kingraph

NHL'95 Expanded ROM Project

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16 hours ago, kingraph said:

Yes sir!  Here you go: NHL95_34TM_beta_04.bin

 

The difference between v01 and v04 is 

* playoff teams selectable to 34

* Music works for all 34 teams

* Mack's graphic hacks (water bottle, signage). 

Appreciate the support and any feedback!

Thanks you for this one !! unbelievable !! 

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On 10/23/2017 at 7:03 PM, kingraph said:

Yes sir!  Here you go: NHL95_34TM_beta_04.bin

 

The difference between v01 and v04 is 

* playoff teams selectable to 34

* Music works for all 34 teams

* Mack's graphic hacks (water bottle, signage). 

Appreciate the support and any feedback!

Thank you for your hard work, Will the season mode be able to have all teams able to play?

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30 minutes ago, jimdawg47 said:

Thank you for your hard work, Will the season mode be able to have all teams able to play?

No, that's the main part I have left on this project, along with a graphic fix on the stanley cup on the playoff bracket page.  

I'm not even sure it's possible, I haven't started looking into it yet.  My OP has an updated progress chart, and that's the one remaining piece (along with trades, etc).

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39 minutes ago, waynehigh said:

Any Progress?

Unfortunately still on the backburner.  Realistically my workload (in real life) should ease up sometime mid-December, which should also coincide with the end of our online Classic season (actual '94 action takes precedence here!).  I am enjoying this project, and look forward to getting my head back in the code, but for now I can't delve back in unless I have some foreseeable free time.  It's hard to do this in pieces because I'll spend the first hour just re-reading my notes to figure out what the hell I was doing, get my brain back in hex values/68k assembly language mode, then think about the next course of action.  If I don't keep up with it after a few days, I'd have to redo that whole first process, lol.  

Anyway, thanks for checking in and keeping me honest...I expect to have at least something updated by Christmas time!

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dust-off.jpg

 

Kicking this back up.  The last thing I was working on was the Stanley Cup image that was giving me an issue on the playoff page.  After I expanded the banner image, the playoff page had this problem because there is too much graphic information due to the expanded banner graphic:

 

NHL95_34TM_beta_04_000.png
 

The stanley cup in that image is an animated image that takes up quite a lot of space, so I wanted to turn it into a static image.  It turns out that the cup is 5 separate images that eat up 612 tiles (610 unique, 2 shared among the 5 images) and each image appears after a few seconds..  I found out that the tile layout uses a different coding structure than non-animated images.  

There is a 8 byte beginning of the layout that I don't quite understand yet, but afterwards comes 8 byte sections that work as follows:

First 2 bytes: Y Axis location of image block.
Next 2 bytes: Block Size/Shape (definition below)
Next 2 bytes: Tile # of start of block
Final 2 bytes: X axis location of the image block

Explanation:

Y-Axis:  0000 starts on the very top of the screen, each increase moves the image block down 1 pixel
Block Size/Shape:  The 2 byte code will determine how many tiles and what shape the image block will contain:

Bytes	Block Size
0F00	4x4
0E00	4x3
0D00	4x2
0C00	4x1
0B00	3x4
0A00	3x3
0900	3x2
0800	3x1
0700	2x4
0600	2x3
0500	2x2
0400	2x1
0300	1x4
0200	1x3
0100	1x2
0000	1x1

Tile # Start:  This is the hex value of the tile that dictates the 1st tile of the block.  
X Axis: 0000 is all the way on the left, each increase moves the block 1 pixel to the right.

So the first layout is 0070 0F00 0000 0000, which means a 4x4 block (16 tiles) starting with the first tile (00).  The image is all the way on the left (of the stanley cup) and moved down from the top 0070 (hex, 112 decimal) pixels from the top.  This is the bottom left corner block of the stanley cup.  The next 520 bytes (65 image blocks, 13 per cup) will be the same layout.

So, from this, I can try three things.  One is to make 1 image, and while it will still "rotate" through, you won't notice because it's the same image.  This is probably easiest to do.  The other option is to "convert" this to a static image, not sure how that will work.  The final option is to somehow reduce the number of tiles used by repeating some images, but still have the cup rotate.  

Anyway, that is where I left off and I am just copying my notes from Oct 12th.  I'm back on the case!

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kingraph - I know I'm late to the party, but this is incredible!  Very strong work.  My buddies and I have been waiting for a long time for a '95 ROM.

Thanks for all you do.  Keep up the good work!  As Tyson would say, NICE!!!

JJ

mike-tyson-niice-o.gif

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I'm thinking about updating rosters in NOSE to this game.

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Slooowwww, lol.  I think I have the cup issue fixed, and last big step that will take a bunch of time is the season data.  

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is the playoff tree have the match-ups done by divisional or conference? and are the team line-ups done with pp and pk lines?

 

 

Edited by Stepher1980

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2 hours ago, Stepher1980 said:

is the playoff tree have the match-ups done by divisional or conference? and are the team line-ups done with pp and pk lines?

 

 

You can set the playoff matchups however you want through NOSE, which is cool.  

As far as actual lines with players, I haven't spent any real time working on that.  My goal is to create a base ROM that people can use to update for future versions. 

The current ROMs I posted have a copy/paste player stats/lines from an early 2018 '94 ROM from @naples39, just for the sake of having differentiation.  If I manage to finish this thing before the playoffs, I may spend some time updating for 2018, but that would be some time.  

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