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  1. Disregard that last one, as of now the only pressing matter I have is could you please explain the HELMET DESIGNS one more time for me , I have read over them before but i know there are FOUR kinds of designs. Is there a way to choose which design (ie rams horns or 3 striper) ? Where do I go in hex to apply them? What do I put in ? I was wanting to change to some colored socks as well ? is this possible with the Pallette editors or will I need to do this on Tile ED or in hex? and Finally how would the Tecmo Community feel about Revo Mini helmets??? I have noticed that if you black out a couple of blocks and get the shade right it looks like a new style helmit on the mini helmets screen
  2. Just downloaded the pallette tools (this seems to be a great time saver compared to how i was doing it) However I still do not know which ones to edit in the string??? Please fill me in , each one needs to start with 00 / or 00 00 ? Black and of course they all seem to end with ff 7f w . Do you know which ones are shadow effects and which are Shell? How broad of a range do i need when chooseing colors to add? (for a realistic looking helmet) (how many different blues and blacks are used for say chicago?)
  3. So I am going to assume every team logo and city name color pallete is unshared. A few Q's about LG HELMETS; Currently I will simply copy a string from the original rom or another edit, and basically re enter the data in the new address, so if I want a white shell I will copy houston's string and place it in the new address. I understand this may be a very un-efficient way to get this done. Are SNES color strings known ? If they are not I think I will start to document them, as well as the location of each team and city logo color palletes. Although I imagine there is a better way of doing this than what I am doing cause the game recognizes color combinations that arent in the original. Also on the LG helmet logos so if I understand that the last 3 hexes are FaceMask colors then to change the FaceM I would only need to change those 3? Is this possible? So I am basically looking for the SNES version of the following I guess: ????? Quoted From avgtsbplayer quote="averagetsbplayer"]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
  4. So my theory is that when editing gameplay hex the value will go all the way from 0-256 ? or whatever 0-FF ? But the passing and running power ones dont seem to work so much ? Where as the kicking and blocking ones are most sensitive ? Also I changed a couple logo designs, Some palletes matched up while others did not; If I change the color string is each team s logo on its own pallete or are those shared like some of the shells and facemasks? Still learning this is like day 4 of changeing colors sorry , i noticed you have not responded are all these questions too noob ish ?
  5. What if I wanted to take a 60's rom and delete Tampa bay and Seattle ??? they are not in the schedule just still remain in game . SNES version ?
  6. LARGE HELMITS I just added a Georgia logo over the Iowa state one in this rom it is not great but ok , I made a auburn helmet but it was shared so it changes the others and it is also not that great either. Is there a way to control what is shared without redirecting the code I wouldnt be able to do that ???? As of right now I copy the string of one nfl team to try to create the helmit color and facemask color so i figured for an auburn helmet i would try the CHI bears shell (which I believe is a 32 hex long string?) And the TampAB B Logo facemask{also 32 hex s} color sort of made sense to me any how after i copy the string of hex I check said rom and find that the shell and facemask have changed {looks satisfactory} but the logo remains the same color which lead s me to a few further questions??? How do I choose the pallette color of say just the logo how will I know what palletes are selected if that is even how the game recognizes colors I think they would be like 4 hex # s maybe ??? if the last three number s are the f m then how come when i copy the bucs directly the auburn logo in game remains like red and blakc are red and black shared in the bucs pallette ? Sorry about all the questions ... this rom still plays decent now .... i will post it when I am done makeing stuff and try to keep a notebook of further hacks and edits so I can note them upon post cuz i think that is what you are supposed to do here THNX SNES
  7. credit rivals . com btw and of course pro football reference
  8. Plus I beleive his had John Doe's???? that is not how I role is there a reason people leave them blank? Like ea had a college game that if you edited all the players the roster would crash. Use to crash??? any how mine has no john does rather I put in some young db s that we will see next year
  9. I used this to Make a bunch of roster edits if anyone is interested , Changed the sim and on field play so that oregon and auburn are bad teams that will mess you up, o btw I changed Colorado to auburn but not graphically also I restored clemson as the tigers and kyle parker is the starter true to life for that year, I did turn up McCoy a little and Cody allot cuz wtf he is good especially this year. And the thing I did that took a whole days worth of light that I thought would be easier ... I re wrote the schedule with the intent of makeing it "weighted" so that the power houses would go undefeated for longer at least, also made it true to the teams that will play eachother next year if they are scheduled in real life and both teams appear in game they play somewhere close to the same week, another note on the schedule I put a few rivalries at the end so Mich and Ohio state will take place in the last week kind of like week 10 when it usually happens in real life . I am thinking of adding gameplay hacks , def for the kicking game and have tried to flex the gameplay a little more on the offensive side {like tecmo needs it} to make a more college type atmosphere. Anyone interested ? Oh and i would Love if just one helmet got changed the big colorado helmet to auburn I have a seperate college rom and have been tweaking a helmet to try to make an auburn one I am not soo good at that helmet editing yet but once i figure the pallete colors and stuff out in tile ED I will be dominating helmets faces
  10. Sounds like a cool game in a Niche way crick, Have you erased all the other team s so that these two play every week? that would be insane to make a rivalry game like that, anyhow this is sort of concerning the three schedules thing, How do you avoid the 3 year mode glitch when you enter different years?.....You can always edit the game to correctly play out one year but I want to have the ability to go into three year mode and have the top read all three years ? I know it is possible but when I enter say 1967 1968 1969 in the hex it will appear as such on the individual schedules but when I enter three year mode it does not the top will be like a couple of 19 w numbers blanked out??? I understand that there is most likely two seperate year hex s one for single seasons and one for 3 year mode, but i swear I found them both once and entered in all three years and it still just did the same thing.
  11. K sorry I will try not to ramble so much and be more literate. So this is my 1st day seeing the snes one off hacks list, I like the kicking game improv. Its seems that when I change the value in Pass/Speed/Arc it does not seem to do much of anything. Perhaps it is the rom or I may be entering the hex wrong as I have only HexD a few gameplay hacks in my day. the values I have entered are like 40 i think that is the og i have tried 01 33 66 99 and ef ff stuff like that the max values ... did i mess up by not putting in a value on the scale the game uses??? it seems that the punts and kicks will be affected all the way from 01-ef ..ff ... and so on the highest character? value? i think that is what it is called. I understand the scale is likely different for dif. attributes I am also having trouble with the snap/toss arc s and the Rushing power (is this for hb s only ?) Do you know the min. and max. of each attribute?
  12. I just put in my info a couple of time and on the screen right before the email would get sent out it would take me to a screen in site that said something like my account could not be created at the time. ThnX for the link man.
  13. What is up man, I have read through a lot of these forums but it was hard for me to join and create an account cuz I could not do so for weeks. Anyhow this link is not working for me and I cant find the site.... Is this the same info that is on your sig? or is this a more comprehensive and in depth view at the snes version. I love and prefer the snes version as it was the one I owned as a child and I lived in Dallas at the time so naturally it was all the rage for Football Hardcores. I digest there are a million things I would like to ask you about editing SNES TSB. I have made a few so far.... not uploaded any. I have a 1968 Super Bowl III version with tile edits for AFL and old school authenticness..SB III's everywhere and stuff; any suggestions for making a rom seem more 60s or 70s feel? I was thinking like old school ads or tv programming ? Like on the scoreboard instead of espn or stuff like that I already have done. I will ask you a couple more questions and then if you wish I will have more for you. However I do need a bit of help when editing the large helmets and a little on the minis too. I have a NCAA starter file that I was trying to dial the look of it in real good before I add some current roster situation ( I love college too) . So although I edit tiles I have a hard time with hex and the only way I know to replace logos or anything is just to overlay on top of the ones already in game in tile ed. I dont understand the math or the pallette # s I wrote out the abc s in upper and lower case and made myself a key for XVI (should I be using that hex e. ? it seems to crash a bunch of roms if I mess up) On the edits i do ingame I just match the colors based off what I can see i e if you know buffalo is blue red then in tile ed you can see there crazy green and match it up with others . I edited a giants helmit to NW and then when I switched it to a byu helmit in hex by just copying what i know is the white shell string and blue logo string, however some purple lighting effects seem to remain on the helmit also I used the colts logo #'s cause I figured byu would match perfect to that .. the logo seems faded and light purple not so much blue do. Do I need to also edit another string??? Do I need to copy the whold string or just certain COLOR hexes?? Sorry for the run on I have been doing this edit thing in the dark and all I need to know now is a little Hex work for my gameplay improvements....I can already change quarter length and copy other hex that people tell me what to change to improve stuff although I have had a hard time finding address on account of header or headerless roms maybe?
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