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  2. Would you be able to do this for Triple Play 96? I'd love to be able to use all of the legends in that game.
  3. Today
  4. Whoops - here you go: source.zip Let me know if this is what you need. Has the modified scripts and so on.
  5. Could it be a potential alternative weight-bug fix to change the starting bonus value for a user controlled player from 240 to 120? And if so, do you have a sense of where that 240 might be in the assembled code?
  6. Update on 2025 alpha build. The gameplay work I am doing is rapidly progressing, and almost ready for testing. As promised, I will be providing more than one gameplay options, including a more "classic" option. If anyone is willing to play test and let me know your thoughts, please PM me, as I won't be posting pre-release builds publicly. If you are a player who much prefers the classic gameplay to my own modded gameplay, I could really use your help… what gameplay mods would you like to see removed in a "classic" version? Possible reversions include: Player Hot/Cold variance increased to original range. All Player Overall ratings reverted to the original formulas. Player Rating Attributes moved back to a 0-6 ratings system (instead of 0-15), Slightly larger net & slightly smaller rink. (less posts, more goals), Goalie hold time until whistle shortened. Goalie range of motion limited to original. Goalies Speed attribute increased. (CPU goalie skates into corner more often). Goalies other Attribute decreased. (CPU lets in more goals). Skaters reverting to slower skater start / stop speeds. Skaters reverting to faster speed bursts / check speeds. Skater reverting to much lower agility power. Skater reverting to much lower shooting accuracy. Skater reverting to much lower shooting power. All Skater Attribute ratings generally conformed to the original distributions. All Skater Attribute ratings strictly conformed to the original distribution. Skater Energy Depletion & Recovery rates reverted to original. CPU controlled Skaters take more penalties. CPU controlled Skaters take fewer shots. Something else I have not listed here… Any and all feedback is welcome and encouraged.
  7. Do you have the source code?
  8. Thanks, Ill check it out, and add it to the GUI and stuff
  9. Yesterday
  10. This will only work with 32 team ROMs since I'm not a great programmer and just swapped the offsets and raised the team limit, but it will work. Someone more talented could probably do some if-then stuff. Thanks for making this super helpful tool @chaos! 32teamIU.zip
  11. Took a stab at a couple more tonight. Abbotsford and Tucson weren't bad. But then I figured I should get a word mark one out of the way. Can't say I like the results so far. Ended up spending about an hour on this one. Even going as far as to start redrawing the text, but halfway through the spacing of that awkward font was becoming a problem, so a new tact is in order. Basically looks like it's a question of what will be the least ugly/most legible. Getting late though so that will have to wait for tomorrow.
  12. Last week
  13. I also am wondering this - assuming no support for 32 teams right now?\ Edit: I think I have this working with 32-teams with some edits to your code. I'll share once tested more.
  14. Calgary -R- -G- -B- 000 000 000 [black unused] 224 224 224 [white] 192 000 032 224 096 128 224 160 192 224 192 192 224 224 160 224 192 032 224 160 064 224 096 032 192 064 032 Chicago -R- -G- -B- 000 000 000 [black] 224 224 224 [white] 192 000 032 096 032 032 128 160 032 192 192 192 160 160 160 128 128 128 096 096 096 064 064 064 032 032 032 Coachella Valley -R- -G- -B- 000 000 000 [black] 224 224 224 [white] 192 000 032 128 000 032 064 032 032 224 096 032 160 064 032 224 032 032 192 192 192 160 160 160 032 032 032 Iowa -R- -G- -B- 000 000 000 [black unused] 224 224 224 [white] 000 064 032 000 096 032 032 096 064 032 128 064 064 128 096 128 160 128 096 128 128 160 192 160 192 192 192 Laval -R- -G- -B- 000 000 000 [black unused] 224 224 224 [white] 000 032 096 032 032 128 128 128 160 160 160 192 192 192 224 [#13 - #16 unused] Rochester -R- -G- -B- 000 000 000 [black unused] 224 224 224 [white] 000 000 064 032 032 096 064 064 128 128 128 160 160 160 192 192 000 000 224 064 064 224 128 128 192 192 192 Texas -R- -G- -B- 000 000 000 [black] 224 224 224 [white] 032 064 032 064 128 096 096 160 128 128 192 160 160 192 160 192 192 192 160 160 160 096 096 096 064 064 064 Toronto -R- -G- -B- 000 000 000 [black unused] 224 224 224 [white] 000 032 128 032 064 128 096 128 160 224 160 192 064 032 064 032 096 064 224 192 032 224 064 032 192 192 192
  15. Well shoot guys. I did up a few last night, but something wasn't feeling right. Slept on it and realized the problem. I was using the wrong number of colours. I remembered that the bottom 9-16 and the #8 spot are used for logo colours and #6 & #7 are for white and black and #2 & #3 are the Home team banner, #4 & #5 are the Away team banner, but that leave #1, which is, like many other assets, still for transparency. Shouldn't be too much of an issue to remove the one more tone. Some of these didn't even need the full allotment of colours. I edited the Moose entry already and will post the rest a bit later.
  16. Agreed the road to Tampa rom is absolute fav 94 rom the music alone 🙏
  17. I guess I'll post this here as a general note. My trick is to use photoshop to create an index colour image with about three times the allowable colours and the then use the colour table option to decide which colours to round up or down in order to adhere to the SEGA palette, but also maintain some sort of contrast when reducing to twelve including the default white and black. Still requires some manual drawing, but at least this way it's 90-95% of the way there. The other reason[s] for posting is that I used the version of the logo without the word mark. Is there a preference to which to use? I figure in the case of the Moose, Phantoms, Admirals, Ice Hogs, Thunderbirds and Roadrunners, at least they have versions of their logos that don't contain text and that would drastically improve how well they translate in 48x48 pixels, never mind tacking on the twelve colour restriction on top of that. Colours: -R- -G- -B- 000 000 000 [black unused] 224 224 224 [white] 000 000 032 000 032 064 032 032 064 000 064 128 000 096 160 064 064 064 096 096 096 128 128 128 160 160 160 192 192 192
  18. 12-colour wolf pack logo, ready for importing to TM RED GREEN BLUE 224 224 224 :white 128 128 160 :2 64 64 96 :3 96 96 128 :4 128 160 160 :5 160 192 192 :6 32 32 96 :7 192 96 96 :8 224 32 64 :9 128 96 96 :10 192 32 32 :11 12th colour is black
  19. "Lofty goals" again? Fingers crossed. You can do it! * Remember the ACHA D1/2.
  20. In hindsight I wish I hadn’t taken the year off, but the modern NHL stuff was fun and a cool challenge. Might try and find a way to convert FHM10 rosters to NHL 94 rosters which would make doing a 23-24 roster super easy, and some guys would definitely make the all-time roster for their schools from this past season. I think this one is worth revisiting too, but don’t wanna get too ahead of myself yet. It would look great with the crowd/music updates, and and the sprite tweaks I made inspired by some of what Drezz did.
  21. That would be awesome. I was hoping you were gonna do a NCAA Road to St. Paul 2024 especially with all the great freshman talent this year. I went back and discovered the college rom you did with power 5 programs that don t have hockey teams. My mind was blown getting to play USC vs UCLA.
  22. Is there interest in a project with alumni rosters for the top 32 or so programs? I was feeling very nostalgic for this mod after playing it during a train ride, and would love to make something again. I have some unused sprite and music updates that I’d love everyone to see!
  23. Well this calls for a new mode in smozDither
  24. I've added the teams in my OP -- looks like a few teams I have done previously. So there's a start!
  25. For team logos - one color will be white and one black. Then you have 10 other colors you can use. 4 are unusable as they are used for the home/visitor banner colors.
  26. I had a little better luck by removing the white border around the WOLF PACK text. Will post tomorrow.
  27. EDIT: ignore, used too many colours I took a stab at a logo, but the AHL logos are so.. busy.. they need a lot of manual touching up. Needs a proper pixel artist But anyway this one is all set up for importing straight into a ROM (pre-darkened for Tile Molester accurate import) Palette: RED GREEN BLUE 224 224 224 :1 128 128 160 :2 64 64 96 :3 96 96 128 :4 128 160 160 :5 192 192 192 :6 160 160 192 :7 192 96 96 :8 192 64 64 :9 160 96 96 :10 32 32 96 :11 192 32 32 :12 224 64 96 :13 192 96 128 :14 160 32 64 :15 (Does one need to be black for it to be valid in Tile Molester?)
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