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  1. 3 points
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  3. 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.
  4. 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.
  5. 2 points
    Living room looks much better, now, thx. Gf hasn't caught on, yet - give'r time.
  6. 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.
  7. 2 points
    Just booked my hotel room and I'm onto flights... looking forward to seeing you guys there!
  8. 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.
  9. 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.
  10. 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.
  11. 1 point
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    Maybe you all knew, but I haven't noticed anyone pointing it out ... One of the keys to NHLPA 93's ratings is that it used the full range (using line changes, players go from a 1 to a couple of 95's; even without line changes, starters can vary greatly). It also had "a 0-15" scale, but did you notice that players' ratings were directly affected by the quality of their team? What I mean is that the 21 teams (leaving out expansion and all-star), split perfectly into upper (7-9 team rating), mid (4-6 team rating), and lower (1-3 team ratings) thirds (exactly 7 teams per tier). Then the 0-15 scale was used like this: 1. Top Third uses ratings ending in 6's (26, 46, 66, 86) 2. Middle Third uses ratings ending in 0's (20, 40, 60, 80) 3. Lower Third uses ratings ending in 3's (13, 33, 53, 73) (Throw in the 0, 6, 93, and 100 also.) * An unexplained exception is Philly, a lower third team that uses players ratings ending in 0's. What does this mean? A player who gets an 80 speed on an average team would get an 86 if he were on a good team or a 73 if he were on a bad team. Net result is a wide spread of players AND a wide spread of teams. I think that NHLPA's ratings created a superior variety of playing experiences. I imitate this distribution when I make my own projects. Don't allow yourself the breakaway move and choose a bottom third team, and you have a fun solitaire experience. Playing against a friend who is much better or much worse than you? Choose two teams that balance the scales.
  13. 1 point
    I even got my mother-in-law to listen to this podcast. I think she has a crush on Mikey now.
  14. 1 point
    IRL that would make them drain damaged. In the case of Tony Twist: ratings are way ahead of their time.
  15. 1 point
    Just booked my room. Entered for both Sega and SNES. Knights Game and Pixelated Heroes Premier. I will be there Thursday!
  16. 1 point
  17. 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.
  18. 1 point
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  20. 1 point
    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.
  21. 1 point
    The location of the pointer table in NHL'95 is @0772
  22. 1 point
    Glad to contribute in some way. Amazing you got that many people. We struggled to get about 16 up here. The NHL94 nationwide tournament community is gaining steam, and that's fantastic!
  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
    Awesome day, was great meeting some of the buds from the community, I showed up late, but Raph pulled some strings to get me in Like everyone said it went by in a blur, and I wish I didn't have to rush out afterwards, after showing up late, it's absolutely amazing how great everyone there is, this community might be small, but the guys I met yesterday are grade A class acts. Love the picture of Lupz JR giving Raph a beat down Great pic Evan.
  25. 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.
  26. 1 point
    Heh, I need to learn how to smile in pics. But yes, thank you very much Raph, Evan, Egg, and Chaos, impressive how well that ran. And to Smozoma, those last 3 games were def the most fun ones I played all day.
  27. 1 point
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  30. 1 point
    Gonna end up with quite the travelling circus of '94 players living in that winnebago
  31. 1 point
  32. 1 point
    Like a modern day Terry Fox!
  33. 1 point
    Awesome....bring back the shirt!
  34. 1 point
    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.
  35. 1 point
    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
  36. 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.
  37. 1 point
    Congrats to AJ. Great performance against a great player! Congrats to both of you for your awesome season!
  38. 1 point
    As for the original question! SEGA GENESIS VERSION = 1,046,800 bytes (0.9983 MB) There is a header that is 512 bytes. It contains the name of the game, etc.. but it's not actually code or data of the game. The end of the ROM's data is at 0x0FFB10 (hex), which is 1,047,312. I didn't find any particularly big/noticeable sections of unused ROM, so we can take those values as the start and end of the game and be pretty accurate. So the game is 1,047,312 - 512 = 1,046,800 bytes (0.9983 MB) As wboy said, the game is on a 1MB ROM (because going to 2MB would be more expensive), and they filled it almost 100%. Had they been allowed to use a 2MB ROM, they probably would have had colour pictures for the players, like the SNES version. Although somehow they managed to do that in 1MB on the SNES. SNES VERSION = 1,023,146 (0.9757 MB) The SNES version is roughly (end: 1,047,844) - (start: 512) - (other empty: 24186) = 1,023,146 (0.9757 MB) The "other empty space" is chunks of unused space found throughout the ROM. The way SNES ROMs are organized lends them to spreading unused bytes throughout the ROM.
  39. 1 point
    LA vs CGY Should have used my replacement on Robitaille. Oh well (-:
  40. 1 point
  41. 1 point
    The scores do not reflect how close these games were.....it felt like a 1-1 game the whole time.....posts clanging, fists flying, vicious checks...GREAT GAMES between two tough teams. Great season Commish CoachMac and thank you for getting this together
  42. 1 point
    OK, I finally got around to testing this and I was wrong about back-up goalies getting starts in 94. Even though the byte thing shows up in NOSE and it is accurate for number of games played in 92-93, you will always get the #1 goalie with line changes ON or OFF. It does not matter and even if you set the bytes to equal values the #1 guy always starts. 93 is really cool. With Line Changes OFF, you always get the #1 guy unless**** With Line Changes ON, you will get both guys. I used Detroit and the Rangers for my test. Vanbies actually was the goalie of record 43 games and Richter 37. The bytes are set to 9 and 8. In did an 80 game sim start up. Cheveldae for Detroit was the busiest goalie in the league in 91-92. He was the goalie of record 70 times and his bytes are set to E or 15. Millen was the goalie of record 8 times and his bytes are set to 2. Riendeau was the goalie of record 2 times and his bytes are set to 1. Here are the results at HOME the 1st Goalie plays more and he plays less on the Road. NYR #1 Vanbies 26 Home starts/22 Away starts 48 starts Total #2 Richter 14 Home Starts/ 18 Away Starts 32 Starts Total DET #1 Cheveldae 26 Home Starts/14 away starts 40 Total #2 Millen 8 Home starts/ 16 away starts 24 Total #3 Riendeau 6 Home starts/ 10 away starts 16 Total ****The unless part is if you have had Line Changes ON and then change them to OFF the game seems to forget the change when it comes to goalies and will still use the back up. Another lost feature from 93 to 94. To bad we can't combine the best parts of all these games. Of course we would never agree on what the best features are. Probably just what the EA guys faced in the 90's.
  43. 1 point
    The offset for 94 (both original and 30-team) is @030E.
  44. 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.
  45. 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
  46. 1 point
    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.
  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
    The 4 combo boxes in the Goalies window's toolbar (labelled Goalie Bytes) allow to define the amount of goalies a team has. Working from left to right, set the each to a value greater than 0 to determine the amount of goalies. e.g. 1000 = 1, 1100 = 2, 1110=3, 1111=4 goalies. The value set must work as some sort of rating itself (still unidentified - may be consistency, meaning less of a chance of a bad night in goals?) as better goalies appear to have a higher value allocated. NHL 95 and before support upto 4 goalies, NHL 96 and after only support 3 (they'll crash if you have more). To add a goalie without destroying your lines, add a player. Move them to the top of the player list, and then increase your team goalie count by 1.
  49. 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.
  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!