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The Art of Shooting in NHL94 "How the hell did that shot not go on net?" is one of the common phrases to say when playing this game. Well, the 94 RNG gods have screwed with you more times than you can count. Is there a way to always make sure your shot goes where you want it to? Well, no. But the higher the Shot Accuracy (ShA) of the player the more likely you will get a "perfect shot". Aiming There are 9 places you can aim your shot at (this is looking at the top goal, when shooting up): 0 is up on the Dpad, 1 is top right on the Dpad, 2 is right on the Dpad, and go clockwise to get the rest. When you are not pressing a direction, 8 is the default direction (middle of the net). This direction is set while holding the C button to shoot. The game will remember the LAST direction you pressed and use that as your shot direction. So you can start your windup pressing right on the Dpad, and let go of the Dpad before the shot, and it will still shoot to position 8. You can press right on the Dpad, hold C to windup, then at the last second press left on the Dpad, and it will shoot at position 6. As long as you are still in windup, the direction can be changed. There is no aiming for one-timers (in Genesis at least). The CPU player and the one timer players go through a separate routine for aiming. It will use the current position of the goalie and aim to where the goalie is not (the game actually calculates the angle of where the puck is and the goalie's angle relative to the goal posts, and will aim away from that). There are 4 spots that will be used for aiming in this situation: Position 0, 2, 6 and 8 (if there's no goalie). Windup When you hold the shot button down, the player will go into a windup animation. If the player has a >= 4 Shot Power (ShP), they will have EXTRA frames to their windup animation. Why is this significant? Every frame, there is 1 added to a variable called passspeed when the shot button is held(or shot speed; passspeed is what the source code calls it, as it uses the same variables for passing and shooting). The base shot speed is 15 decimal. For players with < 20 ShP value (< 4 ShP attribute), holding down the C button for the duration of the shot windup, their max starting shot speed will be 31 decimal. For players with >= 20 ShP value (4 ShP attribute or higher), holding down the C button for the duration, their max starting shot speed will be 35 decimal. This may vary +/- 1 due to frame discrepencies. I list the ShP value, because this is the value after Hot/Cold is applied. So, for example, if you have a cold player who normally is a 4 ShP, he will not get the extra windup (because his total ShP will be 4 * 5 - Hot/Cold, and if cold, it will be less than 20). The only bonus that ShP gets is Hot/Cold. The Hot/Cold bonus is the regular ROM is between -4 and +3. Here's 2 screenshots showing the difference in max windup between ShP. Notice how high the stick goes: Note, because of the extra windup animation, a player with 4+ ShP will take longer to shoot a full power slapper than other players. Once the windup is completed, it's time to shoot the puck. One-timers are different. Since there is no windup involved, there is no extra addition to the base shot speed. Because of this, the base shot speed of all one-timers is 31 decimal. Shot Speed Once the stick hits the puck, it's time to shoot. If you are shooting a backhand, your base shot speed will be decreased by 25% (one-timers do not get this decrease). It does this by taking the value, dividing it by 4 (quotient only, remainder is dropped), and subtracting that result from the base shot speed. Next, it will determine the final shot speed. This is a complex calculation. If you are playing with line changes on, the shot speed will be scaled depending on the player's energy level. I'll list the calculation here: - Take ShP value (ShP attribute * 5 + Hot/Cold, a value between 0-30 dec) - Divide ShP value by 2 - Scale the result based on energy level of player - Add $14 (20 dec) - Multiply result by shot speed (from the windup, or 31 dec if one-timer) - Multiply result by $5249 (21,065 dec) - Swap the upper and lower words of the result (swap the upper and lower 2 bytes) - It then does a minor correction if the ShP was an odd value (because when dividing, it drops the remainder) To make it easier, here is a table with the shot speeds for full slapshots and for one-timers: Notice the difference between a base 3 ShP and a base 4 ShP for Shot Speed. This is due to the extra windup and extra frames added to the initial value. Notice how one-timers do not get this boost, and the Shot Speed for a one-timer by a player with a 6 ShP is close to a 4 ShP slapshot. Also, ShP of 3 and below have the same speed regardless if its a one-timer or a full slapper. Once the Shot Speed is determined, it's time to direct the puck in the right direction. Perfect Shot, or Not A "perfect shot", as named by the 92 source code, is a shot that goes EXACTLY to the spot on the net you were aiming at. This does not mean an instant goal, it just means where you aimed, is where it's going. It can be blocked along the way, tipped, saved, etc. It's just traveling along a straight line to the spot on the net you aimed at. There are some situations where the calculation is ignored, and you will either guaranteed a perfect shot, or you are guaranteed not to get one: Highlights always get a perfect shot Shootouts always get a perfect shot In order to be able to have a chance at a perfect shot, the puck needs to be within 200 pixels of the spot you are aiming at If you are within that 200 pixel distance, and your goalie is pulled, you get a perfect shot Outside of 200 pixel distance, no chance at a perfect shot Here's a photo showing the range you need to be in for a chance at a perfect shot: OK, so the shot passes the 200 pixel test, now what? The calculation for a "perfect shot" uses the players ShA and some RNG: - Start with 16 decimal ($10 hex) - Add the ShA value (ShA attribute * 5 + Bonuses (Hot/Cold, PP, PK, Team Bonus), within 0-30 dec range) - RNG the result - If the result is greater than 14 decimal ($E hex), you got a perfect shot! Here's a table showing base attribute values, and the probability of getting a perfect shot: So what if you missed out on the perfect shot? No worries! There's still a chance that your shot will go on net, more than likely not to the spot you were hoping for. "Adjustments" are made to the shot speed, based on the player's ShA, a starting value, and some RNG. Adjustments are made to the X, Y, and Z velocities of the puck. First, an adjustment value is calculated: - Take the final shot speed, divide by 16 - Divide ShA (0-30 value) by 2 and subtract it from the shot speed result - Add 16 dec to the result - Multiply the result by the straight line distance the puck will travel to the net - Divide that result by 64 - Check if the straight line distance was more than 250 pixels, if so, divide the result by 2 (extra shot accuracy adjust) Once we have the adjustment value, it will be used to modify the aiming spot of the puck. Earlier, the game saved X, Y, and Z locations of where you are aiming at. The adjustment value will be +/- RNGed for X and Y (so -value < RNG result < +value) and will be added to the aiming location. There are limits to how much it can adjust: - Max adjustment limit in X - +/- 136 pixels - Max adjustment limit in Y - +/- 60 pixels Z is slightly different, as it will take the adjustment value, divide by 2, and RNG the result (but only a positive RNG result, obviously the puck isn't going through the ice) If you shot behind the net (Y distance to goal line would be negative) or on the goal line, the adjustment value is halved before making the RNG calc for Y. After all this, perfect shot or not, the puck velocity is adjusted based on the shot speed and distance to the spot. There are checks for maximum velocity in X, Y and Z, and these are set if needed. There is a neat little adjustment made to the Z velocity based on a special circumstance. The game will check if you are in close with the puck (below the face-off dots). If you are aiming for top shelf (locations 0, 1 or 7), and the goalie is in a pad stack save, or if the goalie has been pulled (open net), it will give a little boost to the Z velocity. Watch the slow mo GIF: Without the extra boost to Z velocity, the puck would have enough time to gain height from that close.7 points
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Hi All - I have posted the final versions of my 2024-25 season ROMs (UHC and Mammoth versions). I have updated the files to have this year's playoffs brackets. I also included brackets for the 16 teams that didn't make it (aka - "The Golf Course Brackets"). I kept the original "regional brackets" as mentioned in the OP as some folks have enjoyed them. So, there are several scenarios/options for users. I updated the players and added a few returning players and, some notable rookies. I did not add Gabriel Landeskog to Colorado. It was nice to see him play an AHL game (after such a long absence) but as his immediate future is uncertain at the moment, I left him out. For more details on the ROMs, please see the original post. Make sure, if you are interested in downloading the ROM(s), to download one noted as "Playoffs Version." If you notice any mistakes (jersey numbers, handedness, spelling, etc.), please feel free to let me know. Lastly, thank you to everyone who downloaded the file, shared feedback or just stopped by to say a kind word or two. I appreciate it! Cheers! -Sauce5 points
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Hi, I have a very small role in this story. I worked on the SNES version of NHL 94 - in a supporting role - It's all very foggy now but as I recall being a young programmer, I was is awe of Jim Simmons - who quietly set down the foundations for Madden and NHL. No offense to Mark Lesser but I didn't even know who he was until much later. It's weird that there are two versions of NHL 94 - one for the Genesis and one for the SNES but two completely different development stories. Mark gets a lot of limelight today and I think he's good and all but kind of only because Jim Simmons is reclusive and no one from EA Canada seems to talk much either. In any case you can see from https://www.mobygames.com/game/12399/nhl-94/credits/snes/ that Mark Lesser isn't anywhere in the credits for the SNES version. The way it worked is that features were fed to both teams and they implemented them. I may be wrong but I don't think that Amory Wong who was the lead of the SNES version talked much to Mark at all! I'm pretty sure that Jim made the NHLPA (93) version for the Genesis and the SNES was ported at Park Place by William V. Robinson according to MobyGames and then we at EA Canada got the source code to do the NHL 94 version where we replaced the 'engine' with our design but kept the secret sauce of the gameplay but then went on to extend it. Amory played hockey and was a huge fan as you can imagine a Canadian team working on a hockey game was really cool. But in the end I have endless admiration for the mysterious Jim Simmons who also did audio. That being said Jim didn't work in a vacuum and as posted earlier, the other staff around and producers all had their mark on the original product - still in those days Jim was kind of a one man band as far as getting the code down. And all that being said, it is somewhat intriguing that a young man who was more of a Audio and sound effects guy at Cinemaware could suddenly burst onto the scene as a lead programmer and set down the foundation of two massive franchises with no prior sports game experience. But he did work as a Audio Tech and Sound Effects guy on Cinemaware's TV Sports Football and Basketball. Is it possible that he was inspired by those products? We may never know.3 points
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Centers, wingers, and defensemen have specific offensive and defensive assignments, depending on where the puck is, and what team is in possession of it. In normal play, the skaters will cycle through these two assignments. But, there are special assignments for certain cases (scoring a goal, winning the finals and holding the cup, receiving a pass, in a faceoff, on a breakaway, etc.). These are temporary assignments, and once complete, will switch the player back to the offense/defense cycle. It should be noted that a joypad controlled skater does not get assignments. assnearest - Player closest to the puck One such assignment is labeled "assnearest", which in the 92 source code is described as " a special assignment used for the player who is nearest the puck but doesn't have it". - Team playing defense will always have a player in the assnearest assignment. - Team playing offense (puck carrier's team) will not have one. (Technically, the puck carrier gets this assignment for breakaway testing and exits it before doing anything). - When the puck is loose (including during a pass or shot), both teams will have a player with the assignment. What's special about this assignment? - The only AI controlled players that can check in the game are defensemen in their defense assignment (assdefd) and players in the assnearest assignment - The assignment uses Offensive Awareness as a timer. And since part of the assignment is determining who is the closest to the puck, the Awareness timer will affect other players on their team (Low awareness = more time before switching the assignment to a player who is closer to the puck) - When the puck is located in the "slot", there are special effects: the OfA timer is divided in half, the player will have a chance to get a +6 or +8 to their Spd value (which is equivalent to a +1.2 or +1.6 to their Spd attribute, not to exceed max 6 attribute), and the player may also get their Chk value doubled (not exceeding the max) - There is another timer that is set based on certain conditions (player location to the puck, PP/PK, Chk rating and RNG) - The assignment is also used to jump off to others (breakaway, puck carrier). The player will stay in this assignment until it exits it by jumping out, or if it switches it to another player who is closer to the puck. Reminder, the game considers the slot the shaded area below: The assignment routine will take a few different paths depending on conditions. The beginning is always the same. This mostly is for making changes if the assnearest player is currently the puck carrier. It will check conditions for a breakaway, and will change the assignment to assbreakaway if needed (which is just used to check if the breakaway is still good). It will make the changes needed for breakaway (set the flags, add 1 to the team's breakaway attempts, boost the crowd level). Side note - There is no longer a breakaway if the breakaway player loses the puck, their Y velocity is 0 (they've stopped skating), or their Y velocity is less than their Y position (meaning they are not moving forward towards the net). Shoutout to @kingraph for finding this. If this is a new assignment (player was just assigned this, first run through), there are 2 timers that are set to 0 (Awareness timer and a temporary timer). If the player is the puck carrier: The player will switch to the puck carrier assignment (asspuckc). The puck carrier will actually switch between the asspuckc and assnearest assignments until something else changes, as assnearest tests for breakaways. If the player is not the puck carrier: The number of frames that passed since last time through (usually 1 frame) is subtracted from the OfA timer (if this is a "new" assignment, the timer is set to 0 before this step). If the OfA timer is 0 or less: Reset the timer: Awareness attributes are between 0-6 Assuming no bonuses: 0 OfA = 15 frame timer 1 OfA = 14 frame timer 2 OfA = 12 frame timer 3 OfA = 11 frame timer 4 OfA = 10 frame timer 5 OfA = 9 frame timer 6 OfA = 7 frame timer If the goalie on the player's team is pulled, or if the crowd meter is currently broken, 1 is subtracted from the timer Check if the puckc slot flag is set. This is set when the puck carrier is in the offensive slot area. If they are not, or if there is no puck carrier, the flag is not set If the flag is set, divide the timer by 2 Check if the puck carrier is on the same team as the player. If so, it will assign assnearest to the puck carrier, and end assnearest for the current player. If the puck is loose, or opposite team possession, continue Check if the current player is still the closest to the puck. If not, change the assignment of the player who is to assnearest, and end this assignment for the current player. Note, it will ignore a player who is assigned to receive a pass After this, there is a timer that is set that will be used later (this timer is initially set to 0 if a new assignment). Let's call it the decision timer. This gets a little complicated: - There's a multiplier used for this calc. It starts with a value of 2. - First, it checks if the player is within a 20 pixel radius of the puck. - If inside the radius, subtract 2 from the multiplier (would be 0 now). If the player is a D, and is inside the 20 pixel radius, it skips the rest of the timer calc. - If outside the radius, the multiplier stays at 2, regardless if F or D. - Check if there is currently a PP (doesn't matter which team) - If not, move to next step (Timer Calculation). - If there is, check if the player is on a PK. - If so, subtract 2 from the multiplier. - If they are on the PP, add 2 to the multiplier. Timer Calculation: - 40 decmial to start - Subtract player's Chk value (0-30) - Use the multiplier as a shift of the result (2 would be mult. by 4, 4 would be mult. by 16, -2 would be divide by 4) - RNG the result - Compare it to 2. If higher than 2, do not change the timer. If 2 or less, set the timer to 240. The decision timer works like this - If the timer is not zero, or if there is no puck carrier, the player will skate to the puck, and along the way, look for checking opportunities (high Chk = more likely to check players). If the timer is zero, they will skate to a spot and get some attribute boosts depending on where the puck is. I'll give a brief explanation down below. If the OfA timer is not zero (or if it was just reset): Puck is loose (no puck carrier): Skate to the puck, look for checking opportunities along the way There is a puck carrier (player is playing defense): Subtract # of frames passed since last time checked (usually 1 frame) from the decision timer. If the Decision Timer is not 0: the player will just skate to the puck carrier and look for checking opportunities. Decision timer is 0: The player will skate to a location keeping themselves halfway between their crease and the puck in Y, and halfway between the puck and center ice in X. If the puck carrier is in the slot area: The player will get a boost in Spd (a +6 to their Spd value, equal to +1.2 on their Spd attribute), and can also get an extra +2 to their Spd value (+0.4 to their Spd attribute) if the crowd meter is currently broken. This is checked to make sure it doesn't exceed 30 Spd value (6 attribute), if it does, set to max. Boost is only if puck carrier is in the slot. It's a way to "catch up" to the play if they are farther away. If the player is out of the play (the puck carrier is between them and the back of their defensive zone in Y, or they are in between the puck carrier and the back of the zone in Y, but farther than 15 pixels away in X), they will just continue to skate to their spot If they are "in the play" (between the puck carrier and back of zone in Y, within 15 pixels in X), the player gets a double Chk value boost and will look to check If the puck carrier is not in the slot: The player doesn't get the Spd and Chk boosts, but they will still look for checking opportunities while skating to their spot. Recap The only AI-controlled players who can check are those players who have the assdefd or the assnearest assignment The team that has puck possession will not have a player with the assnearest assignment (other than when checking if there is a breakaway, and switching to the asspuckc assignment) If the puck is loose, both teams will have a player with the assnearest assignment Offensive Awareness is used as the timer The assignment will check and see if it needs to switch to a different player, depending on who is closest to the puck Higher Chk value = more likely to initiate a check When the puck is loose, both players will skate to the puck, looking for checking opportunities along the way Decision timer is used by a player playing defense (other team has puck) When the timer is reset, it is set for 240 frames (4 real-time seconds), and it decrements every frame If the timer is not 0, the player will skate to the puck If the timer is 0, the player will skate to a spot, halfway between the crease and the puck carrier in Y, and halfway between the puck and center ice in X If the puck carrier is in the slot: The player will get a huge boost in Spd (a +6 bonus, equivalent to a +1.2 to their Spd attribute, not to exceed max) If the player is "out of the play" (the puck carrier is closer to the net than they are), they will just continue skating to their spot, not looking to check If the player is "in the play" (between net and the puck carrier), the player will get a double Chk bonus (not to exceed the max) and look to check If the puck carrier is outside the slot: They will skate to their spot, and look to check along the way The timer is checked to see if it will reset every time the OfA timer is up. The odds of a reset: If the player has high Chk rating, they have a greater chance of a reset If the player is on the PK, they have a greater chance of a reset If the player is a defensemen, and close to the puck carrier (within 20 pixels), they will not reset The timer never resets by itself. So it can count down to 0 and stay there until it is reset, unlike the other timers like the awareness ones Examples The puck is deep in the offensive player's zone here. The 2 wingers playing defense (for Ottawa), are close to the puck carrier. Watch the RW of Ottawa. He gets switched to assnearest as the LW skates back into the neutral zone. At first, he does a stutter. When he originally switches to assnearest, his Decision timer is 0. , So he acts as if he is going to skate back to a halfway spot between the puck carrier and the crease. Then, he turns around, and skates to the puck to throw a check. His Decision timer got reset, so now he is getting aggressive with the puck carrier. (no bonuses since puck is outside the slot). The LW is doing his asswingd assignment, where he is skating to the same Y location as the puck, but on his side of the rink. Bob Kudelski's Chk rating is low (2 Chk), but he must have gotten a bad (or good, however you want to look at it) RNG roll on his Decision timer. In this second example, Jamie Baker is considered the closest to the puck. The puck carrier (Cam Neely) is in the slot area, and Baker is between Neely and the back of the zone. Baker is at his position, which is why he isn't skating (halfway between puck carrier and top of crease). So here, if his Decision timer is zero, he would get double Chk rating and the Spd boost. But, notice how long it takes for him to react, and he's not trying to check, he's skating to the puck carrier and poking at the puck (which is what a player will do when they are "skating to the puck"). It looks like although he had the extra Chk boost (which would give him 4 Chk attribute!), he got some bad RNG rolls, and would not try to check, then the Decision timer got reset, and he decided to skate to the puck. Also, there's a rare moment here. Watch Juneau (LW) move from his zone spot to a new spot. This usually doesn't happen, unless the puck passed over a line (blue line, goal line). There's a small chance of this happening, where the first 7 bits of the frame counter have to equal zero, at the same time the player's awareness timer hits zero (mentioned in the asswingo assignment post). In this one, both Neely and Turgeon are skating towards the loose puck, both with assnearest assignment. You'll notice how Turgeon tries to check Neely a few times (but fails). Neely does not try to check because there is no good checking opportunity (he is not facing anyone to check). Here, let's look at Brad Shaw (#4). He is a 2 Spd skater. When Juneau enters the zone on a breakaway, he enters in the slot. Shaw is the nearest defending player. With the puck in the slot, and his Decision timer at 0, he gets a +1.2 to his 2 Spd, useful to catch up to Juneau on this play (he still has 3 Agl which doesn't help him get to speed that quick).3 points
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Final/playoff versions are nearly fully baked in the oven... will have them posted by this weekend if not sooner.2 points
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I think its cool what you're trying to do. It's tough to translate it to the game. I just quickly exported the rom and used excel to look at various guys and those guys really stuck out as good examples. We'll use the rom as is for the league. Appreciate your updates so us consumers can have some fun with it. It's getting some good exposure on the discord.2 points
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Didn't mean to break everything It's great that the NHL is providing all this new data and I've tried to incorporate it into my ratings. The downside is exactly what you've pointed out... Just to use your examples, McDavid was intended to be dropped, his top speed this season is behind Necas, Kupari, Jarvis, Janmark, Stamkos, Pospisil and Trocheck. The problem is, as you've pointed out, that it takes away from the "name" players. I doubt anyone is saying, "I can't wait to play with Mattias Janmark and Martin Pospisil!" Digging deeper, you could probably make good cases for McDavid and MacKinnon to be bumped up as they skate faster more often than Stamkos and Trocheck. Point is probably the highest-ranked of the 4s, just missing the cut but based on TOP speed. Another stat the NHL now provides is 20+MPH/G. Top 3 would be McDavid, MacKinnon and Point. Maybe it would be better to use that instead of a skater's top speed moving forward. Barzal... well he's had a rough season - he's only the 173rd ranked skater based on top speed at only (only?) 22.78 mph. Matt Rempe is (gulp) 154th. However, he's a respectable 3.27 20+ per game which would put him at 13th among forwards and on the 4/5 cusp. He's just not the burner he used to be this season, be it age or injury. Reinhart is another problem one: The new stats just aren't very kind to him. He's in the low-mid range among forwards in skating speed and he's only shot over 80 mph 5 times this season. However he's got a high shooting %, high offensive awareness and is among the league leaders in goals. You're right though, the low speed and shot power ratings kill him. I was hoping that the new info available would make the game more interesting and bring a new element to player ratings outside of points per game and goals scored. Unfortunately the way that certain ratings have an oversized impact to in-game performance it seems it just created more problems. Appreciate the feedback, playtesting is the only way to learn about this stuff. I'll definitely take it into account next go around.2 points
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Thanks to a few recent discussions and some breakthroughs on things that I was thinking I'd like to have done from the start, I figured it was time to put this out. This update includes a few major and minor changes, [thanks @AdamCatalyst and @chaos] of both the over and under the hood variety. Most obvious being: Filling up the screen for even more action-packed mayhem. Jessie and Vince get a little animated during their discussions. A goalie and a fan share a moment. Hot and cold streaks are given a little more impact and ratings got a bit of an attitude adjustment. Full list of updates and ROM in the original post. I think the only thing that I'd like to do, but haven't yet, I convert some Nintendo NSF chip tunes of wrestler theme songs into in-game organ music, but I haven't the time or drive required to be able to wrap my head around that one yet. If anyone wants to help me out on that, that would be the best. WWF-SSShoot-Out v3.0.bin2 points
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This is great! My friends and I have been enjoying your playoff edition all day today! One of them had discovered some of your other work through YouTube and told the rest of us about it. Thanks for posting it in time for the real NHL playoffs. Makes playing it even more fun! I see you have been doing a bunch all season long. Mad respect and appreciation for your hard work and dedication! Now it’s back to kicking A against my punk friends!1 point
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Great job Sauce! Even though the Flames missed the playoffs, in real life, I’m still looking forward to playing to playing some playoff games with your rom! Thanks for posting this so quickly!1 point
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Yah I guess the hack was meant to be used on a fresh rom with the old rink that doesnt have the behind the rink tiles. Lesson learned 😁 Thank you soo much! Everything is looking great! 👌🏻 Very much appreciated. 😁 The red sticks and faces will become their signature now 😉 they'll match the penalty referees face 🙄 Thank you soo much! Everything is looking great! 👌🏻 Very much appreciated.1 point
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Alright. We're breaking a weird one out of its cage today. Cage match that is. The basis of this one is a big what if. What if the folks who made this classic, tag teamed up with the folks who made this... classic?, then play into a tie-in with a tournament format and you get this classic. Now to frame this as a retro review, We'll have to start with the obvious. Returning to the developer role after 1989's WWF Superstars and 1991's WWF WrestleFest arcade games, Technōs Japan Corp and their subsidiary American Technōs were looking for a win and hoped that returning to the only well that had been commercially successful for them, outside of their Kunio-kun and Double Dragon franchises, would help the failing company. Apparently also taking a page out of the Kunio-kun book where Technōs combined fighting characters with contact sports, Vince McMahon decided that it would be a good idea to license his WWF brand to a non-arcade-wrestling game this time around. It is probably just a coincidence, but it is too bad that Technōs filed for bankruptcy protection less than a year after completing this game. Not that I'm saying that this game did them in, but the timing leads one to believe otherwise. Not getting off on the right foot here... Never mind all that. Now that the stage, or ring, is set up, it's time to look at the game. I'm not sure if the "winners" campaign was still in swing by this time, but that splash screen brings back some memories. Being a North American release, the game is localized with the American Technos distribution label. Titan Sports is of course the parent company of the WWF at the time. Getting right into it, while listening to the chuggy music, the branding is right out of the Superstars era, with many references to previous games, tv shows and events. The text is flavoured with references as well and a player can mark out in different types of events from a Single Match, an Ironman Single Elimination Tournament or a full Best-of-7 Survivor Series and matches varying in length of nine, 15, 24 or take on Ric Flair in a full 60 minute match. Tagging between lines can be turned off if you just want to play with your top five favourites, or set to Player or Manager [computer] controlled. The goalie can be controlled by the player as well, or locked out of player control. Macho Man approves of penalties. Getting into a game, one is treated to a pre-match introduction by the legendary Mean Gene Okerlund as he runs down the teams and who is hot or cold. I should probably note here that the RNG variance on the Hot and Cold streaking is quite high. This makes things a bit interesting as you will never really know who is popping versus who is probably hiding a bad injury. On to the game menu screen, it starts to become obvious that the arena is not your typical hockey rink. The boards are replaced with ropes, the plexiglass with steel cage bars and the Zamboni with a runaway cart from Wrestlemania 2 and 3. The banners and jumbotron also callback to previous WWF games. Evidently, the Ultimate Warrior and Bret are feeling really good today. And a familiar pair is seated ring rink side providing commentary. Once in a game, more features are visible. The referee is sporting a gold WWF logo on his shirt and the game clock advertises the Technōs America Sports Network, which unfortunately didn't become a thing. While The Rock wasn't a thing either, yet, his dad was, lending his tag team's name to one of the teams. There are only sixteen teams featured in the game. Enough to hold a Survivor Series bracket, but given the limited number of Superstars in the featured era, that is plenty. It should also be mentioned at some point that each team only comprises of twelve players, enough for two full lines and two goalies, plus two managers that are only going to get involved when the goalie is pulled and they can run some interference. Or not at all, in the case of some managers who prefer to let others get their hands dirty. Despite the slight anachronism, the Mega Bucks are united as the brute squad blocks the net. While by today's standard, about half of the wrestlers featured in this game are dead now, it could be noted that a small handful in the game had already passed by the 1995 release date. But the game draws from notable wrestlers who were prominent between 1980 and 1995 just to fill every team so it works in universe. Also, why would anyone want to not play as Andre? The game features colour photos for at least 224 wrestles and managers. While not available to be put on a line by the player, the managers can be viewed in the profiles screen like every other player. Getting into the game finally, it soon becomes clear that there have been some tweaks to the rules from your typical hockey video game. Aggressive play is promoted, even if sometimes it is penalized and your entire top line has to take a seat on some folding chairs. Due to the small teams, minor penalties are only a minute long and a major, usually for injuring another player, is two minutes. But it should also be noted that since you are effectively only swapping between two lines, the player fatigue rate is slow, while a player on the bench recharges very quickly as they stomp the side ready to jump back in. Vince didn't even have time to react to the chaos in front of him. Another thing to keep in mind is that the opposing manger will try to push in the dying minutes while behind. If your computer controlled opponent is down by one, two or three goals with less than a minute to play, they will pull their goalie for an all out attack. But you can attack them first, such as throwing them into the concrete wall that is meant to separate the teams so they keep their transgressions to the ice. [it was probably too hard to animate the players getting up to yell at each other back in the 16-bit era anyway] Another notable difference is that the Match Superstars is rated based on who gets over with the crowd the most. And since hitting gets the crowd to their feet, Certain players will get the fans' vote, even if their team gets outscored. Note that the same RNG that causes the wild swings in Hot and Cold also boosts a players boost, so big hits can be plentiful if you're not afraid to dish them out. Winning the tournament will give you the prestige of raising a championship belt, but the losing team did get to take out their frustrations on the hapless jobronis. I think I featured all of the graphics in this one, but to recap the game play and highlight a few other bits I may not have mentioned yet: RNG is jacked up for cheap pops, dozy painkiller induced slumps and bit hits that your opponent will sell like a champ. With only two complete lines [plus a third "best of" hybrid] fatigue is programmed to facilitate long shifts and quick recoveries. Team names adopt a four letter format. Match length refers to total game length. 9 minutes [3x3], 15 minutes [5x3], 24 minutes [8x3] and 60 minute man. Three-Star calculator favours rough play. Penalties of one or two minutes in length. Players can be moved around to play any position but goal. Two non-player assigned managers are on each team. Of which one will usually jump in if the goalie is pulled. X-Button selects the goalie. Goalies don't wear masks as they fearlessly roam the entire rink. To save the player from themselves however, if the goalie crosses over center ice, the play is whistled dead. Because nothing is worse than goalie rushing the other end of the rink and then losing the puck or getting knocked down by the opposing goalie. But player controlled goalie can roam with the puck indefinitely, while the CPU cannot. Please use responsibly. Off-sides are optional, Icing is not. As in there are none. Use however you want. I lied, there is a 17th playable team, but that one is more of a "Be a Player" mode edition featuring You! and a few ringers to help you out. Number of teams has been increased to 21. Sixteen "main" teams, plus "Your" team, plus three additional "Enhancement teams", plus an unlocked bonus team. NEW!! 3.0 update with even more RNG for those days when the painkillers either work well, or don't. Cage [glass] might break a little easier Non-player controlled wrestlers are going to get a little more aggressive out there. Injuries are slightly less uncommon, but the aim of the name is to survive after all... Rather than end on a fake rating, I may as well note that this one has been in and out of development for quite a while but if anyone comes across something I missed, or hopefully if you just like it, let me know eh. Now updated with four more playable teams! "Wide screen" viewing. Things are heating up off the ice Definitive Version WWF-SSShoot-Out v3.0.bin Previous version with most notable difference being the non "wide-screen" view. WWF-SSShoot-Out v2.1.bin1 point
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Depends if Elvis is still there or not...they are more financially committed to him and he was decent this year. I've seen many "Greaves" goalie types in the past. They get called up and make a short term splash but then fizzle the next year. Ask Ottawa fans about the "Hamburgular." But, FWIW, I made Greaves the backup in my latest version of my rom (which will be posted soon). He can be used as you see fit.1 point
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Mental note for next seasons release. Jet greaves is the #1 goalie for Columbus. Dude is a straight up savage.1 point
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Hey @BRCbruce I think I figured it out? The patch seemed to have done a real number on the tile layout, but I was able to clean it up and combine a few redundant tiles to avoid messing with the three-star logo and get that back up goalie looking like a human again. I also gave the away Crown team some red ...sticks. For consistency. Hope you don't mind. NHL94 CRLatest3 v2.bin1 point
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Hi All, A rom that I wanted to work on, for a while, is an update to the original/classic. A 1994 post trade deadline roster/playoffs edition, if you will. But, I also wanted it to have some of the look and feel of the original. It's important to note that some other folks have had a run at this concept rom, so I am not a pioneer. However, there are things that I wanted to do differently or, perhaps, be the first to do to the classic version. So, below is what you need to know about this rom. THE ROM * This is was created using WBOY’s 30 team rom. * It has the weight bug fix applied to it. I can also provide a version without it if requested (PM me). * The rom contains the 26 teams from the 1993-94 season plus the 1993 (Campbell & Wales) and 1994 (Eastern and Western) all-star teams. * It has the Clockwise helmet/sprite patch AND the original goalie crease, faceoff circles and no trapezoid. It does have coaches on the bench, officials in the penalty box area and the new red goal light graphics. A little of the old and a little of the new. NOTE: If you apply the helmet/sprite patch to any rom, it automatically assigns that rom the new/modern goalie crease and trapezoid. So, it had to be undone in this case. SPECIAL THANKS GOES TO JKline3 WHO HELPED "RESET" THE ROM TO HAVE THE ORIGINAL RINK LAYOUT USING HIS JEDI POWERS! He is a good soul who said he didn't want/need any credit. Well, too bad, you're getting it. You helped me with that particular request so that I could focus on everything else and make this happen. Thanks homie! * Unlike my recent/current season roms, I didn’t use the Smozoma patch for the edit lines rating bug/3 stars fix for this rom. I want to leave that up to folks to do themselves if they want it added in vs leave it like the original. * Unlike the original version, each team now has a structure of 14 forwards, 8 dmen and 2 goalies (with the exception of the all-star teams). THE PLAYERS * Much like my recent/current season roms, I added actual headshots of each NLC player. None have helmets or masks on, in their portraits. You get to see just how ugly these guys are and how bad the hair styles were back then (see Jagr, for example). I went with images circa 1992-1995. This was quite a chore to find these as the online images are mostly low rez scans. I did my best to clean them up. * Player Attributes are based off of end-of-season stats for the 1993-94 season. I edited all 624 players in one way or another. My 0-6 tier structure for attributes is very close to the original rom as far as distribution. I kept a side by side comparison spreadsheet when doing edits. * Like my modern era/current season roms, shot accuracy and pass accuracy are based on “per game” stats, not season % (as there is no season mode). Offensive awareness is based on points per game. Unlike my recent/current season roms, this version is strictly based on 1993-94 stats. I didn’t do a 3 year average as I do with my modern era ROMs. * Rosters are post-trade deadline. * As Cam Neely and Pat Lafontaine, to name a few, didn’t play in the 1994 playoffs, due to injuries, they are not in the active line-ups if you use line changes. They are, however, in the 5v5 NLC mode. * Several missing players and some rookies have been added. A name like Nathan Lafayette may not mean much to you but to many Ranger fans he made many of our hearts stop, in the third period of game 7 of the Finals, when he “hit the post!” He was not in the original version. THE TEAMS * Teams are ranked by the order of how they finished for 1993-94. Same goes for OFF and DEF team ratings as well as PP, PK, Home and Away. You can review these by using EARE. * Lines and d-pairings are confirmed as having been used, at some point, during the final months of the 1993-94 season and/or playoffs. A lot of research went into this detail which included watching a ton of old game footage. Feel free to change them as you see fit. * While jersey layouts don't mirror the actual versions, in several cases, the colors that I used are pretty close to the official team colors. I used two websites that provide official team RGB colors, per season, so that I could match them up (as much as possible) in NOSE. Helmets, as mentioned earlier, are corrected due to the patch. THE PLAYOFF BRACKETS * I included the playoff brackets for 1993-94. I also created a second set of brackets that include the ten teams that didn’t make it into the playoffs. THE ART * Center ice and team selection logos are the official team logos for the 1993-94 season. Unlike the original, the center ice logos are NOT stretched to add more detail. They are they official sized logos. * New title screen art. Hmmmm... I wonder why I chose this particular image? I hope that you enjoy playing it as much as I enjoyed working on it. It was fun to relive this special season. If you see any mistakes, please let me know. Cheers! Version with 99 Minute OT (except for Playoff Mode) NHL94 Playoff Edition.bin Version with 10 Minute OT NHL94 Playoff Edition - 10 Min OT.bin Player Ratings NHL94 Team and Player Ratings.zip1 point
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This is awesome! I was curious to see if someone did an updated 93-94 version of the original game. It’s cool that you updated it and included the 1994 playoff scenarios. Thanks for doing it!1 point
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I noted some of the Left/Right stuff back in the day myself, although I can't really remember any specific players anymore. Having the tools to dig into the rosters now, I do wonder if it had anything to do with how the games are set up. I only realized this after setting up spreadsheets for each game and finding some stats weren't going to work without messing with my formulas, but just looking at the hex codes for each game, it seems that while in NHL Hockey ['92] and NHLPA'93, they started with 0=Right and 1=Left. [they also use a 0-15 player rating scale] However, the programming was flipped for NHL'94 so 0=Left and 1=Right. [in addition to switching to a 0-6 scale] But then it was flipped back for '95 so 0=Right again, only to switch again in '96 through '98 to 0=Left again. This makes me wonder if the programmer in charge of compiling the player stats may have been working off a lot of recycled information from the previous season which would inadvertently make those righties and lefties switch back and forth depending on how the stats may have been intended vs how the game was configured. The players and numbers probably ended up falling into different trap in that the games needed to be programmed in advance of the season, and the rosters were probably set well in advance of any summer trades and signings. As someone who recently had a lot of fun trying to interpret some old media guides that were written in the age before the internet, I'm imagining that there were a lot of "best guesses" made when it came to player data that wasn't readily available, and no way to double check if something was accurate when you did have a list to go on. It's also easy to forget that '95 wasn't released just prior to the season starting like most years, because the actual season didn't start like most years. So in addition to having an 84 game schedule instead of transposing those numbers, it would be about three months after the game was released before we found out just what the rosters would actually look like. Admittedly for this '96 edit, I only used the player data from '97 to reflect the "playoff" rosters. I didn't go through and double check that every player had the correct real life data in the process. If that was a thing you were looking to edit though, I would probably recommend downloading NOSE from the tools section on here since it's easier to look through the rosters that way. At least it is on a Windows machine. I don't recall what sort of processes you might need to do to run it on a Mac. On the plus side though. All of the player data is found in a simple hex code string immediately after each players' name. So it you're only option is a hex editor, at least it's not in some esoteric impenetrably compressed location.1 point
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No worries false alarm - I encountered same bug on a different NHL96 ROM. The bug is due to my emulator; seems the save states get corrupted if you have a season but then start a new season (and not even do any save states with that season, but simply loading your original save state is now corrupted). This is on Linux / Retroarch / Genesis Plus GX core.1 point
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Thanks Sauce! I decided to re-download it and so far it has been working nicely. Not sure that is the reason but don’t want to question why either. So far, so good!1 point
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Yeah, I messed up here, I'll fix the original post. Starting value is $10 or 16 decimal. Updated post and table. Your math in the first example is wrong, it would be 69.6% chance with a 6 ShA1 point
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I think it looks good, except that one-timer backhands don't get the backhand penalty1 point
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@Freydey we have 3, just need one more. @HABS? @TomKabs93? @Brutus? @dcicon5148? @clockwise?1 point
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Thank you! Made me look at it again, and I figured out a mistake!1 point
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oh!!!! OK, ALL makes more sense now. No, I don't even know how to test this, I've been working on my own mental model of the code, from the stuff that you have shared. I'm proud to say I got most of it right, but most of it right was still wrong. Thanks again.1 point
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Did you test this? I tested again, and I found I am off a little. This is because of the frame counter. You usually expect to add 1 each frame. But sometimes, 2 frames elapse before it gets back to this function. Depending on where those 2 frames fall, sometimes you will get an extra frame added (if it is the same frame when the player's frame counter is reset). Let's do the math: Each shot animation has a 5 frame timer. Once the frame timer is reset, the frame animation index changes by 4. A ShP value of >= 20 will get 5 frame animation index changes before to stops adding to the passspeed. (0, 4, 8, C, 10) before it ends at 0x10. ROM:0000C23E 0C6B 0010 005A cmpi.w #$10,$5A(a3) ROM:0000C244 6C00 002C bge.w _end ; past full windup so no more passspeed So that's 5 + 5 + 5 + 5 = 20 frames added to passspeed (shot speed whatever you want to call it). A ShP value of < 20 gets 4 frame animation index changes (0, 4, 8, C) before it ends at 0xC. So that's 5 + 5 + 5 = 15 frames added to passspeed (shot speed). But, since the check for ShP is not until AFTER the frame is added, they get an extra frame counted. 5 + 5 + 5 + 1 = 16 frames added. Again, these are normal conditions. ROM:0000C23E cmpi.w #$10,$5A(a3) ROM:0000C244 bge.w _end ; past full windup so no more passspeed ROM:0000C248 add.w d7,(passspeed).w ROM:0000C24C cmpi.b #$14,$6C(a3) ; 6C = shot speed ROM:0000C252 bge.w _checkcbut ROM:0000C256 cmpi.w #8,$5A(a3) ; SPANum ROM:0000C25C bgt.w _chganim So in a normal situation, the difference is not 6, but it's 4. This will vary +/-1 sometimes because of the frame counter and the player's frame timer. You can see, the compare to 0x10 of the frame animation index, and the 0x14 of the ShP are greater than/equal, and the compare for 8 of the frame animation index is a greater than (which will let it get to 0xC before it would branch). I will update the original post.1 point
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Yeah, he really only had to do it in one spot, where the attributes are loaded in. So that makes sense. ROM:0000C224 ; shot input ROM:0000C224 ROM:0000C224 ShotMode: ; CODE XREF: ROM:0000B754↑j ROM:0000C224 ; assshoot+28↓j ... ROM:0000C224 0C6B 001C 005A cmpi.w #$1C,$5A(a3) ; check animation index ROM:0000C22A 6C00 0048 bge.w prepshot ; end of animation so shoot ROM:0000C22E 0800 0003 btst #3,d0 ; checks dpad for direction ROM:0000C232 6600 000A bne.w _ss0 ROM:0000C236 0240 0007 andi.w #7,d0 ; pass the first 3 bits of d0 ROM:0000C23A 31C0 BEDC move.w d0,(passdir).w ; set shot direction ROM:0000C23E ROM:0000C23E _ss0: ; CODE XREF: ShotMode+E↑j ROM:0000C23E 0C6B 0010 005A cmpi.w #$10,$5A(a3) ROM:0000C244 6C00 002C bge.w _end ; past full windup so no more passspeed ROM:0000C248 DF78 BEDE add.w d7,(passspeed).w ROM:0000C24C 0C2B 0014 006C cmpi.b #$14,$6C(a3) ; 6C = shot speed ROM:0000C252 6C00 000C bge.w _checkcbut ROM:0000C256 0C6B 0008 005A cmpi.w #8,$5A(a3) ; SPANum - animation index ROM:0000C25C 6E00 000A bgt.w _chganim ROM:0000C260 ROM:0000C260 _checkcbut: ; CODE XREF: ShotMode+2E↑j ROM:0000C260 0802 0005 btst #5,d2 ; 5 = #cbut ROM:0000C264 6700 000C beq.w _end ; button hasnt changed so continue windup ROM:0000C268 ROM:0000C268 _chganim: ; CODE XREF: ShotMode+38↑j ROM:0000C268 446B 005A neg.w $5A(a3) ; end windup and swing through ROM:0000C26C 066B 001C 005A addi.w #$1C,$5A(a3) ; Add to SPANum ROM:0000C272 ROM:0000C272 _end: ; CODE XREF: ShotMode+20↑j ROM:0000C272 ; ShotMode+40↑j ROM:0000C272 4E75 rts ROM:0000C272 ; End of function ShotMode1 point
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Came up with a few ideas last night on how to soften the blow on some of these quality players who have below average speeds/shot speeds without completely breaking my methodology. I'm fighting with one hand tied behind my back while I sort out my laptop issues but I'd like to try and maybe do an update of the ratings prior to the playoffs. Appreciate any feedback you (or anyone else for that matter) has in the meantime. Everything helps. Also, do you play with line changes? I still can't get over how slow Tkachuk is in real life, however... Only forward with any notable playing time that is more of an anchor by any of the data available is, drum roll please, Pat Maroon - who is hanging them up in a couple weeks.1 point
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If its intended thats cool. Some other things I noticed. I used Tampa in our league and Point was a 6 speed in the earlier rom and now he's a 4. Mcdavid was a 6 speed now a 5. Barzal now only a 4 speed. He is on IR so maybe you are dinging him for that? If all this is intended its all good. Just figured I'd let you know what i'm seeing and ask. A really good example is Sam Reinhart. Poor Florida decimated lol. 2 speed 2 shot power. In real life has 35 goals in 71 games. Wont score a single one with those attributes in the video game.1 point
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Thanks eh. It was a fun experiment. Don't normally make covers for my ROMs, but my brother wouldn't stop bugging me about this one so I figured I'd slap something together with all the period correct assets. Since I have it, might as well include it here too. Not in print resolution, but at least I won't have to worry about seeing the "physical release" on some online store some day.1 point
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New v3.4 is out. Fixes mistakes and oversights in previous version.1 point
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Glad to see you back! I’ve enjoyed some of yours and Naples files in the past. Good work!1 point
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Long time lurker and I want to say nice work with this file. I’ve enjoyed some of JKline’s CHL roms in the past as well as your WWE file. Good stuff!1 point
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Howdy! For folks, like me, who enjoy playing a 3v3, I am posting such a version inspired by my NHL94 2025 rom and EA's "Threes." There is plenty to read below, and I realize that some may just want to get to the file. If anything, please read the “Important Notes” and skip the rest for a rainy day if you’re in a hurry. IMPORTANT NOTES: * There are 4 Period Lengths: 1, 5, 10 and Sudden Death. Credit for 3v3 OT Sudden Death goes to @Sean. He came up with the concept for his NHL Jam series (check it out, under GENS Roms, when you can). NOTE: to make it happen, as each period in this mode is zero seconds, select Sudden Death and then click Start Game > Resume Game > Resume Game > Resume Game and viola! You’ll be in sudden death OT for 5 minutes. * Due to how the game must be edited in the Hex Code, the checking line, when you play with "line changes on", becomes the top line ("Scoring Line 1”) to start each period. So, I renamed the checking line to say Ln.1 (with the Scoring Line 1 forwards and D) when editing in-game. The original Scoring 1 (Ln1) and Scoring Line 2 (Ln2) remain as such/intended. The in-game line editor and team roster view, when line changes are on, sort as Ln1, Ln2 and Ln1 for the 3 lines. Just keep that in mind when you do in-game changes. * I use the same PP and PK lines, for each instance, so I renamed them to PP and PK instead of PP1/PP2 and PK1/PK2. MORE ABOUT THE ROM: (for those curious) * 32 Teams including the Utah Hockey Club. * Each team has 5 forwards, 3 D-men and 2 goalies to choose from when editing lines. I picked those most commonly used in OT. Feel free to change the pairings as you see fit. * The game features the ability to do 4v3 powerplays. If you want to do so, you must play with penalties ON (except offsides) and play with line changes ON. It will stay as 3v3 if you play with NLC. * As with previous versions of 3v3 that I created, all skaters (minus goalies) have the position of D so that you can select whoever you want for your 3v3 combos or when you are on a 4v3 powerplay. You want 3 forwards or 3 D-men, have at it. * Penalties are 1 min in length. * You can now edit/update PP units in the game. In the past, because I would only show one Dman, if I had a second on the PP point, you couldn't see them in the Line Editor. You would have to download NOSE to see them and edit accordingly. To remedy it, I simply show 1 D and 3 wingers. This way, you can edit one of the 4 within the game. * Injuries are disabled using the hack @chaos provided on 8/30/24 (In the Gens How-To & Reference section of this site). * Every player has a hit/checking ranking of 1 and an aggression of 0. While there will still be hits and penalties, there are less than a 5v5 rom. KNOWN BUGS: (in case you notice one) * WSH/WPG Freeze Bug if you cycle player cards, on the Team Selection page, for both Washington and Winnipeg. If you use Kega Fusion, as an emulator, it will not freeze. * Player Cards are broken and will freeze due to how lineups are two missing players, on ice, per team. * If your team has two players penalized, the powerplay becomes 4 on 2. However, since penalties are only 1 min in length, it shouldn't be a big deal. It adds to the excitement. LOL * If you like to watch intermissions of other game highlights, they are also 3v3 format but, there is a "ghost" player who appears at the home team's 1st and 3rd period blue line (bottom right). It does nothing but stand still and players will skate through him. It is likely due to this ROM having 3 skaters (per team) as opposed to 5. Let me know if you have any questions. Cheers! -Sauce Original Version: NHL94 2025 3v3.bin Trade Deadline Version: NHL94 2025 3v3 Trade Deadline Version.bin1 point
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Actually that hadn't crossed my mind, but just last week I came across some old posts about season mode games and also some old notes I made regarding the divisional alignments that I'd apparently forgotten about. The thing with that type of team exchange is that [apart from taking some time to do] the team ratings, as far as simulated games go, are linked to where in the order a team falls and nothing to do with the team rankings or the player skill ratings. So the drawback to this would be that real-life-eventual-champs Colorado would be a playoffs bubble team, while we're-in-a-down-period Toronto would make the finals 50% of the time in a straight simulated season. Besides, I double checked and Toronto actually didn't move to the East until 1998 when Nashville joined. I was however reminded that I could realign the teams in less time than it took me to type this message, by simply relocating Colorado's team number in the section of code that sets the division and conference setting. And changing the numbers that set the division and conference set up. So Colorado is still in the "Q" spot in the team selection menu, but apart from that it works. So goodbye N.East Hello Pacific. updated in the original post1 point
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nhlpa80olympics.bin --Rosters, ratings, and lines from the 1980 Olympics by Coach Mac. --Ratings are exactly aligned to the original NHL Hockey ratings template. --Awesome EASN Splash screen. --Awesome new Center Ice logo. Olympic Rings. --Banners updated. --Ron Barr Team introductions are updated to reflect the 1980 Olympics. --Sim Data updated to match 1980 Olympics. --Starting goalie sim accurately reflects the 1980 Olympics. --Playoff Match-ups accurately reflect the 1980 Olympic Pools, or a second option featuring the Medal and Consolation round match-ups. Only 12 teams were in the tournament, so I added the 4 teams that played in the 1976 but not in the 1980 tournament. --Uniforms right out of 1980. --Eliminated NHLPA symbol on the playoff brackets. --Eliminated second splash screen with the goalie. --Eliminated numbers from Ron Barr intro screen. (Replaced with rom info) --Weight Bug Fixed. --C/B check fixed.1 point
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You wasted your time to post this to belittle the work of one of the few people out here putting out new stuff and pushing the limits of what the game can do? I'm sure you think you're clever. * yawn * Read the room.1 point
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Hi everyone!It's that time again... As with past years, I am posting my NHL94 2023 edition ROM (various updates, to come, throughout the season). I'll start with this “Way Too Early” Edition and post additional versions as the pre-season/season progresses.About the ROM:*32 teams. *The ROM is based off of the Slapshot67 32-team template. *60 Min. OT.*The ROM has the "weight bug fix". *The ROM has Clockwise's sprite patch.*The rom has the WAS/WPG freeze bug. When corrected, it causes an issue for the playoff mode. If you use Kega Fusion, it will not freeze the player cards for those teams.*Uniforms have been updated for Edmonton (both home and away), Columbus (Away) and Carolina (Home), Vegas (Home) and San Jose (Home and Away). *Lines/d pairs are confirmed in some cases and best guesses/speculation in others. They are subject to change. *Some injured players are in the active rosters if they are rumored to be returning (1st half of) this season. Those out for a while longer may be in the game but not active. Those confirmed as "out for the year" have been removed. If you notice any mistakes, please let me know... enjoy! "Way Too Early" Edition ROM (Re-posted 8/23/22) NHL94 2023 Way Too Early Edition.bin "Preseason" Edition ROM (Posted 9/10/22) NHL94 2023 Preseason Edition.bin V1 of Regular Season ROM (Posted 10/12/22) NHL94 2023 v1.bin1 point
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As the internal lead producer for NHL Hockey Genesis and Madden at Park Place Productions (owned by Knox and myself), let me clarify some things for you all here - read to the end to get the full scoop. I probably wouldn't have written anything here, but seeing my former partner Michael Knox maligned as a "black Bernie Madoff" couldn't be further than the truth. Quoted from Wikipedia: The point here is that both Madden and NHL Hockey, both great versions first on Genesis, we developed by a team. No one person deserves all the credit. For example, on Madden, Lyndon and Knox had previously published 3 football games - and in their wisdom, they recognized Simmon's programming talent and hired him, while teaching Simmons everything about how to create a solid football game - otherwise, there is no way Simmons could have completed the game on a new piece of hardware in 5 1/2 months. Seriously. However, to Simmons credit, Lyndon recognizes his innovation in developing the 3D view - that part was inspired by Lyndon's former boss, Scott Orr. Lastly, Rich Hilleman spent every waking moment near the end to fine-tune the play-ability of the game. So in fairness to the entire team, not a single member could have been omitted without the game turning out so well - that includes Michael Knox, Troy Lyndon, Jim Simmons, Scott Orr and Richard Hilleman, period. On the EA side, there was also the technical expertise of Scott Cronce (now Director, Software Development at Amazon) who supported us in developing one of the first Sega Genesis titles to be released. And I'm sure there were more at EA, including the team that created their awesome development systems. Now as for NHL Hockey, Lyndon and Knox are to credit for the innovative green-screen techniques they utilized (as do filmmakers today), but remember this was back in 1991. Those innovative techniques combined with specialized code written to assist artists in "roto-scoping" were responsible for the fluid animations which had never been seen before in a sports game. With that said, Simmons is to credit for the awesome physics built into the engine which gave the game such a realistic and great game play feel. But he may not have been able to develop it so quickly without Lyndon input as the developer of Capcom's Hat Trick hockey game, which he brought from the arcade to the C-64 and PC. Scott Orr may also have been involved, as was Hilleman again who worked relentlessly with Simmons in the final days before release to fine-tune the game. So again, without the expertise of every team member, no one can say with assurance that they could have built these rockin games, unless they have an inflated view of their capabilities. As for Mark Lesser, he was an unknown at this time when the first award-winning games (Madden and NHL Hockey for Genesis and SNES) were developed from 1990 through 1992. It is my understanding that '93 and '94 versions of both games were not new innovative games. However, they were clearly well-done derivative sequels of the originals which faithfully continued the legacy forward. Perhaps the most evidence we have about the uniqueness of this amazing team becomes clear when the moment EA cut-out Lyndon and Knox in future work, which they did with Lyndon's approval (Knox begrudgingly went along), this same team never worked together, collectively, again - and accordingly, never innovated again in their entire careers to the degree that these two games changed sports simulation games forever. I am forever grateful for having been on this team. Richard Hilleman deserves the most credit for having brought us all together. Had he recognized the importance of the collective parts, I'm sure there would have been many more hit games thereafter. Very kindly, Troy Lyndon1 point