fgqb#19nyj Posted April 23, 2017 Share Posted April 23, 2017 (edited) Thanks to Carther for posting his End Zone Tutorial. (editing field goal posts so that they're at front of end zones) Note: must use "Tile Layer Pro" to edit tiles and their colors. All tiles are at 43900 location on Tile Editor Pro. (left end zone) (x2C618) A8 04 05 08 09 06 07 0A 0B 01 01 01 01 01 01 B8 B2 AA 01 01 B7 60 01 01 B7 62 01 01 B7 68 01 01 B7 6A AA 01 01 B7 02 01 01 B7 02 01 01 B7 02 01 01 B7 02 AA 01 01 B7 02 01 01 B7 02 01 01 B7 02 01 01 B7 02 (x2C6E4) A3 04 05 84 85 06 07 86 87 01 01 8C 8D B2 B2 B2 BF AA 4E 67 02 BD 63 6C 71 BD 79 7C 7D BE 02 7E 7F BD AA 25 39 02 BD 27 3B 49 BD 25 2D 1E BD 27 2C F8 4A AA 2F 39 FA 28 27 3B 48 2A 02 3D 02 1F 27 3F 02 B6 (x2C76C) AA 01 01 01 01 01 01 01 01 01 01 01 01 4B 95 95 95 AA 29 95 01 01 29 94 01 01 2B 94 94 94 01 01 01 01 (right end zone) (x2CC56) AA 01 01 01 98 01 01 01 98 01 01 01 98 95 95 95 5E 55 9B 01 01 01 9B 01 01 01 9B 01 01 01 9B 01 01 01 AA 9F B5 9C 01 9B 01 01 01 93 87 87 87 01 01 01 01 AA 01 95 01 3C 01 94 01 3C 94 94 94 3E 01 01 01 98 (x2CCAB) 5F 80 81 08 09 82 83 0A 0B 88 89 01 01 BC B2 B2 B2 55 BD 02 72 5B BD 64 79 76 BE 68 69 6C BD 6A 6B 02 55 BD 02 20 21 BD 5C 22 23 BD 1E 28 30 5F F8 2A 02 55 3D FA 2C 30 3F 5D 2E 3A 1F 02 38 30 02 02 39 32 (x2CD77) 58 04 05 08 09 06 07 0A 0B 01 01 01 01 B2 B9 01 01 55 75 B6 01 01 77 B6 01 01 7D B6 01 01 7F B6 01 01 95 02 B6 01 01 02 B6 01 01 02 B6 01 01 02 B6 01 01 59 02 B6 01 01 02 B6 01 01 02 B6 01 01 02 B6 01 01 FG distances is set at hex x294C0. The default value is 90. Changing it to E0 would add ten yards to make up for fg posts frontal positions. Edited November 11, 2018 by fgqb#19nyj SBlueman 1 Quote Link to comment Share on other sites More sharing options...
fgqb#19nyj Posted November 11, 2018 Author Share Posted November 11, 2018 (edited) Credit goes to Bruddog for helping me on this... (editing endzone cutscenes) -changing the endzone cutscenes so that the fg posts are in the front- (x1A180) color change location... 0F 15 15 11 0F 30 15 11 0F 10 19 30 0F 10 19 30 note: must use tile editor to recolor some tiles. 26 tiles have to be recolored...starting at offset 4E800 using Tile Editor Pro. (at x157E9 - right endzone has to be assigned a new tile to complete its pink look) copy and paste... B3 B3 02 EF B3 B3 02 F2 BB B3 EB E6 BF B3 77 02 EC BF B3 02 E7 E2 E3 02 ED E8 E9 02 EC BF B3 77 EA EE BF B3 02 F8 BE B3 02 EF B3 B3 02 EF B3 B3 11 B3 B3 BC BC B3 B9 B6 BD B3 B3 BD B6 B3 B9 B7 BC 11 B3 B3 BC B7 B3 B9 B6 BC B3 B3 BC B6 B3 B9 B6 BD 11 B3 B3 BD BC B3 B9 B6 B7 B3 B3 BD BC B3 -changing the running td cutscene so that fg posts are not visible- 18 tiles have to be recolored at location: 51D00 (Tile Editor Pro - color all fg post tiles green) Edited November 14, 2018 by fgqb#19nyj Quote Link to comment Share on other sites More sharing options...
kamphuna8 Posted March 13, 2020 Share Posted March 13, 2020 @bruddog I'm trying to implement this but pasting this hex in leaves the spot at the top of the left side goal post basically an all white tile. The right side is fine. I've tested this with OG rom and it still does the same thing. I'm literally cutting and pasting the hex in at the location. Quote Link to comment Share on other sites More sharing options...
kamphuna8 Posted March 13, 2020 Share Posted March 13, 2020 Haha Holy Cow I fixed it. Found the error. Attached the screen shot of my fix below. Int the 2nd set for left end zone, the GREEN BC should be in there instead of BF. I HACK! I'm a HACKER!!! On 4/23/2017 at 4:23 PM, fgqb#19nyj said: Thanks to Carther for posting his End Zone Tutorial. (editing field goal posts so that they're at front of end zones) Note: must use "Tile Layer Pro" to edit tiles and their colors. All tiles are at 43900 location on Tile Editor Pro. (left end zone) (x2C618) A8 04 05 08 09 06 07 0A 0B 01 01 01 01 01 01 B8 B2 AA 01 01 B7 60 01 01 B7 62 01 01 B7 68 01 01 B7 6A AA 01 01 B7 02 01 01 B7 02 01 01 B7 02 01 01 B7 02 AA 01 01 B7 02 01 01 B7 02 01 01 B7 02 01 01 B7 02 (x2C6E4) A3 04 05 84 85 06 07 86 87 01 01 8C 8D B2 B2 B2 BC AA 4E 67 02 BD 63 6C 71 BD 79 7C 7D BE 02 7E 7F BD AA 25 39 02 BD 27 3B 49 BD 25 2D 1E BD 27 2C F8 4A AA 2F 39 FA 28 27 3B 48 2A 02 3D 02 1F 27 3F 02 B6 (x2C76C) AA 01 01 01 01 01 01 01 01 01 01 01 01 4B 95 95 95 AA 29 95 01 01 29 94 01 01 2B 94 94 94 01 01 01 01 (right end zone) (x2CC56) AA 01 01 01 98 01 01 01 98 01 01 01 98 95 95 95 5E 55 9B 01 01 01 9B 01 01 01 9B 01 01 01 9B 01 01 01 AA 9F B5 9C 01 9B 01 01 01 93 87 87 87 01 01 01 01 AA 01 95 01 3C 01 94 01 3C 94 94 94 3E 01 01 01 98 (x2CCAB) 5F 80 81 08 09 82 83 0A 0B 88 89 01 01 BC B2 B2 B2 55 BD 02 72 5B BD 64 79 76 BE 68 69 6C BD 6A 6B 02 55 BD 02 20 21 BD 5C 22 23 BD 1E 28 30 5F F8 2A 02 55 3D FA 2C 30 3F 5D 2E 3A 1F 02 38 30 02 02 39 32 (x2CD77) 58 04 05 08 09 06 07 0A 0B 01 01 01 01 B2 B9 01 01 55 75 B6 01 01 77 B6 01 01 7D B6 01 01 7F B6 01 01 95 02 B6 01 01 02 B6 01 01 02 B6 01 01 02 B6 01 01 59 02 B6 01 01 02 B6 01 01 02 B6 01 01 02 B6 01 01 FG distances is set at hex x294C0. The default value is 90. Changing it to E0 would add ten yards to make up for fg posts frontal positions. Donnie Dohnson 1 Quote Link to comment Share on other sites More sharing options...
fgqb#19nyj Posted March 14, 2020 Author Share Posted March 14, 2020 Remember, you also have to copy and paste tiles using a program like tile layer pro, or you'll get unfinished tiles appearing like you have now. Quote Link to comment Share on other sites More sharing options...
kamphuna8 Posted March 14, 2020 Share Posted March 14, 2020 9 minutes ago, fgqb#19nyj said: Remember, you also have to copy and paste tiles using a program like tile layer pro, or you'll get unfinished tiles appearing like you have now. In my post I was only concerned about the top of the goal post on the left side, as the code had a wrong value there. Using carther's guide, I copied the pointer in hex from the OG location to the location on the end zone to fix that. Then I went into TLP to fix the rest of the end zone and field. The only thing I haven't done is clean up the end zone cut scenes on the kicks, because while I have the hex location, I can't really see those tiles and I'm willing to live with that. It looks like the fans threw some crap on there. Quote Link to comment Share on other sites More sharing options...
fgqb#19nyj Posted March 14, 2020 Author Share Posted March 14, 2020 What I'm trying to tell you is that the BF hex value isn't an error but rather a unique tile to complete the look of the left side goal post. Examine the image comparisons and you'll see what I mean. kamphuna8 1 Quote Link to comment Share on other sites More sharing options...
kamphuna8 Posted March 14, 2020 Share Posted March 14, 2020 5 hours ago, fgqb#19nyj said: What I'm trying to tell you is that the BF hex value isn't an error but rather a unique tile to complete the look of the left side goal post. Examine the image comparisons and you'll see what I mean. ok I'll try to fix that with the original code. what I don't know then is what to copy where when I have my blank white tile there? Quote Link to comment Share on other sites More sharing options...
kamphuna8 Posted March 14, 2020 Share Posted March 14, 2020 I'm working on other aspects of the rom now. Will post a screen shot of what I'm dealing with when I get back to this part. Thank you for your help. I guess I'm just a hack hacker... Donnie Dohnson 1 Quote Link to comment Share on other sites More sharing options...
kamphuna8 Posted March 14, 2020 Share Posted March 14, 2020 Welp here's what mines looks like with the original code and me fixing our field the way we want. Quote Link to comment Share on other sites More sharing options...
fgqb#19nyj Posted March 15, 2020 Author Share Posted March 15, 2020 Hi. I now see that you've edited the tiles to look correct on the left endzone. As you now know, the left goal line is one pixel off in comparison to the right goal line and that there were several tiles that had to be redrawn. But there's another that had to be drawn on an unused (white) tile to fit the top, left goal post, and that tile is BF in hex code. If you examine the tiles on TLP, you'll see what I mean. kamphuna8 1 Quote Link to comment Share on other sites More sharing options...
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