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Showing content with the highest reputation on 08/15/2017 in all areas

  1. 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.
    2 points
  2. If you open an NHL94 rom in NOSE, at the bottom-lefthand corner of the screen you will notice six hex bytes. They are assigned by team. The example is San Jose from the new 2009 Update Rom. The first byte ("45") is still unknown. GDL and Capitalism (now) has it set at "44" for all teams. The second and third bytes ("11" and "11") are PP/PK advantages and home/away advantages, respectively. GDL has is set at "11 10," Capitalism has it set at "00 00." Byte 1's actual digits usually add up to less than 10, IIRC. Byte 2 and 3 does not have digits higher than 3, and in most cases no higher than 2. The fourth byte ("F9") is the number of forwards, followed by the number of defensemen on the team. The fifth and sixth bytes ("C6 00") are the bytes assigned to the team's goalies. These bytes sit somewhere in the range of 66-72 bytes BEFORE the first player on that given team. You must find them in a hex editor to change the first three values. However, by some minor checking, you will be able to identify the bytes very quickly based on their proximity to the first player and their actual values. This is the basically the same in SNES as it is in GENS.
    1 point
  3. There will surely be lots of rookies to add when the time comes in October. Thus far I've only added a few I think--Patrick, Hischier, Chabot.
    1 point
  4. 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.
    1 point
  5. The location of the pointer table in NHL'95 is @0772
    1 point
  6. Just booked my hotel room and I'm onto flights... looking forward to seeing you guys there!
    1 point
  7. OH YEAH, you are right! Nobody ever goes to Las Vegas for big events or conventions! Don't get me wrong, I absolutely HATE Vegas. I am the one Nevadan around here, but it is 500 miles and another world away from where I live. I would have preferred Canada, or Chicago, or New York. Hockey Country! But I totally get the choice. just like Bettmans choice to put a team there and have awards there long before a team. VEGAS is Big! Your comments about the tournament are pointless, since you didn't come to Toronto and have constantly said you did not like or plan to attend these type events. I am actually starting to like you and believe you are spot on about online leagues, but you should stay out of this. Mikey and Halifax bust a-- making these things happen and deserve our support.
    1 point
  8. These are wboy's notes on how to expand the original ROM to 32 teams. Unfortunately, it's just his notes, not a clear explanation. But uploading it for safe-keeping. SG NHL94 - 30 Team ROM.zip
    1 point
  9. LA vs CGY Should have used my replacement on Robitaille. Oh well (-:
    1 point
  10. Edmonton came into Madison Square Garden feeling good after a split with the Penguins. The Rangers squashed them. The Rangers dominated both games from start to finish.
    1 point
  11. Details below outline the changes made to permit 30 teams selectable from the menu screens of NHL94. Use this info to limit the selectable team to even less teams where required for your hack. Original NHL94 has 28 teams or 0x1C. 0x1E = 30 Offset 0xF7922 Bytes control the Team 1 & 2 return to 1st team (Anaheim) when ASW is exceeded. Changed 001C001C to 001E001E Offset 0xF7934 Bytes control the Team 1 & 2 return to 1st team (Anaheim) when ASW is exceeded (when game is started with 4 player multitap) Changed 001C001C to 001E001E Offset 0xF79E4 Bytes change the selected team back to expected range if you just changed from Regular Season to Playoff Mode Changed 781A to 781E (where 0x1A = 26, original 94 limit forced to exclude All Star teams). Offset 0x17D36 Bytes control the Team 1 return to 1st team (Anaheim) in the Playoff Team selection mode. Changed 0019 to 001D (yes, 0x19 = 25 not 26, but remember 0 thru 25 is 26 available values) Offset 0x17D3C Bytes control the Team 2 return to 1st team (Anaheim) in the Playoff Team selection mode. Changed 7419 to 741D Playoff Data: Ensure only the teams you are permitting selection to be available in Playoff Mode/Data or expect possible freezes/bugs. Use NOSE to alter playoff data. Known issues/unfound data: If you limit the rom to say 16 teams, the Regular Session game results seen between periods can still use teams after the 16 you apparently permit. Live with it.
    1 point
  12. The offset for 94 (both original and 30-team) is @030E.
    1 point
  13. I thought I had posted the info a while back but after a few searches seeming not... thankly a recent PM from DaDonch44 triggered my memory of its existence... so here it is: http://hexaddicts.com/nose/wboystba.zip The info within contains some research a did many moons ago (when I was more motivated) about the bytes in 92 thru 95 that control items such as home/away adv/disadv, PP adv/disadv etc. The bytes exist within each teams structure (for 93>5) just after the away colors strip data, and just before the fwd's/d's byte, which is before the goalies (count) bytes. A lot of the speculation on each values in-game purpose have been based on 93 as it advertises them before a game which allowed me to experiment with the values. As the later years roms in a whole are quite consistent in the manor they store the data, you can safely assume its basically the same rule of thumb for 94+5. If we can get agreeance of the "unknown" or "questionable" values, I may bother to implement it into NOSE. Easiest method to test this is create two identical teams... set one value at 0, the other at 7 (or higher) and then simulate a few games (be it with frame skipping on or not) and see what one teams does better/worse at than the other. I did a few trials of this back in the day, but couldn't come to any definite conclusions.
    1 point
  14. I am 100% convinced the first byte (07) is the offense/defence. I checked the team stats from that year, and the higher the first digits is, the more goals the team scored that year. The higher the 2nd digit, the more goals they let in. The All-Star teams are 77, which means good offense, bad defense. I don't know if this affects gameplay at all, though. But the number correlation is definitely there. Ordered by GF (higher is better): Team GF GA Of Df DET 369 280 7 3 PIT 367 268 7 1 QUE 351 300 7 5 VAN 346 278 6 1 L.A 338 340 6 6 BUF 335 297 6 4 NYI 335 297 5 3 BOS 332 268 4 1 MTL 326 280 5 2 WSH 325 286 5 2 CGY 322 282 4 2 WPG 322 320 4 5 PHI 319 319 3 6 N.J 308 299 3 4 NYR 304 308 3 4 TOR 288 241 2 0 HFD 284 369 1 7 STL 282 278 2 2 CHI 279 230 2 0 DAL 272 293 1 4 T.B 245 332 0 5 EDM 242 337 1 6 S.J 218 414 0 7 OTT 202 395 0 7 Ordered by GA (lower is better): Team GF GA Of Df CHI 279 230 2 0 TOR 288 241 2 0 PIT 367 268 7 1 BOS 332 268 4 1 VAN 346 278 6 1 STL 282 278 2 2 MTL 326 280 5 2 DET 369 280 7 3 CGY 322 282 4 2 WSH 325 286 5 2 DAL 272 293 1 4 NYI 335 297 5 3 BUF 335 297 6 4 N.J 308 299 3 4 QUE 351 300 7 5 NYR 304 308 3 4 PHI 319 319 3 6 WPG 322 320 4 5 T.B 245 332 0 5 EDM 242 337 1 6 L.A 338 340 6 6 HFD 284 369 1 7 OTT 202 395 0 7 S.J 218 414 0 7
    1 point
  15. Using NHL94 Anaheim (or Ottawa) as an example, the three bytes (represented as 6 individual values) before the forwards/defensemen byte are: 070213 I am not yet 100% certain of the exact purpose/rating stored in the first byte (the values 0 & 7)... possibly offense & defense... though quite possibly not from what little testing I've done with those values... In the next byte the 0 (left value) is for PP Advantage and the 2 (right value) is for PK Disadvantage. Using NHL93 as a reference, you can determine that the: Power Play Adv. = Team's PP Advantage + Opponent's PK Disadvantage In the final byte the 1 (left value) is for Home Advantage and the 3 (right value) is for Visitor Disadvantage. Again using NHL93 as a reference, you can determine that the: Home Team Adv. = Home Advantage + Visitor's Disadvantage
    1 point
  16. I'd also point out that my record was fairly strong when you factor in the teams I played with. I DID NOT use the hold option. I felt it queer on so many levels. The B check did poke the puck free enough, and standing in front of your guy or C checking at the puck could also loosen the puck, similar to when playing 2v2. Holding usually resulted in a lot of penalties for my opponents and I found the only time I lost on the whole was when their shot power/range was too great for me to stop. But again, you can play w/out holding and still have very similar results that you would have if you cheapen yourselves like the whores you are !!! I also completely disagree with Deadmenow, and agree w/ Raph on the entire discussion about goalies. 1000% they seem useless and I don't see a difference no matter who I face, minus the 1 out of 20 shots, for real. I think if Deadmenow took a better team and gave up his 12 goals vs Raph's Rangers, he'd not blame his goalie any more. I could be wrong. Haven't played as much as others.
    0 points
  17. Nice Ass whooping by the Pens here in a not so close series of games. good Job Labs! Series Highlight for Boston was a 28 penalty minute 9 fight win game, rumors swirling, Neely seen trying to get in Pens locker room to get Mario since he never seen the Ice.
    0 points
  18. Team assignments in the Original post. Team assignments are updated based on when you joined. Hull and Oates are still available in St. Louis and they've got Scott Stevens on defense. Rumor has it they are courting Jer33. The BlackHawks are still waiting for Coach Brutus to sign his contract. Boston is also interviewing for their open coaching position. The cinderella North Stars are also still seeking a coach.
    0 points
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