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Make Helmets Disappear?


CoachMac

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I got rid of all the helmets and I have the midfield logo and endzones done.


 


The only thing I can't do is get rid of/change the little footballs on the 35 yard line.


I would be fine getting back to the originals with Tecmo in them or just blanking them out.


 


In TM, I can't see it properly.  I am not sure if I have the wrong pallette/codec/format or byte size.


 


When I try and change it with Hex it screws up other parts of the field.


 


Thanks again for your help.

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I got rid of all the helmets and I have the midfield logo and endzones done.

 

The only thing I can't do is get rid of/change the little footballs on the 35 yard line.

I would be fine getting back to the originals with Tecmo in them or just blanking them out.

 

In TM, I can't see it properly.  I am not sure if I have the wrong pallette/codec/format or byte size.

 

When I try and change it with Hex it screws up other parts of the field.

 

Thanks again for your help.

 

Those are just 4 more tiles. Should be a piece of cake if you already got rid of everything else.

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For reference a faster way is to blank out the pointers 


 


Set  0x1008A thru 0x100AD to all zeroes        (larget helmet logo's)


Set 0x100AD thru 0x100AE to zeroe               ( large helmet facemask portion)


 


SET x16572 to x1665E to all zeroes       ( large helmet backgrounds)


Set 0x23BC6 to 0x23C51 to all zeros     (small helmets)


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Used this as a reference

 

http://tecmobowl.org...b-map-of-field/

 

35-yd Mini helmets change to grass

 

Change to 0X01

2C9B1 thru 2C9B6 

2C9F3 

2C9F7

2CB7D

2CB81 

2CB9C thru  2CBA2

 

Thanks Dave and Bruddog.

 

That worked perfectly.  I had used that same thing, but did not know what value to put in to get grass.  Thank you so much.  That is done.

Edited by CoachMac
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  • 10 months later...

If you change the following to x9899, it will fill in the yard line between the hash marks and look a bit nicer:

 

2c9b1

2c9b5

2cb9c

2cba0

 

I also figured out how to eliminate the midfield logo so the 50 yard line looks like the 20s.  Just paste the following hex starting at x2ca70: 0101980101018C8D9595AA98010101980101018E8F949498010101A30C0D10110E0F12130101010185909185AA019A9B01B09EA4A5019A9B01019A9B01AA019A9B01019A9B01019A9B0195888995AA019A9B01019A9B01948A8B94019A9B01AA019A9B01019A9B01019A9B01019A9B01AAA0A19FB5019A9B018792938701010101AA010198019C0198010101980101019801AA01019801010198010101980195958C8DAA010198010101980194948E8F01

Edited by adscl84
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If you use fceux look at the ppu viewer in the debug menu when you're in that part of the field.  You'll be able to see the byte that corresponds to whatever tile you want to get rid of.  Look around the hex code bruddog provided and you'll probably see it in there. Change it to 01 and it will turn to grass.

 

I wish i could help more but I'm not by computer so i can't give you the exact address to change. 

Edited by adscl84
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  • 2 years later...
On 2/13/2015 at 1:14 PM, bruddog said:

For reference a faster way is to blank out the pointers 

 

 

 

 

Set  0x1008A thru 0x100AD to all zeroes        (larget helmet logo's)

 

 

Set 0x100AD thru 0x100AE to zeroe               ( large helmet facemask portion)

 

 

 

 

 

SET x16572 to x1665E to all zeroes       ( large helmet backgrounds)

 

 

Set 0x23BC6 to 0x23C51 to all zeros     (small helmets)

 

 

Regarding the Large Helmets.

This works perfectly for each teams roster page.

However, I still get a deformed version of the large helmet on the PreGame Screen.

 

Can anyone advise me on eliminating this.

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36 minutes ago, bruddog said:

@CoachMac

 

Set(0x22018,0xEAEAEA)

 

So you are changing 3 bytes at 0x22018 thru 0x2201A to EA. 

 

Thank you, Sir!

I actually figured out how to move them around so I don't need to eliminate them in my 58 rom, but will be useful in the future.

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