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kingraph last won the day on August 22

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About kingraph

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    NHL94 King
  • Birthday 06/21/1979

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    With 3 defensemen

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  1. NHL'95 Expanded ROM Project

    I left the pointer table in the same location. I noticed that wboy left the pointer in the same location in '94 because immediately after the pointer table was the old team data, which was moved/erased, leaving plenty of room to expand the pointer table. FYI, he then put the player card pointers, team selection logo pointers, and finally the ice logo pointers. Then more free space from the deleted player data. I'm going to goof around some more with the playoff matchups...I thought I had included ASE/ASW in the 1/8 spot east and west, but I didn't spend too much time on that.
  2. NHL'95 Expanded ROM Project

    Good tip on the pointer table length...I figured there would be something like this, but didn't see any documentation. I'll check into that. I think for now I just increased the selectable number of teams, but I will add teams and see if I can change the length for the ROM to pick up teams 29, 30, etc. Side note - I am pretty sure I found the correct playoff hex values to change, but that's still not working for me either...can't pick ASE/ASW teams (but they do show up as Player 2 option). And I did update the playoff tree to include them here and there.
  3. NHL'95 Expanded ROM Project

    I am first going to try to get this to work for regular play. If I manage to get that working, I'll start to check out Season Mode -- if it's even possible. I am thinking there might be some issue with that, sort of like the "LEAVE OFF!" on user records on wboy's 30 team ROM. But I'm faaaaaaaaar from that point at this time. Team Selection Progress Update Last night I seem to have found the values that limit team selection for Player 1 and Player 2 using the RAM Watch and Trace method (thanks @Tony H and @smozoma!). @085EAB - selectable teams for Player 01 @085EAC - selectable teams for Player 02 Both values are set to 1C (28 in decimal). Changing to a lower value capped the available selected teams. Changing to 1E and the game did try to find 2 more teams (yay!), but were blank. Not sure if I have to add more pointers and team data for that to work? Adding as a "to do" test. The playoff teams were also limited when I changed these values, however no such luck when I increased the value -- they remained capped at 26 teams. So there must be some other cap on the playoffs somewhere that I have to find (either 1A or 19), but I didn't have much luck last night finding anything on playoffs.
  4. The BS factor of 94

    I took data from Blitz 01 - 07, since I had the penalty injury data (aka "Headshot" penalty). I had 1,307 injuries, and 1,144 times there was a goal scored afterwards (163 times the game ended). Of the 1,144 times, 598 (52%) of the time the opponent scored the next goal, 546 (48%) of the time the same team injuring the player scored. That's not as skewed as I thought it would be, and given a team likely gets a PP afterwards, this is nothing significant.
  5. The BS factor of 94

    I agree that home ice/away disadvantage has a factor here. I notice more wacky games in classic than GDL. Also, @Depch thought the crowd meter was key. To his credit, the instruction manual for Genesis says "don't dismiss the crowd meter. The higher the decibal rating, the better the teams play". Not sure what that exactly means, but it was interesting to read that. One theory I Have is that when you inflict an injury on a player, the momentum shifts against you. So while you may be happy that you knocked out Mario for the period, I believe you will be at a momentum disadvantage, even past the ensuing power play, if any. One idea to check the validity of this argument is to look at some game data and see which team scores the next goal after an injury. If I'm right, the team getting injured should score the next goal the majority of the time. I'll see if there is an easy way to run that data later.
  6. The BS factor of 94

    There is no doubt that games have imbalances (and those may shift during the game as well), and the degree of imbalance can get pretty severe sometimes. I think the "relatively impossible" or severe imbalance comes about 15% of the time. Against someone close or even slightly below your skill level, this is a near impossible game to win. What is important to note here, and something I've been meaning to show more video evidence of, is WHAT actually happens when the game is imbalanced. It's not a player rating hot/cold thing. It's how the AI acts, and how terrible your controls over that player become. Things that happen when the game is stacked against you include (from what I remember and immediately notice): * Slapshots and one-timers miss the net, or go into the crowd more frequently than not. I don't care if you're Mario Lemiuex. It's not going in. * When trying to get a loose puck, your AI happens to always be moving away from the puck. So even if you switch to the player, you're immediately fighting against the momentum of your player going the wrong way. Usually too late and your opponent picks up the puck. * Inability to switch to the player closest to the puck or defensemen. * Defensemen skate away into the boards and simply leave the middle of the ice wide open! * When skating up the ice or out of your zone, your own players get in front if you, slowing you down until your opponent's AI swarms you * Come within any opponent and your player loses the puck immediately on a stick tap. * A solid check mysteriously fails at the worst time (opponent one-timer or shot). * Players are moving through mud...delayed response to your inputs. * Pass from a winger to a wide open center goes flying to your defensemen, who is at the red line. Or, one-timer fails. Now, the flip side is true when the momentum is in your favor. Everything clicks and you can score 10 goals. I do think the game fluctuates this "momentum" (how I refer to it) throughout the game, but there is definitely about 10-15% of the time where the vast majority of the game is for/against you and you can't do jack to stop it. Even changing lines, goalies, etc.
  7. NHL'95 Expanded ROM Project

    Thanks! Looks like he found the team data that was covered in my first post, thanks for sharing! Thanks, I'll need it!
  8. NHL'95 Expanded ROM Project

    OK, so my first test was to see what would happen if I moved the team data to an expanded part of the ROM, changed the pointers, and deleted the old team data. Since I already had these locations, this was a fairly simple task. I moved all the team data to offset @240000, and expanded the roster space for each team to have 26 players: The game loaded and as far as I can tell everything is working fine (except for the player card/name issue I noted before...need to start the game or keep switching teams or else game will crash). I'm happy about this, so now you can edit the player names/rosters without space limitation issue. I understand how I can add additional team data, so adding the data for 6 more teams is rather simple. I also won't have an issue expanding the pointer table since the old team data that followed it is new gone, leaving room to add 6 more pointers. My goal now is to find the code, or area of the ROM, that tells the game that there are 28 teams you can select (26 in playoffs) and change that value to 34 (or whatever). @wboy did a "HOW TO: Limit selectable teams" for '94 and '93 which gives great information on how to do this for '94, but unfortunately it seems it's different in '95. There is no "001C 001C" hex value located in the ROM, soooooooooo the hunt begins! Oh, here is the ROM in case anyone wants to test and see if any other bugs are noticed EDIT: I messed up home jersey colors...will post later Okay, test: NHL95_02c_MoveTeamData.bin
  9. NHL'95 Expanded ROM Project

    Ahhh, I was trying the trace on the player cards and names, didn't think to look at the trace in the expanded area to see if anything is written there. Thanks for the tip, I will try.
  10. NHL'95 Expanded ROM Project

    EXPANDING ROM ISSUE When I expand the ROM from 2MB to 4MB ( or ANY size), there is a problem that occurs on the startup screen player cards/text that causes the game to freeze if you don't cycle through teams and/or start playing. This is without adding ANY additional code or changes. Just expanding the ROM. After digging around, this person on was experiencing the same problem: And the author found out that: His solution was to not write any code in the 200000 - 203FFF section, leave it 0 and his game worked. However, I tried all of these things and am still having the same issue. The GOOD news is that it doesn't seem to be a fatal problem as long as you pick teams and play. The player cards work in the matchups screens and as far as I can tell the rest of the game works as normal. My ASSUMPTION is that '95 does load some data related to player cards/names into a section of the ROM "at the end", and then has specific instructions to look at those offsets to display the player names/cards. By changing the size of the ROM, the data shifts and screws up all the offsets. So, I will see if I can find anything that references offsets 200000 or greater. Not critical, but worth noting.
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  12. How to add teams in NOSE?

    You can't add any teams, just change the information on the current teams. Adding a team requires a LOT of work, hacking the ROM.
  13. NHL'95 Expanded ROM Project

    Thanks for the notes smoz, and I didn't even think about music pointers. I'll add it on the list of "to do". I picked 34 as a starting point, but if we can add more I'd do it. I just have no idea what I'm gonna run into.
  14. NHL'95 Expanded ROM Project

    TEAM DATA Now, I have the great fortune of wboy's program - NOSE - to save me lots of time! So using NOSE, it was easy to locate the team data in the game: So the offset for the team data actually starts at 07E2 (All-Stars East). The structure for each team data is as follows: * Header of '0092" - "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) - Thanks @wboy * "000C" (not sure what that does) * 2 bytes that are the length of team data * "0052 004C 0050". Again, I'm not sure what those last 6 bytes are, but they are the same for each team, so I don't think it's important at the moment. * Home/Away palettes (32 bytes), followed by 32 for the 3rd and 4th palette (not used as far as I know). * Off/Def/PP/PK/Home Adv/Def Adv (3 bytes) * 1 byte that determines the number of forwards and defensemen * Goalie bytes (2) * Lines info (64 bytes) * Player information. First two bytes are name length, followed by the name, then 8 bytes for ratings * Length of City - City Name - Length of Team Abr - Team Abr - Length of Team Name - Team Name - Length of Stadium Name - Stadium Name. END! After the Stadium Name, the next team offset starts with "0092..." Now, the wonderful thing about NOSE is when you change the player data, the program automatically shifts everything around correctly and adjusts the values so you don't have to do all of this in Hex! Thanks wboy! Team Pointer / Order of Teams Data Since I now have the offsets for all the team data, all I had to do was search for "00000D66" in Hex to find the team data pointers. Lo and behold: The pointer table became pretty clear right after I found the first one. You can see it's a set of 28 pointers that matches up with each team offset from the NOSE image. In fact, the first set of team data (ASE) is located right after the last pointer at offset @07E2. Now, the next step will be to remap that data to a new spot in the ROM, change the pointers, clear out the old team data and see if the ROM still works. SPOILER, I have already done this successfully (yay!), but will post more later.
  15. NHL'95 Expanded ROM Project

    This thread will be my notes and attempt to expand NHL'95 to a 34 team ROM. Before I start, I'd like to thank @wboy, @slapshot67, and @smozoma up front, as just about all of my hacking knowledge has come from them. I will try to give credit where appropriate, but 95% of this will be one of those guys. So my initial thoughts are as follows: Expand the '95 ROM from 2MB to 4MB to create room for more teams, graphics Find the team data and move it to a new spot in the expanded ROM. Create data for 34 teams Change the team pointers to the new data "Decompress" graphics (logos, banners, player cards -- can player cards be color?) Change pointers to the new graphics Make '95 recognize the new teams/graphics, able to select in menu Figure out how the season data works, incorporate into 34 teams. Same with trade player and other unknown '95 stuff ADD: Music, figure out how to make sure the music works for new teams So here goes. I expect this to be a pretty long project, with many bumps along the way, but ultimately fun.