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  1. I guess I'll start with the obvious. "What? But you two don't do NHL stuff!" True, normally we leave that to the other guys, but admittedly we started this project when it seemed that there was going to be no updated NHL ROM for this season. And admittedly it took us a while to complete, since you know, life stuff. But to whip out a tired old cliche; At the end of the day, we figured that third place was okay too, and we had gone in a different enough direction that this is more a companion piece to the other great updates that @AdamCatalyst and @seamor have released while we were dillydallying. To that end, @Jkline3 and I would like to submit: NHL 2023 Reverse Retro '94 Edition Defining Characteristics: Every team is geared up to use their Reverse Retro uniforms. Alternate uniforms are given preference when opportunity presents itself for whichever uniform is not the RR. Team Select screen features Reverse Retro logos with uniform background. The Team Select screen also features art changes like new "Home" and "Away" banners with colour sections adapted to the team's uniform colour. New player sprites for more versatility and accuracy in how team uniforms are presented. Might have to fix that ref staring off... Every player gets a player photo. From the first line cover athlete to the obscure third line winger. Logos and fonts also got an update too. So. Many. Photos.... Was originally even going to try the colour photo trick, but the team photographers were so wildly inconsistent that this proved a fools errand. Presentation brought to you by: Ray gives his pre-game analysis of newly minted Islander Bo Horvat [rosters updated as of 01 Feb, 2023] I keep wanting to call that place USB Arena... Main menu lineup scrolling has been expanded to allow viewing of the entire roster. And all those damn pictures. Player benches reduced to original size so no coach, but kept the goalie and grey rubber floor. Some teams had to use some creativity to get the on-ice logos to look right. Team banners got flashy new fonts too. Zamboni repainted with modern EA logo. ... same Cup though. Probably a bunch of other minor things that I don't recall anymore. Under the hood stuff: Original custom player attribute stats based on NHL23 updates. Weight bug fix is applied. SmozROM Ratings consistency fix - player ratings will match hot/cold overall. Freeze Bug applied so no player stats and player name on second line. User Records set to "ON" can still cause crashes with Vegas, Washington and Winnipeg so caution is advised. Tighter puck collision on boards and net making for pucks that hit closer to the boards sprites and a slighter smaller scoring area on the nets. Expanded goalie roaming area. Go out to the edge of the trapezoid out to the faceoff dots to cut down the angle. Goalie can also carry the puck out to the blue line before the automatic whistle. [if play isn't blown for holding the puck too long] The three stars calculator hack didn't seem to play nice in our games, so we left it out. Might revisit it in an update if it seems like it needs fixing. Probably forgetting something... well let us know if I missed some info or credits. Hope you all enjoy it. Ah. Remembered what it was. Went through and made sure that every possible divisional home and away matchup was possible in playoff mode. NHL2023 RR94 Ed - V1.0.bin
    9 points
  2. With one big project out of the way, it was time to finish another one. So we're going to frame this one as a retro review. With the "wild" success of Hockey Stars, [the hockey version of the critically acclaimed Baseball Stars on the NES] SNK decided to release a follow up two years later. This one however drew more influence from Baseball Stars 2 and Professional for the NEO-GEO AES and MVS systems respectively, as opposed to the Baseball Stars 2 port for the NES. [which was actually just a re-skin based on the original Baseball Stars engine with some features stripped out] But enough of the history lesson, this review is about... Based in a different engine from the original, this game has all of the favourite teams from the past games, plus four additional custom teams for 34 in total. The pregame amble features this old guy. For context, he was also the commissioner in Baseball Stars 2. I guess he got fired or decided that he wanted to be involved in a more exciting sport. While the entire roster no longer has individual player photos, the starting lineup still has wonderful images. [with character art adapted from the same game, and with cameos from other SNK titles] Starting a game you have a menu screen that looks like an old familiar jumbotron with a lot of statistics and options in addition to accessing line and goalie changes. Full roster stats and ratings are available for picking your best line[s] as line changes can be turned on or off in the pre-game options. The branding should be noticeable by now, and it carries over to all the stats screens as well. The Playoff mode supports single game and best-of-7 play. The Championship trophy seems to have been removed from its tall base since the previous incarnation. Wonder if there was a scaling issue in the new engine. While the pregame announcer gives individual names to the home team's arena, like the baseball games, the art assets are not individualized for each team. Judging by the amount of detail in each teams' logo, I doubt it would translate well to the smaller scale anyway. SNK did take the opportunity to add more branding in case you weren't sure who developed the game you were playing. Winning playoff mode treats you to your victory on the front page of the national sports page with a close up of the large gold "loving cup" style trophy. While the reduction in player profiles is a bit of a let down in this new entry, SNK figured they would make up for it with added features like Signing, Trading, Releasing players and even a Create-a-Player options. And to top it off, a full season mode. Much like a college style season, games are played almost exclusively on weekends, with some back-to-back home-and-home series to add to the drama. Seasons are a 32-game affair, which is nice and quick especially since you can play every single game if you want, allowing you and your friends to pick their favourite team and face off in the same season for the Championship. If 32 is still too long a season for you, the season can be ended after any day, and with each team playing on the same days, games played in the standings will be equal for all teams on any day. At the end of the season, regardless of how your team fairs, you will be treated to an awards ceremony where the best players are awarded a gold medal of excellence. Nice touches like that make the game feel like a real season and not something completely player-centric. To cap it off, the game offers Practice and Shoot-out modes to test your skill. There also seems to be some Easter eggs in there for fans of SNK games as well as some general pop-culture of the '80s and early '90s. In the interest of full disclosure, there are some instability issues with this game, likely due to the added teams and players and it being considered to be rushed out in prototype state in order to meet publisher obligations. This, as well as the Genesis losing ground on the new SNES at the time, would appear to have affected sales at the time, leaving the game a bit of a rare gem for collectors. A solid 7/10 Hockey Stars 2.bin
    5 points
  3. If this helps - here's an updated version of wboy's graphic + the reverse angle version used in instant replays. The difference is the extra spacing used behind the bench, the scorekeepers and the modified areas between the benches. If you match up the tile layout to the offsets, it will give you an idea of placements.
    5 points
  4. NHL 94: 2023 Edition by Adam Catalyst v1.1 updated 2023 01 17 Hello there friendly strangers, Here is the latest version of my 2023 ROM. The goal is to try to provide the most refined and realistic up-to-date versions of this all-time classic game. I'm thrilled to be able to share this with you. Here are the top reasons you might want to give it a try… Gameplay Revisioned The gameplay has been adjusted for a more realistic modern hockey feel, with harder to score goals, easier to hit crossbars and posts, more realistic speed burst, fewer penalty calls, custom energy depletion and recovery rates (balanced for more realistic line rolling and shift length), and player rating distribution curves that have been carefully calibrated for more realistic gameplay on the ice. Rosters, Ratings & Lines Eight hundred players obsessively rated, up-to-date rosters, and realistic lines, based on extensive 2021-2023 regular season player data and analytics. All of this is built on top of smozoma's 16-point player rating system (the original game was limited to a 7-point system). Graphical Refinements The most obvious change is the move to composite sticks, but there are hundreds of graphical refinements beyond this, including title screens, logos, banners, player photos, scoreboard, audience, face-offs, player sprites, scorekeepers, Zamboni driver, and more. The goal is to bring the most graphically refined version of NHL 94 ever made, while remaining faithful to the spirit of the original art direction. And so much more Of course there is the weight bug fix, but also a custom weight scale, less variance in Hot/Cold rating randomization, immediate goalie control by pressing the (Y) button with a six-button controller (clockwise), a custom 3-Stars of the Game rating formula, a Vegas / Washington / Winnipeg Menu & Player Cards crash fix *, and… Every single feature & modification is documented below. I would love it if you would give it a try, and leave me any feedback! -Adam p.s. I'd be flattered if you wanted to lift any of my mods for your own ROM. Anyone who contributes to making hacks or ROMs for nhl94.com is welcome to PM me, and I will happily send you source files, including Tile Molester bookmarks and palettes. Current Version NHL 94 [h] 2023 AC v1.1 - 2023 01 17.zip Previous Versions NHL 94 [h] 2023 AC v1.0 - 2023 01 10.zip Box Art Features & Modifications Title Screens Graphics: EA logo refined. Graphics: High Score Production screen restored to be closer to the original. Graphics: Splash image updated with my personal 2022 MVP vote. Graphics: Masthead re-drawn to match EA’s current NHL23 lettering. Title screen Logos removed. Credits re-coloured & edited. Above Top Row: The original face-off animations had a linesman that was looking in the wrong direction (Top Left & Centre), freakishly long & thin stick blades, seemingly random black pixels on some frames (Top Left, Calgary uniforms), disproportionally dark shadows that sometimes overlapped the image frame (Top Centre), stick shadows that would overlap incorrectly (Top Right), and a frisbee instead of a puck. Above Bottom Row: I’ve painstakingly gone through the 108 possible sprite combinations that can occur during a face-off, revised every issue I could find, re-drew the sticks to be more realistically shaped & taped, and perhaps most importantly, turned the Linesman’s head to face the right direction. We all need to do our part to improve the state of NHL officiating. Main Menu Settings: Default teams set for the 2022 Stanley Cup finals. Settings: Playoff brackets updated to the 2022 seedings. Settings: 7-minute period length option added. Settings: Line Changes default set to on “On,” because that's how I roll. Graphics: Team Logos updated, with up-to-date official colours relatively mapped to the Sega Genesis/Mega Drive colour space. Graphics: Team Banner colours adjusted to be uniformly consistent with the logos. Graphics: Player Photos all updated with official NHL headshot images, custom cropped & colour graded. Hack: Bug that would causes crashes upon cycling through the Player Photos for Vegas, Washington, and Winnipeg has been eliminated. Please note, this comes at the cost of preventing saved stats from showing under player names. Typesetting: Player names centred vertically. Main Menu: Re-wording of a couple menu options for greater clarity. Above Right: All logos were revised or re-drawn by hand, and matched for visual weight. Official team colours were relatively mapped to the Sega MD/Genesis colour space, and banners were matched to key logo colours, with some minor re-wording in the menus. Pre-Game Graphics: Play-off Banner colours modified & dithered to look much closer to the authentic colours used in the menu screens. Graphics: The Pre-Game Announcer's picture frame has been altered to be more consistent with the design of similar elements throughout the game. Graphics: Ron Barr image restored to be closer to original. Arena Names: All up-to-date as of January 2023. Arizona State welcomes you to Mullet Arena. Pre-Game: Match-up position names have been simplified for better accuracy to “Forward,” “Defence,” & “Goaltender.” Above: The colour palette available for Playoff Banners in the original game (Left) is extremely limited, but with a little trickery (Right) the banners now look much closer to the authentic team colours within these restrictions. Arena Graphics: Audience colours throughout have been slightly adjusted to have more uniform tonal contrast. Sprites: Audience members throughout have had a myriad of minor errors fixed. Graphics: Ice Colour lightened slightly. The darker colour was giving me eye strain. Arena - Sideboards view Graphics: Scoreboard Banner colours modified & dithered to look closer to matching the Menu Banner colours. Graphics: Sideboard Scoreboard has custom drawn NHL logo. Graphics: Side-boards Score-Keepers revised. Sprites: Zamboni driver revised to better match the perspective of the side-boards. Above Right: The Scoreboard Banners have been re-coloured using dithering to better approximate the official team colours. Furthermore, Banner lettering and Scores were made brighter, the NHL logo was re-drawn, the audience was tweaked, and the Zamboni driver and Scorekeepers were revised… Above: The original Zamboni driver (Left) looked like a small ruddy-faced hunchback. This became much more obvious when Clockwise introduced the excellent scorekeepers graphic (Centre), as the the driver (who is closer to our point of view and should therefore be larger) would seem conspicuously tiny when he would pass in front of the larger scorekeepers. I loved slapshot67’s scorekeepers graphic, so I simply gave it a minor revision (Right), and then matched the style and perspective of the Zamboni driver to fit the scorekeepers and the perspective of the scene better. Arena - Ice view Graphics: Centre ice logos updated, adapted from NHL Rewind designs to match the perspective of the ice. Graphics: Goalie crease outline modification. Graphics: The Crease's blue ice now has texturing like in the original NHL 94. No self-respecting goalie doesn't chew up their crease with their skates. Graphics: Extremely minor lighting details in the original ROM that were incorrectly coloured so as to be invisible, have been restored to be visible. Graphics: Bench coaches refined. Sprites: Bench players “chirping” animations refined to be less cartoonish. Graphics: Score-keepers revised. Graphics: Horizontal seam in the glass has been erased. Graphics: Bench area modifications. (slapshot67) Graphics: Bench backup goalie hack. (slapshot67) Graphics: Net re-design. (slapshot67) Graphics: Goal light modification. (slapshot67) Graphics: Face-off circles modification. (Author unknown) Graphics: Trapezoid line modification. (Author unknown) Above Right: Note the re-designed composite sticks in the Face-Off window. This image all shows an extreme example of how all players were coloured to emphasize a sense of depth, with more realistic shadows and highlights. The excellent Naples & The Sauce ROMs are shown here for relative comparison only, no criticism implied of their superlative work. If you haven’t already, go check them out! In-Play Sprites: - Sprites: Uniforms have been coloured to have consistent official colour use, and a greater sense of depth with as realistic as possible colour shifts for shadows and highlights. Tests were done with demo play to try and give the most accurate impression of how team’s look in motion, and not necessarily what is the most accurate in still. Lighter shadows under the players complete the look. Sprites: Face-off animations revised. Sprites: Players given grey composite sticks, because grey pixels have better puck feel, more flex, and are lighter weight. Graphics: On-Ice Player Numbers changed to white for better legibility against the ice. Graphics: On-Ice Player Star for Player 1 colour was changed to have less contrast against the ice, and to be less distractingly conspicuous compared to other visual elements. Graphics: On-Ice Player Star for Player 2 was left the same colour, but because of the adjustments to the ice and player one star, the player two star now appears more distinctly. Sprites: Goaltenders masks revised to reveal their faces. Sprites: Puck and its shadow revised. Sprites: Player Helmet colour patch. (Clockwise) Sprites: Player Stick tape patch. (Clockwise) Sprites: Improved Checking animations patch. (Clockwise) Sprites: Player Eye colour patch. (Clockwise) Sprites: Player Boots & Gloves colour patch. (Clockwise) Above Right: The Scorekeepers in-play have been revised to consistently match the art style used for the Scorekeeper in the Sideboards view. Also, they have been modernized with touchscreens! Above: Note how in the original (Left) the player one indicator is distractingly very high contrast, while the player two indicator is much more difficult to see with low tonal contrast. Brightening the colour of the ice (Centre) helps, but then the already muddy looking player numbers become very difficult to see. I’ve re-balanced the colours (Right) so that the player one indicator is quieter while still being easy to see, the player two indicator is equally easy to see, and the the player numbers are much clearer to see against the ice. There's also a new puck, and revised puck shadow. The excellent Naples ROM is shown for relative comparison only, no criticism implied of their superlative work. Rosters Rosters & Lines: Updated based on extensive 2021–2023 regular season player usage data. Rosters: Shortened all last names to a maximum of 10 characters, to avoid cosmetic glitches in the game. This affected ~20 players in the game. Above. 192 official NHL headshots used in-game), all individually cropped and colour graded for visual balance. Ratings Team Ratings: Team attribute & overall ratings updated as per January 1, 2023 regular season data. Player Ratings: Underlying system has been changed from the default 1-6 scale to a 0-15 scale for more accurate differentiation of players. (smozoma) Player Ratings: ustom player ratings based on a mix of real-world data and gameplay oriented parameters. The goal is to make gameplay more contemporary, and individual player performance more realistic. Player Ratings: Custom overall rating formula. Player Ratings: Much more parity between the best and the worst of the league, with all players having a minimum 52 rating, ranging to a maximum 95 for McDavid, before Hot/Cold variance. Player Ratings: Weight scale modification patch. (smozoma) Player Ratings: Edit lines bug fix patch. (smozoma) Above: Here are the top fourteen players rated a 90 or over. If you don’t see your favourite player here, I guarantee I rated them an 89! Gameplay Controls: Goalie control can now be accessed immediately by pressing the (Y) button with a six-button controller. (clockwise) Player Ratings: Attribute rating distributions have been careful set and thoroughly tested to produce a faster more contemporary feel to puck movement & gameplay, with better goaltending throughout. Gameplay: Body Checking and Aggressiveness have been balanced to reduce the penalty rate from the original, and approximate the real body checking and penalty rates of each team in the 2022–2023 season. Gameplay: Hot & Cold range of variance has been reduced by ~25%, and the frequency of variance has been reduced by ~50%. Gameplay: The “goal” area of the net has been reduced slightly, making it slightly more difficult to score, and slightly more likely that you will hit the post. Gameplay: Goaltenders have slightly more lateral movement range now (without the puck). Gameplay: Player Speed Burst set to 25% of the original, for a more realistic feel and higher difficulty. No more winning every loose puck race. Gameplay: Custom Stamina Depletion & Recovery rates. Gameplay: Weight / Checking bug fix patch. (smozoma) Gameplay: Second-Assist bug fix patch. (smozoma) Gameplay: Overtime set to 5 minutes. Stars of the Game: New custom formula. Above: The original (Left) benches had floors coloured like the ice, and the players chirped with unhinged jaws, with no supervision from a coach, let alone a backup goaltender. Over time (Centre), utterly fantastic changes were made by slapshot67, adding a more realistic floor, fitting in a coach, and a perfectly matched backup goaltender! I've built on this work (Right) by getting rid of the leftover teal coloured shadow behind players leaning forward, drawing more realistic shadows on the players arms and back as they move, setting consistent mouth colours with a more realistic “chirping”, and refining the coach to match the other sprites a bit better, with a more realistic shadow too. Above Right: Line change energy bars with inverse quasi-logarithmic gradations, calibrated with the custom energy depletion rate for ideal shift length. In-Game Overlays Graphics: Referee pop-over refined. Graphics: Linesman pop-over revised. Graphics: In-Game Timer logo has been re-drawn to match the old EA Star logo in the style of the original graphic, but wider and smoother like The Sauce’s excellent version, and shorter to fit the allocated space better. Penalty: “Cross Check” renamed to “Cross-check” as per the official NHL rulebook nomenclature. Penalty: “Face-Off” renamed to “Face-off” as per the official NHL rulebook. Penalty: “Fight Instigator” renamed to “Instigator” as per the official NHL rulebook. Graphics: Line Change Energy bars have been drawn to use an inverse quasi-logarithmic scale, more representative of ideal shift length and degrading player performance. Graphics: The green for the line-change energy bars has been altered to be little bit more… energetic. Graphics: Custom Stars of the Game icon. Stars of the Game: Typesetting & layout refined. Above: From Left to Right, four different evolutions… 1. The Goalie’s mask has been revised to now show a bit of their face underneath (Right). 2. When the crease got modernized (Centre) it lost the texture of the original (Left). I’ve restored the original texture into the modern crease (Right). 3. There was originally no Stars of the Game icon, and a simplistic formula for choosing the stars. A couple of excellent patches later, and we have a stars icon (Centre) and a better formula! I've built on this (Right) with a new star icon, revised typesetting, and a new custom Stars of the Game formula. 4. I really liked The Sauce’s wide take on the EA logo (Centre), as well as the bevelled style of the original (Left). I’ve mixed the two styles together, and refined it to better fit the allocated vertical space. In-Game Menus Graphics: NHL & NHLPA Logos re-drawn. Graphics: "Hockey Night" Banner slightly re-coloured because the previous colouration, was… I just didn't like it. Hack: Bugs that would causes crashes upon cycling through Player Cards for Washington (and possible also Vegas & Winnipeg) has been eliminated. Typesetting: The “Change Goalie” option for “no goalie” is now in ALL-CAPS for greater visibility. Above: The Player Cards system (Left) developed bugs over time, as the ROM was expanded from 28–32 teams. Looking at a goalie for Vegas or Washington would immediately crash the game (Centre), until now (Right). * Extras Artwork: Matching box art was made! The artwork is high resolution, print quality, and stays very close to the original North American box design. It is available to the top of this first. Known Issues * Vegas / Washington / Winnipeg Player Cards may crash if User Records are turned on, and there are stored goaltending statistics for these teams. A potential fix was being investigated, but is not at a workable state. For this reason, User Records are recommended to be left off. * User Records may incorrectly store user data if playing with Vegas / Washington / Winnipeg. Future Wish-List I’ve run out of time to work on this project, but if I did find more time, here is what I would like to focus on next… Gameplay: Reduce the rebound rate of the puck to be way less bouncy. Gameplay: Enable energy Recovery for players sitting in the penalty box. Line-Changes: Enable line changes to be initiated without possession of the puck, preferably with a dedicated button. Gameplay: Improve logic for how icings and offsides are calculated to use puck position instead of player position. Gameplay: Prevent the goaltenders from skating into the trapezoid areas. Sprites: Redraw Sideboards Referee to better match the art style of everything else (requires “de-compressing” shared tiles.) Gameplay: Program the CPU to pull the goalie when trailing by 1–2 goals (currently only pulls with a two goal deficit). Gameplay: Reduce the energy depletion rate for Speed Bursts. Gameplay: Increase the amount of CPU Body-Checking without increasing the amount of penalties called. Sprites: Improve the comparatively low visual quality of the on-ice officials throughout (requires “de-compressing” shared tiles.) Penalties: Rename “Cross-check” to the proper “Cross-checking.” Penalties: Re-name “Roughing” period that causes an injury to “Illegal Hit.” Player Cards: Eliminate the crash that occurs on player cards for Washington when user records are turned on, and the goaltender has saved stats. User Records: Restore system to be as fully functional as possible. Player Sprites: Restore some player sprite shading details that have been lost from the original. If you were able to help me research or implement any of these changes, please let me know! Credits This project was built decades of work by the NHL94.com community, and never would have been possible without them. I’m sure there are more contributors than I could ever possibly know, let alone acknowledge, but I will do my best… Contributors This ROM contains contributions from the following individuals… Brodeur30 Rink & Net collision logic. chaos Hot/Cold variation logic. Clockwise Goalie Control with a six-button controller. Player sprites helmet colour patch. Player sprites hockey tape patch. Player sprites improved checking animations patch. Player sprites eye colour patch. Player sprites boots & gloves colour patch. Dervin10 Roster extractor & importer tool development. kingraph Scoreboard graphic hack. Stars of the Game graphic hack. slapshot67 30 to 32 team ROM re-structuring. Scorekeepers graphic hack and original design. Bench area graphic modifications. Bench coaches hack and original design. Bench backup goalie hack and original design. Net graphic re-design. Crease graphic revision. Goal light graphics revision. smozoma 0–15 Player Rating scale patch. Credits editing logic. Edit Line Ratings bug fix patch. Player Overall rating formula logic. Player weight scale modification patch. Second-Assist bug fix patch. Stars of the Game formula logic. Weight / Checking bug fix patch. EARE tool development. Tony H. Stopping & Crossover Rate logic. wboy 28 to 30 team ROM re-structuring. Player photo logic. Player energy depletion & recovery rates logic. Speed burst rate logic. NOSE tool development. Author unknown Face-off circles graphic modification. Trapezoid line graphic modification. Special Thanks to… kingraph - tips & resources. Sauce - resources for rosters, ratings, and lines. smozoma - utterly invaluable tips, resources, tools, & support. …and everyone at nhl94.com who tested Betas or provided feedback. Extra Special Thanks to… Ena - for nothing less than everything. I hope you enjoy! NHL 94 [h] 2023 AC v1.1 - 2023 01 17.zip
    5 points
  5. The trade deadline? That's ages away! I can't bear to play with Bo Horvat on the wrong team that long!!! I don't want to promise anything, I have poor health, and always have to put that first. All that being said, a tentative schedule… 2.0 All-Star Edition. Released no later than Feb 10th. 3.0 TBD. Will depend on any blockbuster trades, etc., and the progress on internal development here. 4.0 Play-Off edition. Released for the start of the playoffs. 5.0 Final edition. Released once the Stanley Cup final matchup is set. Rosters are to be all be set on version 4.0, however it is possible that there are still extremely minor changes for version 5.0, as I (or someone else) will probably notice an oversight. And of course, version numbers subject to change, based on what is or isn't included on each version. Heck, everything is subject to change. But that is the plan right now.
    5 points
  6. In preparation of starting a line changes league, here's some proposed team rankings to help guide the drafting process. I'm excluding the bottom 5 expansion teams from this list (ANA, FLA, OTT, SJS, TBL) because they can barely ice one good line. So for the remaining 21 teams I will rank them based on my own opinion of who I'd prefer to play with. You'll notice throughout this topic, I will reference the recent SDL draft history to see how many of these players are included. You'll also notice that I will completely ignore goaltenders in my analysis, I'm only looking at the top 9 F and top 6 D because all SNES goalies suck anyways. All proposed lineups are just off the top of my head while trying to balance the top 2 lines slightly as they'll be the most used in a line change league. You'll want to practice some games and juggle some of the lines if things aren't gelling like you'd hoped. #1 Calgary Flames LW C RW LD RD Line 1 Fleury Roberts Reichel Suter MacInnis Line 2 Makarov Otto Nieuwendyk Musil Petit Line 3 Ashton Ranheim Lindberg Johansson Dahl This is my favourite team for line changes. Look at that depth in the top 2 lines. There is hardly a dropoff at all in skills and the 3rd line can definitely hold its own as well with Lindberg being the only player without SDL draft history. #2 Los Angeles Kings LW C RW LD RD Line 1 Carson Sandstrom Kurri Zhitnik Blake Line 2 Gretzky Robitaille Granato Sydor McSorely Line 3 Donnelly Millen Taylor Huddy Hardy This lineup is scary good as well. Sandstrom and Robitaille centering the top 2 lines with those lethal shots and very good wingers feeding them can definitely do some damage. A very solid top 4 D core as well. The 3rd line takes a bit of a drop off with Taylor and Hardy having no SDL draft history, but you can shield them by heavily using SC1 and SC2 #3 Montreal Canadiens LW C RW LD RD Line 1 Lebeau Muller Damphousse Schneider Desjardins Line 2 Savard Bellows Leclair Daigneault Ramage Line 3 Dionne Keane Leeman Odelein Brisebois There's no doubt about the forward depth on Montreal. The only question mark in that top 6 is Leclair but he can be very effective when he's having a good game. All 6 defensemen also have SDL draft history and anyone that knows me, knows I typically dress Odelein as a starter and I love me some Bellows. Leeman is the only player with no SDL draft history which actually surprises me because he's a pretty good, reliable player. #4 Detroit Red Wings LW C RW LD RD Line 1 Fedorov Yzerman Drake Lidstrom Coffey Line 2 Ysebaert Ciccarelli Probert Chiasson Konstantov Line 3 Gallant Primeau Ogrodnick Howe Racine Detroit is one of only two teams with 15/15 players with SDL draft history. I've tried to balance the lines so only the RW position is getting exposed. Right wingers don't kill penalties anyways so that's the best position for a weaker player in my opinion. Two lines centered by Yzerman and Ciccarelli will be a serious threat with those deadly shots. Thanks to AJ for catching me mistakenly having Ogrodnick on D. #5 Vancouver Canucks LW C RW LD RD Line 1 Bure Linden Ronning Lumme Lidster Line 2 Courtnall Nedved Adams Slegr Diduck Line 3 Momesso Ward Craven Murzyn Babych Vancouver is the other team that has 15/15 players with SDL draft history. They even have a 7th D-man (Plavsic) with some SDL history. That is some impressive depth for a line changes league! There is a bit of a dropoff in talent between line 1 and line 2 which bumps them down the list a bit. I'd be curious to see what Nedved can do with that 6 shot accuracy at 2C. They do probably have the best 3rd line options in the game though. #6 New York Rangers LW C RW LD RD Line 1 Tikkanen Gartner Nemchinov Leetch Patrick Line 2 Turcotte Messier Olczyk Lowe Zubov Line 3 Amonte Kovalev Graves Andersson Beukeboom No surprise that NYR has some depth in this game. Andersson is the only player without SDL draft experience. I like those top 2 lines especially and the 3rd line is decent enough to not get exposed while it's out there. #7 Pittsburgh Penguins PIT LW C RW LD RD Line 1 Jagr Lemieux Francis Samuelsson Murphy Line 2 Stevens Mullen Tocchet Stanton Samuelsson Line 3 Straka McEachern Tippett Taglianeti Ramsey It's a bit surprising to see arguably the best team in SNES 94 this far down the list, but their depth is not as good as others for a line changes league. That 3rd line is atrocious and you're not going to want them out here too long but thankfully the top 2 lines will be able to carry the majority of the play. #8 Toronto Maple Leafs TOR LW C RW LD RD Line 1 Cullen Gilmour Borshevsky Ellett Rouse Line 2 Anderson Andreychuk Clark Gill Macoun Line 3 Krushelski Zezel Foligno Mironov Berehowsky All of Toronto's forwards and all but one defense (Berehowsky) have SDL draft experience which is some impressive depth. The top 2 lines are pretty balanced and will be able to contribute. There's a bit of a drop off in line 3 but that's going to happen with all of the teams going forward. #9 Washington Capitals WSH LW C RW LD RD Line 1 Bondra Ridley Miller Iafrate Cote Line 2 Carpenter Khristich Pivonka Johansson Hatcher Line 3 Elynuik Hunter MacDermid Cavallini Langway Really good balance in the top 2 lines here with hardly any flaws. I like to spread out Iafrate and Hatcher so you have a heavy D man on each of the top 2 lines. #10 Quebec Nordiques QUE LW C RW LD RD Line 1 Nolan Sundin Ricci Leschyshyn Duchesne Line 2 Kamensky Sakic Kovalenko Gusarov Tatatrinov Line 3 Twist Cavallini Young Huffman Foote Another well balanced top 2 lines and could be very even to Washington's team but I gave WSH the edge for their defense. There's probably slightly more skill and scoring touch on Quebec's top 6 F group. P.S. Tony Twist is terrible, don't use him. He was drafted once in SDL as a joke which is why he made it on this list. But he also scored 1 goal on 1 shot.. so maybe use him? #11 Boston Bruins BOS LW C RW LD RD Line 1 Oates Neely Juneau Sweeney Bourque Line 2 Kvartalnov Ruzicka Poulin Wesley Featherstone Line 3 Donato Heinze Pantaleyev Roberts Shaw Another surpise this team has dropped so far in my rankings but other than the top line, and 1 or 2 good spares, the depth is not there. Maybe you could split up Oates and Neely to spread it out a bit more but I still don't love the options with this team and that 3rd line is a severe liability. #12 New Jersey Devils NJD LW C RW LD RD Line 1 Semak Richer Zelepukin Fetisov Stevens Line 2 Stastny Lemieux Holik Niedermayer Driver Line 3 Nicholls MacLean Pellerin Albelin Daneyko I really like the depth at forward and the top 4 D on this group. I debated ranking them ahead of Boston. That 3rd line is not even that bad. Both top 2 lines have a great mix of skill and size to get the job done. #13 Winnipeg Jets WPG LW C RW LD RD Line 1 Steen Selanne Shannon Housley Olausson Line 2 Davydov Zhamnov Tkachuk Bautin Numminen Line 3 Borsato Eagles King Carlyle Ulanov The top 4 defense core is really solid without many flaws. The RW position is a bit lacking on both top 2 lines but there is enough balance that both lines can be effective and provide enough offense. #14 Chicago Blackhawks CHI LW C RW LD RD Line 1 Ruutuu Roenick Murphy Smith Chelios Line 2 Sutter Larmer Goulet Marchment Kucera Line 3 Murray Graham Noonan Muni Brown Again with a big drop off from one of the best teams in the game, but like mentioned above, aside from the top line the depth is not there. Goulet on the 2nd line? Gross. #15 Buffalo Sabres BUF LW C RW LD RD Line 1 Hawerchuk Mogilny Sweeney Svoboda Smehlik Line 2 Khmylev Lafontaine Errey Ledyard Bodger Line 3 Patterson Ray Audette Carney Moller Here's another team that's struggling with depth outside of the top line, that will be the story for the rest of the teams on this list so I'll stop mentioning it. I tried to spread things out with Lafontaine centering SC2 but he's got some garbage wingers to work with. The top 4 defense can hold their own though. #16 St. Louis Blues STL LW C RW LD RD Line 1 Janney Hull Sutter Brown Butcher Line 2 Emerson Shanahan Miller Giles Quintal Line 3 Bassen Wilson Korolev Norwood Zombo Not a bad top 2 line options, only the RW position being a bit on the weak end. Bob Bassen on the 3rd line can provide a scoring option as well if he gets out there. #17 Edmonton Oilers EDM LW C RW LD RD Line 1 Corson Klima Weight Manson Kravchuk Line 2 Ciger Simpson MacTavish Richardson Benning Line 3 Elik Todd Hudson Werenka Glynn Klima and Simpson provide great center options with those shots. EDM also can ice 6 pretty decent and reliable defensemen. The winger options do look a bit ugly outside of Corson though. #18 New York Islanders NYI LW C RW LD RD Line 1 Hogue Turgeon Ferraro Kasparaitis Malakhov Line 2 Thomas King Volek Norton Lachance Line 3 Mullen Flatley McInnis Kurvers Krupp I debated putting Hogue on line 2 here and it might be the better option to spread things out. Outside of Turgeon and Hogue all the wingers are pretty blah but the defense can hold its own, similar to EDM above. #19 Dallas Stars DAL LW C RW LD RD Line 1 Gagner Modano Broten Tinordi Sjodin Line 2 Dahlen Courtnall Gilchrist Hatcher Matvichuk Line 3 Craig McPhee Propp Ludwig Berry We're getting into the bottom few teams here and it's starting to show. Ony Tinordi and Sjodin have SDL draft experince on the D end so that is where this team is definitely lacking. The top 6 forwards are not that terrible. #20 Philadelphia Flyers PHI LW C RW LD RD Line 1 Eklund Lindros Dineen Yushkevich Galley Line 2 Brindamour Recchi Beranek Hawgood Nattress Line 3 Acton Fedyk Snuggerud Carkner McGill Haven't quite figured out what the optimal lineup would be here because it's really limited. There's only 5 forwards and 3 defensemen with SDL draft history on this team... it's bad. #21 Hartford Whalers HFD LW C RW LD RD Line 1 Sanderson Verbeek Janssens Zalapski Burt Line 2 Poulin Cassels Kron Weinrich Pederson Line 3 Leach Nylander Petrovicky Keczner Houda Similar to PHI, there's only 5 forwards and 3 defensemen with SDL draft history on this team and overall they're much worse than Philly.
    5 points
  7. Hello, first post! Not sure if everyone saw, but paul_met over at romhacking released wide mode hacks for NHL 94/95/96/97 & 98, these are not widescreen hacks, but wide mode hacks, which change the game resolution from 256x224 to 320x224, still a native Genesis resolution, so it still works in all the usual Genesis emulators. The attached widemode.7z (updated) below includes the patches themselves and pre-patched roms: Patches can be also found on: meduza-team.ucoz.net * note: the nhl 94 patch doesn't work on expanded 2MB roms yet, needs adaptation widemode.7z
    4 points
  8. Some new resources for any fellow travellers who happen upon this thread. PDF (1.5 megs) - This contains a map of every tile used in the NHL 94 rink. There are five pages, two of which are blank, so that you can extract them, or add your own rink watermark to them. The last page shows the exact settings that were used in Adobe Acrobat to import the rink image to be aligned with the grid. PSD (40 megs) - This Photoshop file uses the previously aforementioned PDF, to create a template where you can easily insert your own rink image. You will need to scale your rink image up 1000% (use Nearest Neighbour) and then simply paste it into a layer (centred). No rink images have been included to reduce the file size. NHL 94 - Rink Tilemap - 2023 02 07.pdf NHL 94 - Rink Tilemap - 2023 02 07 - 10x.psd
    4 points
  9. Try re-downloading, i updated the roms with version 1.1, from the readme: Changes in version 1.1: ~~~~~~~~~~~~~~~~~~~~~~~ - Fixed NPC sprites disappearing at the very edge of the screen.
    4 points
  10. How to Use the Hacks in Adam Catalyst’s ROMs This is a counterpart to my ROMs NHL 94: 2022 v6.0 2022 06 12, and NHL 94: 2023 v1.0 2023 01 10. I wanted to document and share how you could tweak some of the game logic to suit your own tastes better, and what these hack do. Furthermore, I wanted to make it easier for anyone to lift any of these hacks for their own ROMs. Grab a HEX editor (I use Hex Fiend but any will do) and change things up! HEX Hacks Title Screen Credits Text Edits Menu Crash Fix Player Overall Ratings Formula Smaller Hot/Cold variance Rink & Net Size Speed Burst Multiplier Stopping & Crossover Rate Energy Depletion & Recovery Stars of the Game Formula Stars of the Game Typesetting Player Cards - Vegas & Washington Crash Fix The numbers in parenthesis after each heading indicate the ROM version and date that these values were changed. 0. Team Data Re-Allocation (v5.0 2022 05 17) If you decide to edit the ROM in NOSE, please note that the feature “Auto-Byte Allocation” may screw things up. My ROM was re-structured with a fixed 820 bytes allocated for each team. This should be enough for most purposes, and it is recommend that you do not enable “Auto-Bytes Allocation” unless you know what you’re doing. 1. Title Screen Credits (v6.0 2022 06 12) Everything you need to know is at: https://forum.nhl94.com/index.php?/topic/12299-howto-edit-the-game-credits/ When making major disruptive edits to the credits, my personal advice is to… Write out exactly what you want it to say. Conform it to the character count and other limitations of the ROM. Code it outside of the ROM. Paste it into the ROM. For major edits, I found it much easier to re-write the whole thing from front to back rather than working from within. Minor edits are easy enough to make inline once you get the hang of it. Credits @ 0x005776 Original 0018 24203139 39332045 6C656374 726F6E69 63204172 7473000E 4C696365 6E736564 20627900 00185365 67612045 6E746572 70726973 6573204C 74642E00 0004FF00 00144465 7369676E 20616461 70746564 20627900 00104D69 63686165 6C204272 6F6F6B00 0004FF00 00105072 6F677261 6D6D6564 20627900 000E4D61 726B204C 65737365 72000004 FF00000E 47726170 68696373 20627900 000C446F 75672057 696B6500 0004FF00 00164261 73656420 6F6E204E 484C5041 20393320 6279000E 4A696D20 53696D6D 6F6E7300 0004FF00 00144D75 73696320 616E6420 536F756E 64206279 000E526F 62204875 62626172 64000004 FF000010 4F726761 6E204D75 73696320 62790010 44696574 65722052 7565686C 65000004 FF000014 45786563 75746976 65205072 6F647563 6572000C 53636F74 74204F72 72000004 FF00000E 50726F64 75636564 20627900 00104D69 63686165 6C204272 6F6F6B00 0004FF00 00144173 73697374 616E7420 50726F64 75636572 000E4B65 76696E20 486F6761 6E000004 FF000016 54656368 6E696361 6C204469 72656374 6F727300 000C526F 62204861 72726973 000E4C6F 6E204D65 696E6563 6B650004 FF00000C 54657374 696E6720 6279000A 59756E20 5368696E 000C4B65 6E20526F 67657273 000C4372 61696720 57696B65 0004FF00 000C5465 7374696E 67206279 000E4A6F 686E2042 6F657269 6F00000C 4A656420 47617276 6579000C 47616265 20426F79 73000004 FF000014 506C6179 65722052 6174696E 67732062 79000010 49676F72 204B7570 65726D61 6E000004 FF000018 506C6179 65722043 61726420 50686F74 6F732062 79000010 53746576 65204261 62696E65 61750004 FF000014 53706563 69616C20 5468616E 6B732074 6F00000C 426F6220 426F7267 656E000C 44616E20 42726F6F 6B00000E 4A756C69 65204372 65737361 0004FF00 00145370 65636961 6C205468 616E6B73 20746F00 00105261 6E647920 44656C75 63636869 000E4A65 66662046 656E6E65 6C00000C 43686970 204C616E 67650004 FF000014 53706563 69616C20 5468616E 6B732074 6F000010 42617272 79204D65 6C726F73 6500000E 53636F74 74205072 6F62696E 000C4961 6E205075 6C766572 0004FF00 00145370 65636961 6C205468 616E6B73 20746F00 00104D69 6B652052 7562696E 656C6C69 000C4B79 72612057 6F6F6479 0004FF00 001C4541 20486F63 6B657920 4C656167 75652043 68616D70 696F6E00 000E4B65 76696E20 486F6761 6E000004 FF000002 0004FF00 0004FF00 0000 Revised 0018 24203230 32322045 6C656374 726F6E69 63204172 7473000E 4C696365 6E736564 20627900 00185365 67612045 6E746572 70726973 6573204C 74642E00 0004FF00 00084E48 4C273934 00020012 32303232 20456469 74696F6E 20627920 00104164 616D2043 6174616C 79737420 0004FF00 000E7665 7273696F 6E20362E 30200002 000C3230 32322E36 2E313220 0004FF00 00164275 696C7420 6F6E2074 68652077 6F726B20 6F66001A 74686520 4E484C39 342E636F 6D20636F 6D6D756E 69747920 0004FF00 00144261 73656420 6F6E204E 484C2739 34206279 00104D69 63686165 6C204272 6F6F6B00 0004FF00 00105072 6F677261 6D6D6564 20627900 000E4D61 726B204C 65737365 72200004 FF00000E 47726170 68696373 20627900 000C446F 75672057 696B6520 0004FF00 00164261 73656420 6F6E204E 484C5041 20393320 6279000E 4A696D20 53696D6D 6F6E7320 0004FF00 00144D75 73696320 616E6420 536F756E 64206279 000E526F 62204875 62626172 64000004 FF000010 4F726761 6E204D75 73696320 62790010 44696574 65722052 7565686C 65200004 FF000014 45786563 75746976 65205072 6F647563 6572000C 53636F74 74204F72 72000004 FF00000E 50726F64 75636564 20627900 00104D69 63686165 6C204272 6F6F6B00 0004FF00 00144173 73697374 616E7420 50726F64 75636572 000E4B65 76696E20 486F6761 6E000004 FF000016 54656368 6E696361 6C204469 72656374 6F727300 000C526F 62204861 72726973 000E4C6F 6E204D65 696E6563 6B650004 FF00000C 54657374 696E6720 6279000A 59756E20 5368696E 000C4B65 6E20526F 67657273 000C4372 61696720 57696B65 0004FF00 000C5465 7374696E 67206279 000E4A6F 686E2042 6F657269 6F00000C 4A656420 47617276 6579000C 47616265 20426F79 73200004 FF000014 53706563 69616C20 5468616E 6B732074 6F00000C 426F6220 426F7267 656E000C 44616E20 42726F6F 6B00000E 4A756C69 65204372 65737361 0004FF00 00145370 65636961 6C205468 616E6B73 20746F00 00105261 6E647920 44656C75 63636869 000E4A65 66662046 656E6E65 6C00000C 43686970 204C616E 67650004 FF000014 53706563 69616C20 5468616E 6B732074 6F000010 42617272 79204D65 6C726F73 6500000E 53636F74 74205072 6F62696E 000C4961 6E205075 6C766572 0004FF00 00145370 65636961 6C205468 616E6B73 20746F00 00104D69 6B652052 7562696E 656C6C69 000C4B79 72612057 6F6F6479 0004FF00 00020004 FF000004 FF00 2. Text Edits (v3.1 2021 01 06) The following text edits were made. In each case below, the original text is on the left, my revisions are on the right. Main Menu 0xF8116 Period Len. —> Period Length 0xF8136 Leave Off! —> User Records 0xF8004 On —> On (Not Recommended) Pre-Game 0xFCD8D ADVANTAGE: —> ADVANTAGE 0xFD406 center —> Forward 0xFD418 left forward —> Forward 0xFD406 right forward —> Forward 0xFD406 left defenseman —> Defence 0xFD406 right defenseman —> Defence 0xFD453 goalie —> Goaltending In-Game Menu 0x9EDA no goalie —> NO GOALIE 3. Menu Crash Fix (v3.0 2022 01 04) This prevents the Main Menu from crashing when it shows the goalie image for Washington, etc. Menu Crash Fix 1/2 @ 0xF8AB0, 0xF8B2C Original 4EB9000F98C6, 4EB9000F9AAC Revised 4E714E714E71, 4E714E714E71 Menu Crash Fix 2/2 @ 0xF8A8E, 0xF8B0C, 0xF8B42 Original 4E, 4E, 4E Revised (erases first, third and fourth lines) 20, 20, 20 4. Player Overall Ratings Formula (v6.0 2022 06 12) From: https://forum.nhl94.com/index.php?/topic/10098-how-to-edit-the-player-overall-rating-formula/#comment-76406 I have included all the original and altered values below. If you skip ahead and start reading my ratings formula, you may find yourself scratching your head or outright disagreeing. It is important to understand a few key things first… 1. Player Attribute ratings affect how every single player plays, and as a whole have a significant affect on how the game plays. 2. Player Overall ratings do absolutely nothing to gameplay. 3. How I rated Player Attributes would be an epic post that I doubt I’d ever have time to write, but I can summarize it as follows: I have rated Player Attributes to make the sprites play, relatively to eachother, as accurately as possible to their real-life counterparts, while updating the gameplay to be more realistically modern. This is the single most important thing to setting the game’s feel and flow. After my initial version was released, I received feedback critical of some of the Overall Ratings people were seeing, not because they were unrealistic for the game, but because they were unrealistic for the real world. I realized that I was missing something… 4. Overall Ratings matter to people as part of the holistic immersive experience. Once I realized this, I went about customizing the Overall Rating formulas with a goal of taking the carefully considered Player Attribute ratings which set the gameplay, and generating Overall Ratings that reflect how people feel about the players in the real world. For these reasons, the following ratings may not be of terrible interest or use, since they are a specific counterpart to my Player Attribute ratings, and the specific goals I had set. Goaltenders Original formula 1.0 - Stick Left 1.0 - Glove Right 1.0 - Stick Left 1.0 - Stick Right — - N/A — - N/A — - N/A — - N/A 4.5 - Puck Control 4.5 - Defensive Awareness — - Offensive Awareness — - Speed 4.5 - Agility — - Weight — - #2 — - #1 Goaltenders Revised formula 2.0 - Stick Left 2.0 - Glove Right 2.0 - Stick Left 2.0 - Stick Right — - N/A — - N/A — - N/A — - N/A 7.5 - Puck Control 4.0 - Defensive Awareness — - Offensive Awareness — - Speed 8.0 - Agility — - Weight — - #2 — - #1 This translates to the following code changes: Goaltender Overall Rating Formula @ 0x000FAB2C Original 02 02 02 02 02 02 02 02 09 09 02 02 09 02 02 02 Revised 04 04 04 04 02 02 02 02 0F 08 02 02 10 02 02 02 Skaters Original formula — - Aggressiveness 1.0 - Passing — - Roughness (Bias) 1.0 - Endurance 2.0 - Shot Accuracy 3.0 - Stick Handling — - Handed/Fighting 2.0 - Checking 1.0 - Shot Power 2.0 - Defensive Awareness 3.0 - Offensive Awareness 3.0 - Speed 2.0 - Agility — - Weight — - #2 — - #1 Skaters Revised formula — - Aggressiveness 3.0 - Passing — - Roughness (Bias) 1.0 - Endurance 4.0 - Shot Accuracy 3.0 - Stick Handling — - Handed/Fighting 2.0 - Checking 4.0 - Shot Power 4.5 - Defensive Awareness 4.0 - Offensive Awareness 3.0 - Speed 3.0 - Agility 2.0 - Weight — - #2 — - #1 This translates to the following code changes: Skater Overall Rating Formula @ 0x000FAB1C Original 02 02 02 02 04 06 02 04 02 04 06 06 04 02 02 02 Revised 02 06 02 02 08 06 02 04 08 09 08 06 06 06 02 02 Furthermore, we need to enable weight to be used in the Overall calculations for Skaters, otherwies this value is ignored. Set Skater Attributes to be used in Overall Rating calculations @ 0x00019420 Original 1FBA Revised 3FBA 5. Smaller Hot/Cold bonuses (v3.0 2022 01 04) From: https://forum.nhl94.com/index.php?/topic/21637-how-to-change-the-variation-of-hotcold-in-a-rom/ The original RNG of 9 plays out as follows… ~6% (1/18) odds of -3 (random values -9) ~17% (3/18) odds of -2 (random values -8,-7,-6) ~17% (3/18) odds of -1 (random values -5,-4,-3) ~28% (5/18) odds of 0 (random values -2,-1, 0,+1,+2) ~17% (3/18) odds of +1 (random values +3,+4,+5) ~17% (3/18) odds of +2 (random value of +6,+7,+8) I am using an RNG value of 7 which plays out as follows… ~14% (2/14) odds of -2 (random values -7,-6) ~21% (3/14) odds of -1 (random values -5,-4,-3) ~36% (5/14) odds of 0 (random values -2,-1, 0,+1,+2) ~21% (3/14) odds of +1 (random values +3,+4,+5) ~7% (2/14) odds of +2 (random value of +6) Not a huge change, but it reduced the chance that an attribute will be boosted or cut by more than 1 from 40%, to 21%. Random Number Generator Range @ 0x0F70AD Original 09 Revised 07 6. Rink & Net Size (v3.0 2022 01 04) By adjusting the geometry of the rink and net size, you can do more than just change up the rebounds from the boards, you can make it more difficult to score, easier to hit the post, add a bit more space behind the net, and make it harder to accidentally score goals on yourself when stick-handling around your own net with the puck. References: https://forum.nhl94.com/index.php?/topic/18850-how-to-make-puck-hit-boards-instead-of-invisible-barrier/ Side-boards barrier 3 pixels wider, and Goal Post barrier 3 pixels narrower: Side Boards & Goal Posts @ 0x17012 Original 0005 Revised 0002 End-boards barrier 2 pixels longer, and Back of Net 2 pixels shallower: End Boards & Back of Net @ 0x17014 Original 0005 Revised 0003 7. Speed Burst Multiplier (v5.2 2022 05 20) From: https://forum.nhl94.com/index.php?/topic/3430-9x-hack-c-button-speed-burst/ The original Speed Boost Multiplier of 32x was reduced by 25% to 24x, which seemed to provide a much more realistic surge. However, in play testing I found that by lowering the effect of the Speed Boost, the person playing used more speed boosts to try and keep pace. Since each Speed Boost has an energy cost of ~5%, changing this value should be made with consideration for the Energy Depletion & Recovery (which is covered next.) Speed Burst Multiplier @ 0x00BB88 Original (Equivalent to 7020 or 32x) EE48 Revised (24x) 7018 8. Stopping & Crossover Rate (v6.0 2022 06 12) From: https://forum.nhl94.com/index.php?/topic/3431-9x-hack-stop-turn-ability/ The original Stopping & Crossover rate of 150 was unrealistically slow for how contemporary hockey is played. Raising this value (slightly) increases the perceived responsiveness of skaters. I found that a value of 224–300 seems realistically responsive. Please note that these values have to be set for each of the four directions a player can stop. Stopping & Crossover Rate (From Left of screen to Right) @ 0x010E24 Original (150) 0096 Revised (256) 0100 Stopping & Crossover Rate (From Right of screen to Left) @ 0x010E32 Original (150) 0096 Revised (256) 0100 Stopping & Crossover Rate (From Top of screen to Bottom) @ 0x010E48 Original (150) 0096 Revised (256) 0100 Stopping & Crossover Rate (From Bottom of screen to Top) @ 0x010E56 Original (150) 0096 Revised (256) 0100 9. Energy Depletion & Recovery (v6.0 2022 06 12) From: https://forum.nhl94.com/index.php?/topic/3429-how-to-9x-hack-player-energy/ I have done incomplete research on the affects of this, so I am not 100% sure I got this all correct, but this is what I observed. Each time a player Speed Bursts / Body Checks they seem to consumer 5% energy. This appears to be a constant regardless of the energy Depletion Rate (DR). I believe this is why Defencemen, (who tend to have a higher Checking rating, which increases both quality and frequency body checking) seem to deplete energy faster than the forwards. By raising the DR, you can in effect reduce the relative affect that Speed Bursts / Body Checking has on causing player fatigue. The original game Recovery Rate (RR) of 9 would take ~7.5 minutes (450 seconds) for a player with zero energy left to fully recover. An RR of 16 seems to re-generate ~24.5% energy per minute sitting on the bench. If somehow a player ever gets completely tanked, with this setting it will take them just over 4 minutes (~245 seconds )to fully recharge on the bench. Other settings I tested were an RR of 17, which took ~235 seconds for 100 energy recovers, and an RR of 18, which took ~220 seconds for 100 energy recovery. Since the Speed Burst depletion rate is a constant, one way to think about setting the RR is the amount of seconds a player has to rest on the bench for every speed Burst / Body Check on their shift. An RR of 16 will cost you just over 12 seconds of rest on the bench for each speed burst used. The original RR of 9 would take ~22.5 seconds of recovery for each Speed Burst / Body Check. The original game had a Depletion to Recovery ratio of ~3.67:1. Raising this ratio will increase the likelihood that you have to play with fatigued players, and will need to make strategic line changes or play stoppages. Lowering this ratio will have the inverse effect. When the Speed Burst multiplier is lowered, the person playing tends to use more speed bursts to try and keep pace. This fatigues the player much more quickly, and this effect should be considered and compensated for when setting the Depletion & Recovery rates. After play testing, I settled on a Depletion:Recovery ratio of 3:1, with values changed from 33:9 to 48:16. I believe this offers much more realistic energy energy depletion & recovery, rewarding more realistic player usage & line-changes. Depletion Rate @ 0x010D42 Original (33) 0021 Revised (48) 0030 Recovery Rate @ 0x007A1A Original (9) 0009 Revised (16) 0010 10. Stars of the Game Formula (v4.0 2022 03 16) References: https://forum.nhl94.com/index.php?/topic/12181-tool-hack-applicator-aka-smozrom/ I used a custom Stars of the Game code, based on Smozoma’s, but with a few modifications: Star points for Time on Ice has been restored. This prevents the game from crashing in rare circumstances where three different players have not registered enough meaningful stats to qualify for Star Points. In order to accommodate this, Skater Shots & Checks must be assigned the same amount of Star Points. (Smozoma’s code allowed these to be assigned differently.) Logic for detecting a Goalie’s minimum playtime to determine eligibility for Star Points has been removed. This means that any goalie who has faced shots during the game are eligible for Star Points, regardless of the amount of the game they played. I do not know what negative ramifications this might hold, but I’ve yet to see any in months of play. Furthermore, I used custom values after play testing a wide array of scenarios. I settled on the following star point values Goal +9000 Assist +5000 Check or Shot +1000 Goalie Shot Against +1000 Goalie Goal Against -6000 Goalie Shut-Out +6000 The variables used for “Goal Against” and “Shot Against” end up creating a mandatory minimum save percentage floor in order for a goalie to earn Star Points. I personally found that a -6:1 ratio worked best for me, meaning that goalies are only racking up Star Points for each shot faced with a save percentage above .857. Furthermore, skaters receive points at a rate of 1 point per each second on the ice. Without any line changes, that means… 300 pts. per 5 minute period (x3=900) 600 pts. per 10 minute period (x3=1800) 1200 pts. per 20 minute period (x3=3600) Set your Star Point values high enough so that these time bonuses are used for tie-breaking, but do not supersede any more meaningful metrics. Stars of the Game @ 0x018698 Original B8406200 003C4241 122A00B4 C2FC2AF8 D3944241 122A00CE C2FC2774 D3944241 122A00E8 C2FC000A 4A436600 000EC2FC 0064D394 4281D269 0136D394 6000003A BA690136 62000032 4241122A 00B4C2FC 00644242 142A00E8 6700001E 82C2B27C 00046200 00140694 00007D00 4A416600 00080694 000124F8 5449524A 584C51CC FF7E4E75 Revised 4241122A 00CEC2FC 13884242 142A00E8 B8406200 002AD394 4241122A 00B4C2FC 2328D394 4241122A 0102D441 C4FC03E8 D5944281 D2690136 D3946000 003ABA69 01366200 00324A42 6700002C E281D394 4241122A 00B44A41 66000008 06940000 1770C3FC E890D394 4A436A00 00045382 C4FC03E8 D5945449 524A584C 51CCFF80 4E75FFFF Once you have implemented my revised code, you can change variable values as follows: Goal @ 0x0186B8 (9000) 2328 Assist @ 0x0186A0 (5000) 1388 Check or Shot @ 0x0186C6 (1000) 03E8 Goalie Shot Against @ 0x01870A (1000) 03E8 Goalie Goal Against @ 0x0186FC (-6000) This negative number must be formatted as a Hex Signed 2’s Complement. You can do this conversion here: https://www.rapidtables.com/convert/number/decimal-to-hex.html E890 Goalie Shut-Out @ 0x0186F8 (6000) 1770 11. Stars of the Game typesetting (v3.0 2022 01 04) There is a single space character at the end of “Stars of the Game ”. If you move this space to the beginning of the text, it moves the text a little to the right, which was desirable for me with the Star icons on the left. Stars of the Game typesetting @ 0x18555 Original “Stars of the Game ” 10537461 7273206F 66207468 65204761 6D65BF03 0F00227C Revised “ STARS OF THE GAME” 10205354 41525320 4F462054 48452047 414D45BF 030F227C 12. Player Cards - Vegas & Washington Crash Fix (v3.0 2022 01 04) I spent an obsessive amount of hours trying to understand the Player Cards & User Records systems, and to update them back to full functionality with 32-teams. I got close, but was never able to get it done. And very unfortunately, my research notes on this are an incomprehensible mess. The following modifation will prevent the Player Cards for Washington from crashing the game. I can’t tell you why. I can only tell you this works, as long as User Records are turned off and/or there is no saved stats for the Washington goaltenders. Player Cards - Washington Crash Fix @ 0xFA49C, 0xFA4A8 Original 3238, 3238 Revised 0000, 0000 Got any questions? Just let me know! -Adam
    4 points
  11. I like Carolina in both. But if every other team is as accurate as possible, I would lean black. Just spitballing though - this is an anniversary year for Carolina, so maybe could use the 25th anniversary logo at center since it has barely any white? But then again, the red jersey is for the 25th anniversary… decisions decisions.
    3 points
  12. Hey all, Just wanted to share an update on the scope of this project (mostly for my own gain/to track progress). First, I have decided to revamp the branding to get away from the ESPN+ imagery. There was some serious East Coast bias in that decision given only 2 conferences are on the service. Second, I am changing the pre-game experience to be a bit more true to college hockey and cohesive with the NCAA branding. Colby Cohen takes over as the color commentator given he's the only Frozen Four broadcaster who played D-I, and team rankings appear. Drezz's background hacks appear on both pre-game screens. This is a screenshot of the rough draft of this stage of the game, and I am very excited with how the final looks. Third, the rink and arena tile layout has been updated to feature a more realistic atmosphere. Ice logos are as authentic as possible, and fan colors are now "dynamic" based on the home team's color palette. The signs are also going to be on the bottom of the glass as to match actual NCAA rinks. I hope to publish the podded update where you can see all of the changes in action within the next few weeks, these large scale changes take a lot of time but they are necessary to create a ROM worthy of the amazing league that is D1 NCAA Hockey.
    3 points
  13. @The Dopefish @FraLa @D. Sekreterenson I think the problem you're having with the blank names can be fixed for any team by doing the following: go into options > team edit > team reset > save. You should get on the NHL 94 discord. We have a Griffey discord there and there are different ROMS, team rankings, etc. We did a league this past summer and will do another one this year.
    3 points
  14. Change-Log 2023 01 17 - Version 1.1 Weight Watchers Edition Player weights and catching/shooting hand are now using an automated database lookup (NHL.com with EliteProspects as a fallback) to significantly reduce human error and more easily keep up-to-date. Hundreds of other minor updates were made, mainly to player ratings. Title Screen Graphics: Splash image minor refinement. Graphics: Masthead refined for better visual balance. Credits: Credits copyright year updated. Rosters & Lines, & Ratings Rosters: BUF, CGY & EDM updated. Lines: COL & DET updated. Lines: COL line order fixed. Rosters: Names updated for Chris Tanev & Nicholas Paul as per NHL media guide. Rosters: Jersey Numbers corrected for 12 players. Ratings: Catching/Shooting hand corrected for 2 players. Ratings: Weight updated for ~250 players. Ratings: Miscellaneous minor updates to hundreds of players. 2023 01 10 - Version 1.0 Initial Public Release This first version for 2023 is built on top of the final released 2022 ROM (2022 06 12 - Version 6.0). All changes in that version are intact, with the following updates: Title Screens Graphics: New Splash Image. Graphics: Masthead updated. Credit sequence updated. Main Menu Graphic: EDM & SJS banner & logos updated. Graphics: Player Photos added for new players, and some old photos have had minor improvements. Pre-Game Graphics: Playoff banner colours adjusted for SJS. Arena Names: Arizona has been updated. In-Play Graphics: CAR Home uniforms, and on-ice logo updated. Graphics: EDM Home & Away uniforms, and on-ice logo updated. Graphics: SJS Home & Away uniforms, and on-ice logo updated. Gameplay: Goalies given very slightly more lateral room to move without the puck. Rosters & Lines, & Rating Team Ratings: Team attribute & overall ratings updated as per January 1 2023 season data. Rosters & Lines: Every team is up-to-date as of January 8, 2023. Ratings: All skater ratings reviewed, and most, if not all players have been revised. Rating: New statistical model for goaltender ratings. Ratings: New statistical model to set CPU behaviour for shot attempts, body checks, and penalized infractions. Extras Matching box art was made.
    3 points
  15. Funny, I just got a message yesterday from my brother about a ROM I pranked him with. Small nets and awful shot accuracy. "What the hell did you do to my team?!" "Yeah. Sorry man. I'll fix that." "No! I'm losing 4-0! I love it!"
    3 points
  16. Hello! This project is going through a big overhaul right now, which will hopefully be made available by the end of the (Dunkin) Beanpot. This update will feature - rebuilt rosters and ratings, new uniforms, and polished rink graphics. Current update progress: jerseys (finished), ratings (10/62 teams done), rink graphics (32/64 ice logos done, benches done, crowd recoloring done), menu graphics (new logo and banner art style done) podding (unstarted) Features 2023 Rosters Every NCAA star makes an appearance - some 4th line/healthy scratch players are missing because of a lack of information and a smaller original scope for this ROM. I apologize if anyone is disappointed by this, but 64 teams with 20 players each is a lot of data. Updated Sprites & Rink The sprites in this game have the composite sticks that AdamCatalyst added in his NHL 23 ROM, and the stripe/rink format that JKline3 added in his NCAA ROMs. I think this gave some great realism and detail while still keeping the NHL 94 look. The uniforms and logos are mostly authentic, however, some teams received partial makeovers to match the aesthetic of the game or whatever assets I could find. Most notably - BC and Western Michigan go with the modern retro look to match their football programs. I'd estimate a dozen or so teams have alternate uniforms throughout the ROMs - these are only road uniforms, so if you want to change them back to their standard dark ones, it won't impact the ice logos. Student Section The crowd has been updated to feature student sections in every rink, with signs that change based on the home team's colors. There are different signs in every ROM, as to keep the game fresh. I spent a lot of time on this, so you'll notice a few big differences beyond the white from the base game. The hats have been recolored to more common colors (black or blue), and the bald guy got his hair back. 4 "pods" of 16 teams, fit into 6 ROMs to allow match-up customization The scope of the project changed quite a few times - so the teams are grouped by east/west instead of conference. I separated each region into 2 pods, and then mix-matched pods into 4 more ROMs. I explain this a bit better in the download, but this means any team can play VS any team - as someone who simulates lots of seasons and loves college sports, this is something I'm super excited to share. Every ROM has unique touches as to make the game feel fresh - each has its own cover and Barry Melrose dialogue, and there are some alternate uniforms as well. Lastly, special thanks to... AdamCatalyst for allowing me to use his NHL 22 ROM as a working base, sharing his TileMolester references, and generally being a great help. Any rookie or veteran ROM hacker looking to get better should look at his stuff - it's wonderful. JKline3 for allowing me to use his NCAA ROMs as references and allowing me to work off his sprite/rink updates. ComicalFont was the one and only beta tester from Discord - thanks! UltraMagnus for helping me get rid of the glass-banging guy. CoachMac, VonOzbourme, and KidsWasted for doing amazing work that inspired me to try my hand at this hobby again. Clockwise, Smozoma, Slapshot67, and wboy (among others) for laying the foundation for amazing ROM hacks. The College Football Revamp and March Madness Legacy mod development teams for inspiring this. EliteProspects, SportsLogos.net, and Wikipedia for being amazing resources. Everyone I dragged to a college hockey event over the last three or so years. ____________________________________________________________________________________________________________________ Download here! Current Version v4.2 - Released 11/30/22 College Hockey Gameday v4.2.zip - Rink template now features rinkside reporter ____________________________________________________________________________________________________________________ Release Log v4.1 - Released 11/23/22 - Fixed graphical error in Pod A - when you make 64 teams three times each, sometimes things slip through - Updated my rink template to feature time keepers, better bench sprites, and coaches. To fit this in with the JKline Blue Line logo hack, I got rid of the I.R. buttons - I never reference them, so it didn't bother me. Sorry if it bugs you, but getting the rink to look how it does now was a goal of mine. v4.0 - Released 11/23/22 - Excel Season Simulator added, along with sample spreadsheet - Multiple visual tweaks - new scorebug, and default player portraits updated 3.1 - Released 11/14/22 - Various bugs from outdoor patching process addressed 3.0 - Released 11/13/22 - Outdoor hockey has arrived (and holy smokes... two months before I thought I would do it). The outdoor ROM pack has the neutral site settings with a few more alternate uniforms. This is my favorite outdoor rink template yet, there are more details in my post below. - New splash screens for neutral site and outdoor games to differentiate ROMs. - More bugs have been fixed as they have been found 2.0 - Released 11/11/22 - All six ROMs updated with an alternate ROM that features a neutral fan section and "under the hood" tweaks to simulate neutral rink/eliminate advantage 1.1 - Released 11/4/22 - Added NCAA trophy to playoff screen - Fixed name bar at top of emulator in Pod A & C and Pod B & C ROMs 1.0 - Released 11/3/22 ____________________________________________________________________________________________________________________
    2 points
  17. I can't say enough about how much I love that you just keep plowing ahead with new ideas and variations. Last time I played there were two clone coaches… now I see you have three distinctively different coaches behind the bench! Every time I see this ROM, there is some new detail to delight in.
    2 points
  18. Кстати русский вратарь Михаил бердин перешёл в КХЛ Сочи
    2 points
  19. Ждём обновления мне нравится красный
    2 points
  20. With the NHL deadline just a month and a half away, its time to make your predictions. 1. Where is Patrick Kane going? 2. Who else do you see moving? 3. Who do you wish your team would pick up to solidify them? 1. Rumors say its almost certain Kane is out in Chicago. They say the Rangers, Boston, Pittsburgh, Carolina, and the Islanders are potential landing spots. He's definitely not coming to Columbus, so good luck wherever he goes. 2. In Chicago, Toews maybe be a potential mover. Seeing he's in his final year. Word is Columbus will have Korpisalo and Nyquist on the block, since they're in their final years as well. 3. Coming to Columbus??? Nobody wants to play in Columbus. Drafting players looks like Columbus's only option to get better.
    2 points
  21. The way he's playing I think he already left.
    2 points
  22. Word is if your team can't get Bedard, they should take a chance on Will Smith. He's got one hell of a SLAP-shot.
    2 points
  23. NOSE Add-On for Adam Catalyst ROMs These files can be added to NOSE in order to make editing Adam Catalyst's ROMs easier. Download, and review the included README for instructions on how to install and use. NOSE add-on for Adam Catalyst ROMs - 2023 01 22.zip
    2 points
  24. I wish Laine would go away and take Elvis with him. Neither are worth the price they're being paid. The fans here are blaming the depth but the depth is the ones scoring. Elvis is giving up 4.5 GAA. If he keeps it up, he will be giving up as many goals as $$$millions he's making. Which is $5.25 million.
    2 points
  25. I created this spreadsheet to coincide with dangler's rankings. I moved some teams around a bit based on my own rankings. It's sorted by tiers and includes player overalls. https://docs.google.com/spreadsheets/d/1vfEOfOERVjddJlbpW88jrGRyG3sTfvVLRN9YgtF6FE8/edit?usp=sharing
    2 points
  26. Last updated: 10.05.22 This is a list of '94 GENS ROMs that are found all over the forums (and other sites). I linked to the original source to give credit to the authors and sometimes an explanation of the ROM. If you feel something should be added, just reply to this thread and I’ll update this list. I hope you find this helpful. Classic ROMs - Classic (www.nhl94online.com) - Classic Playoffs (99 min OT) (original post) - Weight Bug Fixed (original post) - Weight Bug Fixed + Chk Bonus (original post) - Y Button Goalie Control (original post) - WBF & Y Button Goalie (original post) - No Hassle (original post) - Roamin Goalies (original post) - Playstation 2 NHL'06 edition - NHL'94 Trade Deadline / Playoffs Edition (original post) Updated Roster ROMS - 2022 by naples39 (original post) - 2022 by The Sauce (original post) - 2022 3v3 by The Sauce (original post) - 2021 by The Sauce (original post) - 2020 by Skip/slapshot (original post) - 2020 by naples39 (original post) - 2020 by The Sauce (original post) - 2019 by Skip/slapshot (original post) - 2019 by naples39 (original post) - 2019 by The Sauce (original post) ~~ 2019 3v3 (original post) - 2018 by The Sauce (original post) ~~ 2018 3v3 (original post) - 2018 by Skip/slapshot (original post) - 2018 by naples39 (original post) - 2017 by Skip/slapshot (original post) - 2017 by naples39 (original post) - 2016 by naples39 (original post) - 2016 by Skip/slapshot (original post) - 2015 by Skip/nhlpa93easn (original post) - 2014 by Clockwise (original post) - 2014 "user friendly edition" by nhlpa93easn (original post) - 2013 by Clockwise (original post) - 2012 by Clockwise (original post) - 2012 by Slapshot67 (original post) - 2011 by Clockwise (original post) - 2010 by swos/mahavishnu (original post) - 2003 by mitch13 (original post) - nhl91.com by Clockwise (original post) - All-Time Greatest Rosters by kidwasted (original post) - 1951-1999's by Coach Mac (original post) - 70's & 80's by Slapshot67 | '71 | '72 | '73 | '74 | '75 | '76 | '77 | '78 | '79 '80 | '81 | '82 | '83 | '84 | '85 | '86 | '87 | '88 | '89 - 1910's by JKline (original post) - Deadline ROMs by Naples39 "Deadline" ROMS (all 7 in one zip) '87, '89, '92, '94, '95, '97, '99 2 on 2 - 2on2_update (original post) - 2on2.orgfinal (original post) - 2on2 no icing (original post) - Summit 2012 (original post) - Summit 2011 (original post) - Summit 2010 (original post) - Summit 2009 (original post) - Summit 2008 (original post) - 2013 2on2 by Clockwise - 2012 2on2 by Clockwise (original post) - 2007 2on2 (original post) - Pond Hockey League (original post) Miscellaneous - wboy 30 team ROM (original post) - 1v1 (original post) - 3v3 (original post) - IHL Hockey (Fantasy ROM) by DeterminedApathy (original post) - Hockey Stars [SNK Style] by von Ozbourme (original post) - Mighty Ducks Trilogy by UltraMagnus (original post) - Game of Thrones ROM (original post) - NHL Winter Classic (original post) - Original 6 ROM (original post) - Mutant League Hockey (original post) - TRON Rom (original post) Olympics - 2022 Beijing Olympics Series (men women) (original post) - 2018 Pyeongchang Olympics (original post) - 2010 Vancouver Olympics (original post) - 1980 "Miracle" (original post) - 1988 Calgary Olympics (original post) - 1952 Olympics ROM (original post) - 1920 Antwerp Olympics by von Ozbourme (original post) - 6 Aside Soccer (original post) - Ball Hockey 4v4 (original post) - Ball Hockey 5v5 (original post) - Beer League (original post) - 2021 KHL by Jkline (original post) - 2020 KHL by Jkline (original post) - 2021 United States Hockey League USHL - (original post) - 2020 EIHL by UltraMagnus (original post) - 2020 Ontario Hockey League OHL by Jkline (original post) - NCAA 2020 Big Ten by Jkline (original post) - 2019 World Juniors (original post) - IIHF Legacy 2019 (original post) - IIHF World Championship 2018 (original post) - NCAA 2007 Frozen Four by Inklings (original post) - IIHF ’94 (original post) - Canada Cup 1994 (original post) - 1977 World Juniors (original post) - Minnesota State Tourney 2010 (original post) - Minnesota State Tourney 2011 (original post) Genesis Draft League (GDL) - Season 16 (original post) - Season 15 (original post) - Season 14 (original post) - Season 13 (original post) - Season 12 (original post) - Season 11 (original post) - Season 10 (original post) - Season 09 (original post) - Season 08 (original post) - Season 07 (original post) - Season 06 (original post) - Season 05 (original post) - Season 04 (original post) - Season 03 (original post) - Season 02 (original post) - Season 01 (original post) Blitz League - Season 11 (original post) - Season 10 (original post) - Season 09 (original post) - Season 08 (original post) - Seasons 01 - 07
    2 points
  27. In 2018, a user by the name of Super Roboprotector, made a hacked rom for Blades of steel, and adds a violent twist to the game, turning hockey into deathhockey or Deathmatch Hockey. Now what i mean by that, is that it does more then change team colors and names of the 8 teams but overhauls the gameplay and the a.i. to live up to the premise of its name. The AI of your team mates and the CPU team are even more ruthless and will not hesitate to knock anyone in their path with a full check or hit. they will also start fights more often and when a fight does happen, the HP of the player is increased to 8 rather then 5 and the indicator is invisible. But this is where the "death match" part of the rom comes in, instead of the defeated player getting dragged to penalty box, the player is left there on the ice and remains knocked out completely with a team down a man and playing short for the rest of the period and with the fights being kicked up to 11, the carnage will to continue rise with more K.O'd players of both team littering the rink to the point of one team ending up with no one but a goalie. It just might make you question if you are even playing Blades of steel or a homebrewed Mutant league hockey for the NES. Luckily all Knocked players will only get up during period changes sometimes one or two guys might get up if a team lost all if not almost-all of its players. Imagine adding all this concept in any NHL rom that allows fighting (preferably NHLPA Hockey '93) Not at all convinced? well no need to worry heres some gameplay video from the very same romhacker himself playing for the Scorpions taking on the Sub-Zeros. And just for you, a patched rom for to play for your self, as always this rom is by Super Roboprotector https://www.romhacking.net/community/4595/ He also did another BOS hacked rom called the Goon mod WIll you survive Deathmatch Hockey? Deathmatch hockey (patched).nes
    1 point
  28. @von Ozbourme I am so psyched to go try playing with this. THANK-YOU SO MUCH!!!
    1 point
  29. Figure I would share this here, since I figured out where the code was to do this same thing in all of the other Genesis games from NHL Hockey (92) to NHL '98. Turns out that every game follows the same pattern as '94, so the easy way is to just search for a Hex Value of 0001 0005 0005 0018. [Although in '95 it might be 0001 0005 0005 0001] It should be the only thing that comes up. That 0005 0005 is the only thing you want to change, but it will do the same thing in every game. OR The direct locations for each game if you prefer that is: For NHL HOCKEY [92] Location is D1BE & D1C0 For EA HOCKEY [92]PAL Location is CDEE & CDF0 FOR NHLPA'93 Location is 127F4 & 127F6 For NHL '94 Location is 017012 & 017014 For NHL '95 Location is A8CA & A8CC For NHL '96 Location is 21392 & 21394 For NHL '97 Location is 2653E & 26540 For NHL '98 Location is 2696E & 26970 By the way, I tested '95 with a collision of FFE5 and the boards were merely a suggestion. Rather than bouncing off anything, the puck would just sail into the crowd on any pass or shot that wasn't intercepted by a player first.
    1 point
  30. Thanks man! I trust that you'll keep a watchful eye on Seattle, and let me know if you see room for improvement, just like before.
    1 point
  31. Yes dude! I'm very happy to see you come back @AdamCatalyst! Seamor took the words out of my mouth. I love all the work and effort you put into your roms.
    1 point
  32. Fantastic work man. Your level of detail inspired me to be more thorough and try new things within my own ROM.
    1 point
  33. Thanks! In truth, they were adapted from NHL Rewind, which was a suggestion from @kingraph. Some were just retouched, some were heavily modified, some were re-drawn form scratch, etc.
    1 point
  34. Your center ice logos are fantastic..... Nice and wide (big). Very nice!
    1 point
  35. Thank you @AdamCatalyst !!!!!!!!!
    1 point
  36. 1 point
  37. 1 point
  38. Yes! I said it with your 2022 release as well - but this is the closest we will ever get to a remaster because of how perfectly fine tuned everything is. Amazing work!
    1 point
  39. I would love to know the exact changes you made to create this rom. Also does smaller nets not also make it harder for the CPU to score?
    1 point
  40. I love the smaller nets! Hitting the post more is fun.
    1 point
  41. l trying to work on logos for my version of blitz i need some help
    1 point
  42. This guy found the actual nhl game that it happened. https://vm.tiktok.com/ZMFK8wx2W/
    1 point
  43. When the 30-team ROM was released by @wboy and his notes and posts were shared for all of us to use and try to decipher, there was a lot of untapped potential left to discover in the game. One of the things that truly bothered me for years was the stock compressed background graphics used in the main menu screen (the EA rink) and the tiled EA Sports graphics that appear on every other stats screen. The problem with compressed graphics is the tedious and time-consuming affair it is to figure out how to put the pieces together to form a full screen graphic. Thanks to @kingraph's decompressing graphics primer, and all of the hints from users on this site, I was able to figure out a few workarounds to change this TO THIS INTRODUCTION In the 30-team ROM, wboy left almost all of the original graphics intact. Instead of trying to crack the compression algorithm, he simply rerouted the pointers to areas near the end of the ROM and reorganized the tiles and palettes to make it easier for graphics modders to insert graphics. Since he did the first three title screens (first load - EA Logo, 2nd producer logo screen & third game title screen) I figured it should be just as easy to implement other screens as well. The easiest way I found through trial and error was to simply copy/paste the data from one of the decompressed screens and use that as the background. The main issue I encountered was graphic memory limitations making artifacts show up as soon as the player cards were shown. For some weird reason, increasing the tile count got rid of the artifacts. I haven't encountered any further graphical glitches, but if you come across any - please let me know so I can troubleshoot and update this guide accordingly. Here's the LONG version with explanations on how it's done, in order to get a better grasp on more advanced graphic editing - skip to the next post for the easy way (you wimp.) As always - save a backup copy of your ROM BEFORE STARTING. TOOLS: - Photoshop (preferred) or graphic editing program that allows you to create indexed PNG files. - A Hex Editor (I use Hex Editor Neo) - Windows Calculator set to Programmer - Tile Molester 1) Create your full screen graphic (320 pixels x 224 pixels) and optimize it in Photoshop, for pasting into your ROM through the TileMolester program. • In Photoshop, reduce the number of colours to 16 (Image > Mode > Indexed Color) • Select Local (Perceptual) to keep the Color integrity, type in 16 under Colors, Forced: None, uncheck transparency, and if your image isn't dithered, select None. Otherwise, choose the dithering method you prefer (Diffusion, Pattern, Noise) Then under palette, change it from Local to Custom. You'll get the Color Table for the colors used. • Modify your colour table to create colours that are "Sega" friendly (each RGB number should be a multiple of 32, with a maximum of 224) • IMPORTANT: make a note of each colour and their values (you will need this later) • Select OK, then save as a PNG with no transparency (File > Export > Save for Web) 2) Open your ROM in a Hex Editor. Find a spot at the end of the game data in the "free space" (bunch of FFFFs or 0000s) and this will be where the new graphic is located. Remember the offset. (In my ROM, I used 1E2B00) 3) With Tile Molester open, make sure you have the right settings enabled: Palette > Format > 9bpp (Genesis) Palette > Byte Order >Motorola View > Codec > 4bpp Linear 4) Jump to the offset where you are planning on pasting the background: Navigate > Go to > enter the offset value (e.g. 1E2B00) Make sure "Hex" and "Absolute" are selected. 5) Open the viewing window by clicking and dragging the corner. Then open your working area by using the Increase width button until you have 40 tiles across. With the increase height button, extend your workspace to 28, The area counter at the bottom should read 40x28 tiles. This is your working area and the size of a Genesis rendered screen. 6) Using the Plus/Minus tabs for moving forward/backward one byte at a time, move FORWARD 10 bytes (1E20AA). You will need those 10 bytes to add your header data later. 7) Paste in your full screen graphic : Edit > Paste From > (navigate to your background PNG) Then, save it. Don't worry about the palette or tile layout just yet. 6) Open your ROM with a Hex editor. Navigate to the offset where you pasted your image. (e.g. 1E2B00) 7) In the 10 bytes you left available, place the following code (no spaces): 0000 8C2A 0000 8CAA 0480 ** WARNING: Make sure you are overwriting the data, and not inserting/adding the new bytes and pushing the bytes further down as you add data. If that happens, your pointers will be messed up! 8C2A = number of bytes of graphic data + 10 bytes for the header 8CAA = number of bytes of graphic data + palette information + 10 bytes for the header 0480 = number of tiles (in hex) ** NOTE: A full screen graphic is 0460 (1,120 tiles) but using that number on the main menu causes graphic artifacts. I increased this number to 0480 and the player cards show up properly. Not sure why, but it does... 8) To find the end of your graphic data, using a calculator set to Programmer mode: Select the Hex option and type in your offset + 8C2A (from the header, if you recall) - In my case, the value was 1E2B00 + 8C2A = 1EB72A. 9) Insert the following bytes directly after the graphic data (no spaces). 0EEA 0CCC 0888 0444 0222 008C 006A 0000 0822 0600 0042 0020 004A 0006 066A 0246 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 This is the palette data and will allow you to set custom colours for your background. There are 128 bytes that correspond to the 64 colours available for the screen. Typically, you only want to use 16 since there are sprites that often share the same palettes. The colour codes listed above are the generic ones chosen by wboy - we are going to edit these to accommodate your new background. 10) Directly after the palette data, insert the following code (no spaces) 0028 001C This is the layout width/height where 0028 is 40 tiles, 001C is 28 tiles. - Each tile is 8 pixels wide and 8 pixels high. - 40 tiles x 8 pixels wide = 320 pixels! - 28 tiles x 8 pixels high = 224 pixels! - 320 x 224 is a full screen background. 11) NOW - we set up the tile layout. Type in the following code (no spaces) 0000 0001 0002 0003 0004 0005 0006 0007 0008 0009 000a 000b 000c 000d 000e 000f 0010 0011 0012 0013 0014 0015 0016 0017 0018 0019 001a 001b 001c 001d 001e 001f 0020 0021 0022 0023 0024 0025 0026 0027 0028 0029 002a 002b 002c 002d 002e 002f 0030 0031 0032 0033 0034 0035 0036 0037 0038 0039 003a 003b 003c 003d 003e 003f 0040 0041 0042 0043 0044 0045 0046 0047 0048 0049 004a 004b 004c 004d 004e 004f 0050 0051 0052 0053 0054 0055 0056 0057 0058 0059 005a 005b 005c 005d 005e 005f 0060 0061 0062 0063 0064 0065 0066 0067 0068 0069 006a 006b 006c 006d 006e 006f 0070 0071 0072 0073 0074 0075 0076 0077 0078 0079 007a 007b 007c 007d 007e 007f 0080 0081 0082 0083 0084 0085 0086 0087 0088 0089 008a 008b 008c 008d 008e 008f 0090 0091 0092 0093 0094 0095 0096 0097 0098 0099 009a 009b 009c 009d 009e 009f 00a0 00a1 00a2 00a3 00a4 00a5 00a6 00a7 00a8 00a9 00aa 00ab 00ac 00ad 00ae 00af 00b0 00b1 00b2 00b3 00b4 00b5 00b6 00b7 00b8 00b9 00ba 00bb 00bc 00bd 00be 00bf 00c0 00c1 00c2 00c3 00c4 00c5 00c6 00c7 00c8 00c9 00ca 00cb 00cc 00cd 00ce 00cf 00d0 00d1 00d2 00d3 00d4 00d5 00d6 00d7 00d8 00d9 00da 00db 00dc 00dd 00de 00df 00e0 00e1 00e2 00e3 00e4 00e5 00e6 00e7 00e8 00e9 00ea 00eb 00ec 00ed 00ee 00ef 00f0 00f1 00f2 00f3 00f4 00f5 00f6 00f7 00f8 00f9 00fa 00fb 00fc 00fd 00fe 00ff 0100 0101 0102 0103 0104 0105 0106 0107 0108 0109 010a 010b 010c 010d 010e 010f 0110 0111 0112 0113 0114 0115 0116 0117 0118 0119 011a 011b 011c 011d 011e 011f 0120 0121 0122 0123 0124 0125 0126 0127 0128 0129 012a 012b 012c 012d 012e 012f 0130 0131 0132 0133 0134 0135 0136 0137 0138 0139 013a 013b 013c 013d 013e 013f 0140 0141 0142 0143 0144 0145 0146 0147 0148 0149 014a 014b 014c 014d 014e 014f 0150 0151 0152 0153 0154 0155 0156 0157 0158 0159 015a 015b 015c 015d 015e 015f 0160 0161 0162 0163 0164 0165 0166 0167 0168 0169 016a 016b 016c 016d 016e 016f 0170 0171 0172 0173 0174 0175 0176 0177 0178 0179 017a 017b 017c 017d 017e 017f 0180 0181 0182 0183 0184 0185 0186 0187 0188 0189 018a 018b 018c 018d 018e 018f 0190 0191 0192 0193 0194 0195 0196 0197 0198 0199 019a 019b 019c 019d 019e 019f 01a0 01a1 01a2 01a3 01a4 01a5 01a6 01a7 01a8 01a9 01aa 01ab 01ac 01ad 01ae 01af 01b0 01b1 01b2 01b3 01b4 01b5 01b6 01b7 01b8 01b9 01ba 01bb 01bc 01bd 01be 01bf 01c0 01c1 01c2 01c3 01c4 01c5 01c6 01c7 01c8 01c9 01ca 01cb 01cc 01cd 01ce 01cf 01d0 01d1 01d2 01d3 01d4 01d5 01d6 01d7 01d8 01d9 01da 01db 01dc 01dd 01de 01df 01e0 01e1 01e2 01e3 01e4 01e5 01e6 01e7 01e8 01e9 01ea 01eb 01ec 01ed 01ee 01ef 01f0 01f1 01f2 01f3 01f4 01f5 01f6 01f7 01f8 01f9 01fa 01fb 01fc 01fd 01fe 01ff 0200 0201 0202 0203 0204 0205 0206 0207 0208 0209 020a 020b 020c 020d 020e 020f 0210 0211 0212 0213 0214 0215 0216 0217 0218 0219 021a 021b 021c 021d 021e 021f 0220 0221 0222 0223 0224 0225 0226 0227 0228 0229 022a 022b 022c 022d 022e 022f 0230 0231 0232 0233 0234 0235 0236 0237 0238 0239 023a 023b 023c 023d 023e 023f 0240 0241 0242 0243 0244 0245 0246 0247 0248 0249 024a 024b 024c 024d 024e 024f 0250 0251 0252 0253 0254 0255 0256 0257 0258 0259 025a 025b 025c 025d 025e 025f 0260 0261 0262 0263 0264 0265 0266 0267 0268 0269 026a 026b 026c 026d 026e 026f 0270 0271 0272 0273 0274 0275 0276 0277 0278 0279 027a 027b 027c 027d 027e 027f 0280 0281 0282 0283 0284 0285 0286 0287 0288 0289 028a 028b 028c 028d 028e 028f 0290 0291 0292 0293 0294 0295 0296 0297 0298 0299 029a 029b 029c 029d 029e 029f 02a0 02a1 02a2 02a3 02a4 02a5 02a6 02a7 02a8 02a9 02aa 02ab 02ac 02ad 02ae 02af 02b0 02b1 02b2 02b3 02b4 02b5 02b6 02b7. 02b8 02b9 02ba 02bb 02bc 02bd 02be 02bf 02c0 02c1 02c2 02c3 02c4 02c5 02c6 02c7 02c8 02c9 02ca 02cb 02cc 02cd 02ce 02cf 02d0 02d1 02d2 02d3 02d4 02d5 02d6 02d7 02d8 02d9 02da 02db 02dc 02dd 02de 02df 02e0 02e1 02e2 02e3 02e4 02e5 02e6 02e7 02e8 02e9 02ea 02eb 02ec 02ed 02ee 02ef 02f0 02f1 02f2 02f3 02f4 02f5 02f6 02f7 02f8 02f9 02fa 02fb 02fc 02fd 02fe 02ff 0300 0301 0302 0303 0304 0305 0306 0307 0308 0309 030a 030b 030c 030d 030e 030f 0310 0311 0312 0313 0314 0315 0316 0317 0318 0319 031a 031b 031c 031d 031e 031f 0320 0321 0322 0323 0324 0325 0326 0327 0328 0329 032a 032b 032c 032d 032e 032f 0330 0331 0332 0333 0334 0335 0336 0337 0338 0339 033a 033b 033c 033d 033e 033f 0340 0341 0342 0343 0344 0345 0346 0347 0348 0349 034a 034b 034c 034d 034e 034f 0350 0351 0352 0353 0354 0355 0356 0357 0358 0359 035a 035b 035c 035d 035e 035f 0360 0361 0362 0363 0364 0365 0366 0367 0368 0369 036a 036b 036c 036d 036e 036f 0370 0371 0372 0373 0374 0375 0376 0377 0378 0379 037a 037b 037c 037d 037e 037f 0380 0381 0382 0383 0384 0385 0386 0387 0388 0389 038a 038b 038c 038d 038e 038f 0390 0391 0392 0393 0394 0395 0396 0397 0398 0399 039a 039b 039c 039d 039e 039f 03a0 03a1 03a2 03a3 03a4 03a5 03a6 03a7 03a8 03a9 03aa 03ab 03ac 03ad 03ae 03af 03b0 03b1 03b2 03b3 03b4 03b5 03b6 03b7 03b8 03b9 03ba 03bb 03bc 03bd 03be 03bf 03c0 03c1 03c2 03c3 03c4 03c5 03c6 03c7 03c8 03c9 03ca 03cb 03cc 03cd 03ce 03cf 03d0 03d1 03d2 03d3 03d4 03d5 03d6 03d7 03d8 03d9 03da 03db 03dc 03dd 03de 03df 03e0 03e1 03e2 03e3 03e4 03e5 03e6 03e7 03e8 03e9 03ea 03eb 03ec 03ed 03ee 03ef 03f0 03f1 03f2 03f3 03f4 03f5 03f6 03f7 03f8 03f9 03fa 03fb 03fc 03fd 03fe 03ff 0400 0401 0402 0403 0404 0405 0406 0407 0408 0409 040a 040b 040c 040d 040e 040f 0410 0411 0412 0413 0414 0415 0416 0417 0418 0419 041a 041b 041c 041d 041e 041f 0420 0421 0422 0423 0424 0425 0426 0427 0428 0429 042a 042b 042c 042d 042e 042f 0430 0431 0432 0433 0434 0435 0436 0437 0438 0439 043a 043b 043c 043d 043e 043f 0440 0441 0442 0443 0444 0445 0446 0447 0448 0449 044a 044b 044c 044d 044e 044f 0450 0451 0452 0453 0454 0455 0456 0457 0458 0459 045a 045b 045c 045d 045e 045f There are 1,120 tiles here. Each tile corresponds to the 8x8 pixel data that appears right after the header at the start. 12) Save your ROM and reopen it in Tile Molester. Now we're going to set our colours, reimport our graphic and do some fine-tuning. 13) Once again With Tile Molester open, make sure you have the right settings enabled: - Palette > Format > 9bpp (Genesis) - Palette > Byte Order > Motorola - View > Codec > 4bpp Linear 14) Jump to the offset where you are planning on pasting the background: - Navigate > Go to > enter the offset value where the graphic starts (in my example it is 1E2B0A, which is 1E2B00 + 10 bytes (0A in hex) right after the header!) - Make sure "Hex" and "Absolute" are selected. 15) Open your working space to 40x28 - you should be able to see the original graphic you pasted in, with the colours in the default TM palette. 16) Access your new palette here: Palette > Import from > This File You will be asked for an offset, the size, and the format. The offset value needs to be in decimal format. Remember where we placed our palette data? See step 8 to find the start of your palette (in our example 1EB72A). Put that number into your calculator or a converter to find the decimal value. (Our example 1EB72A = 2012970) Offset: 2012970 Size: 64 Format: 9bpp Genesis Your palette is now loaded, and now we can edit it to fix your colours. 17) Remember in Step 1 when you were asked to make a note of the colours in the table used in your image? Here is where you should input the values, in the order listed in the table. Double click each colour, and edit the values to correspond to the ones you have for your image. 18) Your colours may appear incorrect on your image, so once you've added your colours in the palette - insert your image again, and TM "should" correct the colours according to the palette. From there, you can do some fine tuning to fix stray pixels, or sections of colour that did not translate over correctly. Fix your background masterpiece and save your work. Close the file and TM. 19) Open your Hex Editor and do a search for the following Hex String 4B7A0. You will be taken to an area in the file in the F's (depending on your ROM) This is the pointer for the tiled EA Rink graphic. In my case, the offset was 0F823C. We are going to change that to the start point of our NEW graphic (in my examples, it is 1EB200) - replace 4B7A0 with 1EB200. 20) Save your file and fire up your emulator to see the changes. As you can see, the overlays use the palette colours as well, so you'll have to account for that and adjust your palette accordingly. Most of the time, the highlights work well with the background colours. I hope this works out for you. It seems like a lot, but it's really not THAT difficult once you start playing under the hood. You'll have a better understanding of how the graphics are displayed in game, and inspire you to change up your own stuff!
    1 point
  44. There's a hex code edit that can adjust the hit box of the nets as well. This can be used to make them effectively smaller, [even though the sprites will look the same] forcing you to take more precise shots. As for the cut in front move, I've found that using smozoma's suggestion of decreased speed boost and lower endurance, in addition to increased opponent Defensive Awareness can result in the AI defencemen clogging up those easy lanes and your forwards not having the ability to overcome them. Overdone, this can turn your games into a slogfest, so use with caution.
    1 point
  45. To anyone who might have read this post in the past, please note that the first posting has been updated for version 6.0, which includes some new insights and hacks.
    1 point
  46. Here is how to allow the goalie to move farther under manual goalie control, both with AND without the puck. Some background info: - When I start a number with a '$', it's a hex value. - When I start a number with '@', it's a hex offset. - In hex, when a number's first digit is an 'F', that means it's a negative number (in this hack, anyway..). FFFF= -1, FFFE = -2... - The position of the players is relative the centre ice dot (0,0). - To the right and up is positive; to the left and down is negative. - See the picture below for the locations of some lines When the goalie doesn't have the puck, he is constrained to a small box around the crease, measured in pixels (although he actually can move outside this box, but his movement becomes extremely slow, about 1 pixel per second). - Right side of box: $0024. The value is in the ROM at offset @00B632 - Left side of box: $FFDB @00B650 - Bottom of box for the upper-end goalie: $00E7 @00B66A - Top of box for the lower-end goalie: $FF19 @00B674 When the goalie has the puck, the whistle is blown if he crosses a line near the top of the faceoff dots. - The line for the upper-end goalie: $00AA @00D3EA - The line for the lower-end goalie: $FF56 @00D3F2 Here is an example you might use: -------------------------------- Make the box twice as wide for both goalies: -------------------------------- (right side) OFFSET: @00B632 OLD VALUE: $0024 (+36) NEW VALUE: $0048 (+72) (left side) OFFSET: @00B650 OLD VALUE: $FFDC (-36) NEW VALUE: $FFB8 (-72) -------------------------------- Let the goalies roam farther towards centre ice, WITHOUT the puck: -------------------------------- (upper end goalie) OFFSET: @00B66A OLD VALUE: $00E7 (+231) NEW VALUE: $00E0 (+224, a little bit closer to centre-ice) (lower end goalie) OFFSET: @00B674 OLD VALUE: $FF19 (-231) NEW VALUE: $FF20 (-224, a little bit closer to centre-ice) -------------------------------- Let the goalies roam farther towards centre ice WITH the puck: -------------------------------- (upper end goalie) OFFSET: @00D3EA OLD VALUE: $00AA NEW VALUE: $0090 (between the faceoff circles and the blueline) (lower end goalie) OFFSET: @00D3F2 OLD VALUE: $FF56 NEW VALUE: $FF70 (between the faceoff circles and the blueline) Here's an example for letting the goalies go anywhere: -------------------------------- Make the box as wide as the rink for both goalies: -------------------------------- (right side) OFFSET: @00B632 OLD VALUE: $0024 (+36) NEW VALUE: $007C (+124) (left side) OFFSET: @00B650 OLD VALUE: $FFDC (-36) NEW VALUE: $FF84 (-124) -------------------------------- Let the goalies roam all the way down the ice, WITHOUT the puck: -------------------------------- (upper end goalie) OFFSET: @00B66A OLD VALUE: $00E7 (+231) NEW VALUE: $FE00 (uhh this is a guess.. my diagram has a mistake. tell me if this doesnt work.) (lower end goalie) OFFSET: @00B674 OLD VALUE: $FF19 (-231) NEW VALUE: $0200 (uhh this is a guess.. my diagram has a mistake. tell me if this doesnt work.) -------------------------------- Let the goalies roam all the way down the ice WITH the puck: -------------------------------- (upper end goalie) OFFSET: @00D3EA OLD VALUE: $00AA NEW VALUE: $FE00 (uhh this is a guess.. my diagram has a mistake. tell me if this doesnt work.) (lower end goalie) OFFSET: @00D3F2 OLD VALUE: $FF56 NEW VALUE: $0200 (uhh this is a guess.. my diagram has a mistake. tell me if this doesnt work.) ----- Notes: Yes, it would be possible to add extra code to the game to get the play whistled down if the goalie violated the trapezoid rule (but without a penalty), but I won't do this. The AI goalie always rushes into the corner to get the puck, so this would cause a huge number of whistles without knowing how to disable that behaviour. kind of funny: I spent sooo much time tracing backwards through code trying to find how to do this hack, without success ... then I got sick of it and just started looking at the very first trace point that used a certain memory location, and what do you know, that was it. Could have saved hours! I learned some stuff on the way, though, that might be useful some other time.
    1 point
  47. i don't mean to be a downer but describing cheap ways to score as 'gay', is a bit unnecessary fellas. Not everyone in the world is straight and/or automatically equates the word 'gay' to the words stupid, lame, or cheap.
    1 point
  48. unfortunately when trying to pick up chicks at the bar to take home....that was my line up as well.
    1 point
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