and the regular season schedule expanding, and seemingly not enough room in the code to mirror those real-life changes, TSB is becoming endangered. Didn't bruddog say, at one point, that he was rebuilding the entire game from scratch? If so, and if he's still working on that, maybe that will rescue the TSB legacy. Quote Link to comment Share on other sites More sharing options...
Knobbe Posted September 14, 2020 Share Posted September 14, 2020 so starting at x5AA8 you have #40-43 metatile info for large helmets on Team Data Screens FF2A021C02020953545556 (Bills Style) FF2A021D02020957585956 (Jets Style) FF2A021B0202095A5B5C5D (Rams Style) FF2A021C0202095E515256 (Bengals Style) #40-43 metatile info for large helmets on Matchup Screen for P1 FF2A021C030201BBBCBDBEC7C8 (Bills Style) FF2A021D030201BFC0C1BEC7C8 (Jets Style) FF2A021B030201C2C3C4C5C9CA (Rams Style) FF2A021C030201C6B9BACBA9CA (Bengals Style) #40-43 metatile info for large helmets on Matchup Screen for P2 FF2A021C02022153545556 (Bills Style) FF2A021D02022157585956 (Jets Style) FF2A021B0202215A5B5C5D (Rams Style) FF2A021C0202215E515256 (Bengals Style) Breakdown of FF2A021C02020953545556 (Bills Style) FF #Start? 2A #CHR Bank 02 #Bank Offset 1C #PG Pal Index 02 #Height 02 #Width 09 #Starting location 53 54 55 56 #4 tiles used The data for P1 matchup screen is longer because it's drawing 6 tiles instead of 4. Realistically you would never need to change this. What it does highlight though is that if you change one of these styles you need to not only change the layout which @averagetsbplayer has documented which is used by the team data screen and the P2 helmet but also for P1 which isn't documented yet. Quote Link to comment Share on other sites More sharing options...
Knobbe Posted September 22, 2020 Share Posted September 22, 2020 On 12/16/2009 at 4:36 PM, averagetsbplayer said: For documentation purposes (I still need to investigate this to figure how it's working): Background 40 (Bills) - x16593-x165D6 (68 bytes): FF 80 89 8C 8D 88 8B 82 82 8A 82 82 82 A0 82 82 82 FF 8E 8F 80 80 82 A5 80 80 82 A7 B2 80 82 82 B8 80 CF A2 82 A3 A6 A8 A1 A9 AC DD DF AB AE 80 80 80 80 FF AD 80 80 80 AD 80 80 80 AF 80 80 80 80 80 80 80 Background 41 (Jets) - x165C6-x16609 (68 bytes): FF AD 80 80 80 AD 80 80 80 AF 80 80 80 80 80 80 80 FF 80 91 94 95 90 93 82 82 92 82 82 82 98 82 82 82 FF 96 97 80 80 9C 9D 80 80 82 9F B5 80 82 82 B8 80 CF 9A 82 9B 9E B0 99 B1 B4 DD DF B3 B6 80 80 80 80 Background 42 (Rams) - x1660A-x1664D (68 bytes): FF 80 E0 E1 E4 B7 E2 E3 81 BD E8 E9 E6 BF EA 82 EC FF E5 97 80 80 E7 F2 80 80 ED F8 B5 80 82 FA B8 80 CF 9A BC EB EE B0 BE F9 FC DD DF FB FE 80 80 80 80 FF EF 80 80 80 FD 80 80 80 FF 80 80 80 80 80 80 80 Background 43 (Bengals) - x16571-x16592 (34 bytes), x165C6-165D6 (17 bytes), x1664E-1665E (17 bytes): FF D9 DC 80 80 DB DE 80 80 D0 D1 D4 80 D2 D3 B8 80 CF C8 C9 CC CD CA CB CE CF DD DF B3 B6 80 80 80 80 FF AD 80 80 80 AD 80 80 80 AF 80 80 80 80 80 80 80 FF 80 84 85 D8 A4 86 87 DA C0 C1 C4 C5 C2 C3 C6 C7 These helmets are used in 3 different places: the Team Data screen and Players 1 and 2 on the matchup screen to start a game. The designs here are used for the Team Data Screens and Player 2 Icon. Player 1 draws the same shape but uses a 2x3 grid because it needs to start the helmet in the middle of a square. Here is a crudely drawn diagram Quote Link to comment Share on other sites More sharing options...
Knobbe Posted September 22, 2020 Share Posted September 22, 2020 On 12/17/2009 at 10:14 AM, averagetsbplayer said: 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 Example of the P1 Rams Layout 55 (Top left 4x4 grid) 00 00 00 00 00 00 00 00 80 E0 E1 E4 B7 E2 E3 81 55 (Top right 4x4 grid) 00 00 00 00 00 00 00 00 E5 97 80 80 E7 F2 80 80 55 (Middle left 4x4 grid) BD E8 E9 E6 BF EA 82 EC 9A BC EB EE B0 BE F9 FC 55 (Middle right 4x4 grid) ED F8 B5 80 82 FA B8 80 EF 80 80 80 FD 80 80 80 04 (Bottom left 4x4 grid) DD DF FB FE 80 80 80 80 80 80 80 80 80 80 80 80 05 (Bottom right 4x4 grid) FF 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 Visual Arrangement of above: 00 00 00 00|00 00 00 00 00 00 00 00|00 00 00 00 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 80 80 80 80|80 80 80 80 80 80 80 80|80 80 80 80 Quote Link to comment Share on other sites More sharing options...
Knobbe Posted September 22, 2020 Share Posted September 22, 2020 Helmet locations by layout (some of the grids are shared) Team/P2 Background 40 (Bills) - x16593-x165D6 (68 bytes) P1 Background 40 (Bills) - x16C7B-x16CBE (68 bytes), x16D47-x16D68 (34 bytes) Team/P2 Background 41 (Jets) - x165C6-x16609 (68 bytes) P1 Background 41 (Jets) - x16CAE-x16CF1 (68 bytes), x16D47-x16D68 (34 bytes) Team/P2 Background 42 (Rams) - x1660A-x1664D (68 bytes) P1 Background 42 (Rams) - x16CF2-x16D35 (68 bytes), x16D69-x16D8A (34 bytes) Team/P2 Background 43 (Bengals) - x16571-x16592 (34 bytes), x165C6-165D6 (17 bytes), x1664E-1665E (17 bytes) P1 Background 43 (Bengals) - x16C59-x16C7A (34 bytes), x16D36-x16D46 (17 bytes), x16D7A-x16D9B (34 bytes) Helmet Locations by Address x16571-x16592 (34 bytes) - Team/P2 Background 43 (Bengals) x16593-x165D6 (51 bytes) - Team/P2 Background 40 (Bills) x165C6-x165D6 (17 bytes) - **Team/P2 Background 40 (Bills) & Team/P2 Background 41 (Jets) & Team/P2 Background 43 (Bengals)** x165D7-x16609 (51 bytes) - Team/P2 Background 41 (Jets) x1660A-x1664D (68 bytes) - Team/P2 Background 42 (Rams) x1664E-x1665E (17 bytes) - Team/P2 Background 43 (Bengals) x16C59-x16C7A (34 bytes) - P1 Background 43 (Bengals) x16C7B-x16CAD (51 bytes) - P1 Background 40 (Bills) x16CAE-x16CBE (17 bytes) - P1 Background 40 **(Bills) & P1 Background 41 (Jets) x16CBF-x16CF1 (51 bytes) - P1 Background 41 (Jets) x16CF2-x16D35 (68 bytes) - P1 Background 42 (Rams) x16D36-x16D46 (17 bytes) - P1 Background 43 (Bengals) x16D47-x16D68 (34 bytes) - P1 Background 40 **(Bills) & P1 Background 41 (Jets) x16D69-x16D79 (17 bytes) - P1 Background 42 (Rams) x16D7A-x16D8A (17 bytes) - P1 Background 42 **(Rams) & P1 Background 43 (Bengals) x16D8B-x16D9B (17 bytes) - P1 Background 43 (Bengals) Quote Link to comment Share on other sites More sharing options...
fgqb#19nyj Posted February 14, 2021 Share Posted February 14, 2021 -"32 team rom" large helmet colors starting points- Bills x23D79 - 30 06 02 32 30 30 02 16 Dolphins x23D81 - 1C 30 16 1C 2C 1C 16 00 Patriots x23D89 - 32 10 10 06 16 01 06 30 Jets x23D91 - 0A 30 30 0A 1A 0A 3D 30 Bengals x23D99 - 26 16 0F 0F 00 26 00 30 Browns x23DA1 - 08 16 30 32 30 26 30 26 Ravens x23dA9 - 03 01 01 01 12 30 03 28 Steelers x23DB1 - 12 01 28 01 12 28 30 06 Colts x23DB9 - 30 30 02 02 12 02 00 00 Texans x23DC1 - 12 01 01 01 12 06 30 30 Jaguars x23DC9 - 12 01 01 01 12 1C 30 28 Titans x23DD1 - 01 30 30 01 12 06 21 01 Broncos x23DD9 - 16 01 16 01 12 16 01 30 Chiefs x23DE1 - 16 06 06 32 30 0F 30 00 Raiders x23DE9 - 32 10 2D 00 10 10 30 0F Chargers x23DF1 - 12 02 02 02 12 28 38 00 Redskins x23DF9 - 30 07 28 18 28 0F 30 28 Giants x23E01 - 12 02 06 00 10 22 00 30 Eagles x23E09 - 19 09 09 0F 2D 0F 30 32 Cowboys x23E11 - 02 10 30 00 10 02 30 22 Bears x23E19 - 12 01 01 01 12 16 30 22 Lions x23E21 - 12 10 30 12 11 32 30 12 Packers x23E29 - 0B 28 30 0B 1B 0B 1B 30 Vikings x23E31 - 13 03 03 03 13 28 30 13 Buccaneers x23E39 - 00 2D 2D 0F 2D 06 30 0F Saints x23E41 - 0F 18 30 0F 2D 0F 30 28 Falcons x23E49 - 01 01 01 01 12 22 30 12 Panthers x23E51 - 11 10 2D 0F 2D 0F 11 30 49ers x23FF0 - 0F 18 07 07 16 0F 30 07 Rams x23FF8 - 18 01 12 01 12 12 28 12 Seahawks x24000 - 2C 1C 1C 0F 0C 0C 30 2A Cardinals x24008 - 30 30 30 00 10 07 0F 28 SBlueman and Knobbe 1 1 Quote Link to comment Share on other sites More sharing options...
fgqb#19nyj Posted February 14, 2021 Share Posted February 14, 2021 (edited) *-"32 team rom" - header locations start at x10072-* Cincinnati X10072 - 01A6 Cleveland x10074 - 0FA6 Baltimore x10076 - 1DA6 Pittsburgh x10078 - 2BA6 Indianapolis x1007A - B2A6 Houston x1007C - D59E Jacksonville x1007E - E39E Kansas City x10084 - 47A6 Philadelphia x10086 - 06A7 San Diego x10088 - F8A6 Miami x1008A - CEA6 Buffalo x1008C - C0A6 New England x1008E - DCA6 New York Jets x10090 - FF3A Tennessee x10092 - F19E Denver x10094 - 339A Washington x10096 - 22A7 New York Giants x10098 - A4A6 Oakland x1009A - EEAA Dallas x1009C - 96A6 Chicago x1009E - 30A7 Detroit x100A0 - 3EA7 Green Bay x100A2 - 4CA7 Minnesota x100A4 - 5AA7 Carolina x100A6 - FF9E New Orleans x100A8 - 92A7 Atlanta x100AA - 76A7 Tampa Bay x100AC - 668A Face Mask x100AE - AEA7 San Francisco x2FEDD - A0A7 St. Louis x2FEDF - 84A7 Seattle x2FEE1 - 88A6 Arizona X2FEE3 - 14A7 Edited February 14, 2021 by fgqb#19nyj SBlueman 1 Quote Link to comment Share on other sites More sharing options...
fgqb#19nyj Posted February 14, 2021 Share Posted February 14, 2021 -Logo positioning and size- e.g. up, down, left, right and height and width. 14 hexes per... example: F6 (bank #, 70) FF FF FF FC 05 F8 (move up/down, 35) (move left/right, 3D) (place design, 91 E4) AB 17 *how to calculate locations* take design numbers (numbers that are located before AB and 17) and add up in a "hex calculator" by adding 80 to the first number and 10 to the second number. e.g. 91 + 80 = 111, and E4 + 10 = F4. So, the hex location of this logo would be x111F4. Note: there are five banks where graphics are stored...70, 71, 72, 73, 74. This particular example is in the first, which is 70. (28 team rom) x10603 Jets x10611 Bengals x1061F Browns x1062D Oilers x1063B Steelers x10649 Broncos x10657 Chiefs x10698 Seahawks x106A6 Cowboys x106B4 Giants x106C2 Colts x106D0 Bills x106DE Dolphins x106EC Patriots x106FA Raiders x10708 Chargers x10716 Eagles x10724 Cardinals x10732 Redskins x10740 Bears x1074E Lions x1075C Packers x1076A Vikings x10778 Buccaneers x10786 Falcons x10794 Rams x107A2 Saints x107B0 49ers x107BE Face Mask (32 team rom) x10603 Jets x10611 Bengals x1061F Browns x1062D Ravens x1063B Steelers x10649 Broncos x10657 Chiefs x10698 Seahawks x106A6 Cowboys x106B4 Giants x106C2 Colts x106D0 Bills x106DE Dolphins x106EC Patriots x106FA Raiders x10708 Chargers x10716 Eagles x10724 Cardinals x10732 Redskins x10740 Bears x1074E Lions x1075C Packers x1076A Vikings x10778 Buccaneers x10786 Falcons x10794 Rams x107A2 Saints x107B0 49ers x107BE Face Mask x2FEE5 Texans x2FEF3 Jaguars x2FF01 Titans x2FF0F Panthers kamphuna8, SBlueman and COA Elway 3 Quote Link to comment Share on other sites More sharing options...
fgqb#19nyj Posted February 14, 2021 Share Posted February 14, 2021 -Helmet Design Coordinates- all designs end with FF Hexes vary depending on size of logo... (28 team rom) x1119D Bills x111C7 Colts x111DC Dolphins x111F4 Patriots x11211 Jets x11229 Bengals x11232 Browns x1123B Oilers x11251 Steelers x1126C Broncos x11288 Chiefs x112AB Raiders x112C2 Chargers x112E1 Seahawks x112FB Redskins x1131F Giants x1133F Eagles x1135B Cardinals x11374 Cowboys x11396 Bears x113AD Lions x113D1 Packers x113F1 Vikings x11413 Buccaneers x11437 49ers x11452 Rams x11467 Saints x11484 Falcons (32 team rom) x1119D Colts x111B2 Bills x111DC Dolphins x111F4 Patriots x11211 Jets x11229 Bengals x11232 Browns x1123B Ravens x11251 Steelers x1126C Broncos x11288 Chiefs x112AB Raiders x112C2 Chargers x112E1 Seahawks x112FB Cowboys x1131D Giants x1133D Eagles x11359 Cardinals x11372 Redskins x11396 Bears x113AD Lions x113D1 Packers x113F1 Vikings x11413 Buccaneeers x11437 Falcons x11455 Rams x1146A Saints x11487 49ers x114A2 Face Mask x11F6C Texans x11F85 Jaguars x11F9E Titans x11FB4 Panthers SBlueman, kamphuna8 and COA Elway 3 Quote Link to comment Share on other sites More sharing options...
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