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Showing most liked content since 07/19/2017 in Posts

  1. 6 points
    The 32 team rom template will be released soon.
  2. 5 points
  3. 4 points
    Reminds me of how I used to beat kingraph back in the day!
  4. 3 points
  5. 3 points
  6. 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.
  7. 3 points
  8. 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.
  9. 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.
  10. 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.
  11. 2 points
    Living room looks much better, now, thx. Gf hasn't caught on, yet - give'r time.
  12. 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.
  13. 2 points
    Just booked my hotel room and I'm onto flights... looking forward to seeing you guys there!
  14. 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.
  15. 2 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
  16. 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.
  17. 2 points
    I'd like to report this post for being far too detailed and educational. Who should I address this complaint to?
  18. 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!
  19. 2 points
    So just played in the Fabeled Burning Mort where you play Tecmo Super Bowl but they have weird rules, see crazy vid below Some of the rules they played with were: - Playing with Controller Upside Down - Slappies - Once per quarter you can slap the controller out of the other persons hands - Playing in the reflection of a mirror - Only can Kick, so Punt, Kick Off and Field Goals only Wondering how to apply it the the NHL 16 Bit Relm and looking for ideas Thinking most of these would have to be played on Auto goalie No C'sies - You can't hit c the whole game (probably tape button down) Can only score with pass shots and poke check and hold. No B'sies - No passing or switching guys. Biggest drawback would be when goalie gets it play would be whistled dead Only can score with "X" - onetimers, defenders, perhaps just Tie Domi etc.
  20. 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!
  21. 1 point
    You got it Coach! I'm fairly confident I can decompress the graphics (I already have the 1st splash ready to go), but the season information will be unchartered territory. I'm hopeful I can figure out how it works to incorporate 32+ teams, but that may be one of the last feats.
  22. 1 point
    You need a hex editor (download HxD). NOSE can be helpful but is not required. Notation guide: "@" indicates an offset to go to in the hex editor. It is in hexadecimal. Introduction If you use NOSE, you can see the "Offset Hex" of each team: (click to enlarge) These values tells you where in the ROM the data for each team is located. Now, the nice thing is, you don't need to re-order all the team data to change the team order. There is a list of these offset values in the ROM, and you just need to re-order the list. A list of offsets is often called a "pointer table," so you need to re-order the team pointer table (a table of offsets that points you to the location of the data for each team). The Hack The location of the team pointer table is: NHLPA 93: @0314 (same for original or 30-team ROM) NHL 94: @030E (thanks SabreFan1) NHL 95: @0772 (thanks KingRaph) NHL 96, 97, 98: someone please post the addresses below if you know them (can be found by searching for the first offset value seen in NOSE) For example, if you go to offset @0314 in NHLP93, the first few values you see are 000008B8 (Boston) 00000B70 (Buffalo) 00000E32 (Calgary) 000010D8 (Chicago) 00001398 (Detroit) In NOSE (and the screenshot above), you can see which team goes with which value. So, just re-order the values to re-order the teams. Limitations This WILL NOT REORDER THE TEAM GRAPHICS (logos, banners..) Warnings Make sure you keep the pointer table values properly aligned, and don't change the number of pointers.
  23. 1 point
    The Genesis output was put into a powered a/v splitter (I had this RadioShack 1500320 1 to 4 splitter handy)- https://www.amazon.com/gp/product/B004Z1SO9O/ The Genesis was a Model 1 (one of the coveted earlier models that boots straight to the game) modded to have s-video output. You can find information on the net on how to do that, but 100% credit goes to @chaos for doing this mod for me. Amazing job, truly awesome. The s-video makes the picture better, but not totally necessary to do this step. It helps if your friend is an electrical engineer who happens to live 10 minutes away from you. From there, we had an output went to the TV, the other to my laptop via a capture device (all s-video). The capture device I used was the I-o GVUSB2 : https://www.amazon.com/gp/product/B00428BF1Y/ Note, the entire instructions are in Japanese, so perhaps a different A/V capture device would be better. The webcam I used was the Logitech C920: https://www.amazon.com/gp/product/B00428BF1Y/ I also had a separate USB microphone (Blue Snowball iCE): https://www.amazon.com/gp/product/B014PYGTUQ/ The software used was OBS Studio - https://obsproject.com/ You can find LOTS of information on how to use that software and how it links to Twitch. The graphics I used to create the layout were all from '94, and took about 3-4 hours, which includes my time ripping the graphics from the game (happy to share), to create that particular layout. I'd like to thank @King of 94' WI (Troy Gblan) and @smozoma for the recommendations and information on the setup. I may have used slightly different equipment, but the framework was laid out to me from those guys. 100% credit to them! PM me if you want to get into any more detail on the setup, but I thought this was useful to post for anyone else looking to mimic what we did at the tourney.
  24. 1 point
  25. 1 point
  26. 1 point
  27. 1 point
  28. 1 point
    Best one yet. I did this on the NHL 94 2017 Deadline Mod.
  29. 1 point
    10 Min periods (with rules and penalties on).
  30. 1 point
    For anyone not following discord, I am IN. Stoked to be making the trip. Now I need practice.
  31. 1 point
    Like a modern day Terry Fox!
  32. 1 point
  33. 1 point
    For those interested, I was able to find a page with some of the most useful editors for the NHL PC games. http://www.dsgambelluri.ignitiondomain.com/nhlrostertutorial.html A shame that running an archive search on some of the classic add-on sites turns up no results.
  34. 1 point
    The only active modding I know is on NHL 2004 Here is the link NHL 04 Rebuilt
  35. 1 point
    There was no "going back" on my comment about having a team working on re-make in unreal engine. The whole post was a silly joke, and I was trying to make it sound as ridiculous as possible, mainly as a response to the sense I was getting that people might have unrealistic expectations about the hacks I've done and what I can do in future. I'm just some random dude who knows nothing about programming doing this for free on a 20-year old game using hacking tools made by other random guys for free. The "rom" I described in that post would basically have been an indie game requiring hundreds (possibly thousands) of man-hours of labor for professional game makers basically making a product form scratch. Then I also threw in that it would be 512kb, which is a smaller file than a decent clip of single goal horn (for instance the uploaded DAL goal horn was 3MB, 6 times as big as 512kb!). The whole thing was utterly, completely ridiculous. I guess the original point remains--people need to keep perspective on what is reasonable in these amateur hacks made basically for a tiny internet forum. Of course not everyone knows the details of ROM hacking, but if you thought that 'rom' was a real possibility just use it as a humble reality check as to how much you don't know before making requests. Also keep in mind that the major challenge for NHL94 hacks going forward is if someone can make a new rom template that can accommodate simply 31 teams to fit in Vegas without deleting anybody or making the game crash entirely. I plan to keep making hacks, they will be free, and I hope people enjoy them. Humble requests will remain welcome ( I should have an outdoor alt version in a few days).
  36. 1 point
    This quote bugs me. I don't know Naples from the man on the moon. BUT, Naples bust his a--. Making this rom. Does amazing work and does it all for free. Plus he has made some great roms from the 80's, 90's and 2000's. I think he and Skip push each other and it makes both their roms better. Skip didn't use to have player pics but I think the good competition between the 2 pushed Skip to get it done. Skips rom is jacked up with way more highly rated players than the original rom. Rated more like todays EA games. This is awesome and appeals to many people. Naples stays more true to the Original 94 ratings. With only the very elite rated in the 90's This is awesome and appeals to many people. The Original rom has 11 guys rated above 90 and 27 more rated above 80. So 38 guys on 26 teams. Just a little more than 1 per team on average. That's not very many. It has nothing to do with who is better todays players or the guys in the 90's. It is how a "Video Game" plays. I make Original 6 roms. That you may not like as I do not jack up ratings. I try to stay true to the Original rom in the percent of players rated in the 90's, 80's, etc.... Those guys were not nearly as fast, or shots as hard as the guys in the 90's or todays players, but I maintain the same basic rating scale. So the guy with the hardest shot in 1967. Gets a 5 rating for his shot. The fastest skater gets a 5 for speed. Some of this also has to do with equipment used at the time. If you like Skip's rom better awesome. But IMO keep it to yourself or at least don't post it in Naples thread.
  37. 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.
  38. 1 point
    Signup - Toronto Maple Leafs
  39. 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.
  40. 1 point
    Nice call there. I wish I had either.
  41. 1 point
  42. 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.
  43. 1 point
    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.
  44. 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.
  45. 1 point
    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.
  46. 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.
  47. 1 point
    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
  48. 1 point
    This is tutorial on how to add an extra rink logo to the NHL94 rom effectively allowing you to give the last ordered team, All Stars West, their own logo instead of sharing it with All Stars East. The offsets used in this tutorial assume you have taken an unedited NHL94 rom, opened it in NOSE and simply saved and closed it again to allow NOSE to remove the checksum routine found at the end of the ROM. Open the (checksum removed) ROM in a hex editor. I have personally used Hex Workshop. Go to hex offset 000FEA74 where you will find the Team Order pointers for Team Logos. e.g. Bytes: 000EDE8A 000F2A84 000EE194 ..etc.. 000F277A 000F2D8E 000F2D8E e.g. Teams: Anahiem, Boston, Buffalo ..etc.. Winnipeg, All Stars East, All Stars West You'll notice the last two offset address pointers for ASE and ASW are identical as they share the same logo and essentially the same home team strip colors. [Refer attached image asw-rl01.png] Go to hex offset 000F2D8E, the beginning of the ASE/ASW NHL Logo data. Like the player cards (and pretty much all the graphics stored in the ROM), the tile data is preceeded with 10 bytes of header info. For all the team logos in the ROM, the header is 00000000 00000000 0018 as none of them contain shared tiles. Hex 18 = 24 tiles (6x4 formation = 24). Each tile is 8x8 (64) pixels. As the tiles are stored in 4bpp linear format, each byte stores two pixels meaning 32 bytes are used to store 1 tile. 24 x 32 = 768. 768 + 10 = 778 bytes. So from this we've calculated the team logo data including the tile header data is 778 decimal, or 30A hex bytes in length. With the cursor still at offset hex 000F2D8E, use the Select Block feature (under the Edit menu) to highlight the next 30A hex bytes for you. [Refer attached image asw-rl02.png] Copy the bytes to the clipboard. Do a Find on the bytes 60FE, and go to the last found occurence. This is effectively the end of the ROM data. Make note of the offset. In this example, it is 000FFAC0. It could be greater if you have to previously applied any free byte hacks to you ROM with NOSE. As before, with the cursor at offset hex 000FFAC0 use the Select Block feature again to highlight the next 30A hex bytes for you. [Refer attached image asw-rl03.png] Paste the bytes from the clipboard. Scroll down to the end of the newly pasted Team Logo data, and manually re-add 60FE after the affected/pasted bytes. The bytes 60FE is actually used as a End of Data like flag by NOSE, so it is important you put it back it [Refer attached image asw-rl04.png] Do a Find on the bytes 000F2D8E, and go to the last found occurence. This is Team Logo pointer for ASW. Change this offset to the offset you made note of before. Again, in this example that means the offset 000FFAC0. [Refer attached image asw-rl05.png] Save and close the ROM within the hex editor. Open the ROM in the most recent version of Tile Molester. Set the codec to 4bpp linear. Import the internal palette (this file) using the decimal offset of the ASW team. This can be easily obtain from within NOSE. NOTE: this offset can change if you have edited the roster and shifted around free bytes in the ROM you are using. [Refer attached image asw-rl06.png] To go to the start of the team logo, go to the previously noted hex offset + Hex A to skip to 10 header bytes. As per this example, that means hex offset 000FFACA. Set the tile formation to 6x4 bytes to properly display the team logo. [Refer attached image asw-rl07.png] Edit/replace the team logo as appropriate. In the attached example, I have keep the same logo and palette, but simply used the color replacement tool to make ASW NHL Team Logo look more like the current NHL Logo. [Refer attached image asw-rl08.png] Save and Close the rom within Tile Molester. Test out the results in your emulator of choice. Then End.
  49. 1 point
    Hex 0000030E is where you find the team order offsets. You can use this data to tell you the exact start position of each team. 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).
  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!