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KTup710

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Posts posted by KTup710

  1. I've been here for a while, but I think it makes sense to give you guys some info on myself. I'm KTup710, most people just call me KTup. I've always been a fan of NHL94, specifically the genesis version. Played it a ton when I would visit my grandma's house when I was a young lad. Since then I've become infatuated with ROM hacking in general, but 94 is one of my favorite games to tinker with. You may know me from Skip's IIHF ROM, I did some graphic work there. When I'm not editing, I'm probably on the ice, as I've been a goalie for about 8 years now. Anyway, just wanted to give a quick bio! Hope to see ya on the ice.

    • Like 2
  2. On 5/18/2019 at 8:14 AM, Brodeur30 said:

    The farther you get away from the default 0005 the more extreme it all gets. You reach a point somewhere between 0005 and 00FF where the boards converge on each other at the center of the rink and thus disappear in relation to the puck, so any time you hit the puck with the values at 00FF it's already beyond the "boards" and treated as out of play.

    It's best to keep both codes pretty close to 0005 keeping in mind that every adjustment makes the goals bigger or smaller as well as making the boards wider or narrower. The first code 17012 has much more of an effect on the actual scoring of goals than 17014 does because 17012 adjusts the position of the goal side posts / width of the goal which greatly influences how easy or hard it is to score goals.

    But if you lower the 2nd one (17014, the horizontal barrier) too far below 0000 ("lowering" 0000, meaning changing it to FFFF, FFFE, FFFD, etc) you will bit by bit lose back of the net collision, and at some point all the goal dimensions disappear completely, making it impossible to score at all or even hit any part of the goal. So similarly to how the boards disappear and everything becomes out of play by increasing 0005 towards 00FF, when you lower either code from 0005 far enough the goal dimensions will just disappear. (it seems to be at around FFF3 where this occurs) So you have a very small useful window / range of codes to test that move the boards and the goal dimensions pixel by pixel.

    I've edited rom artwork to make a smaller goal visually (for both top and bottom goals) to match the new goal "width" dimensions of 017012:0002. It's an amazing mod to combine and match the value of the codes with the goal / post artwork. What this code does is a dream come true for me, not so much for what it does to the boards (since it's limited due to its effect on the dimensions of the goal) but what it does to the goal dimensions, you really need to experience it with adjusted narrower goal post artwork. Playing NHL 94 with smaller goals and more accurate collision, it solves the problem the Genesis version had of sometimes pucks warping through the posts and counting as goals. Lowering 017012 to 0002 also seems to increase the probability of pucks actually hitting the post, which was one of the things that the SNES version had over the Genesis version, more pucks hitting the post right. I've seen a lot more pucks hitting the post on Genesis with these lower values.

    I've settled on 017012:0002 & 017014:0000 for a number of reasons. These values do wonders for making one-timers far less automatic. I read a topic a while back where there was a desire to make one-timers less accurate, well making the goal smaller through this code accomplishes this. So just by editing 017012 from the default 0005 to 0002 it inherently makes one-timers less accurate. You will be hitting the post and missing the net completely now on one-timers with 017012 set to 0002 that were goals at 0005. I think 017012:0002 is a good balance of the goal being significantly smaller while not being too small and still big enough for the narrower side posts to fit within the default top goal side post tile.

    By this I mean, on the top goal, there's a limit within the default goal artwork tiles to how narrow you can make the side posts. Essentially to make a goal smaller than 017012:0002 and accurate with the goal artwork, I would have to locate the tiles for the area inside the goal of top goal. (the tiles in between the "side post tile") For the top goal, the area inside the goal beyond the limit of the side post tile do not seem to be located near the rest of the goal artwork. Maybe some of the tile layer pro experts who worked on editing the crease know where these mystery tiles are for the area inside the top goal. I may be interested in trying to find these other tiles to make the goal even smaller and make the side posts even narrower than 017012:0002 but for now I'm very happy with 017012:0002 and the new goal artwork I've made based on that, and I don't think it really needs to be any lower than that to experience a major improvement. It's enough of an adjustment without it becoming too difficult to score goals, and without needing to find the additional tiles to make the goal width any smaller visually. At 017012:0002 the puck hits the yellow line of the side boards flush where as 017012:0000/FFFF the puck goes a couple of pixels through the yellow line making the rink that much wider.

    This is something that anyone who plays NHL 94 on Genesis deserves to experience, both using these codes and having smaller goal artwork to match it.

    Wow... incredible work, I'll have to experiment with it. Seems like you put a lot of effort into this. Well done!

    • Thanks 1
  3. Hey all, just doing the usual stuff working on my Dream League ROM, and I'm making a team of NHL94.com members. I have just about everyone from the leaderboards put into the game but I still need 10-15 more players. If you want to be on the roster, just give me some info and stats for your player and I'll put you in there. Thanks guys!

    Here are some pics of the N94 team so far. (Don't mind the ice logo, haven't put it in yet.)

    Screen Shot 2019-05-13 at 8.52.51 AM.png

    Screen Shot 2019-05-13 at 8.53.14 AM.png

    Screen Shot 2019-05-13 at 8.53.49 AM.png

    Screen Shot 2019-05-13 at 8.54.46 AM.png

    • Like 2
  4. Hey all, I've been doing lots of behind the scenes work on my Dream League ROM, and while I was doing that I finally found a way to run NOSE on a Mac!!

    First, you're going to have to download NOSE from the link here.

    https://forum.nhl94.com/applications/core/interface/file/attachment.php?id=4289

    Next, download the library files that are required for NOSE here.

    https://forum.nhl94.com/applications/core/interface/file/attachment.php?id=5245

    Extract both of these packages to your desktop.

    Now, since you're on a Mac, trying to run .exe files is pointless. This is where WineBottler comes in. Head to https://winebottler.kronenberg.org/ and click the second button (the stable build) to install it. This is 100% safe and will not harm your computer.

    You should now have the WineBottler Combo .dmg file. Open it up and drag Wine and WineBottler to your Applications folder. Here's where the magic happens...

    Right click the libraryfiles.exe file and scroll to open with, then click Wine. You should see a dialog box. Check the box that says "run directly in ____" and hit Go.

    Once the installer opens up, click through it. It will tell you it is installing to windows\system32, which is perfect. It is installing these files into an emulated windows system that Wine uses to run .exe files. You're basically done!

    All that's left to do is right click NOSE.exe and navigate to Open With -> Wine. NOSE should start up just as it would on Windows!! Happy editing!

    • Thanks 2
  5. 2 hours ago, Brodeur30 said:

    Haha I think you're right that it was because of one of your players taking a big hit right after that. At first I thought it was like the bench being triggered by one of their players getting checked into them, like the bench yelling "how dare you do that to one of my teammates, now you gotta fight the whole bench".

    That's funny to see the player magically hop back out onto the ice, from hiding under the bench apparently, while the bench was going nuts from the hit. It would be hilarious to see somebody try and re-enact that lol.

    Haha yep, definitely not the biggest hit ever but definitely something unique

  6. 7 hours ago, Brodeur30 said:

    Yeah the bench reaction is what stuck out to me. I've never seen that before. The only time I see the bench moving (on the Genesis version) is before the face-off. Once the face-off is dropped they stay frozen, which was probably done by the developers to ensure a smooth frame rate. Now you did that on the SNES version, could the bench reacting like that to the hit into the bench be an SNES version only feature?

    I guess that reaction happened because the player was hit into his own team's bench. The player who got checked over the boards kind of slowly disappeared when the bench reaction animation started.

    Yes, this is a SNES feature, but I think the celebration was because one of my players took a pretty big hit afterward. Either way, perfectly timed to look like they were celebrating their own player getting sent clean over the wall. 

    P.S: Someone should re-enact this in real life. Try it out in beer leagues buds.

    • Haha 1
  7. 6 hours ago, Bob Kudelski said:

    The player creation / point allocation idea has too many challenges IMO.

    You should just draft existing players. It would be easier and more fun.

    Another option would be Kingof94 rules. i.e. one player picks the teams and the other guy picks which one he plays with.

    I love the KingOf94 format, and it's also pretty simple. I agree that you should shoot for something simple on your first try and experiment later, so I'd stick to what has worked in the past. It's up to you though, have fun with it and play around with stuff, you might discover a system that really works!

  8. As usual I'm hanging out playing some 94 during school, when I pull off one of the most impressive hits of my life. Not even sure if I was controlling the guy but he sent this man for a ride into his own bench. The best part is probably his own teammates cheering while he lays there crumbled, classic stuff.

     

     

     

  9. 14 hours ago, kingraph said:

    These are great, thanks for sharing.  I am a fan of alternative banners, I've used different designs on most of the recent league ROMs I have created.  

    Most recent I could find is the "wave" design here:

    https://forum.nhl94.com/index.php?/topic/18636-et-tu-bruce-deuce-official-rom/

     

    I just checked that ROM out, never actually thought about changing the team name design! What an awesome concept, I love seeing that kind of originality and it looks really nice

    • Thanks 1
  10. Hey all,

    As I've been working on my new ROM hack, I've been focusing on adding my own flair to the game. I want it to look like '94, but I also want to really make it mine and bring out a ton of features that nobody else has really done before. As I was doing that I decided I would play with the in-game banners a little bit. You guys may have already seen my banner work in Skip's International ROM, but I just wanted to share a few of the designs I've done in hopes that some of you guys will like the idea and pick it up, because I'd love to see this in some other hacks, I think it adds a lot of character.

    Here are some of my designs:

     

    A simple slash on each side with inverted colors

    Screen Shot 2019-01-26 at 4.51.42 PM.png

     

    Double stripes on each ens, as a nod to the team's jerseys in real life.

    Screen Shot 2019-01-26 at 4.50.19 PM.png

     

    One of my personal favorites, a habs style stripe running through the middle. Not too flashy, but unique and a good way to add more than 2 colors.

    Screen Shot 2019-01-26 at 4.50.29 PM.png

     

    This one is a little ugly in my opinion, for good reason as these guys are our biggest high school rivals, but it's still a neat design and a reference to this team's jerseys.

    Screen Shot 2019-01-26 at 4.51.02 PM.png

     

    A simple one just for you buds, with one red pipe separating the black and grey.

    Screen Shot 2019-01-26 at 4.51.13 PM.png

     

    Pretty cool color scheme and also a "spotlight" pattern as I call it.

    Screen Shot 2019-01-26 at 4.51.30 PM.png

     

    This one's cool, especially since this team is called the Admirals. Very fitting.

    Screen Shot 2019-01-26 at 4.51.58 PM.png

     

    Last but not least, a sharp looking checkerboard pattern.

    Screen Shot 2019-01-26 at 4.52.07 PM.png

     

    Hopefully this is something fresh and new for you guys, as I said it's something I'd love to see more people experiment with in the future!

    • Like 4
  11. Just my opinion here, I'd say give each team a budget (which you can decide on) And give each attribute an exponential upcharge... So like, they all start at 1 and it's $1 for each upgrade, but that price increases for every upgrade after the first, like this:
    x2 Agility: Free (1) - $1 (2) - $2 (3) - $4 (4) - $8 (5) - $16 (6)
    x3 Speed: Free (1) - $1 (2) - $3 (3) - $9 (4) - $27 (5) - $81 (6)
    And so on... obviously it would be tough and take some experimenting to set up a budget that makes it fair, and maybe it would make more sense to do percentages instead of exponents, but that's how I would personally do it. I'd be happy to work with you on it if you'd like, but sounds like a cool idea! Good luck with it!

  12. 2 minutes ago, The Sauce said:

    No worries bud.  Happy to offer...

    There is a tutorial, somewhere on the site, on the hex editing of your situation.  But, sounds like you are now good to go!

    Cheers!

    Exactly right, don't need to worry about finding it now. Thanks again, have a good one!

  13. Well that was quick... Turns out it was easier than I thought. Just had to change the numbers around for one less defenseman then add the bytes I deleted to another player's name... thanks for offering to help out though! I'm sure there's already a topic for this somewhere, I was just too lazy to find it.

    Screen Shot 2019-01-26 at 12.38.04 PM.png

     

     

     

  14. 1 minute ago, The Sauce said:

    I always do the add/remove in NOSE.  I know it can be done in the hex code but I often mess that up and have to redo it ten times til I get it correct... something about adding back the number of characters (hex) removed by removing a players name.

    If you PM me your rom, I can (thru NOSE) remove the player (let me know player/team) and send it back to you.  I won’t be able to do it til later today (gonna be doing some errands this afternoon).  So, if it’s not time sensitive, PM it along to me...

    Sounds good! I'll play with it for a little bit and see if I can figure it out and let you know.

  15. Hey buds, I'm working with wboy's 30 team rom and I need a team to have one less player or else we'll have a player with only 5 letters in his name. I know how to change the amounts of forwards and defensemen, but is there a post anywhere about adding or removing a player from a team? I use a Mac so I can't use NOSE sadly, can anyone help me out?

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