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HOW TO: Changing the Background Tile - Part 1: The Matchups Screen


Drezz

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As a follow up to my thread on changing the background graphic of the Main Menu, here is the way to update the tiled background in the Team Matchup screen. I think the method will be the same for the remaining tiled background screens (Edit Lines, stats, etc) but I have not reached that far yet - that will be part 2 of this tutorial.

EASY WAY : 
Copy this data.

00 00 08 0A 00 00 08 8A 00 40 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 76 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 65 77 77 65 55 77 65 64 44 65 67 44 44 67 44 44 44 77 77 77 77 77 77 77 77 77 75 53 33 33 35 77 44 74 44 44 44 44 44 44 44 44 44 44 44 44 44 4F FF 77 77 77 77 77 77 77 77 33 33 35 77 44 47 75 33 44 44 44 44 44 44 44 44 44 44 44 44 FF FF 44 44 77 77 77 77 77 77 77 77 77 77 77 77 35 77 77 77 75 55 77 77 44 47 65 67 44 44 44 65 44 44 44 44 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 67 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 65 77 77 76 54 77 77 6E 44 77 7E 44 44 77 E4 44 44 77 44 44 44 7E 44 44 4F E4 44 44 F7 44 44 44 44 44 44 44 FF 44 44 FF 77 44 4F 47 77 4F 47 77 77 F4 77 77 77 47 77 77 77 77 77 77 77 4F F4 47 77 47 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 74 44 FF 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 44 44 44 44 4F 44 44 44 77 4F 44 44 77 77 4F 44 77 77 77 F4 77 77 77 7F 77 77 77 77 77 77 77 77 45 57 77 77 44 46 77 77 44 44 67 77 44 44 46 77 44 44 4E 67 44 44 44 E7 4F 44 44 4E 74 44 44 44 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 7E 77 77 77 7E 77 77 77 E4 77 77 77 44 77 77 7E 44 77 77 74 44 77 77 E4 44 77 77 44 44 44 44 4F 77 44 44 F7 77 44 44 F7 77 44 4F 77 77 44 44 77 77 44 F7 77 77 44 47 77 77 4F 77 77 77 77 77 77 77 77 77 77 77 77 77 77 75 77 77 75 33 77 77 53 4F 77 75 4F 44 77 57 F4 44 77 5F 44 44 77 77 77 77 77 77 77 77 33 33 77 77 EE EE 35 77 FF FF F3 57 44 44 4F E5 44 44 44 FE 44 44 44 4F 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 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15 00 16 00 17 00 00 00 00 00 00 00 00 00 30 00 31 00 32 00 33 00 18 00 19 00 1A 00 1B 00 1C 00 1D 00 1E 00 1F 00 00 00 00 00 00 00 00 00 38 00 39 00 3A 00 3B 00 3C 00 3D 00 3E 00 3F 00 00 00 00 00 00 00 00 00 18 00 19 00 1A 00 1B 00 1C 00 1D 00 1E 00 1F 00 00 00 00 00 00 00 00 00 38 00 39 00 3A 00 3B

• Open a hex editor, paste the code at the end of the game data in your ROM file. Where the FF's start in the free space. Remember the starting offset you pasted it at - this is your new address.

• Change the pointer at this offset value (0FCD4C) to your new starting offset value (The old value is 54E24 - overwrite it with yours)

• Save the ROM and close it.

• Open the ROM and edit your graphic in Tile Molester, found at the new address you pasted it at. Move forward 10 bytes to line the graphic up, and then paste in your own 64x64 pixel image.

• Change palette colour info, clean up your graphic.

• Serve hot.

 

LONG WAY with explanations - **REMEMBER - create a backup copy before making edits.**

1) In a Hex Editor, navigate to the end of the last set of data in your ROM to an offset of your choosing where the free space FF's appear. Remember the offset value (in this example, I’m using 1EC070)

2) Insert this header information: 00 00 08 0A 00 00 08 8A 00 40
     080A = 2058 bytes (Header + Tile Pixel Data)
    088A = 2186 bytes (Header + Tile Pixel Data + Palette)
    0040 = 64 tiles

3) Prepare an 8-bit 64 x 64 pixel PNG graphic. Make sure it is no more than 10 colours, no transparency. Make a note of the colour values you used in your graphic (RGB) for each colour. Make sure the values are multiples of 32 because they are SEGA friendly (0 32 64 96 128 etc)

4) Open Tile Molester, and bring up your ROM.
Palette > Format > 9bpp (Genesis)
Palette > Byte Order > Motorola
View > Codec > 4bpp Linear

Navigate to the offset you chose - Navigate > Go To > [your offset] and move forward 10 bytes using the byte forward button image.png, so you don’t overwrite the header information.

5) Make your working area 8 x 8 tiles by decreasing the width and height with the appropriate buttons. image.png image.png

6) Go to Edit > Paste From > (navigate to your background tile) to insert the graphic.

7) Save and close your file. Open a Hex Editor and reopen your ROM. Navigate to the starting offset for your graphic. After the header you inserted, there should be a bunch of new data. Scroll to the end of that data (until you reach a bunch of FFFFs). That is the end of the pixel data. Now you are going to insert a palette.

8) Copy/Paste this data right after your pixel data (no spaces)
0EEA 0CCC 0888 0444 0222 008C 006A 0000 0822 0600 0042 0020 004A 0006 066A 0246
0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8
0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8
0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8
This is the palette data and will allow you to set custom colours for your background. There are 128 bytes that correspond to the 64 colours available for the screen. Typically, you only want to use no more than 10-12 since there are sprites that often share the same palettes. The colour codes listed above are the generic ones chosen by wboy - we are going to edit these to accommodate your new background.

9) Directly after the palette data, insert the following code (no spaces) 0028 001C -
image.png

this is to specify that we are using the graphic in a 40 tile x 28 tile space, or 320 pixel x 224 pixel screen (Remember 1 tile = 8x8 pixels, 40x8=320 / 28x8=224, 320x224 = full screen on SEGA)

10) Save your file, close it and reopen it in Tile Molester (I know, I know, a lot of back and forth - but there's a reason for it. Each part has to go in stages to build the graphic and set up the corresponding data so you don't miss anything)

11) Navigate to your chosen offset, move forward 10 bytes to get the image to appear in the viewer. Make sure your workspace is 8x8 tiles to line it all up. Your palette information should be at the end of the new graphic file you inserted. To see it in Tile Molester, advance ahead 1 page with the page forward button. At the bottom of your workspace, you should see the offset it is located at. (In my example, it is located at 1EC87A)

12) Convert your offset value to decimal (in my example 1EC87A = 2017402). Then go to Palette > Import from > This File
Offset: [your value in decimal]
Size: 64
Format: 9bpp Genesis

Your palette is now loaded, and now we can edit it to fix your colours.

9) Go back 1 page to return to your assembled graphic. Input the values of the colours you want to use according to the order listed in the table. The colours should be wildly off, so it will give you an easy idea which colour goes where. Double click each colour, and edit the values to correspond to the ones you made a note of in the first step image.
 
10) Once your colours have been inserted into the palette, reimport your image again - this way Tile Molester can try to approximate the closest colours to the ones in your file. You may have to alter some of the pixels in your image so it displays the way you want it, but it will be fairly close. After tweaking and editing your colours, save the file and close it.

image.png

11) NOW comes the tricky part. Since this is a repeating tile, you have to create a tile layout. EA Sports did a staggered repeating logo pattern, and that is what we'll do here. I suggest you have a plan for how you want your graphic to look, because it is difficult to figure out misaligned pixels at a glance.

This is the tile layout map I used. You can see that there is a repeating blank pixel I used frequently (2000). Since the tile is only 8 tiles wide, you have to get creative. 

background-grid.png

I suggest you make a 40 x 28 grid, and experiment with how you want the tile to appear, along with spacers. From there, make a note of the tile label (2000, 2001 etc) on top of each tile in the grid in your diagram. Since the tile layout is a continuous string of numbers, it is easy to lose your place.

12) Once your map has been created, open your ROM in your hex editor and navigate to the end of your pixel data. It should be found close to: your offset value + 088A (which is the tile bytes + palette bytes + header bytes)

Skip over the next 8 bytes that contain your width and height values (0000 0028 0000 001C) and start inputting your tile layout numbers after 001C.

There's 1,120 of them, so it's gonna take a while if you do them manually if you want a special layout. Otherwise you can just copy the ones from the EASY WAY above.

13) Once you've slogged through all of the layout numbers, it's time to change the pointer so it reads your new graphic instead of the old one. The EA Sports tiles graphic pointer is found at 0FCD4C. The value listed there is 054E24. If you go to that offset in Tile Molester, you'll see a lot of garbled pixels and nothing that looks remotely like the tile. It is heavily compressed, and I have yet to figure out what the compression code is (and I'm not too eager to start).

So - at offset 0FCD4C, change the existing value (054E24) to your new value (in my case it is 1EC070)

14) Save your ROM and have a look at it in your emulator.

Fingers crossed you didn't miss a number in the layout. If all goes well, you will have changed the elusive background tile.

Matchup-Background.jpg

**Note: The palette is shared by the text/font information, so be conscious of that when you're adding colours. To be safe, I reduced my palette to 10 colours, included black/white and grey, and left the remaining colours the same. But you can alter the text colours for something a little more "funky."

image.png

Okay - I'm out. Go break your ROMs. Have fun doing it.

image.png

Edited by Drezz
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Are you sure you can just post it at the end of the ROM file instead of finding open space? It might work in an emulator, but if someone tries it on real hardware it might crash because of the abnormal ROM size. In the decompressed ROM there should be plenty of empty space near the end of the ROM to use.

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7 hours ago, chaos said:

Are you sure you can just post it at the end of the ROM file instead of finding open space? It might work in an emulator, but if someone tries it on real hardware it might crash because of the abnormal ROM size. In the decompressed ROM there should be plenty of empty space near the end of the ROM to use.

By the end of the ROM file, I mean in the free space after the current data (which happens to be the rosters.) Perhaps I should go back and make that clearer. I used wboy's expanded 30-team ROM that is 2MB. The data was placed in the "free space" right after the rosters and the new end of file 60fe would be at 01ED1BE, well before the 2MB limit. I didn't give a specific address to place the decompressed graphics, as the 32-team rom is a bit larger. I could see THAT not working on regular hardware as it potentially could go over the 2MB size.

I haven't tried it finding a home for it on the 1MB version.

6 hours ago, smozoma said:

I wonder if we should standardize the location of these graphics?

It would be a good idea, but I don't know if any modders outside of wboy who made a list with standardized placements and locations of decompressed graphics. Plus, with the 32 team ROMS out there, I haven't had a chance to look into those.

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On 12/20/2022 at 6:47 AM, Drezz said:

By the end of the ROM file, I mean in the free space after the current data (which happens to be the rosters.) Perhaps I should go back and make that clearer. I used wboy's expanded 30-team ROM that is 2MB. The data was placed in the "free space" right after the rosters and the new end of file 60fe would be at 01ED1BE, well before the 2MB limit. I didn't give a specific address to place the decompressed graphics, as the 32-team rom is a bit larger. I could see THAT not working on regular hardware as it potentially could go over the 2MB size.

I haven't tried it finding a home for it on the 1MB version.

It would be a good idea, but I don't know if any modders outside of wboy who made a list with standardized placements and locations of decompressed graphics. Plus, with the 32 team ROMS out there, I haven't had a chance to look into those.

This is clearer. You made it sound like go to end of the whole ROM and add it in. Makes more sense now, thanks.

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  • 2 months later...

An update..

image.png

image.png

I figured out how to get it to work for the other screens as well. Once you do the leg work for the matchups screen above, the rest of the screens are a cinch. Details to follow.

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