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Showing content with the highest reputation on 03/17/2018 in all areas

  1. This is exactly what I was looking for. Figured it was something along those lines but didn't recall anything regarding 1-7 other than "don't change #1". Now to put it to practice. Dithering away...
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  2. You're probably changing colors 1-7 on the palette. Don't, those are reserved for the Home/Visitor banners (which is why your colors change with each team change). So when changing any team logos, colors 6 and 7 are white/black, and you really have 8-16 (9 other unique colors) to use for the logo. There are two things I'd recommend if you are using new logos for your ROM. 1st is to use Smozoma's ditherer program to get the image down to 16 (or in this case 9 plus black and white) colors - http://forum.nhl94.com/index.php?/topic/14421-tool-genesis-image-ditherer-to-16-colours/. It's an amazing tool. One of the choices is to create a darker version of the picture and the program spits out the palette in a text file. You still have to enter it manually, but it's pretty slick. Another option is to use the color sniper in NOSE. This is a useful tool to get the nearest matching color of a picture to something that TM / Genesis can use. Finally, if you're copying/pasting a logo from an existing ROM, you can simply copy/paste the hex values from one ROM to another. You have to make sure you have the offsets correct for each ROM, but for startup logos, this is the way I do it myself as it's super quick. The palette length for each team is 20 hex (32 decimal) and the size of each logo is 4D6 (1238 decimal). Here is a handy list of the offsets: Tm Logo(H) Logo(D) Pal(H) Pal(D) 1 1C85B8 1869240 1C81EE 1868270 2 1C8A8E 1870478 1C820E 1868302 3 1C8F64 1871716 1C822E 1868334 4 1C943A 1872954 1C824E 1868366 5 1C9910 1874192 1C826E 1868398 6 1C9DE6 1875430 1C828E 1868430 7 1CA2BC 1876668 1C82AE 1868462 8 1CA792 1877906 1C82CE 1868494 9 1CAC68 1879144 1C82EE 1868526 10 1CB13E 1880382 1C830E 1868558 11 1CB614 1881620 1C832E 1868590 12 1CBAEA 1882858 1C834E 1868622 13 1CBFC0 1884096 1C836E 1868654 14 1CC496 1885334 1C838E 1868686 15 1CC96C 1886572 1C83AE 1868718 16 1CCE42 1887810 1C83CE 1868750 17 1CD318 1889048 1C83EE 1868782 18 1CD7EE 1890286 1C840E 1868814 19 1CDCC4 1891524 1C842E 1868846 20 1CE19A 1892762 1C844E 1868878 21 1CE670 1894000 1C846E 1868910 22 1CEB46 1895238 1C848E 1868942 23 1CF01C 1896476 1C84AE 1868974 24 1CF4F2 1897714 1C84CE 1869006 25 1CF9C8 1898952 1C84EE 1869038 26 1CFE9E 1900190 1C850E 1869070 27 1D0374 1901428 1C852E 1869102 28 1D084A 1902666 1C854E 1869134 29 1D0D20 1903904 1C856E 1869166 30 1D11F6 1905142 1C858E 1869198 So let's say I wanted to take the team logo from the 5th team in one ROM and make that my first team in my new ROM. I would go to offset 1C9910 of the existing ROM, select a block size of 4D6 and copy. Then I'd go to offset 1C85B8 in my new ROM and paste over. Then do the same for the palette 1C826E, block of 20, paste to new ROM offset 1C81EE. Boom, team logo copied over. You can copy/paste for everything as long as you know the offsets/length. The trickiest ones are team strips and center ice logos as the offsets change with every change in player data, but you can jot down the offsets in NOSE for each ROM as a reference for future work. Good luck, hope this helped.
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  3. Actually, he did do a "70 somethin'" one more recently, but this one is not the original Decades Rom. 70 somethin' NHL.bin
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  4. Here is the 80s one - it is great! I would like the 70s one if anyone has it to share. 80s NHL Coach Mac.bin
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  5. @Brodeur30 reached out and I think I am able to help solve this PP clock (you guys can further test). QUICK ANSWER Change the value at offset 128CC from 0018 to 003C LONGER ANSWER First, here's how the actual code works for the game clock. As referenced above, the value at 015DEC is 0AAA, and this value gets subtracted every frame from RAM address FFC46A. The value starts at 0000, and subtracting this value keeps lowering the figure. When the value goes below 0000, the game clock subtracts one from the time. It's a little funky in Hex values, I'll explain in decimal terms to make it easier to follow. 0AAA in decimal is 2,730. The starting value is 65,536 (think 10000 hex). Again, at each frame counter, 2,730 is subtracted from this value and when it essentially goes below zero the second on the game clock subtracts 1. 65,536 divided by 2,730 = 24.01. So every 24 frames, a second ticks off the game clock. The game plays at 60 frames per second, which means the clock is actually 2.5x faster (60/24 = 2.5) than a regular second. Nothing new here, but I thought it was interesting to explain by code. To adjust this to "real" time, you would want 60 frames per second on the counter, so changing 0AAA to 0444 makes that a hex value of 1,092. 65,536 divided by 1,092 is 60. Boom, done. Now, the Power Play clock works similarly, but it has a different counting process. The RAM address FFC3E8 gets loaded with the value 0018 (or 24 in decimal) and it counts down one at a time. You guessed it, when it reaches zero, the Power Play clock ticks one second and the value 0018 gets reloaded. 24 frames, same as the original game clock. So, changing 0018 to 003C (decimal 60) will align the two clocks. One thing I did notice though, for whatever reason the power play clock (or cycle clock) doesn't always tick down each frame. The count is off a few frames, but it's so small it shouldn't matter in the long run. I didn't bother looking at that cause. I have tested this with home and away penalties and it seems to work. Enjoy! nhl94_realtime.bin
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