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Editing Large Helmets


jstout
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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

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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

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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

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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

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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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  • 3 years later...

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.


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  • 1 year later...

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.

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  • 11 months later...
  • 5 months later...

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. 

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  • 3 years later...

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?

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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?

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  • 7 months later...

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

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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.

 

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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.

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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.

 

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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

image.png

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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

 

 

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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)

 

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  • 4 months later...

-"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

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*-"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 by fgqb#19nyj
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-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 

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-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  

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