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  1. I discovered a code that turns the Auto Player Switching Off in NHL 94 on Genesis. With this code enabled, when a teammate gains control of the puck, you no longer are switched to the player with the puck. You remain in control of the player you were controlling while the CPU controls the player with the puck. (If you press the B button, you will then switch to the player who has the puck) This code allows you to control players who don't have the puck and lets you stay in control of a single player for as long as you want. (Until there's a face-off, where control resets back to the Center) It's been determined that the best way to enable this code is to edit the rom offset at 17FEA, by changing the default 2-byte value of 017FEA:0001 to 017FEA:0004. To get this code to work, after you hex edit the single-byte at 17FEB to "04" in the bin, when you start up your rom and enter the Main Menu, you shouldn't adjust the "Players" option in the Menu Menu or else it may reset the code. Just leave the "Players" option at the default "One - Home" without changing that selection and when you are ready, proceed into a game. If done correctly, when you enter the game, you'll be in control of the Visitor Team and you will observe that Auto Player Switching will be off. If you test this out, it will be an adjustment from how you are used to playing NHL 94 because with the auto player switching off, you will now have to rely more on the CPU A.I. of your teammates and you may learn to take on new roles and responsibilities. If you play with Offsides on (which I recommend) you could find yourself in situations where the usual roles are reversed and for a change you will be tasked with having to remain onside when your CPU teammates have the puck and are advancing down the ice. - - - - - - - - - When using this code that turns the auto player switching off, there are several changes to that gameplay that you will experience. In addition, there are some issues that I've observed that you should be aware of if you test this code for yourself : 1) This control method only works when controlling the visitor team. (in a 1P game vs a CPU home team) I've yet to discover a way to enable the Auto Player Switching Off while playing as the Home Team. If you have any ideas on how we can control the home team with having the auto player switching off, I am very interested in researching how to make that happen as it would be a great accomplishment. But as of now, it is only possible to play with the auto player switching off while controlling the visitor team. 2) With this code enabled, when the goalie makes a save and gets the puck, it will no longer switch your control to the Goalie. When the goalie gets the puck, you will remain in control of one of the 5 position players, and the CPU will control the goalie. You will have to "get open" with your defensemen or whoever you are controlling and see if the CPU-controlled goalie will pass it out to you. This is something that was a very new experience for me, but it is very satisfying to get open and be rewarded with a pass from the CPU Goalie. With the CPU controlling your team's goalie, to give you enough time to get open before a face-off is called, I suggest using the code "CPU Goalies can hold the puck for 2X as long", which is 01530E:0118 in the rom. Please note that the auto player switching off code only works without issues when you set Goalies to Auto Control. If you set Goalies to Manual Control, you will encounter an issue if you switch to the Goalie when he has the puck when you try to pass the puck to a teammate. (more information about this issue at the end of the post) 3) With the Auto Player Switching Off code enabled, there is a new phenomenon that occurs with regard to Line Changes. With Line Changes set to On, sometimes the CPU will override your Line Change choice when it prompts you to choose a new line before a face-off. You'll notice this when you try to make a line change before a face off. With this code on, the CPU may select a different line then you selected. This issue doesn't occur when you make a line change on the fly using the A button. (only when prompted to select a line before face-offs) This incentivizes the use of the stamina depletion codes for adjusting the stamina depletion rate of players, since sometimes the CPU will choose a line that is fatigued when you want to select a fresh line. This occurs when you run the Auto Player Switching Off code and have Line Changes set to On. It works basically like a combination of the "Auto" and "On" Line Change options both working simultaneously. So, you'll notice with Line Changes Set to On that the CPU will still trigger Line Changes on the fly like they do when Line Changes are set to Auto. So be aware that when you test this code with Line Changes set to On, the CPU may override the line that you select before face-offs, which you will observe when you are prompted to select a line change before a face-off and the CPU often will choose a different line than the one you select. I have found a solution to the CPU overriding your line selection problem through the use of hotkeys which is described at the end of the post. 4) One of the adjustments to playing NHL 94 with Auto Player Switching Off is what happens when you pass to a teammate, particularly when in the attacking zone with regard to one-timers. When you are in the attacking zone, you will observe that passing the puck to a CPU teammate will often cause an one-timer to trigger automatically. With the Auto Player Switching off, you no longer are tasked with triggering one-timers yourself when you pass the puck to a teammate, since the game no longer switches you to the player you are passing to. Now the CPU A.I. determines whether to attempt a one-timer, unless of course you are receiving a pass from a CPU teammate or if you manage to switch to the player receiving a pass early enough. I am currently researching ways to better control when CPU-triggered auto one-timers occur with auto player switching off. You may find that with this code on, your CPU teammates auto-trigger one-timers too often. This is something I am trying to find a remedy for, either by editing player ratings or by finding additional codes that adjust CPU teammate decision-making. If you have any suggestions on how we can better control how often the CPU A.I. triggers one-timers when passing to CPU-controlled teammates in the attacking zone, that's something I'd like to work on. 5) On rare occasions, I have noticed that there are times when a CPU controlled teammate receives the puck and proceeds to stand in place doing endless 360s. This appears to be some kind of a glitch. It doesn't happen very often, but I have observed it. At first, I thought it had something to do with the player having low stamina, or something related to player ratings, but now I'm not exactly sure what is causing this to occur. If it happens when you are testing this code, you can press the B button to gain control of that CPU teammate who is doing the 360s with the puck, and usually the issue is sorted when there's a line change or a whistle. I am trying to isolate why this happens to see if I can find a code or a remedy that stops this glitch from occurring. - - - - - - - - - - Additional Notes and Suggestions : Keep in mind that this discovery is still very much a work-in-progress when it comes to ironing out all the issues with it. I have tried to be as detailed as possible with this topic when it comes to describing what I have experienced when using the code. In this section I have tried to provide solutions that get around some of the issues when using the code. When you first test the code, I suggest setting Goalies to Auto Control, as you will encounter an issue if you set Goalies to Manual if you switch to the Goalie when he has the puck and you pass the puck to a teammate. It will temporarily cause you to lose control of the player until the next face-off, at which point the player will revert to CPU control once again but the 2P icon will remain visible on that player for the rest of the match. Keeping Goalies set on Auto Control when you use this code prevents this issue from occurring. With that said, I have developed a way to get around this Manual Goalie Control issue by using a hotkey to switch back and forth between Auto Player Switching On and Off so that when the goalie has the puck, you can switch to him and turn auto player switching back on momentarily, pass it out normally, then turn the auto player switching off again after the goalie passes it out. To create a hotkey to switch back and forth between Auto Player switching on and off on the fly while remaining in control of the visitor team, you'd need to find the single byte value of "04" in RAM and switch that between 02 and 04 with hotkeys during gameplay. That's what I do as I have those values mapped to two additional buttons on my controller for use while playing as the visitor team. FYI : Setting the code to 02 puts you in "normal" control of the visitor team. Setting the code to 01 (which is the default value) puts you in "normal" control of the home team. And Setting the code to 00 puts the game into "demo mode" where pressing a button returns you to the Main Menu. Using hotkeys to switch the code between 02 and 04 also allows you to solve the problem of the CPU overriding your line change selection before face-offs with line changes on. If you switch the code to "02" before the line change menu pops up prior to a face-off, you will be able to select the line that you want without the CPU making the selection for you. (You can switch the value back to "04" after the line change menu pops up even before making your line selection) So there is a remedy to both of these issues, which is to find the RAM address for the single-byte code and set up hotkeys giving you two buttons that you can press to turn the auto player switching on and off during gameplay while playing as the visitor team. If you need assistance with setting up the hotkeys, I'd be happy to help you and explain how I set them up. When using the Auto Player Switch Off code, since your team's goalie will now default to being controlled by the CPU when they have the puck, I suggest turning on the "CPU Goalies can hold the puck for 2X as long" code (Game Genie : DBKT-CCAR or 01530E:0118 in the rom) to give your CPU-controlled goalie more time to pass out the puck before a face-off is called since control won't switch to the goalie any longer when he gets the puck. I have found that the value of "0118" at rom offset 01530E is a good balance for relying on the CPU controlled goalies to pass the puck out. If you set that lower, there will be too many goalie face-offs. If you increase it higher, it will cause your goalie to wait a long time before passing it out, even if there are players open. (it seems that CPU goalies will wait to pass it out until right before the time specified at 01530E when the ref will call for a face-off) - - - - - - - - - - Through this discovery of turning off auto player switching, I find myself experiencing NHL 94 on a new level. It works like a "player lock" except that it switches you back to the center when there is a face-off. You still retain the ability to switch players with the B button, but since the game no longer switches you automatically when a player on your team gets the puck, you now have more control over which player you are controlling which can be very useful and rewarding. The challenge of playing NHL 94 this way is that you will have to rely more on the decision making of the CPU A.I. since when they take control of the puck they will make their own decisions. This can take some getting used to, but I think you will find yourself paying more attention to aspects of the CPU A.I. that you weren't paying much attention to before because of the auto player switching. With the hotkey switching method that I have implemented, I find myself switching back and forth between auto player switching on and off throughout a match, which adds some variety and depth to the gameplay. If you test this out yourself, I am interested in hearing your feedback and observations. I want to give a special thanks to @kingraph for testing the code and helping me work on this discovery.
    3 points
  2. Per Nintendo Site: http://www.nintendo.com/switch/online-service/ You can play NES and Super Nintendo Games Online with others on the go. You wont be able to do custom mods, but thought this was cool.
    1 point
  3. I've had this ROM finished and sitting in my GENS folder for a while, but while playing it today decided to go ahead and post it. This ROM is the reason I looked into getting rid of penalty shots, and so far I've been able to figure out a few key RAM offsets much thanks to @smozoma and @Tony H's tutorials. The premise of the ROM is that it's 3 on 3, but all the teams are even; but not in the sense that 2 on 2 is where every player is the same, but the teams take from the same player pool. The players are mostly ripped from the EASHL mode on modern NHL games, as the current system allows you and your teammates to select player builds to create the best synergy. In order to rate these players as accurately as possible, the 0-15 scale is applied. Features: Aforementioned 0-15 rating scale Complete line editing capabilities, both on and off (courteousy of @The Sauce) - Anyone can play ANY position 5 completely equal teams, named after and borrowing graphics from the 2005 WHA reboot, and 1 super team (for solo play). Weight Bug Fix (certain player builds would become useless without it) This hack is much more boring than the previous Mighty Ducks Rom (which is still incomplete, was waiting on rosters from TheQuackAttack podcast, I'll bug them again for them), but I think there's some potential for some neat things with 3 on 3. The original concept for this ROM was to include all-star teams, historic teams, and teams from movies (which lead to the Mighty Ducks ROM), and I still plan to do that at some point.\ Without further a due, here's the download. 3on3Final.bin
    1 point
  4. I've only tested it 5 on 5. I think would be easier to work with a CPU teammate and "get open" in 2 on 2. With more open space, there's less other players for the CPU to pass to. Since using this code, I've been very interested in researching the CPU A.I. when they have the puck. I bet I can learn a lot about that by using this code on a 2 on 2 or a 3 on 3 game. I've heard this too, maybe there's a sweet spot with that aggr attribute that stops CPU teammates from taking auto-one timers when you pass to them in the attacking zone. This is something I definitely need to test out, i.e. give my teammates every possible aggr attribute and see which players take auto one-timers. I'm trying to find codes that give CPU players with the puck commands like "skate" or "pass to a specific player". I like controlling players away from the puck, but I'd like to have more control over when CPU teammates pass and what they do with the puck. If I could find codes that trigger when CPU teammates shoot, or who they pass to, that would be useful. Since playing with the Auto Player Switching Off, sometimes I just wish the CPU teammates would just skate around more without passing it. That's one thing I will be trying to research. Reading through the topic "Make All Penalties into Penalty Shots" got me thinking about how I can search for a way to control teammate A.I. decision-making and I have an idea. I think I will search for a RAM code for when the puck is in the attacking zone, because being in the attacking zone seems to determine whether or not a CPU player will take a shot or not. If you pass the puck to a teammate outside of the attacking zone, they are not going to shoot. They will skate instead or pass. But if you pass it to a CPU teammate in the attacking zone, they could shoot. My idea is to find a code that tricks your CPU teammates into thinking they are in the defensive zone or neutral zone when they are actually in the attacking zone. That way I could change the value to "attacking zone" when we want them to do a one-timer, or to "defensive zone" or when we want them not to do a one-timer or to "stake" with the puck or pass the puck around, rather than shoot. This way we can tell them when to shoot with a hotkey without actually controlling them. Maybe we can get CPU players to skate around the opponents goal and stuff and try to implement new tactics through hotkeys. Turning Auto Player Switching Off opens up a lot of possibilities here because now we can interact with CPU teammates and study their decision-making with the puck. I will take a look at editing the aggr attribute. Also it might be a good idea to try lowering pass accuracy and shot accuracy. Since we now have the CPU A.I. triggering one-timers, it would probably help if they were less accurate on shots particularly one-timers.
    1 point
  5. I found that as someone who already went through a lot to setup and play NHL94, I "SHOULD" be more patient with a different setup, and this clearly is that. It's 100% something foreign to anyone experienced at Hamachi and Gens as the way to play/connect. That said, Hamachi has been way worse in that last year, and even more so in the last 6 months for more than one pair of players trying to connect. Finding a different method to connect to each other to play a stable game that is stable for everyone open and doesn't have desynchs should be worth full effort. Which is why I found my setup painful because I was tired & late, but not overly difficult to at least get "into" it. Getting something you have no idea how to use to work properly requires patience. After the end of this week, I will update how I found this software to be && tips I learned, things to avoid.
    1 point
  6. Thanks for the input guys. I'd also like to say that RetroArch also has a mode where it will act just like Gens/Kaillera does, called "stateless" net play mode (it shows up when the advanced options are enabled). This would play just like Gens net play, but if you desync, I believe you have to do the same thing we do in Gens (match up the score, wait for the time, etc). I haven't tried this, but it's possible. I haven't really noticed any major issues with lag. But that's me, and that's why I want more people to test. There are some settings we can tweak to make it better. But it will take some messing around, and hopefully once a few guys get used to the software, they will feel comfortable messing around with some of the settings to see what's best, and we can all try those settings to see if it improves. Netplay on RetroArch still seems to be in its infancy, and is still actively in development, so we might see improvements in the future for some of these things. As far as what @aqualizard was saying, where he tried to connect to Atomic and it was unbearable, it is possible to change who is player 1 (home) and who is player 2 (away) without changing the host. This is something else that we need to test out. This would be huge for guys who might have connection problems hosting, or if you have a good connection and you don't want to stop and reconnect. @Lupz27 and I tested with me on hotel wifi, which was a good test, because the internet crapped out and we were able to test an actual desync situation, which was really neat.
    1 point
  7. Also noticed the game play is much smoother, BUT even thou it stays smooth there are games you feel like your playing delayed based on your play even thou the game is not showing this like it would if you were say playing someone over seas with the noticeable lag which you eventually have to adjust your timing to, or decide not to play, by the time you figure out your delayed in retroarch it’s hard to adjust to the delay because your not seeing it while you play, but your movements while the game is playing smooth aren’t getting to where you think you should be going at the right time so it kind of feels like your playing a game when the AI of 94 predetermined your players are going to play super retard mode, but it’s not because of that it’s because of the delay. *These are my thoughts from a handful of games first night using it so they could be way off base, subject to change, or most likely reason for these thoughts is because I’m the super retard. All in all for not having a clue how to set this up, and having @chaos hold my hand every step of the way, and playing games vs chaos who is knowledgeable on how to navigate all the negative issues that can come up it was really cool to be able to just pick up a game after a desynch exactly where we left off, that was the biggest positive for me, doing away with desynchs that cause you to loose the exact game you were playing, no need for restarting and waiting till the clock and score were correct to play, and if you were really into it using the game stitcher program to make sure stats were correct, but more importantly momentum, hot, and cold, possible injured players out for game, or period not changed, and once familiar with the reconnect process no delay to get right back to playing that same exact game. HUGE positive! The biggest issue for some is going to be can they adjust to the lag that occurs, BUT because retroarch smoothes that out you don’t see the lag in the actual play of the game, but like Aqua stated you can feel something even thou your not seeing it. This is going to differ from person to person, old gens net play will show you why you got jacked up during laggy connections, or a lag spike where retroarch you will feel like something laggy happened, but visually you don’t see it, all you see is you looking real bad, or your opponent looking real good depending on your point of view. Again this is all in its infancy, and I could be wrong on my thoughts, and/or these issues could possibly be easily fixed inside the retroarch program once some guys get real comfortable, and familiar with the program, give it a shot, and form your own opinion, and hopefully if you do give it a shot try to play with someone who is comfortable with the retroarch program because as I learned last night 2 guys who were fumbling around with it on the fly can cause for a real poor experience (and it was only a poor experience because both of us were using it for the first time essentially), and I wouldn’t want you to make your decision on this program with that kind of experience it’s not fair to you, or the program.
    1 point
  8. Hey Mikey, great to hear from you again and see that you’re recharged. It’s important to set the time aside for that. I’ve taken a lot of time myself to recharge myself for the online community and I think I’m ready to start posting a bit again. anyways, back to the documentary. I think what this company wants to do with the content sounds great. You get to have the stand alone movie that you worked so hard on and other videos dedicated to other stuff that I think the hardcore crowd will really be into. I know I’m interested greatly in the interviews and would just love to have that raw footage available at the click of a button. i wish the money was a bit better for you, I know you spent a lot of your own money traveling, creating the movie, holding the two tournaments ,etc. I just want to say thank you for doing that. I know for me personally it has opened a lot of doors to travel and meet people from all over. All of the live events have been my favorite part of the nhl 94 experience. Who knows where we would be as a community without the live tournaments and your documentary. Thank you again a bud and please keep us posted on future developments as they come in.
    1 point
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