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  1. Today
  2. Technically - you wouldn't climb over the boards to enter the penalty box anyway. The players line up from left to right. I'm sure you could alter "where" they line up, but the animation will always put the player in that same spot each time. I'm curious as to what would happen in a penalty fest when more than 3 players are in the box. It would be an overlap. Not that it's THAT much of a big issue. It is a 30 year old game after all....
  3. Hey everyone, Just wanted to share this quick project I whipped up with the TSB3 editor. I went ahead and renamed all of the draft picks who were missing their real names. Nothing fancy just straight to the point. I appreciate your interest in advance and hope you enjoy this. Thank You Tecmo Super Bowl III - Final Edition Renamed Rookies by LupDiggah.smc
  4. Hey everybody, Just wanted to share another project I made after discovering the NBA Live 96 Editor. At the time I was unaware of KDubs HWC of the same game so I went ahead and whipped this up. I added all missing players from the original release and used the PC version of the game as a template for ratings and other player details. I was originally using the PSX version until I realized everyone's speed was juiced up to accommodate for the lower framerate or whatever marred that version of the game. Missing players were written over the developers or whoever they were that you could access in create a player. All retired or euro league guys were left in the free agent bin in case you want or need anyone back. Hope everyone is able to enjoy this and I appreciate your interest in advance. Thank You NBA Live 96 Opening Night by LupDiggah.bin
  5. Hey everybody, Just wanted to share this project I made after discovering NOSE. Using NHL 98 as a template I reworked the rosters back to the opening night of the 1996-1997 season. Of course every goalies handedness needed to be flipped since they were all wrong in the final 2 Genesis releases of the series. Many players including Lindros were the wrong hand, all of which have been corrected. All missing rookies are included since they weren't in NHL 97. Stats should be true to the season as the ratings from NHL 98 were used. Hope everyone is able to enjoy this and I appreciate your interest in advance. Thank You NHL 97 Opening Night by LupDiggah.bin
  6. Yesterday
  7. Hey everyone, Good news, bad news. Good news. The playoffs edition is almost ready! Still a lot to do, but I am 100% on top of it, and will try to get it out as soon as possible. All rosters and lines have been updated. Will start on end of year ratings tomorrow morning. Bad news. I promised a version 3.0 with all new re-balanced gameplay, and arcade mode patches, etc. Well, version 3.0 (playoffs edition) is coming, and the gameplay will have a minor revision, but the all new re-balanced gameplay and arcade patches etc. aren't coming any time soon. I have spent loads of time on this, but I still need even more time to make sure it is balanced just right. To that end, I will need some beta testers this summer. PM if you are interested in helping out. Good news. I wasn't actually planning on coming back for a '25 version, as there is another. personal projects I wanted to spend time on. But I am not going to abandon my '94 gameplay re-balancing project, so I will have to come back for at least one more season, in order to share my work with you. So, as long as my health holds up, I am planning a '25. Stay tuned for a '24 playoff edition any day now. cheers, -Adam
  8. @George THANK-YOU SO MUCH FOR THIS! I wish everyone would report bugs as clearly as that. Bad news, is that I don't know how to improve that. I totally agree with you, it would definitely better to get those two animations to line up, but I really don't understand that game logic for how that section works. If anyone ever publishes enough info on it, I will try to adjust it accordingly. p.s. While I can change the order of how the box fills up, if it doesn't go left to right, it ends up having consistency problems with the rink view, which has errors if it doesn't go top to bottom.
  9. Nah, power checking would definitely add some extra flair to arcade style ROMs, like a 16-bit NHL Hitz. Back to the main topic, though, lately I've been wondering if there isn't a way to change the bottom third of player cards to use a different palette. It's probably impractical in more than one way but it might also be kinda cool if I could make it look like the players in my ROMs show a hint of wearing their respective uniforms rather than black shirts.
  10. Last week
  11. The RNG function needs a value sent to it and returns a result. In the Hot/Cold thread, you are only changing the value being sent to the RNG function for Hot/Cold. The RNG function has 2 different ways it can be used: - Sending it a value, and it will give a result of (- value <= result < value) - Sending it a value and it will give a result of ( 0 <= result < value) Hot/Cold uses the first way, Checking is using it the second way. The RNG function is used all over the place.
  12. Agreed! It was so much fun! Yeah That Perron shot with 7 seconds remaining was so amazing!
  13. Last night was the best night of games all year. What a finish. Sorry about your Wings though, I was rooting for them. That Perron goal sent me through the roof!
  14. Totally heartbroken my Wings didn't get in. But man what a final 3 games.
  15. How does altering the RNG variance affect this?
  16. With the checking source discovered, am I the only one who wants to know how to tweak the values? I'm thinking along the lines of increasing the range of effect, so you can go from half the dudes no-selling like a jabroni to now half the dudes flipping out like Hong Kong kung fu movie minions. Too much?
  17. So given what @chaos discovered in the source for checking, it is plausible that you could isolate where the one timer is in NHL94 and shoehorn it into 93.
  18. For those who don't want to watch me ramble for over an hour on my stream (btw stream is here - https://www.twitch.tv/videos/2120586640) Using the source code from 92 (Link - NHL Hockey Source Code), we are now able to find out how things work a lot easier than finding a needle in a haystack like we had done in the past. NHL94 has improved upon 92, but much of the code is the same (with some refinements and added things, like bonuses). The most important thing is we have an idea how the RAM is laid out (basically all the variables for the game). How does checking work in 94? Weight is involved. Where you are on the rink is involved (You're getting checked against the boards? You're getting knocked down). Checking rating is involved. Also, impact value is involved (how hard you are hitting depending on your velocity and your opponents velocity, and the distance between the 2 of you). Are you controlling the player checking, or is the AI? Also, the weight bug (lets lighter players check heavier players, regardless of a lot of factors above) - Here's the checking formula for 94: Check if checking player is in checking animation If impact value is more than 20 decimal, the check will initiate. If not, there will only be momentum transferred between the 2. Starting value for calculation (120 decimal or 240 decimal if player controlled) - Subtract (Wgt * 8) of player checking - Add (Wgt * 8) of player being checked - Divide total by 2 - Check if player will hit the wall (see below) - Subtract impact value - If the total is 0 or negative, proceed to knock down. - If total is positive, then check if player will hit wall. If he will, proceed to knock down. - If total was positive, and player is not near a wall, then randomize the result from above (the RNG will choose a number >= 0 and < result from above) - Load the checking attribute (which is Chk rating * 5 + bonuses (Hot/Cold and 3rd Period Bonus). Divide it by 2 (Value will be between 0 and 15) - Next, subtract Checking value from above from the RNG result. If the answer is <= 0, then proceed to knock down. If positive, then check Agression attribute and see if there will be a penalty from the hit. Knock down section also checks for penalty from contact, but there is slightly less of a chance of a penalty compared to them not getting knocked down. After this part of the code, it will check for toddle (related to stickhandling). This checking formula is almost the same as it is in 92, except for the fact that some math is different (there's no bonuses, attributes are on a 0-15 scale instead of 0-6), the starting value for ALL checks is 60 decimal. In 94, the attributes are stored in RAM with a 0-30 scale (which is why you see a divide by 2 in a few places here). What's the weight bug problem? Lighter player can check heavier players with ease, when player controlled. This is because of the large boost given to the starting value. The subtracting and adding of the weight in this formula is done "byte" size, which means that value can never be over 255, it will overflow and 256 = 0 (it will start over at 0). Because of this, the rest of the calculation is pretty much thrown out the window (impact value will play a very small role in a weight bug check). So how to fix the weight bug? Remove the boost to the starting value when player controlled. I believe this may have been left in during testing, since the formula itself is almost the save as in 92. If the starting value was set to 120 decimal for both AI and player controlled checks, we would see much more "realistic" results. Weight difference won't be a huge factor anymore (still a bit of a factor), but impact and checking attribute would play more of a role. What's impact value? This is something I was able to figure out using the source code. The game tracks the velocity of the players (speed + direction). When it senses 2 players are close enough for contact, it will calculate a transfer of momentum between the players (when players hit, they slow down, bump each other back, etc). So it will calculate impact based on the velocity of both players, and the distance between them. The players speed is controlled by their acceleration, which in turn is controlled by Wgt and Agl attributes. So the faster a player is going, the more impact they will cause. If 2 skaters are skating at each other, the impact will be higher. If a player getting checked is skating away from the checker, the impact will be lower. If you hit the player near the end of your speed burst, the impact may be lower (not going as fast as you originally were). Funny thing is even with the weight bug, its actually harder for Theo Fleury (3 wgt) to check Marty McSorley (14 wgt), than it would be for him to check someone like Mats Sundin (7 wgt). He needs some impact to check Marty, where as with Mats, as long as he meets the minimum impact value to initiate the checking calculation, hes knocking him down. Here are some examples with weight and impact: 4 wgt checking (player controlled) a 10 wgt with minimal impact just makes it to the knock down phase (-4). 4 wgt AI player can do it with a ton of impact though (and some RNG luck). Closer weights here. 5 wgt AI checking a 7 wgt player with 50 impact value can definitely have a shot with some RNG luck (RNG result would be between 0 and 18 here), then subtracting the Checking attribute (0-15 scale after divide by 2). Marty McSorley might be able to survive this check from Theo Fleury with the right RNG and minimal impact. AI controlled Mario Lemieux might struggle knocking down Mike Gartner with low impact. Gotta get a good RNG roll (low value here).
  19. Does anyone still have a copy of NFL '09 ('98) created by SabreDance by any chance. Please and thank you. PS I have 2 projects I have completed and will be contributing to the community when I get a chance soon. I appreciate the help in advance.
  20. Earlier
  21. 00344 - Located in: Lafitte, Louisiana, United States H07136 - Located in: pictou, NS, Canada H24460 - Located in: Bentleyville, Pennsylvania, United States A17558 - Located in: Mankato, Minnesota, United States A24244 - Located in: South Elgin, Illinois, United States
  22. Here is my plugins64 folder. plugins64.zip
  23. Given that Baseball Stars Colour was literally just a colourization of the original monochrome game released a year later, It probably wouldn't have been that hard for SNK to give this game the same treatment. And I was thinking it would be nice to see some of those new/old assets in something other than grey...
  24. This is a really interesting concept and the contrast is well done (haven't had a chance to see it in action yet) but I'm also hoping reception was favorable enough for a color version. 😉
  25. Well with the wife away all weekend and into next week Ill get more completed. The schedules is trickiest thing. But they are date accurate.
  26. These are all I've played recently cuz their so well made
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