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Alright. First off, sorry this one is a bit late, but in our defence, sometimes life happens at the most inopportune times. Cutting to the chase, it's time @Jkline3 and I submit: NHL 2024 - '94 Edition To start, while I haven't seen any mention of this being the 30th anniversary of this all-time classic in any of the modern releases, [if you're into that sort of thing] it seemed wrong not to address it in some manner. Also, NHL Network continues their "sponsorship" in this edition. The main menu background didn't change, but some other things have. Since Ray Ferraro left NHL Network, the search was on for another former player turned host that we can call on for riveting in-depth pre-game analysis, and Dave Reid was classy enough to return our call. With the new season, the playoff format is restored so anyone could win it all! Some minor tweaks to the game menu graphics, where one can view their lines with the updated player rosters and custom player ratings. Zamboni guy improved his posture and changed his sweater. As well as the new player cards. Yes, I may just be trying show off the new photos at this point. With the discontinuation of the Reverse Retro program, this year's edition sticks to the regular home and away kits. As well, this version incorporates a new 3-Star calculator thanks to the amazing tutorial work by @AdamCatalyst [It's hard to justify giving the goalie credit for the shutout when he only faced two shots all game] Obligatory 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 or out to the face off 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] Yes we know that the goalie can technically go to the red line, but that would mean having to figure out how to assess delay of game penalties and that's not likely to happen. Goalie Y-button control hack applied. Edit Lines hack for any player to play at any position. NHL 2024 - Retro 94 x 30th Edition v1.0.bin12 points
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4 points
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Yeah I'm curious about the process... What kind of image adjustments you make before putting them in... Saturation and contrast boosts? Then dither with a predefined palette in photoshop? To start, Many thanks. To be honest, I was actually messing around with the idea of colour photos last year, but the team photographers were so inconsistent with the lighting and colour adjustments that it was just not worth the effort. This year however, they did a much better job of being at least in the same vicinity tonally, even if some teams would have a different fill light here or there or end up with a less vibrant set of images. But, it was all close enough that it seemed worth revisiting. Still wasn't sure though until I actually made that Dave Reid image. I'd gotten it ready for index colouring by setting a custom palette with all eight of the default grey tones and limiting the image to 16 colours and found that it was able to give me that image using only five skin tones. Emboldened with this knowledge, I tried an assortment of player photos using those same five tones and white, black and mid grey and it actually looked nice. As for what I had to do to the photos, given that they were so close to start, I was able to set up some photoshop actions to bump the vibrancy and contrast and brightness just a little bit before converting to eight colour index. I actually find that vibrancy works better for me than saturation and combined with a subtle brightening with probably a maxed out contrast and after going through the cropping and resizing, probably about 2/3 of them were good enough already. For some of the duller, darker, washed out players, I did go back and add some preset vibrancy, brightness/contrast adjustments, and that took care of a good chunk more so I think maybe only 10% of the total pictures actually required some manual attention. And even in these cases It was a lot of just going back to those vibrancy and contrast settings. In the more extreme cases, I would use dodge and burn to darken some forehead glare if the flash was too hot or darken the mid tones around areas like the nose or jaw to increase the contrast in just those areas. In some cases I ended up using layers, where I would overlay a copy of the image but with the layer properties changed to "soft light" or "overlay", occasionally in tandem with masking off areas so only certain features were adjusted. And then usually the top layer was a copy of the original but the layer property set to "colour" in order to preserve the original tones. This mind you is only in the extreme cases luckily so I didn't need to do this too many times. And luckily I didn't have to worry about too many bubble players who missed picture day this time, so trying to match a kid's junior photo to everyone else, wasn't an big issue. Anyway, armed with these tools, while constantly switching to the index colours I settled on after each adjustment, allowed me to see what was going to work in game. I did however restart about a third of the way through due to a change in direction with the dithering. [interesting you both touch on that in a way] I originally settled on a 30% dithering effect since it was subtle enough with the small images, but then I realized that I still didn't so much like it when it was up-scaled as it looked too "retro computery" rather than staying true to what old-school console game art looked like. To me anyway. So I bumped it down to 10% and that's what you see there. Sorry if this is getting long winded, but I guess the takeaway is that luckily the source images were very consistent this year, otherwise I probably would have just settled on black and white again. But since setting up a few automated batch actions was able accomplish what I needed for the majority of the pictures, I didn't feel like I was wasting my time on a foolish idea this year. Hopefully the team photographers do me a favour and keep this up next year.4 points
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I'll have you know, in Canada, that is *exactly* what we do on Thanksgiving!2 points
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@smozoma I've been trying to figure out how the Displayed Rating Values are calculated in the ROM. I can see with Weight that there is merely a base weight figure that is set, with each additional Weight "point" adds an increment of 8 above that. But for this… how did you adjust this? I can't figure out if there is a multiplier variable set to 7, or a lookup table, or whatever. You must have done SOMETHING, but I can't figure out what it is. Any insight as to how the displayed values is handled, a HEX address to a multiplier, any insight whatsoever would be greatly appreciated!2 points
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The 2024 Reverse Retro ROM is AMAZING!!! It's distracting me from getting mine done.2 points
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Noted on Vejmelka. Typo on my part and will update for the future. For the overall team ratings I used a hybrid of a couple different power ratings (TSN, MoneyPuck, etc.) along with my own ratings. To be honest I didn't put too much thought into how individual teams compared to each other but I suspect that Ottawa's slow start and Arizona doing better than expected explains a lot. Glad to see @AdamCatalyst come out with similar results. No bias for/against any teams here. (except maybe Detroit - I kid, I kid...)2 points
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@von Ozbourne Sorry for spamming your thread, but I can't get over how phenomenal your player photo work is. It doesn't just look better, it looks and feels authentic to what the players would have looked like if they were 16-bit video game characters. I love it so much.2 points
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2 points
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Oh no.. While part of me wants to "Yes and" this string, I feel like we've possibly gone too far already. Yes. it was an joke and No there will be no charge... up front... [stop it!] I do feel that I should probably note that we are going to miss our goal by a few days, so no game today. Sorry. As to why, well, I'm not going to say that my esteemed rival, Adam, had anything to do with it. And I'm not going to say that he might have affiliations with Russian hackers. And that he may have allegedly employed their services to slow us down, thus ensuring his monopoly on game mods. For the record, I did not say any of that. I will say that it was not aliens.2 points
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Not a dumb question at all. There's lots that can be done, but everything comes with a cost. Some ways that you might try: increase the Offence Awareness of all players. increase the Defence Awareness of all players. increase the Bias / Roughness of all players. mod the ROM so that the team you use has players with worse attributes than the teams you play against. increase the Aggression & Checking attributes of opponents players. Please note, this will increase penalty calls, so you may want to play with Penalties off if you do this. further reducing the size of the goal may help. From what I can tell, on Defence the Defence Awareness dictates how many pixels of "vision" each CPU controlled player has. They Aggressiveness indicates how likely they are to go after the puck with their stick if they can "see" it, and their Checking indicates how likely they are to go after the player with their body if they can "see" it. I am less certain on how the offensive "thinking" works. I'd encourage you to export the ratings from a ROM, edit them in a spreadsheet and, and re-import them to see what happens! As for your second question, depends on which ROM, and the human players skill level. IIRC my ROMs should give reasonable results for CPU vs CPU games with period length set between 10-20 minutes. At 10 minutes it should be akin to a very low event game, and at 20 minutes it should be akin to a very high event game. But throw a human being into that mix, and all bets are off.2 points
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Hy folks, just an FYI. I don't want to promise anything, but I've been finding time to get back on this project, and making lots of progress lately. There's no imminent release in sight, but I'm pushing things a long to get a '24 release out as soon as I can.2 points
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Hi all. Is this even possible or do we need to use a computer or laptop only? sorry if it's a noob question. I just carry my tablet with me always and it be awesome to play1 point
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I grabbed it to play as Corey Perry since this will be his last and only ROM on the Blackhawks.1 point
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I finally had some time to examine this closer and I think that you caught it already. Looking at the 0-6 rating here. Judging by that, as you said, the 0-15 seems to just add more increments to the pre-established scale. I guess it just threw me off because perhaps in the 0-6 scale, 6 is considered "super human" and used sparingly, but they still wanted those 3s and 4s to seem respectable rather than have the median be actually 50%. Maybe it's just a me thing, but I would figure that to make better use of the added increments, the numbers could be something like 0=20 and each increment could increase that number by a flat value of 6. This would result in E=104 and F= a "superhuman" 110. Obviously this is just a preference based on a compulsion for equal numbers, but without the ability to do it myself, I can't really flex any authority on the matter. It just seemed like a missed opportunity to me to not take advantage of the extra nuance afforded by the new scale, but again as you say, one is still beholden to the limits of the code in which the game was built.1 point
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Ahh I'll have to look it up. I think for the 0-6 rating, to accomplish multiplying by 18 they did a left bit shift 4 (effectively multiply by 8), add the original value (x8+x1), then left shift 1 more bit ((x8+x1)x2). So I probably did, left bit shift 4 (x8), subtract original value (x8-x1 = x7). And the location for that can be found in the source of smozROM.1 point
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Sorry, I think that I must be confusing everyone. I'm not talking about NOSE or Overall Ratings. Please let me start over. In the original 0-6 rating system, rating an Attribute "2" would translate to the ROM showing a Displayed Value of "42" for that attribute. However, with your 0-15 system, giving that same Attribute a rating of "2" would translate to the ROM showing a displayed value of "32" for that attribute. My question, is why or how? I hypothesize that there is either a multiplier value somewhere (e.g. "take 0-15 rating and multiply by "7" for Displayed Value), or perhaps a look-up table, or perhaps something else entirely. Whatever it is, I would love to know more!1 point
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1 point
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I enjoy Genesis for all the ROM hacks but gameplay to me is SNES. That's where it's at.1 point
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Started out at 128 downloads this morning and now over 300!1 point
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NHL 94: 2023 Edition by Adam Catalyst v4.4 updated 2023 05 14 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. New in '23 800 players obsessively rated, up-to-date rosters, and realistic lines, based on extensive 2020-2023 regular season player data and analytics. Team colours, banners, uniforms, and logos all improved to be as realistic as possible, along with numerous other graphical refinements throughout the arena. Graphical Refinements Hundreds of other refinements have been made including title screens, banners, player photos, scoreboard, audience, face-offs, player sprites, nets, ice markings, coaches, 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, 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 v4.4 - 2023 05 14.zip Previous Versions NHL 94 [h] 2023 AC v3.0 - 2023 03 13.zip NHL 94 [h] 2023 AC v2.0 - 2023 02 10.zip NHL 94 [h] 2023 AC v1.1 - 2023 01 17.zip Box Art Features & Modifications Title Screens & Under the Hood ROM Header: Updated to indicate support for Japan region, 6-Button Controller, both domestic & foreign ROM names, and updated checksum. Title Screen: Opening Logo screens display time reduced by 30%. Graphics: EA logo screen heavily modified. Graphics: High Score Production screen slightly modified. Graphics: Splash image updated with my personal 2022 MVP vote. Graphics: Masthead re-drawn to match EA’s current NHL23 lettering. Graphics: Title screen Logos removed. Text: Credits re-coloured & edited. Above: The player sprites design was revised to more accurately accommodate the wide range of colourations for all 32 NHL teams. Taped taped composite sticks complete the more realistic contemporary look. Above & Beyond: A global colour palette for the entire ROM was built, with all key colour decisions made in this relative context. Teams have been systemically coloured to have as accurate a representation as possible, with a consistent sense of depth, and realistic colour shifts for shadows and highlights. Tests were done with demo play, and final colour decisions were made to give the most accurate impression in motion, and not necessarily what looked the best in stills. Main Menu Settings: Default teams set for the 2022 Stanley Cup finals. Settings: Playoff brackets updated to the 2023 seedings. Settings: 7-minute period length option added. Settings: Line Changes & Penalties defaults set to on "On," because that's how I roll. Graphics: Team Banners & Logos updated, with consistent up-to-date official colours relatively mapped to the Sega Genesis/Mega Drive colour space. Graphics: Team Banner names removed, and replaced with "VISITORS" and "HOME" for clarity. Graphics: Player Photos all updated with official NHL headshot images, custom cropped & colour graded. Graphics: Error removed from the selection box. Hack: Player Photo carousel cycling order modified. 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. Text: Re-wording of a couple menu options for greater clarity. Typesetting: Player names centred vertically. Settings: Default teams set for the 2022 Stanley Cup finals. 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: Banners have been refined to have better typesetting, and colours modified & dithered to look closer to the 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 to “Forward,” “Defence,” & “Goaltender.” Above: When EA released Rewind (left), they kept the same very limited colour palette as the original for team banners, despite decades of new teams and new team colours. I've optimized this restrictive colour palette (right) so that all teams now look much closer to their authentic colours. Furthermore, typesetting has been improved in all banners to also be better than Rewind, with improved, kerning, alignment, and some custom letterforms. Rink Graphics: Colour Palette has been altered to improve the audience affect with more uniform tonal contrast, to improve the accuracy of the team banner colours, and to give the nets more realistic colouring. Sprites: Audience members design and animations have been refined. Graphics: Goal light & animation revised. Graphics: Instant Replay Reverse view inconsistencies fixed. Graphics: Minor refinements throughout the arena. Rink - On the Ice Graphics: Ice Colour lightened slightly. The darker colour was giving me eye strain. Graphics: Centre ice logos updated, adapted from NHL Rewind designs. Graphics: Face-off circles modification. (author unknown) Graphics: Net re-drawn to the most recent (2013) NHL proportions, with an updated goalie crease. Graphics: Trapezoid area lines drawn to NHL scale. Graphics: Glass & stanchions behind bottom net revised to be symmetrical and parallel to glass & stanchions at the top, horizontal seam in top glass has been erased, and on-ice reflections of stanchions have been fixed throughout. 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. Rink - On the Sidelines Graphics: Bench area modifications, including the addition of coaches. Graphics: Bench backup goalie hack. (slapshot67) Sprites: Bench players "chirping" animations refined to be less cartoonish. Graphics: Time-keepers added in, and time-keeper area Stanchion misalignment fixed. Graphics: Bench, Penalty Box, & Time-keepers area Stanchions modified to be consistent with the Sideboards view. 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 (Botton Left): 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. The Sauce’s excellent ROM is shown here for relative comparison only, no criticism implied of his inspiring work. Rink - Sideboards view Graphics: Sideboards Bench, Boards, Glass, Ice, Stanchions, etc. revised. Graphics: Scoreboard Banners refined to have better typesetting, and colours modified & dithered to look closer to the Menu Banner colours. Graphics: Sideboard Scoreboard has custom drawn NHL logo. Graphics: Side-boards Score-Keepers added. (Based on the SNES version) Sprites: Zamboni driver revised to better match the perspective of the side-boards. Sprites: Player in Penalty box refined. Above Top: Beyond the improved banner, the scoreboard features brighter lettering and scores along with custom drawn a modern NHL logo. Above Below: The original Zamboni driver (Left) looked like a small ruddy-faced hunchback. I re-designed him to fit the style and perspective of the scene better, adapted the design of the scorekeepers from the SNES version to match, improved the design of the player in the penalty box (who disturbingly had no lower body in the original), and have made hundreds of minor refinements to the audience, animation, bench, stanchions, the light refraction on the edge of the glass, etc. In-Play Sprites: Player design was revised to more accurately accommodate the wide range of colourations for all 32 NHL teams. Tests were done with demo play, and final colour decisions were made to give the most accurate impression in motion, and not necessarily what looked the best in stills. Sprites: Face-off animations revised. Sprites: Players given grey composite sticks, because grey pixels have better puck feel, more flex, and are lighter weight. Sprites: Goaltenders masks revised to reveal their faces. Sprites: Player Helmet colour patch. (Clockwise) Sprites: Player Eye, Boots & Gloves, and Stick Tape patches. (Clockwise) Sprites: Improved Checking animations patch. (Clockwise) Sprites: Puck and its shadow revised. Graphics: On-Ice Player Numbers changed to white for better legibility against the ice. Graphics: On-Ice Player indicator (star) for Player 1 lightened to be less conspicuous and increase relative on-ice contrast for the Player 2 indicator. Graphics: Penalty box player colour error fixed. (Slapshot67 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 & Lines: 800 total players have been included, covering the 25 players (14F, 8D, & 3G) with the most ice-time in 2022-2023 on each team. 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 the end of March 13, 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) 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 more difficult to score, and more likely that you will hit the post. 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: 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, Penalty Shots set to 15 seconds. 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. Stars of the Game: New custom formula. Behind the Scenes: Rosters, ratings, and lines are based on extensive real-world data and advanced analytics. All of this is conformed to custom ratings distribution curves, which give the gameplay its unique feel. This single most important feature can't be shown in stills. You have to play it to feel it. In-Game Overlays Graphics: Linesman & Referee pop-overs refined. Graphics: In-Game Timer logo has been re-drawn. (based on Sauce's design) Graphics: Line Change Energy bars have been re-drawn to have an inverse quasi-logarithmic gradation. Graphics: Instant Replay controls graphic revised. Graphics: Custom Stars of the Game icon and revised typesetting. Text: "Cross Check," "Face-Off," and "Fight Instigator" renamed to "Cross-check," "Face-off," and "Instigator" as per the official NHL rulebook. Above: Various evolutions… The Net has been re-drawn to closely match the current NHL proportions, an to slightly reduce the scoring area. The crease has been re-drawn to match, along with trapezoid lines and other updated ice markings. The Goalie’s mask has been revised to now show a bit of their face underneath (Right). A custom Stars of the Game icon and typesetting, to go along with a custom underlying selection formula. In-Game Menus Graphics: NHL & NHLPA Logos re-drawn. Graphics: "Hockey Night" Banner slightly re-coloured. Hack: Player Cards bugs that would causes crashes upon cycling through Cards for WSH (and possibly also VGK & WPG) have been eliminated. Hack: Player Stats now showing Checks instead of Penalty Minutes. (smozoma) Text: The “Change Goalie” option for “no goalie” is now in ALL-CAPS for greater visibility. 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 near the top of this post. 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. Builds are tested with Genesis Plus 1.7.4.15 and Genesis Plus GX 1.7.5-RC1 r24-10-2021. If you are having any technical issues, you may want to try one of these emulators. If you are reporting a technical issue, please note the exact console or emulator version that you are using for me. Future Wish-List I'm not sure how much time I will have to work on this in the future, 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: Reduce effectiveness of B-checks. Line-Changes: Enable line changes to be initiated without possession of the puck, preferably with a dedicated button. Gameplay: Prevent the goaltenders from skating into the trapezoid areas. Gameplay: Enable energy Recovery for players sitting in the penalty box. Gameplay: Improve logic for how icings and offsides are calculated to use puck position instead of player position. Gameplay: Program the CPU to pull the goalie when trailing by 1 - 2 goals (currently only pulls with a two goal deficit). Gameplay: Increase the amount of CPU Checking without increasing the amount of penalties called. Sprites: Redraw Sideboards Referee to better match the art style of everything else (requires "de-compressing" shared tiles.) 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. 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. Drezz Team uniforms Yoke colour isolated. kingraph Sideboards modification logic. Stars of the Game graphic hack. slapshot67 30 to 32 team ROM re-structuring. Scorekeepers graphic hack and original design. Bench backup goalie hack and original design. Penalty Box player sprite colouring fix. smozoma 0–15 Player Rating scale patch. Player Stats Checking 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. Rink modification logic. NOSE tool development. Author unknown Face-off circles graphic modification. Instant Replay controls graphic revision. Team uniforms colour restructuring. Special Thanks to… Drezz - original work and resources. kingraph - tips & resources. Sauce - resources for rosters, ratings, and lines. Seamor - tips, encouragement, and inspiration. smozoma - utterly invaluable tips, resources, tools, & support. von Ozbourme - resources and lessons. …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!1 point
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Hey everyone. I made an update of NHL '04 for this season (using swos's and mahavishnu's updated rom as a backbone). Essentially, this is an SNES port of their game with some modifications. I used statto's SNES NHL '94 editor to edit the rom, and tested the roms with ZSNES. I hope you enjoy! Features * Three different roms included "am" features Atlanta and Minnesota at ASW and ASE spots "amALT" is the am rom with the alternate uniforms worn this year "cn" features Columbus and Nashville at ASW and ASE spots * 28 of the 30 NHL teams in each rom, selectable both in regular season and playoffs Relocated teams are located at the position where their old location was. * Each team now has two goalies, and ANA & FLA each have two additional roster spots (at the expense of name clarity, especially for Anaheim, so please bear with me, I tried to make it work as good as I could) * Ratings, lines taken from Swos & Mahavishnu's GENS NHL '94 update (because of the limits of editing on the SNES, not every player is there, so I had to be picky in some cases when having to choose who to include and who to exclude). * Current uniforms (I tried to make them as close to the real thing as possible, because the SNES version allows for more uniform editing options). * Banner colors/names edited (couldn't fix Colorado's, so it says "Colora"). Banner outlines are white (for the ALT rom, teams with home alternates have a blue outline, while teams with away alternates have a pink outline). Credits (those who helped make this possible) swos & mahavishnu--for making a very well-updated GENS NHL '94. The player ratings and lines for this game are based on their rom (as in they are basically the same, with the exception of a few) wboy--for the NOSE editor, allowed me to see the GENS NHL '94 statto--for the SNES NHL '94 editor, allowed me to edit the roms to how they are now. xstioph--for his knowledge of editing the NHL '94 rom for SNES. nhluniforms.com--helped with designing the uniforms northstar91 (me)--for putting in the time and effort to take the resources of the aforementioned to create these roms (it was tedious, but I am happy with the results). SNES_NHL___09.zip1 point
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Hey everyone, I found some messages asking for an updated SNES rom. I put it on that forum, but I figured I would make my own topic so that more people could find it Features *28 teams (Carolina, Columbus out) *End-of-season rosters for non-playoff teams *Lines based on 12-foward/6-defense *Playoff rosters (updated as of the end of conference semifinal round) *Playoff brackets (plus non-playoff "consolation round", seedings based on overall wins/points regardless of conference) *Alternate jerseys (not all, but most of the non-playoff teams, LA, and PHI away) *Updated Advantages (not perfect, but I find it to work out pretty well *initial rosters/lines courtesy of swos and mahavishnu; editing capabilities through Statto's editor *Line combinations courtesy of FrozenPool's site -> http://www.dobberhockey.com/frozenpool_linecombo.php NHL___10_Playoffs.zip1 point
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Hey guys, I've taken a brief sojourn away from the boards, but I am back to release my new updated NHL '94 ROM for the 2011-2012 season. Take a gander at some of the features: * 28 teams w/players from the Opening Day roster (no Columbus or Ottawa -- sorry -- and Winnipeg is back in its old slot!) * Completely overhauled the ratings, primarily using stats from last year. I put a lot of work into creating formulas for translating stats into ratings, making sure to emulate the balance of the original ROM. * Updated advantages, portrait palettes, uniforms * Utilization of pass/shot bias -- thanks to trudatman for the find. * Playoff brackets from last year * Line combos from opening weekend * Smaller puck, player indicators (diamond-shaped), no arrows -- thanks to trudatman for help on this one! * Altered in-game player numbers * Other changes If you have any questions/concerns/comments/bug finds, feel free to post. For ratings-related comments, I'll listen to ones regarding discrepancies in shot power, speed, or agility (and maybe goalie ratings), but I don't plan on major changes to the ratings as is unless it warrants it. I plan to make periodic updates to the roster and minor tweaks to advantages/ratings throughout the season, so keep posted! NHL \'12 Altered.zip1 point
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I've always wished I could play the whole EA hockey series from 92-00 with the feel of NHL 94 so I made this project for everyone to enjoy. Sadly, season mode, trades, or create-a-player features that appeared in later games are not present. However, I've compiled the rosters from the various games and made a SNES ROM for each year. ROM Notes: Extracted rosters from NHLPA 93 - NHL 98 from Genesis(manually transcribed NHL Hockey (92) rosters by matching the jersey numbers in the ROM with players for that season and team using Hockey-Reference.com) and NHL 99 and 2000 from PC. Some games had a 0-15 attribute scale so I converted to 0-6 to match 94 Player Overall calculated using @kingraph’s player calculation Team Bonuses(Home/Away/PP/PK) were set based on their season’s stats Lines set based on top overall players for each team Team Overall for all ROMs updated(except All-Star and Easter egg teams) Trimmed every team in every ROM to 20-24 players(except ANH and FLA which are trimmed down to 18 players) by removing the worst overall players due to byte limitations I did not update jerseys and team colors for any teams in each ROM, except franchise team changes, noted further below Player portraits updated for each ROM(only if they had one in 94) Adjusted menu matchup based on the previous year’s Stanley Cup Final teams ROM-specific adjustments: NHL Hockey(92)/NHLPA 93: Re-labeled All-Star teams to Campbell and Wales Updated Dallas Stars to Minnesota North Stars including team name, menu banner, and jerseys NHL Hockey(92): ANH contains the rosters from the Disney Mighty Ducks movies HOL(FLA) is Hollywood Hockey made up of players from Slap Shot, Youngblood, Mystery Alaska, and Goon EXP(OTW) is the Expansion team from my All-Time Rosters ROM SIX(TB) is the Original 6 team from my All-Time Rosters ROM Swapped NHL ice logo for HOL/EXP/SIX. Unable to swap menu logos yet NHLPA 93: ANH contains the rosters from the Disney Mighty Ducks movies HOL(FLA) is Hollywood Hockey made up of players from Slap Shot, Youngblood, Mystery Alaska, and Goon Swapped NHL ice logo for HOL. Unable to swap menu logos yet NHL 96: Compiled top players by overall for each conference for the two All-Star teams as there was no 94-95 All-Star game and no All-Star teams Corrected stick-handedness for many players by referencing NHL 94/NHL 95 NHL 97/NHL 98: Updated Quebec Nordiques to Colorado Avalanche and Winnipeg Jets to Phoenix Coyotes including team name, menu banner, and jerseys. Ice logo updated to NHL logo(unable to edit menu logo). Additionally, for NHL 98 I updated Hartford Whalers to Carolina Hurricanes including team name, menu banner, and jerseys. Ice logo updated to NHL logo(unable to edit menu logo). Playoff matchups updated where Colorado(Quebec) moved to the Western Conference Corrected stick-handedness for many players by referencing NHL 94/NHL 95 NHL 99 Updated ASE to Nashville Predators including team name, menu banner, and jerseys. Ice logo updated to NHL logo(unable to edit menu logo). Playoff matchups updated where Toronto moved to the Eastern Conference and added Nashville to Western Conference "All Stars" contains a 50/50 combination of World and North American All-Stars NHL 2000 Updated ASW to Atlanta Thrashers including team name, menu banner, and jerseys. Ice logo updated to NHL logo(unable to edit menu logo). No All-Star teams as all 28 teams are being used Team Ranking PDFs are included in this post-Sorted by Overall Team Rating and then by Starting Lineup Rating Roster sheets are here if anyone wanted to use them for Gens or whatever: 92-00 NHL Rosters.xlsx 92-00 Team Rankings.zip 92-00 ROMs.zip1 point
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Looks beautiful!!! So many nice bespoke touches. I still can't believe that you pulled off colour photos. Looking forward to dropping this into my console tonight.1 point
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American football (PSF 2024), Soccer (SWOS 2020)... many, many seasons, playing teams to choose from. Will it ever be in an NHLHockey95 PC? Or is it just a dream of mine? NHLHockey95 PC it's not a game, it's a life1 point
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Interesting question. My first thought though would be how after a whistle, there is basically an invisible wall put up in front of the net that prevents the puck from going in, even if the goal shouldn't count anyway. One would think that a similar thing would occur in either scenario, where the whistle blows as soon as a player bleeds, thus walling off the net, or the play is dead after a goal, thus disabling the code that makes a player bleed after a forceful enough hit. I am curious about post whistle fighting though. I know that after an egregious enough beat down, the loser can acquire a gushing head wound, but I've only ever seen that in a fight that stopped the play, rather than post whistle shenanigans. And if that still counts.1 point
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Is there a way to export those rosters/logos to Genesis' 96 or 98? I don't like the gameplay of this one1 point
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Forgot to say that manual goalie doesn't work on Android emulators for some reason. Sucks! But it's not a deal breaker when I have blue line slapshots.1 point
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Hello everyone, we currently have the season ending at end of day November 13th, below is a current look at the adjusted standings. For leagues with two divisions, each division winner will obtain one of the top two seeds and a bye with the remaining 4 teams qualifying based on points but seed will be based on win percentage. For leagues with one division, the top 2 finishers by points will receive byes while the next 4 teams will qualify by points but seed will be based on win percentage. For leagues with four divisions, the top 2 finishers by points in each conference will receive a top 2 seed while the next 6 teams will qualify by points but seed will be based on win percentage. All teams receive a -2 for each DNP. These standings should update automatically with the standings on NHL94.com. If you see any discrepancies, please DM me Discord. There are a lot of formulas involved with these spreadsheets and I may have miscalculated. We will not be extending the deadline, please do your best to complete the schedule before the end of November 13th. If necessary, we will do our best to replace inactive coaches with those who can get games in.1 point
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the part you didnt get to that isnt a joke is the annual posting of these games on ebay and etsy.1 point
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@von Ozbourne and I are just joking around and being ridiculous! I know that I shouldn't speak for him, but I didn't want you to have the impression that he (or I) would actually paywall updates. It will be the same deal as last year: just buy a lifetime subscription to our OnlyFans, and you're good to go.1 point
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I feel slightly slighted, so I have been forced to retaliate the only way I know how. 'Bargo Bustin' a leaked Beta Build of Adam's Bogus Betting filled game! Is THIS what you want?! Show these sports gambling shills how you really feel by cancelling your pre-order and for only half the cost of a subscription to his game, you can support real indie development by subscribing to my patreon. Get the preferred early bird discount by signing up in the next 48 hours with the promo code YOUBETIWONT and receive a "FREE" pin!* *Supplies limited. Must be 18+ and have a parent or guardian's permission. Not available in the Province of Quebec for whatever reason.1 point
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I can shed some light here. The problem is that a long time ago (1985) Apple came up with a "MacBinary" file format, which is an archive format like ZIP, and it uses the file name extension .BIN. https://en.wikipedia.org/wiki/MacBinary Because of this, on a modern Mac the default behaviour for opening a .BIN is to try and de-compress it as a MacBinary. So if you try to double-click a .BIN file, you will get an error, that it cannot decompress the archive. But you don't want to decompress it! You want to have it run in your preferred software. Most people will NEVER fuss with a MacBinary file. You can safely change the file type association for .BIN to OpenEmu or whatever you like, and it will stop trying to interpret .BIN files as "MacBinary" and then you won't see that error any more. As noted by everyone else, OpenEmu can read properly formatted ZIPs just fine. Do note that every once and awhile this might not work as expected, if the contents of that ZIP aren't formatted in a way that OpenEmu understands.1 point
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I have fixed the playoffs bug in NHL95. You can get a fixed version of the game here. If you don't know what this is about: There was a game-breaking bug in NHL95 that made it so you missed the playoffs if you got 128 or more points in the regular season. (See some discussion about that in this other thread) I made a short video covering the fix The short story of the bug is that the programmer accidentally used some CPU instructions that only work for numbers up to 127. I switched them to use the instructions that work for numbers up to 255. If you have a season you've already started (but haven't started the playoffs yet), the fix will work for it (you don't need to start a new season) There are 3 different ways to get the fix here. You just need 1. I recommend getting the fixed ROM. Option 1 - Download Fixed ROM Here is the fixed ROM (complete game file). You can play this file in any emulator software, or on original hardware with an EverDrive cartridge: NHL95-PlayoffsFix.bin Option 2 - IPS Patch Here is an IPS patch for if you want to update the ROM yourself: NHL95-PlayoffsFix.ips Option 3 - Game Genie Codes And if you want to use the fix on an original cartridge on an original Sega Genesis, here are the Game Genie codes to use: MUST DO before beginning playoffs: ATDA-AA6T - Disable Checksum (if you don't do this one, other codes will cause game to refuse to load) ADLT-WE7L - Playoffs Fix 1/2 ADLT-WL7R - Playoffs Fix 2/2 OPTIONAL: AANA-WE4E - Standings Fix 1/2 AANA-WL4J - Standings Fix 2/2 I verified these in an emulator, so I am just assuming they work on real hardware. You only really need to enter the first 3 codes once you finish the regular season, but before selecting the "Move on to playoffs" option. The last 2 codes just fix the standings display, so you would use those ones during the regular season to see yourself at the top of the standings -- but they aren't needed for the playoff seeding. If I made a mistake in the game genie codes and it doesn't work, I'm sorry. I will test it out when I can. Game Genie is in the mail.1 point
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Noticed that the version of 94 I was using still had this inverted head to ass relationship issue. Using this '93 code and the sock colour offsets @Jkline3 posted, I found that pattern still held true to '94. Figured I'd post here for anyone still needing this and so it's all together in the one post. Here's the "head up asses" fix for NHL 94: OFFSET A74E0: Change "0132" to "011e" OFFSET A74E8: Change "0142" to "012e" OFFSET A7500: Change "011e" to "0132" OFFSET A7508: Change "012e" to "0142"1 point
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Trying to catalogue all the differences... Work in Progress... Some of the differences are shown in the "What's Different in NHL'94 Rewind?" video. I'll refer to buttons as the XBox buttons. A=bottom, B=right, X=left, Y=top. Startup: Alexander Ovechkin splash screen instead of the original "EA" logo and "NHL Hockey 94" splash screen. Credits are not shown on this splash screen like in the original, other than FMOD, Arsenal, and Empty Clip studios. Main Menu: "Profile" entry with your xbox username (haven't tried it with a 2nd account yet to see what exactly it does, how it works with 2-player...) The game remembers your previous setup (teams, period length, penalties, etc) "Side Art" changes the art used to fill the edges of widescreen TVs "Controls" shows a static image of the controls It would have been cool if they transcribed the original manual into a "Manual" or "Guide" menu item. "Credits" shows the credits, instead of below the splash screen "Legal" shows legal blahblah Controller Selection Screen This screen is new! It's like the one in SNES and later games. Very cool. "Y Exit" At any time you can press the Y button to bring up a menu with the options "Resume Game", "Change Side Art", "Controls", and "Exit Game". Exit Game takes you back to the Main Menu of NHL 94 Rewind (not your XBox/PS OS) Ron Barr All the arenas are called EA SPORTS Arena. Ron is still wrong about who is HOT or COLD. For example in a game I played, Malkin was 99 Overall (normally 93) but wasn't called HOT. Guentzel was just 75 (normally 79) and was called HOT. Graphics: I'm still undecided on whether I like their portraits or not, the particular dithering they used. I find them a little blotchy but maybe that can't be helped. Morgan Rielly looks terrible. Auston Matthews' nostrilololololos. Some look fine. Players have custom skin tones. There are at least 2. Language: The game is 'localized' and displays in your language. I've seen a French(France) version in a facebook post. Bug Fixes: They fixed the weight bug. They fixed the "edit lines ratings are wrong", so that the ratings you see are the real ratings of the players that game (properly reflecting the random hot/coldness of each player) New Bugs: You can sometimes duplicate player in the Edit Lines menu. For example, if you play as the Leafs (No line changes mode) and set Marner as your centre, he will be your centre, but also still be your RW! On your first shift, you'll have 2 Marners on the ice. After that the RW goes away and you're shorthanded until you set valid lines. Sometimes when you pull your goalie, he doesn't leave. And then if you put the goalie back, sometimes only THEN does he leave the ice. Lots of people have experienced game crashes, which I suspect are due to editing lines. Such as when getting penalties.1 point
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ROM: NHL95_34_Team_ROM.bin This is an editable 34-team ROM for NHL'95 (hack details in this thread). At this time, you can't play the season mode (it'll crash on player stats), but can create custom ROMs for exhibition play, or playoff play. I figured I would make this like wboy's tile molestor screenshots, but with text that you can copy/paste to make it a bit easier. First, in order for this to work in NOSE, you have to add the following text (and save) to the roms.ini file: [GM T-50856 -34] Comments=NHL 95 - 30 Team ROM OriginalROMProductCode=GM T-50856 -00 Teams=34 1st splash screen TM Offset: 1CE1D8 Palette (decimal): 1928696 2nd splash screen TM Offset: 1C4C6A Palette (decimal): 1890442 Title screen TM Offset: 18DAB2 Palette (decimal): 1657522 Title Screen Logo TM Offset: 195240 Palette (decimal): 1665216 Team Start Menu Logos They are all 4D6 (hex) in size, so you can use relative location in TM of 4D6 and press F5 to repeat to scroll through easily. 19A99C 19AE72 19B348 19B81E 19BCF4 19C1CA 19C6A0 19CB76 19D04C 19D522 19D9F8 19DECE 19E3A4 19E87A 19ED50 19F226 19F6FC 19FBD2 1A00A8 1A057E 1A0A54 1A0F2A 1A1400 1A18D6 1A1DAC 1A2282 1A2758 1A2C2E 1A3104 1A35DA 1A3AB0 1A3F86 1A445C 1A4932 Palette: 1723904 Size is 544 (12 x 34). Each palette is in team order 1-34. Take special note of colors 1-7. Team Center Ice Logos Each is 36A (hex) in length, so you can use relative location in TM of 36A and press F5 to repeat to scroll through easily. 1AE50A 1AE814 1AEB1E 1AEE28 1AF132 1AF43C 1AF746 1AFA50 1AFD5A 1B0064 1B036E 1B0678 1B0982 1B0C8C 1B0F96 1B12A0 1B15AA 1B18B4 1B1BBE 1B1EC8 1B21D2 1B24DC 1B27E6 1B2AF0 1B2DFA 1B3104 1B340E 1B3718 1B3A22 1B3D2C 1B4036 1B4340 1B464A 1B4954 Palettes will be the home strip offsets in NOSE. Meaning, the center ice logo must use the same palette as the home jerseys strips in NOSE. The location will change with any change in team data. I suggest anyone modding the ROM to change the strips/logos first before changing team data as the following palette locations are pretty handy. These will only work if you haven't changed the team data: 1733388 1734108 1734842 1735500 1736216 1736884 1737588 1738298 1738912 1739612 1740346 1741072 1741780 1742400 1743092 1743742 1744474 1745178 1745854 1746568 1747262 1747936 1748612 1749260 1749884 1750584 1751320 1752092 1752818 1753538 1754178 1754850 1755604 1756358 Menu Banners TM Offset: 142910 Palette (decimal): 1345168 Scoreboard Banners TM Offset: 1B4C6A Palette (decimal): 1810826 1995/2018 Stanley Cup Champions TM Offset: 197176 Palette (decimal): 1676822 Player Cards TM Offset (3bpp linear): A2C42 Palette (decimal): 663022 Each card is 36A (hex) apart, and they use the same palette, so easy to skip through by using relative Go To and F5 in TM. Starting with Team 01 through 34, each team has 6 cards - G, LD, RD, LW, C & RW. The names that are associated to these player cards are determined by the team best line, the line used when the game is played with no line changes (NLC). Thanks @wboy Music Table Offset: C60 Same as '94, each team has 6 music slots, one byte each. 1st # - face off music 2nd # - power play music 3rd # - 2nd period random music 4th # - goal music 5th # - penalty kill music 6th # - 3rd period random music If anyone wants to figure out the description of each music block, let me know. 30 - Let's Go Band 31 - Here We Go 32 - Charge 33 - 34 - Sabre Dance 35 - 36 - 37 - Beatles - They Say It's Your Birthday 38 - 39 - 3A - 3B - 3C - 3D - 3E - 3F - 40 - 41 - 42 - William Tell 43 - 44 - 45 - 46 - 47 - 48 - 49 - 4A - 4B - 4C - 4D - 4E - Montreal (Halte la Les Canadiens sont la) 4F - 50 - 51 - 52 - 53 - 54 - 55 - 56 - 57 - 58 - 59 - 5A - 5B - 5C - 5D - 5E - 5F - 60 - 61 - 62 - 63 - 64 - 65 - 66 - 67 - 68 - 69 - 6A - 6B - 6C - 6D - 6E - 6F - 70 - 71 - 72 - 73 - 74 - 75 - 76 - 77 - Change selectable teams 85EAB - Player 01 85EAC - Player 02 Change selectable teams for playoffs 85F92 85FE2 85FF0 87A14 Any questions, just let me know.1 point
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Prices on Gamestop "Retro Classics": Mutant League Hockey: $59.99 Ghostbusters: $34.99 Zombies Ate My Neighbors: $29.99 Mutant League Football: $19.99 Can't find it now (sold out?) but I'm sure I saw NHL'94 for $4.991 point
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i was able to add teams to NHLPA'93 on SNES (52 teams), and I think it should be possible on 94, but 94 uses more graphics, so it'll be more work once I get around to starting it.. i didn't do any graphics work on 93. Also, on SNES, it isn't the empty space at the end that matters (you can have a 64 MB ROM i think..), it's the size of the 'banks' that hold data. I had to stop at 52 teams on 93 because the size of a bank and the size of the banners (when I eventually decompress them...) limits how many banners can be added. Hopefully there isn't some crippling sizing limitation in 94...1 point