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  1. 5 points
    This thread will be my notes and attempt to expand NHL'95 to a 34 team ROM. Before I start, I'd like to thank @wboy, @slapshot67, and @smozoma up front, as just about all of my hacking knowledge has come from them. I will try to give credit where appropriate, but 95% of this will be one of those guys. So my initial thoughts are as follows: Expand the '95 ROM from 2MB to 4MB to create room for more teams, graphics Find the team data and move it to a new spot in the expanded ROM. Create data for 34 teams Change the team pointers to the new data "Decompress" graphics (logos, banners, player cards -- can player cards be color?) Change pointers to the new graphics Make '95 recognize the new teams/graphics, able to select in menu Figure out how the season data works, incorporate into 34 teams. Same with trade player and other unknown '95 stuff ADD: Music, figure out how to make sure the music works for new teams So here goes. I expect this to be a pretty long project, with many bumps along the way, but ultimately fun.
  2. 5 points
  3. 4 points
    Reminds me of how I used to beat kingraph back in the day!
  4. 4 points
    The 32 team rom template will be released soon.
  5. 3 points
    NHL 98 with current rosters, as of today, 08/06/17. A few things to note. All I did was I used NOSE to copy rosters and some jerseys from other roms which have been posted here already, so thanks to naples, skip, slapshot, and thetome (also wboy for creating nose, it's awesome) I trust you don't mind, as it seems to be a good community here. I did a few players and jerseys myself, but not much. Lines are accurate as well. As this is based on the 98 game, there are teams missing. Vegas, obviously, and also Winnipeg, Minnesota, Nashville, and Columbus. The divisions are all fucky too, just like they were back in the day. I really wish Winnipeg and Minnesota in particular were there, but this is what I've done so far. I have no idea how to change team ratings, and I have a feeling they influence sim results. EARE only works for 94, and I'm a beginner at best. If anyone knows of another easy way to edit those, I'd be glad to know how. I'm not optimistic about that possibility though. There are a few good young players missing (Montour, Jost, McAvoy, Barzal, etc). Some day soon this will bug me enough and I will add them and post a new rom. I did create Hischier and Patrick though. Also, I'm a Canucks fan (I'm from BC so I come by it honestly), so you'll notice that team has no vets, only the younger prospects. That's because I made this for me to have fun with. The rest of the teams should have normal rosters. I'll fix that also when I post a new rom. NHLPA 93 is my favorite for gameplay, but it's a damn shame it and 94 have no season mode. That's why I made this, to be able to play seasons. I know it's not exactly what most everyone here is into, but I feel like there must be some others who enjoy season play most. I think 98 has decent AI for this era of games. I like to play with difficulty set to all-star and game speed set to low. I find that's the best. The 2 line passes are a bummer, but prefer to be able to decrease the game speed. I also made a kind of weird rom based on the elitserien 96 game, I'll post that shortly. I'm no good at editing graphics (or anything other than rosters and jerseys), so it's incomplete. Also, I'm working on a version of the 94 PC game (it was just called NHL Hockey), because it's the game I grew up playing as a kid with my brothers and friends. I feel like it's the best combination of gameplay, decent AI, old timey graphics, in depth stats keeping, and season mode (fight me!). I think it's great, but it's more time consuming than these sega roms, and I'm mostly just having fun playing these 2 for now. I will finish it someday. Let me know about any mistakes I made. Of course I am open to any feedback or constructive criticism. Cheers, and enjoy the game. NHL 98 17.md.bin
  6. 3 points
  7. 3 points
  8. 3 points
    I'm in! The original King of 94 was awesome so won't miss part II. Thanks for all the effort Halifax and Mikey! I'll have at least 3 or 4 other guys signing up for the snes division. None of whom attended King of 94 I. All of us making the trip down from Toronto.
  9. 3 points
  10. 3 points
    Okay, here's an actual example, using the Atlanta Thrashers logo from the GDL 16 ROM. I pulled up the jerseys in NOSE and the logo in TM. Notice that the palette for the jerseys is the same for the logo: This is why you need to know the home jersey offset to find the palette for the center ice logos. In this case it's "01952334". So the breakdown of the Atlanta ice logo is a 48 x 32 pixel grid, with each pixel representing one of the colors of that palette: If you use the palette on the first picture, you will end up with the logo in the first picture. So what happens when you change a color on the jersey? You alter one palette color, but the center ice logo information doesn't change. Just the color: In this example, I changed the 10th palette color from orange to green. You'll see that every pixel with a #10 changed to that new green color. That's because the CPU is instructed to place the #10 color in this pixel, looks up the color in the palette, and places whatever the #10 color is in the palette in the pixel. Again, the jerseys and the home ice logo use the same palette. If you notice, the Atlanta logo is only using colors 1,2,6,9,10,15 &16. So any changes to those colors in NOSE will change the logo accordingly. EDIT: A few of those colors you shouldn't edit -- like 01 (transparent/ice), 15 (stick color), etc. for different reasons, but I hope this clears things up about the jersey/home ice logo relationship.
  11. 2 points
    I agree. What I don't like is calling it the BS Factor. I would argue it is what makes 94 great (and Tecmo by the way, anyone heard of the Tecmo gods? Don't anger them.) It is also what makes life great. You think the 1980 USA Team wins against the Soviets without a certain "tilt". that the 86 Flames beat the Oilers. (Thanks Steve Smith for having messed up AI) I could list events daily in Real sports like this that happen. Come spend a season coaching HS Football with me. I feel like Plabax and maybe TK want this to be Pac-Man or Super Mario where it is a video game. With straight up parameters and no goofy tilt just follow the formula, be the best at it and you will always win. This is not life and it sure isn't real sports. The goofy tilt is what attracts us and drives us and maintains our interest. 94 succeeds to me because it mimics life and ya I love the goofy tilt in Real life. and I want as much goofy tilt in my 94 as possible. IMO if want straight up even dynamics play Pac-Man. If 94 had straight up dynamics and no tilt we wouldn't still be playing it. If college football just gave the best team the Title every year you wouldn't need to play games just send it to Saban in Tuscaloosa every year. Tilt and wacky is why we love sports. Now after saying all that I love you Plabby and TK, don't take it personal and it is a good discussion, and embrace the wackiness. It's in the Game! It's in Life! It is awesome.
  12. 2 points
    I am rooting for you so much man, good luck.
  13. 2 points
    My excitedment at the progress of an updated NHL 95 rom
  14. 2 points
    Here is how I would figure this out: (since you will be doing stuff in the game menu, which is currently crashing for you, you can either use an un-expanded ROM, or just pause/unpause the game as necessary to avoid it crashing) Load the game. Go to the menu. If necessary, pause the emulator with ESC. Use the RAM Search feature in the emulator. Set it for "1 byte," "unsigned." Click the "Reset" button in the RAM search. Unpause the game (if necessary), and change the home team right/up one team, then pause again. This probably increases a variable in the game. So in the RAM search, set it to "Greater Than" and "Previous Value", and then click the "Search" button. That will clear a lot of the values in the list, the ones that didn't increase. In the game again, change to the team right/up by 1 again. Click search again. Do this process several times, and there will probably only be one or several values left in the list. Then, (without using the "Search" button), try changing the team both left and right, and loop around the end of the team list... one of the values should stick out as the 'correct' value, or maybe there will be a couple values that are always the same. Then you use that address (hopefully there is just one) for the "Hook RAM" trace. Also do a "Trace" at the same time. The RAM trace will tell you which line of code was modifying that address in the RAM. And then you look it up in the code trace, and each time it tries to increment the value, it will do a comparison against some value (probably 001C) to see if it needs to loop back to the 0th team. Then you find that line of code in the ROM and change the value. Try changing it to a lower value to verify that it works, that the game now ignores a team. After that's done, then you also need to try all that for the Away team, and then you also need to do it in playoffs mode and perhaps season mode, as it might (or might not) use a different value/address for the comparison. Note: the address listed in the code trace may be 2 lower than in the RAM trace. For example, it might be 01:A248 in the RAM trace, but 01:A246 in the code trace.
  15. 2 points
    I think this is an issue that can be found and fixed using the debugger and tracing, quite easily. It allows you to specify address ranges to record accesses to. So you use the expanded area and then see what instructions write or read there. Tony H's tutorial explains how to do this. Let me know if it gives you any trouble. Once the instructions are found, you could either try remapping to 0x400000, or just "NOP" the instructions by overwrting it with a bunch of bytes with values 4E71 (NOP instruction means "no operation", it does nothing)
  16. 2 points
    Awesome. If I may suggest: don't stop at 34 teams unless there is a technical reason to do so. Make as many as possible. One thing found out recently: the music was actually broken in the 30-team NHL94 ROM but it just coincidentally kept working anyway. It broke down in the 32-team ROM and had to be fixed. So you may run into that issue. I think player cards can indeed be colour, but it's probably set up to all share 1 palette, so you'd have problems with shirt/sweater colours. The palette may be only 8 colours, as well. I'm not familiar with adding/expanding palettes, so I can't be of help in solving that limitation. If you get stuck on anything in particular I can try looking into it, but I may be slow. Wish I could help more.
  17. 2 points
    TEAM DATA Now, I have the great fortune of wboy's program - NOSE - to save me lots of time! So using NOSE, it was easy to locate the team data in the game: So the offset for the team data actually starts at 07E2 (All-Stars East). The structure for each team data is as follows: * Header of '0092" - "The first 2 bytes of the team, typically 0092 is the offset + team start offset (e.g. 0092+00005330 for ANH) that takes you to the start of the roster data (also correctly bypassing any free bytes if they exist) - Thanks @wboy * "000C" (not sure what that does) * 2 bytes that are the length of team data * "0052 004C 0050". Again, I'm not sure what those last 6 bytes are, but they are the same for each team, so I don't think it's important at the moment. * Home/Away palettes (32 bytes), followed by 32 for the 3rd and 4th palette (not used as far as I know). * Off/Def/PP/PK/Home Adv/Def Adv (3 bytes) * 1 byte that determines the number of forwards and defensemen * Goalie bytes (2) * Lines info (64 bytes) * Player information. First two bytes are name length, followed by the name, then 8 bytes for ratings * Length of City - City Name - Length of Team Abr - Team Abr - Length of Team Name - Team Name - Length of Stadium Name - Stadium Name. END! After the Stadium Name, the next team offset starts with "0092..." Now, the wonderful thing about NOSE is when you change the player data, the program automatically shifts everything around correctly and adjusts the values so you don't have to do all of this in Hex! Thanks wboy! Team Pointer / Order of Teams Data Since I now have the offsets for all the team data, all I had to do was search for "00000D66" in Hex to find the team data pointers. Lo and behold: The pointer table became pretty clear right after I found the first one. You can see it's a set of 28 pointers that matches up with each team offset from the NOSE image. In fact, the first set of team data (ASE) is located right after the last pointer at offset @07E2. Now, the next step will be to remap that data to a new spot in the ROM, change the pointers, clear out the old team data and see if the ROM still works. SPOILER, I have already done this successfully (yay!), but will post more later.
  18. 2 points
    I'd help as well, especially if it was to also include making graphics changes. I would love to make Historic roms with a season mode.
  19. 2 points
    I actually starting digging into this a little more last week and I think I'll give expanding '95 a real shot. I was already able to find the team data and move it to a new part of an expanded ROM, so that was encouraging. This weekend I'll set up a thread to post my notes and progress, as I have found wboy's notes from years ago extremely valuable, so maybe others will want to pitch in as well.
  20. 2 points
    Living room looks much better, now, thx. Gf hasn't caught on, yet - give'r time.
  21. 2 points
    I like it a lot. Love the logos, including the conferences, and the sprites. My one piece of constructive criticism would be - the NHL and NHLPA logos are vertically stretched, and maybe the NHL '94 logo too. I might have to use this for my work desktop.
  22. 2 points
    Just booked my hotel room and I'm onto flights... looking forward to seeing you guys there!
  23. 2 points
    I hope this is the right spot in the forum to post this. For a little over a year, I've been working on a tabletop arcade project. I decided to do an NHL 94 theme. Enjoy and feel free to ask any questions about the build.
  24. 2 points
    Lighter players easily knock down big guys and Big Guys can't knock down little guys. Roenick vs Mario is a great example. WT BUG Fix changes this to how it "should" be. Also C/B checking. Lots to learn Grasshopper. Ignorance is bliss.
  25. 2 points
    I'd like to report this post for being far too detailed and educational. Who should I address this complaint to?
  26. 2 points
    Glad you enjoyed it! I think that may have been our best game of the series, I was particularly happy with what we did with our franchise mode, alas, the NBA series always took priority and sadly there is no competition for EA, hence my reason to go back and revisit games that I enjoyed versus having to spend money on a slight upgrade. The fact that the game is still a port of the 360/PS3 era of games just rubs me the wrong way. The games on the current generation of consoles just looks, feels and plays like a dated game. Having played some NHL '98 and NHL '02 on the PC lately, I can honestly say that the CPU AI is far better and smarter in those games than they are in the present games. Good thing this community is still alive though to keep the tradition of fun hockey games alive, and updated!
  27. 2 points
    Think of the center ice logos and jersey colors (and really every picture in '94) as a paint-by-number template, where each pixel represents a number from 1-16. Here is an example of the penguins center ice logo: Now, imagine every ice color square is instead an empty box labeled "1" (I started to do this in red, but that will take forever). Then the light gray squares (pixels) as "2". Darker gray "3", Black "4", etc. If you follow this logic, you will eventually have a 48 x 32 grid, where each box contains a number from 1-16. That's how the picture is stored in the game. Where do the colors come from? The palette! So each picture is linked to a palette and there will be up to 16 colors on that palette. So in our penguins example, every "2" pixel will be filled in with the 2nd color on the corresponding palette. It's the light grey. If you go to the palette and change the 2nd color from grey to purple, every #2 pixel on the penguins logo will turn purple. Now, due to memory or other kind of restrictions at the time, the center ice logo and the home team jerseys SHARE the same palette. Changing a jersey color in NOSE is simply changing the palette color.(Unfortunately I can't get NOSE running right now to show an example). So if you change the yellow stripe on the Penguins home jersey to black, that is as simple as changing palette color #9 from yellow to black. Now in our logo above, imagine #9 was yellow, so now every #9 pixel becomes black because you are sharing the same palette. To FIX this, you have to set the jerseys first to the way you would like. That will give you the 16-color palette that you can use for your center ice logo. The cool thing that Tile Molester does is figure out a new "paint-by-number" scheme that best fits your palette. Again, in our example, if you had the logo ready after your changes and you pasted it into TM, TM would recognize that yellow is now palette color #12 (making this up), so it will change all of the previous #9's (which is now black) to #12's and the logo will look much better. TM will "best fit" your picture to the available 16 colors in the palette. I hope that makes a little more sense. If I had some more time, I'd show you a more concrete example using the jerseys and logo w/ real numbers, but that's all I got for now!
  28. 1 point
  29. 1 point
    I even got my mother-in-law to listen to this podcast. I think she has a crush on Mikey now.
  30. 1 point
  31. 1 point
    Tough choices. Crosby is a good ol Nova Scotia bud. But I gotta go with Doug Glatt from the greatest hockey franchise the halifax highlanders. He also picked the number 69 because it's hilarious.
  32. 1 point
    It's almost been 12 years, so I'm bumping this thread, lol. Honestly, though, this is something interesting. wboy suggests in here that the "Aggression" (wboys attribute name) attribute is related to the ability to injure another player, with more success at greater differences in weight. Need to test this out again, I thought this was intriguing.
  33. 1 point
    I figured out you can add games to each series. It's pretty simple, when you go to input the score, you can click on add set. So all scores for the semis and finals were saved in the bracket. Everything went pretty smoothly, there's always confusion right in the beginning as to how to choose teams, etc. The matchup cards helped a lot; I saw a lot of people using them. I think STL-PIT was the matchup I saw the most haha. Having the numbers on the name tags was very useful, as we could just go by numbers instead of yelling out names. Tecmo only had 18 or 19 I think. We had 41 signups. I was impressed. LI Retro guys to an incredible job running this expo, props to them.
  34. 1 point
  35. 1 point
  36. 1 point
    Best one yet. I did this on the NHL 94 2017 Deadline Mod.
  37. 1 point
    Thanks for modding the game and stuff. I'm happy I can play this game again on my PC.
  38. 1 point
    Gonna end up with quite the travelling circus of '94 players living in that winnebago
  39. 1 point
    Maybe PIT vs HFD and NJ? PIT is hard to rate, especially with the CB check. Could WPG maybe get a couple tougher matchups? I definitely defer to your opinion, though, just a couple thoughts.
  40. 1 point
    Awesome....bring back the shirt!
  41. 1 point
    The way Slapshot just did a update about adding a whole-nother team like it's no big deal, like the way a guy doesn't look behind him when there's an explosion in a movie. That was pretty cool. Just say'n... As you were
  42. 1 point
    The only active modding I know is on NHL 2004 Here is the link NHL 04 Rebuilt
  43. 1 point
    Like Raph, I'm a 9-5 guy who works on a PC. My wife and I have 2 girls (8 and 10) who enjoy many activities, including swimming/music/horses. In the summers we spend a lot of time camping, playing music, and ripping around on my motorbike. In the winters, I play floor/boot hockey and compete in an outdoor boot tournament in Duluth MN called Superboot (just finished last weekend). I also play in a table hockey league with a group that I found last year. Awesome fun every couple of weeks.
  44. 1 point
    Championship Edition of the EASN Hockey News is Out! http://www.nhl92.com/ Final Stats/Awards/Standings and stuff. http://www.nhl92.com/2015springs2.htm Great Season guys see you in the Fall.
  45. 1 point
    I'm cool with 7. AngryJay and the Labs66/Jer33 just need to play 7 also. Farm League will stay best of 5 until the Finals.
  46. 1 point
    Awesome, intense series! So much fun! Wouldn't have wanted to play anyone else but my sega hockey nemesis KingRaph in the Finals haha. He always beats me Great dude, awesome bud and superb player. Thank you again Coach for putting this all together, bring on season 2.
  47. 1 point
    Darko, what hours local time in France are good for you. I cannot keep a regular sleep schedule so I am awake or sleeping at different times.
  48. 1 point
    I don't really have much in the way of technical details. However, I have spent time on the menu screen swapping back and forth to a specific team, watching the frequency which each goalie appears on it and it definitely has a higher chance to select the goalie with the highest byte regardless of if the goalie is in the first slot in the roster. I found that the bytes themselves are taken from the GP stat from each goalie using the previous seasons stats and that I can accurately determine the goalie bytes for certain goalies by using the following formula. X = Y / (Z / 15) Where X is the Goalie byte, Y is the goalie's GP stat, and Z is the total games of the previous NHL Season. Here are a couple examples: Detroit Goalie Bytes: E210 Tim Cheveldae: 72 / 5.333333* = 13.5 (Round up to 14) Greg Mullen: 10 / 5.333333* = 1.875 (Round up to 2) Vincent Riendeau: 2 / 5.333333* 0.375 (Round up to 1)^ Chicago Goalie Bytes: A431 Ed Belfour: 52 / 5.333333* = 9.75 (Round up to 10) Dominik Hasek: 20 / 5.333333* = 3.75 (Round up to 4) Jim Waite: 17 / 5.333333* = 3.1875 (Round down to 3) Ray LeBlanc: 1 / 5.333333* = 0.1875 (Round up to 1)^ * 80 / 15 = 5.33333333333333333333333333333333 Very long string of 3s ^ Anything below 1 has to be rounded up to 1. I don't know if this is still true with later versions of the game, such as in season mode if it makes it more likely for the game to simulate a specific goalie in net for more games when they have a higher byte versus one with a lower byte or something like that. I have noticed that in an unmodified version of the game, all goalie bytes are set C for starter, 1 for all other goalies in all of the games beyond '95, if it will do anything if I change the bytes, I don't know yet. Perhaps I should simulate some seasons on one of them playing around with goalie bytes and see what results come up.
  49. 1 point
    Can you tell me what byte(s) in the team header data represent the palette(s) to use? Also, do you know where the palettes are? Maybe the palette is right in there, but if that's the case, any idea why it doesn't use the usual encoding that is viewable in 'SNES Palette Editor'? EDIT: figured it out.. that data is the palette, like you said (i thought you meant it referenced a palette elsewhere, my bad), but for some reason they use an RGB palette rather than the usual SNES palette format. The game converts it to SNES palette in the code. Weird. I think they must have copied it straight from the Genesis version without converting it (same for the goalie bytes, which aren't little-endian) I'll make a map with what we know, below. Where I'm missing stuff that you know, can you tell me, and I'll update it? (or copy it an update it). (EDIT: we know everything!) Thanks! TEAM DATA HEADER offsets are listed in hex ------+------------- OFFSET: DESCRIPTION ------+------------- 00-01 : length of header / offset to first player ($8e = 142 bytes) 02-03 : offset to palettes ($0C) 04-05 : offset to team name (varies) 06-07 : offset to lines ($56) 08-09 : offset to team ratings ($4C) 0A-0B : offset to goalie bytes ($54) 0C-2B : home palette (but in 0BGR format, not SNES format) 2C-4B : away palette (but in 0BGR format, not SNES format) 4C-4E : offense/defense/home/away/pp/pk 4F : number of forwards / number of defense 50 : shooting/passing team rating 51 : passing/defense team rating 52 : checking/fighting team rating 53 : goaltending/overall team rating 54-55 : goalie bytes 56-5D : SC1 scoring line 1 5E-65 : SC2 line 66-6d : CHK line 6e-75 : PP1 line 76-7D : PP2 line 7E-85 : PK1 line 86-8D : PK2 line
  50. 1 point
    After the testing the delete player function in my upcoming editor, I noticed the game crashed when trying to edit lines within the games. "Great!" I thought, more crap for me to work out. Good news is, I found it. In 94, the single byte before the two goalie bytes defines the amount of forwards and defense players. Anaheim for example has Hex 97, so 9 forwards and 7 defense players. Usual hex rules apply, A = 10, B = 11, .... F = 15. Playing the rom, it doesn't seem to care what the defense value is. If you change LD or RD it will show all players after the last forward player. As an example, set forward to 0 and when you change a LD or RD, you see all the players on the team roster. Try change a forward position and the game will hang! A value of 1 thru F must be used for the forwards. In the example pics below, I set it to Hex 10 to show the game will see the 1 forward appropriately, but all players after 1 are shown for defense proving the 0 means jack, even though all the defaults set in the original rom do add up to the exact amount of players a team has rostered. This is also valid for NHL95 and NHL93, but its a few bytes earlier as the 93 rom also carries team summary numbers within the team headers. See the pic for the exact location. Same rules as above apply (I assume, haven't tested). NHL96-98 do not use the four bytes after the colors and before the two goalie bytes. They are always hex 0000 0000. The play position summary data lives after the team name/initials/rink data. The 14bytes supports 28 players, and taking a guess, 0 is for goalies, 4 for LD, 5 for RD, 3 for LW, 2 for C, 1 for RW. Editing these values has no major affect as any player can be put in any position in-game unlike NHL93, 94 & 95. If anyone has worked out the other 3 bytes after the colors and before the goalie bytes in 93/94/95, let me know what the deal!