• Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by kingraph

  1. [Oct, 2018 - Vancouver, BC] - KING of '94 III

    Permission to steal that perler bead player template! It's amazing. Here's a goalie that I made, I really enjoy these and want to make a bunch:
  2. ROM: NHL95_34_Team_ROM.bin This is an editable 34-team ROM for NHL'95 (hack details in this thread). At this time, you can't play the season mode (it'll crash on player stats), but can create custom ROMs for exhibition play, or playoff play. I figured I would make this like wboy's tile molestor screenshots, but with text that you can copy/paste to make it a bit easier. First, in order for this to work in NOSE, you have to add the following text (and save) to the roms.ini file: [GM T-50856 -34] Comments=NHL 95 - 30 Team ROM OriginalROMProductCode=GM T-50856 -00 Teams=34 1st splash screen TM Offset: 1CE1D8 Palette (decimal): 1928696 2nd splash screen TM Offset: 1C4C6A Palette (decimal): 1890442 Title screen TM Offset: 18DAB2 Palette (decimal): 1657522 Title Screen Logo TM Offset: 195240 Palette (decimal): 1665216 Team Start Menu Logos They are all 4D6 (hex) in size, so you can use relative location in TM of 4D6 and press F5 to repeat to scroll through easily. 19A99C 19AE72 19B348 19B81E 19BCF4 19C1CA 19C6A0 19CB76 19D04C 19D522 19D9F8 19DECE 19E3A4 19E87A 19ED50 19F226 19F6FC 19FBD2 1A00A8 1A057E 1A0A54 1A0F2A 1A1400 1A18D6 1A1DAC 1A2282 1A2758 1A2C2E 1A3104 1A35DA 1A3AB0 1A3F86 1A445C 1A4932 Palette: 1723904 Size is 544 (12 x 34). Each palette is in team order 1-34. Take special note of colors 1-7. Team Center Ice Logos Each is 36A (hex) in length, so you can use relative location in TM of 36A and press F5 to repeat to scroll through easily. 1AE50A 1AE814 1AEB1E 1AEE28 1AF132 1AF43C 1AF746 1AFA50 1AFD5A 1B0064 1B036E 1B0678 1B0982 1B0C8C 1B0F96 1B12A0 1B15AA 1B18B4 1B1BBE 1B1EC8 1B21D2 1B24DC 1B27E6 1B2AF0 1B2DFA 1B3104 1B340E 1B3718 1B3A22 1B3D2C 1B4036 1B4340 1B464A 1B4954 Palettes will be the home strip offsets in NOSE. Meaning, the center ice logo must use the same palette as the home jerseys strips in NOSE. The location will change with any change in team data. I suggest anyone modding the ROM to change the strips/logos first before changing team data as the following palette locations are pretty handy. These will only work if you haven't changed the team data: 1733388 1734108 1734842 1735500 1736216 1736884 1737588 1738298 1738912 1739612 1740346 1741072 1741780 1742400 1743092 1743742 1744474 1745178 1745854 1746568 1747262 1747936 1748612 1749260 1749884 1750584 1751320 1752092 1752818 1753538 1754178 1754850 1755604 1756358 Menu Banners TM Offset: 142910 Palette (decimal): 1345168 Scoreboard Banners TM Offset: 1B4C6A Palette (decimal): 1810826 1995/2018 Stanley Cup Champions TM Offset: 197176 Palette (decimal): 1676822 Player Cards TM Offset (3bpp linear): A2C42 Palette (decimal): 663022 Each card is 36A (hex) apart, and they use the same palette, so easy to skip through by using relative Go To and F5 in TM. Starting with Team 01 through 34, each team has 6 cards - G, LD, RD, LW, C & RW. The names that are associated to these player cards are determined by the team best line, the line used when the game is played with no line changes (NLC). Thanks @wboy Music Table Offset: C60 Same as '94, each team has 6 music slots, one byte each. 1st # - face off music 2nd # - power play music 3rd # - 2nd period random music 4th # - goal music 5th # - penalty kill music 6th # - 3rd period random music If anyone wants to figure out the description of each music block, let me know. 30 - Let's Go Band 31 - Here We Go 32 - Charge 33 - 34 - Sabre Dance 35 - 36 - 37 - Beatles - They Say It's Your Birthday 38 - 39 - 3A - 3B - 3C - 3D - 3E - 3F - 40 - 41 - 42 - William Tell 43 - 44 - 45 - 46 - 47 - 48 - 49 - 4A - 4B - 4C - 4D - 4E - Montreal (Halte la Les Canadiens sont la) 4F - 50 - 51 - 52 - 53 - 54 - 55 - 56 - 57 - 58 - 59 - 5A - 5B - 5C - 5D - 5E - 5F - 60 - 61 - 62 - 63 - 64 - 65 - 66 - 67 - 68 - 69 - 6A - 6B - 6C - 6D - 6E - 6F - 70 - 71 - 72 - 73 - 74 - 75 - 76 - 77 - Change selectable teams 85EAB - Player 01 85EAC - Player 02 Change selectable teams for playoffs 85F92 85FE2 85FF0 87A14 Any questions, just let me know.
  3. Anyone Make custom Carts here?

    I think there are people who could make you the custom ROM, but nobody that I know of that makes carts. You'd have to buy an EPROM Programmer, and from what I can tell it doesn't look like anything quick or easy. The better option is to buy yourself a Mega Everdrive: You can save your ROMs to an SD card, put that in your Everdrive and play on a Sega Genesis.
  4. NHL'95 Expanded ROM Project

    This is gonna be stalled for a while, I'm not sure if I can figure out the season stuff anytime soon. For now, a full 34 team ROM that can handle regular season play will have to be it for a while. Speaking of which, I should make a post about the locations of the offsets for graphics, etc. similar to the tile molester screenshots wboy did. I will do that soon.
  5. 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: Not needed, enough empty space to use in 2MB. Also going over 2MB creates RAM issues. Find the team data and move it to a new spot in the expanded ROM. Create data for 34 teams: DONE! Change the team pointers to the new data: DONE! "Decompress" graphics (logos, banners, player cards, etc.) - DONE! Change pointers to the new graphics - DONE! Make '95 recognize the new teams/graphics, able to select in menu - DONE! Figure out how the season data works, incorporate into 34 teams - WIP Same with trade player and other unknown '95 stuff ADD: Music, figure out how to make sure the music works for new teams - DONE! So here goes. I expect this to be a pretty long project, with many bumps along the way, but ultimately fun.
  6. Plablegs 3: Official ROM

    Here is the Plablegs 03 ROM (VERSION 02 IS CORRECT): Plablegs03_final_v2.bin * 15 sexy teams belonging to 15 sexy coaches * Player cards for all players on each team! * B-check enabled with penalties off * Static Ratings (no hot/cold boosts/decreases each game) * Home/Away Advantages set to zero * Boosted Goaltenders (except Roy/Belfour): +1 agility and +1 stick/glove from Classic ratings * Shortened Delay for Goalie Control * After whistle checks are not counted * Joe Sakic Title Screen (Season 02 Art Ross Trophy Winner) * Sam Rosen calling the action! * Coors Light (NHL Sponsor) scoreboard logo reminding you to drink a cold one during the game * Tim Horton's (NHL Canada Sponsor) 3 stars of the game. Reminding you to eat a donut after each game: * GOOD LUCK!
  7. You're probably changing colors 1-7 on the palette. Don't, those are reserved for the Home/Visitor banners (which is why your colors change with each team change). So when changing any team logos, colors 6 and 7 are white/black, and you really have 8-16 (9 other unique colors) to use for the logo. There are two things I'd recommend if you are using new logos for your ROM. 1st is to use Smozoma's ditherer program to get the image down to 16 (or in this case 9 plus black and white) colors - It's an amazing tool. One of the choices is to create a darker version of the picture and the program spits out the palette in a text file. You still have to enter it manually, but it's pretty slick. Another option is to use the color sniper in NOSE. This is a useful tool to get the nearest matching color of a picture to something that TM / Genesis can use. Finally, if you're copying/pasting a logo from an existing ROM, you can simply copy/paste the hex values from one ROM to another. You have to make sure you have the offsets correct for each ROM, but for startup logos, this is the way I do it myself as it's super quick. The palette length for each team is 20 hex (32 decimal) and the size of each logo is 4D6 (1238 decimal). Here is a handy list of the offsets: Tm Logo(H) Logo(D) Pal(H) Pal(D) 1 1C85B8 1869240 1C81EE 1868270 2 1C8A8E 1870478 1C820E 1868302 3 1C8F64 1871716 1C822E 1868334 4 1C943A 1872954 1C824E 1868366 5 1C9910 1874192 1C826E 1868398 6 1C9DE6 1875430 1C828E 1868430 7 1CA2BC 1876668 1C82AE 1868462 8 1CA792 1877906 1C82CE 1868494 9 1CAC68 1879144 1C82EE 1868526 10 1CB13E 1880382 1C830E 1868558 11 1CB614 1881620 1C832E 1868590 12 1CBAEA 1882858 1C834E 1868622 13 1CBFC0 1884096 1C836E 1868654 14 1CC496 1885334 1C838E 1868686 15 1CC96C 1886572 1C83AE 1868718 16 1CCE42 1887810 1C83CE 1868750 17 1CD318 1889048 1C83EE 1868782 18 1CD7EE 1890286 1C840E 1868814 19 1CDCC4 1891524 1C842E 1868846 20 1CE19A 1892762 1C844E 1868878 21 1CE670 1894000 1C846E 1868910 22 1CEB46 1895238 1C848E 1868942 23 1CF01C 1896476 1C84AE 1868974 24 1CF4F2 1897714 1C84CE 1869006 25 1CF9C8 1898952 1C84EE 1869038 26 1CFE9E 1900190 1C850E 1869070 27 1D0374 1901428 1C852E 1869102 28 1D084A 1902666 1C854E 1869134 29 1D0D20 1903904 1C856E 1869166 30 1D11F6 1905142 1C858E 1869198 So let's say I wanted to take the team logo from the 5th team in one ROM and make that my first team in my new ROM. I would go to offset 1C9910 of the existing ROM, select a block size of 4D6 and copy. Then I'd go to offset 1C85B8 in my new ROM and paste over. Then do the same for the palette 1C826E, block of 20, paste to new ROM offset 1C81EE. Boom, team logo copied over. You can copy/paste for everything as long as you know the offsets/length. The trickiest ones are team strips and center ice logos as the offsets change with every change in player data, but you can jot down the offsets in NOSE for each ROM as a reference for future work. Good luck, hope this helped.
  8. Best Setups for NHL94

    I have played on WinXP, Vista, Win7 and Win 10 and all are fine. The only thing I noticed is some flickering on Win 10 systems sometimes. I have only had cable, so not sure how DSL can affect lines. The only things I have ever noticed causing issues in games with internet is wifi noise, or other users on the same network at home (kids gaming, wife/roommate watching Netflix, etc).
  9. @Brodeur30 reached out and I think I am able to help solve this PP clock (you guys can further test). QUICK ANSWER Change the value at offset 128CC from 0018 to 003C LONGER ANSWER First, here's how the actual code works for the game clock. As referenced above, the value at 015DEC is 0AAA, and this value gets subtracted every frame from RAM address FFC46A. The value starts at 0000, and subtracting this value keeps lowering the figure. When the value goes below 0000, the game clock subtracts one from the time. It's a little funky in Hex values, I'll explain in decimal terms to make it easier to follow. 0AAA in decimal is 2,730. The starting value is 65,536 (think 10000 hex). Again, at each frame counter, 2,730 is subtracted from this value and when it essentially goes below zero the second on the game clock subtracts 1. 65,536 divided by 2,730 = 24.01. So every 24 frames, a second ticks off the game clock. The game plays at 60 frames per second, which means the clock is actually 2.5x faster (60/24 = 2.5) than a regular second. Nothing new here, but I thought it was interesting to explain by code. To adjust this to "real" time, you would want 60 frames per second on the counter, so changing 0AAA to 0444 makes that a hex value of 1,092. 65,536 divided by 1,092 is 60. Boom, done. Now, the Power Play clock works similarly, but it has a different counting process. The RAM address FFC3E8 gets loaded with the value 0018 (or 24 in decimal) and it counts down one at a time. You guessed it, when it reaches zero, the Power Play clock ticks one second and the value 0018 gets reloaded. 24 frames, same as the original game clock. So, changing 0018 to 003C (decimal 60) will align the two clocks. One thing I did notice though, for whatever reason the power play clock (or cycle clock) doesn't always tick down each frame. The count is off a few frames, but it's so small it shouldn't matter in the long run. I didn't bother looking at that cause. I have tested this with home and away penalties and it seems to work. Enjoy! nhl94_realtime.bin
  10. NHL 2018 Deadline update - Naples

    Do you know if this has been determined to be "unfixable" ( @smozoma, @slapshot67 ?) or just something we haven't investigated? Happy to assist deciphering the code if it's something outstanding.
  11. Plablegs 3: Official ROM

    Bumped -- edited original post to fix goalie ratings mistakes and now v2 is the correct ROM. Thanks for the catch @skip! Ratings will match Plablegs draft sheet.
  12. The lag could be to WiFi on either end. If you were both plugged in, should be smoother. Unless it was just high ping (distance). Depends on the type of lag you are experiencing. I am guessing your controller is super fast on the mene because the buttons for player 01 and player 02 are mapped to the same controller. I suggest remapping player 02 to the keyboard. Good luck, hope that helps!
  13. Affordable Sega Genesis HDMI Console?

    In the Green Bay tournament, @Edge of 94' WI had some of the SNES models and the controllers were actually decent. Not sure how long they would last, but they played well enough. Having said that I'm not picky with SNES, but I'm pretty picky with Genesis controllers. Not just using the 6-buttons that I prefer, but also making sure the d-pad feels right.
  14. Plablegs III Draft

    Latest ROM addresses Carson/Damphousse and Yzerman/Roenick trade. Updated lines as well. Plablegs03_preseason_03.bin
  15. Affordable Sega Genesis HDMI Console?

    Let us know how it goes Mikey! This is probably going to be awesome; only concern I would have is input lag playing on an HDTV, but it's probably worth it if it means not dealing with the whole CRT pain in the ass.
  16. Vote on season starting date

    Great job out there buds. I'm voting for Sunday trade deadline. It'll give everyone one weekend to play some exis and decide if they want to make any moves.
  17. In case anyone ever wants to do this manually, the location in the ROM is at offset 0099B4 The original hex values are: 5065 6E61 6C74 7920 4D69 6E75 7465 7320 2020 (Penalty Minutes ) Change that to: 2020 2043 6865 636B 7320 466F 7220 2020 2020 ( Checks For )
  18. Checking Success and Weight

    Even simpler, just b-check. Works on everyone, lol.
  19. Checking Success and Weight

    I'd say keep it simple and just reverse what you would do with a C check. So if a player is 2 heavier than the player you want to check, use CB. If he's 2 lighter, use C. If it's 1 difference, or the same, I'd use CB because I just feel it has a higher chance of success, but really you shouldn't expect a successful check either way. You'd probably just want to b-check here. The checking rating has been found to influence AI behavior, but doesn't seem to be a factor in C checking. High check rating makes the AI check more., and a few others, also feel that the check ratings somehow makes a CB more successful -- i.e. higher ratings helps success, but it shouldn't be the determining factor whether you should CB or C. Hope that helps.
  20. Plablegs III Draft

    EDIT -- preseason ROM here. All players, cards, lines, graphics, teams, etc should be final. Report any issues to me, thanks: Plablegs03_preseason_02.bin
  21. Checking Success and Weight

    Skaters can sneak up and C/CB/B-check someone from behind just the same as lining up in front. It's harder to do because you have to catch someone, so you'd likely need a fast skating checker.
  22. Plablegs III Draft

    Chaos takes Beaupre Atomic take Hrudey
  23. NHL'95 Expanded ROM Project

    I've been pecking at this and I found one setback so far that is already making a difficult project even worse. If you run a season and play through the first week games (there should be 4 games), and check player stats afterwards, the game freezes up. Sooo, something that I did with the expansion is already causing an issue here. Anyway, that sucks, but I'll figure it out.
  24. Checking Success and Weight

    We agree that weight seems to be the primary factor in check success. I haven't done the testing, but some of my anecdotal (based on thousands of hours of gameplay, no research) thoughts: * Point of contact, or angle of check is a big factor. A check right to the "chest" of a player will have a much higher success rate than if the player is moving away/sideways. Basically I think of it as a radius of contact for each player and the more in contact (overlap) they are at the time of impact, the greater the checking success. Picture a semi-circle in front of each player, and the more they overlap when they are in a check, the higher the success. * In this way, agility is important as it gives you the ability to dodge quickly and cause your opponent to partially check your player. Or in my radius analogy, one player moves his radius of contact away, so only 50% of that semi-circle is in contact with the other players. * CB has a higher success rate than plain C, or another way to put it I think the weight difference needed is smaller for higher success. Also, I'm pretty sure checking rating factors in here as Coffey (9 wgt, 2 chk) can't CB worth a damn, but Tikkanen (9 wgt, 5 chk) has tremendous CB success. I'd say Tikkanen can take out any 9 weight player with high frequency. * Being near the boards is no mans land. Everyone dies there. Lindros can flatten Fleury. Those are my two cents to add to this thread. I am intrigued about looking at the code though as I've gotten better at deciphering over the last few months with my '95 hack. To be continued...