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  1. Have you ever wondered what all the player names were associated with the numbers in the Original NHL Hockey? Well here it is!! This is the Original NHL Hockey (1990-91 Playoff rosters) inside NHLPA 93. --Rosters, ratings, and lines are taken directly from the original game. --San Jose is not included as the players were totally fictional. --Awesome EASN Splash screen. --Awesome new Center Ice logo. --Banners updated. --Ron Barr Team introductions are updated to reflect 1990-91 season. --Sim Data updated to match 1990-91 Season. --Starting goalie sim accurately reflects 1990-91 season. --Playoff Match-ups accurately reflect 1991 playoffs. --Uniforms mostly match the original with minor more realistic improvements. --Eliminated NHLPA symbol on the playoff brackets. --Eliminated second splash screen with the goalie. --Eliminated numbers from Ron Barr intro screen. (Replaced with rom info) --Weight Bug Fixed. (The original NHL Hockey did not have the weight bug either.) Updated to version 2 on March 9, 2024. I added the C/B check fix and cleaned up some errors on the Ron Barr intros. nhlpa92v2.bin nhlpa92.bin
    6 points
  2. Edge of '94 -- Modano Mo' Problems IV -- March 2, 2024 I would like to start off by thanking Troy (@trojanlargefarva not sure of tag on forums) and @LeifErikson for putting together and hosting such an amazing event. Leif's team was absolutely spectacular. They started setup at 10am on Friday and worked a good portion of the day to bring it all together and then stayed for hours after the event on Sat night breaking it all down. Big shoutout to Noah for running everything so smoothly behind the scenes all day on Saturday as well. I just can't express how lucky we are to not only have someone in our community who owns his own production/AV company, but is also a CRT collector/enthusiast... and to top it off, willing to essentially craft a tourney venue inside a hotel lobby. THURSDAY I arrived Thursday afternoon ahead of anyone coming from out of town. As I explained on discord, my brother and gf live around the corner from Moxy so I thought I would be stopping by and having dinner with them on Thu evening, only to find out a couple days prior from a pic they sent over text that they were in Mexico (lol). Needless to say, my plans opened up that day. @LeifErikson hearing about this a couple days before reached out to let me know he would stop by to set up a solo crt and mega sg setup so I or anyone else arriving Thu could play that day. Again, just a true testament to the kind of thoughtful character that we're all dealing with when it comes to Leif. I arrived at hotel around 3pm and some of the staff from the year before was there (Justine and our bartender Ben who developed the Goalie Lock in '23) so we caught up for a little bit. Went upstairs to throw my things in and when I came down Leif happened to be around the corner in the library. We played some exis, caught up and he had some time to go out to dinner before he was set to pick up his daughter so we hit up Nightingale in Uptown not too far from Moxy. Food was ok, drinks were better, company was best part of the experience. Leif was nice enough to drop me back off at the hotel after at around 7. I knew that @annatar and @angryjay93 (so happy I don't have to type CalmGreg) were going to arrive somewhere around dinner time. Not knowing if I was going to encounter SoCal CG or AJ which would cause anyone anxiety, I apparently walked into the lobby with enough purpose and steadfastness that I was immediately questioned by this highly energetic sprite, Maly, who happened to be the hotel manager. She made fun of me for how serious I walked in the door... I didn't have it in me to explain what damage an insufferable SoCal CG can cause (lol) so I laughed it off as I should have. She was really fun, Ben was there so she was getting me drinks and it was just more of the Moxy being welcoming. Side story while I was at the bar: there was this weird guy on a tablet sitting next to us. It looked like a video stream of an overhead desert environment. He looked a bit stressed and then all of a sudden he starts swearing to himself and going on under his breath... but juuuuuust loud enough for my new pixie friend to hear him carrying on. She asked him what was going on just as I can see some house or building exploding in this tops down perspective. He's like "oh, nothing , nothing" but she can clearly see his tablet screen as well. Then she asks him if he works for the govt and he responds by saying "welllll, ya know..." then stands up, "excuse me for a moment" and walks away so disturbed. My skin was about to fall off due to the cringe factor. This mf'er was playing it up like he's bombing targets while having drinks in the Moxy lobby on a Thursday night. That is some lame f'ing garbage. All I could think when he finally paid his tab and took off is after a rousing remote Search & Destroy mission, I wonder how much 'ole Captain Carnage tips over there. Shortly after he left, my fun fairy asked if I wanted to head with her to the Wine Bar down the street which I was definitely agreeable. In my head, one can't help but think at that moment, "Interesting. Definitely a vibe here. Where is this night headed? I'm not sure... but I'm digging the potential. I'm game". As I turn to leave with her, who is right there at the front desk... Annatar and AJ! I introduced them to Maly and she asked if they wanted to go to the wine bar with us so they ran upstairs to drop off their things. (Listen, I had this whole jokey diatribe written out to poke fun about the timing of them as the dynamic duo of c0ck blocks but in all honesty, I couldn't have been happier in that moment when I saw those 2 guys.. AJ is a good friend and I've always wanted the chance to spend more time getting to know Annatar. especially now that there's more of an opportunity with him playing Gens). I think the biggest takeaway on the walk to the wine bar was not only did our aggressively entertaining imp not know where Montreal was (to be fair, I did not know it was due straight north of NYC... thought it was NW of NYC), I don't think she had heard of Montreal... ever! In fact, I think the jury was out if she knew where Canada was so there was that. The wine bar was fantastic. Just a jazz duet of a singer and guitarist. Annatar hadn't eaten yet so we ordered a charcuterie and a good amount of wine. When the board was brought out, Mali had to be made fun of with her high powered flash photo that made the WORST photos I've seen. This old guy had to teach her to turn the photos off for food pictures and that this was most likely the reason none of her food pictures had any likes on her instagram until that point. haha. One notable interaction with our bartender/server was inspired by the skilled threat we had to look forward to on Saturday with our very own AJ... I asked her if she could impart on us the most effective way to poison someone undetected. This seemed like a good question at the time considering she had an abundance of cheeses and meats at her disposal. To be fair, she didn't really recover from the shock of the question and therefore, provided no useful information. AJ was very pleased with this outcome. We walked back to the hotel after dropping Mali off at her car (to my dismay, she did not bob her head twice and disappear into a poof of magic dust... she just got into a Hyundai. lol) We must have got back to the hotel around 1030 to play exis in the library portion of the lobby and before I knew it, we headed to bed around 2am. Didn't know that time could fly like that when you're getting shellacked. Thus concludes our Thursday adventures... I'll skip the part where SoCal CG heads upstairs to play with his Juicy Bits. :tangerine: Stay tuned remainder of the Edge weekend write-up later this week...
    5 points
  3. Hey folks, new update is live! This is a roster and lines update for every single team, covering everything through the trade deadline. I hope you enjoy.
    4 points
  4. Okay. This one might not be the one you are waiting for, but it's time to lighten up the backlog and make a retro review. The year is 1998. <examples of events and pop culture stuff no one cares about> and the NHL is finally allowing its players to play in the Olympics. To mark the occasion, a couple of video games came out, both of which admittedly were ported from existing games to varied results. The [possibly] more well known one was Olympic Hockey '98 published in North America by Midway for the N64. The game was panned for being a recycling of Wayne Gretzky's 3D Hockey '98 [which itself was recycled from Wayne Gretzky's 3D Hockey]. Ignoring the international reskinning, the game also had the dubious distinction of being a 3-on-3 game, with a broadcast angle view and early era 3D graphics and voice acting that haven't aged well. The second [likely even less well know] game based on the monumental tournament was itself a port, this time based on the EA Sports NHL games, specifically the engine that the '96 through '98 entries were based on. Even more specifically, long time small team developer Team 1920 was contacted to help convert the PAL version of Elitserien'96 over to an Olympic hockey game. Perhaps scared off by the critical panning of the N64 game, EA decided to not have the game ported to NTSC markets, leaving this one as a European-only release. Not wanting to get the improper experience, I was able to import over a nice vintage 21" PAL CRT TV and original SEGA Mega Drive. I was told by some "electrician expert" that I would not be able to convert my house to 50 cycle electrical power, but I was able to get a generator that had the proper output, which coincidentally also had these weird shaped plug sockets that fit the weird shaped plugs on my new-old TV and game system. On a side note, I had to play with the window open, even though it's winter, because apparently "generators aren't supposed to be run indoors you idiot", but I don't think it affected my play too much. Anyway, this is supposed to be a game review, not a baking recipe, so let's get on to it. Presenting: Olympic Hockey: Nagano '98 [or apparently originally Nagano Hockey '98 in Europe] Apparently the original EA publisher logo had to stay [they're so boring], but Team 1920 changed it up for this one as usual. The first thing you'll notice in this game is that the number of teams has been reduced. As opposed to the original 26-31 teams available in NHL '96-'98, this game only has 14 teams. These include all twelve countries that took part in the main 1998 tournament, as well as final Group A qualifiers Italy and Austria. [Italy actually placed higher than Japan in the final standings, but being that the Olympics did take place in Nagano, it's obvious why they were in the main group] Season mode was nice inclusion, even if the national teams don't necessarily play full "seasons". This would be based on the 44-game schedule of the Swedish Hockey League, with the top eight teams qualifying for the playoffs. The game lets you pick your team and shows some team ratings that are [probably] based on how well they stack up against the rest. It appears that even though the game never got an official North American port, Team 1920 was already working with CBC Sports [your official Olympic Games Broadcaster] in Canada. You can also play a standalone Playoff Mode if you chose. This comes in Single Elimination or Best-of-5 varieties. But if you play trough the season [and qualify] you are given a chance to go for gold as well. The difference however, is that if you win the tournament in Season Mode, you are rewarded with a team photo. [that looks suspiciously like...] Another award for completing a season is... awards. The top players [or coaches] get to have their names under medals for being atop their respective metric. One thing to note with this version of the game as opposed to the original NHL games, is that the simulated opponents in a season are a lot more mixed, so unlike NHL'96-'98, where a simulated game or season would normally result in a very predictable outcome [Detroit, New Jersey, Quebec/Colorado finishing near the top of the standings and/or reaching the Finals] the AI is a lot more random in this case, which keeps things interesting. In ten full simulations, I had eight different countries win the championship. Speaking of players, one interesting wrinkle that turns up here that [normally] didn't come up in international hockey [although it is becoming less rare in more recent years] is the inclusion of player transactions. In addition to creating custom players, adding new players to your roster or trading players between different countries, you can straight up deport anyone who under performs. Harsh. [interesting coincidence with this screen shot, as real life Sweden's Samuelsson would actually be dropped from the team after their first game for having applied for a U.S. passport] You can also view all of the rosters and player ratings in this game. Most of the big teams' player ratings come courtesy of NHL'98, probably for consistency's sake and nothing to do with how time consuming it would be to independently calculate every single player from scratch. While annoyingly not on by default, you can also turn on line changes and add your new acquisitions to your starting unit. Another side note. Canada's roster actually includes the injury-reserved Paul Kariya as an extra player, so you can play with either him, or his replacement Mark Recchi, in your lineup if you chose. Game play is pretty standard actually, if you've already played the Genesis versions of NHL'96-'98, but unlike ol' number 99's Atari arcade game, and the subsequent ports, it sticks to real 5-on-5 hockey. Hook up the official EA 4-Way Play adapter for some 2v2 couch multiplayer, or when you get tired of getting charlie-horsed by your big brother, 1vCPU is okay too. There's also a shootout mode, but why the hell would you ever want to play that? On a side note, if you don't feel like tracking down a real copy, I guess you can use an emulator. A couple things to note is that you will want to use the auto-detect or PAL option on your CPU settings or else the game won't boot up. However, once you have the game running, you could actually change the CPU setting to 60hz NTSC, but it will basically act like all of the players are pumped up on steroids and cocaine and the game physics get out of control. Another artifact of the Swedish originated port, is that the player position indicators are still using the Swedish initialization. I guess the code for the single characters was hard to find or something. But as long as you are familiar with your player's numbers, you should be fine. Anyway, no review score. Just try it out yourself if you want. Olympic Hockey - Nagano 98.bin
    3 points
  5. 2 points
  6. @smozoma and I are excited to bring back another King of 94 tournament! Join us for King of 94 - 9 - NHL '94 Tournament, September 28, 2024, for Sega Genesis and September 29, 2024, for Super Nintendo. Attention New and Casual players: We recognize many who love this game and play with different settings so we are bringing back the Auto Goalie tournament! Plus there will be 2v2 on Saturday night! A Big thank you to @INDIO who helped revamp the kingof94.com website and give it a fresh look! You can find all tournament details, rules, format, world rankings and past tournament write-ups there! Registration will open on August 1st. There's an open on the Eventbrite page to set a reminder so you don't forget! -> https://www.eventbrite.ca/e/king-of-94-ix-nhl-94-tournament-registration-829551299267?aff=oddtdtcreator More details are found here in this video ->
    2 points
  7. nhlpaOriginal6v2.bin nhlpaOriginal6.bin --Rosters, ratings, and lines by Coach Mac. --Rosters are not from an exact year but from an era as described below. --Ratings are exactly aligned to the original NHL Hockey ratings template. --The 6 teams are divided into 4 Divisions with each team appearing in each Division. 1951-55 Gordie Howe Division (The Red Wings won 3 of 5 Cups) 1956-60 Jean Beliveau Division (The Canadiens won 5 consecutive Cups) 1961-67 Bobby Hull Division (The Blackhawks won the Cup in 1961, Toronto won 4 Cups) 1991-92 NHLPA93 Division (The Original 6 teams taken directly from NHLPA 93) --Awesome EASN Splash screen. --Awesome new Center Ice logo. --Banners updated. --Ron Barr Team introductions are updated to reflect the team. --Sim Data updated to match the team.. --Starting goalie sim accurately reflects that team. --Playoff Match-ups accurately reflect Divisions listed above. --Uniforms match the teams in each time frame. --Eliminated NHLPA symbol on the playoff brackets. --Eliminated second splash screen with the goalie. --Eliminated numbers from Ron Barr intro screen. (Replaced with rom info) --Weight Bug Fixed. Version 2 --I added the C/B check fix. --Put fatigue back in the game. --Corrected some mistakes and made improvements to the Ron Barr intro quotes. --I added some nicknames, line names, and when teams won the Cup to Ron's intro. --Updated the title in forum.
    2 points
  8. Team - NHL jersey counterpart - NHL roster counterpart Belguim - Boston Bruins - Winnipeg Jets Canada - Detroit Red Wings - Los Angeles Kings Czechoslovakia - Edmonton/Islanders - Boston Bruins Denmark - Detroit Red Wings - Detroit Red Wings Finland - Quebec Nordiques - St. Louis Blues France - New York Rangers - Buffalo Sabres Germany - Vancouver Canucks - Montreal Canadiens Hungary - Hartford Whalers - Hartford Whalers Iceland - Winnipeg Jets - Toronto Maple Leafs Italy - New Jersey Devils - Washington Capitals Luxembourg - Toronto Maple Leafs - San Jose Sharks Netherlands - New York Rangers - Edmonton Oilers Norway - Montreal Canadiens - Minnesota North Stars Poland - Calgary Flames - Quebec Nordiques Portugal - Minnesota North Stars - Philadelphia Flyers Soviet Union - Calgary Flames - Pittsburgh Penguins Spain - Boston Bruins - New Jersey Devils Sweden - Buffalo Sabres - Chicago Blackhawks Switzerland - Detroit Red Wings - New York Rangers United Kingdom - Montreal Canadiens - Vancouver Canucks United States - Washington Capitals - Calgary Flames Yugoslavia - Edmonton/Islanders - New York Islanders
    2 points
  9. Disable Interference Penalty With Penalties ON Problem: Request to disable Interference penalties as certain individuals despise it, and feel it is called too often in SNES. Solution: This hack allows you to disable the Interference Penalty while still keeping all other penalties ON. Technical Details: This one was simple, we just have to prevent the check to assess goalie interference by skipping. Old Code: Modified Code: Change the BMI (Branch If Minus) to BRA (Branch Always) Download the patch tool to create your own ROM or patch an existing ROM https://github.com/Mhopkinsinc/NHL94SNESVault/releases Hex Version: 1) Replace old hex value with new hex value. Headerless ROM (.SFC) ROM Offsets: (hex) F3AA8 Old: 30 New: 80 Headered ROM (.SMC) ROM Offsets: (hex) F3CA8 Old: 30 New: 80
    2 points
  10. Here it is! Completely revamped and powered up, my All Time Legends roster hack! I'll try and re-explain and summarize what this hack is about I wanted to keep it as Vanilla 95 as far as the aesthetics as possible, other than splash/intro screens and some of the team banners/logos (Special Thanks to von Ozbourne for helping with that stuff!) I considered making the ice darker like NHL 94 for example but, kept it the light default color, since 95 players probably prefer that. Other small changes that are unique are the pre-game menu team ratings, they're all high of course, based on how many finals they reached, stanley cups each team won, how often they made the playoffs, the actual level of legends their franchise has had over the years, etc. The goal of this was to have rosters for each team made up of players who 1. Played for that franchise for the most games/seasons 2. Scored the most points for that specific franchise 3. Were important players during a special season or winning season for that team. Most players are around the top 20 of all time scorers for the specific franchise, with some exceptions for defenseman, and other situations. Some examples of this would be: Ray Bourque being on Colorado even though he only played there for 2 seasons, because he won the cup there, or Chris Pronger on Anaheim for the same reason. No player will be on more than 3 teams total in this game! This game was meant to be played for Season Mode with Edit Lines on and Penalties on (no offsides of course). Specifically it was made for doing full-control seasons, without simulating any games automatically, since simulating typically is unbalanced as far as team records are concerned. See what team is truly the greatest team in a whole season! I've been doing it by having the cpu play eachother in many of the games (7 minutes is recommended for that with fast forward on your emulator, gets more goals from the cpu!) and then just playing a few games for each team. It's kind of a cool way to nerd out, follow your own season and all the stats for each player/team if you're bored and just wanna play offline! But also, it was meant to be played in historically accurate playoff series! Playoff mode was carefully edited to have every single season's 16 playoff teams be from an actual NHL season, from 91-92 through 22-23. Of course later seasons use the 1-4 1-4 so, for those they simply match up so the top two matchups on the playoff tree in each conference are from one division, and the bottom two matchups are from the other! Some adjustments to the schedule had to be made but all 26 original teams are in Season Mode, yet still all 32 teams (plus all star teams) are in the game! This is a big issue for all the other NHL 95 34 team hacks out there. The teams used in Season Mode are alphabetical, so if you put them A-Z, some important teams are left out. Instead, The original 26 franchises are A-Z, and then the 6 new franchises are A-Z following. Since it's a 'All Time Hack' it makes more sense to use franchises that have been around for 3 decades or more. The 1 team I was unsure what to do with was Winnipeg, as they take up two franchises, so I just decided to have Winnipeg be used in Season Mode as that city has a much richer hockey history than Arizona, and I simply combined players from both franchises since they are both technically Winnipeg from a historical standpoint! Arizona is just players from the original Winnipeg franchise and Phoenix/Arizona. So of course, there have been many other all time roster hacks over the years, so I needed to do something different for this to stand out. The main difference is: Using different players from many different decades for more variety. I wanted to have current players who are still increasing their points and games played for their current franchise on every team! So for example you might see a roster like Montreal and think hey, a few of these guys aren't among their 'best players ever.' Mind you there's a Max of 26 players on each team, with at least 2 being goalies, so Original 6 teams were the hardest to do. But I wanted players from the important seasons for each team, and spread across many decades on those teams. Teams like Montreal might not have as many 'historic legends' from the last 30 years but, those players still are important to their history, especially the ones up there in the all time games played list for the team. It would be boring and repetitive to just have only dynasty players for those teams! Take Philadelphia, players included would be from Philadelphia's 70s, 80s, 97, and 2010 finals teams, mixed in with a couple of their best current players, and other players among the top 15 in Games/Points. It makes the rosters different from these other hacks, and you still have the choice to use only those dynasty and top top legend teams for your Edit Lines. Hopefully I've explained the rosters well enough! I know some people will see a few players and think 'WHY IS HE HERE, AND NOT HIM?' But I can assure you pretty much all the obvious players for each franchise will be there. I definitely didn't go back further than the 1940s as my knowledge doesn't go that far back, and there's already such a wide player pool for the original 6. On top of that, you're really only using 9 forwards and 6 defenseman for the lines, 1 goalie, so I figure hey, the important guys will be on the lines, and if you disagree with some of them, change the lines, open NOSE and change the default lines or edit a few players yourself if you want, make it your own! Anyway, forgive the essay of describing lol I'll shutup now Hope some people truly enjoy this hack! NHL 95 All-Time Legends.bin
    1 point
  11. it is tough to score it is usually off a weird bounce or a perfect one timer taking a wrist or slap shot works 5% If that now sounds like hockey 🏒 but a little too simulation style especially if you just playing around with your mates it is usually in some glitchy way you score like goalie gets stuck on net 🥅 or fails to even move also the floater goal is dirty but works still 😀🏒🥅
    1 point
  12. Hello NHL95 Fanatics!!! Im bring you a database of games. A long project but an important one for the history of the NHL, and preNHL leagues as well. Cause that is where the roots lie, in the NHA, ECHA, MPHL, PCHA, WPHL, WHA, IIPHL, and so on. Ive created the beginning of this projected and wanted to share with everyone with time specific rosters, ratings, teams, arenas, rinks, logos, and much more. - The roms will span the history of hockey in North America from 1908-09 to present date. - Teams specific to each season and their actual schedules of that season (side note, when playing season mode, please allow about 10 seconds to allow the mode to start) - Logos, Arenas, Player Cards, Jerseys and even players with no helmets including the goalies. A huge thanks goes out to a few members @von Ozbourne @kingraph and others. 1908-09.bin 1909-10.bin 1910-11.bin 1911-12.bin
    1 point
  13. Hi Friends, Eldritch here, from Whitehorse, Yukon. I coached in the New Players League and had a blast, squeaking into the playoffs at 7th and getting my Habs promptly swept by Detroit. Looking forward to improving alongside you all in the Classic League!
    1 point
  14. Thank you @AdamCatalyst! You're work and dedication to these updates is appreciated by myself and the 94 community buddy!
    1 point
  15. you're the best Adam. Thanks. A couple of things you forgot. In your wishlist: Make a Sega CD version. Or get the sega CD music to work on the genesis version. Isn't the SCD version the exact same game as nhl94 with added videos and better music, etc?
    1 point
  16. The mad genius strikes again! Love how you are able to visually make these look like entirely different games.
    1 point
  17. Eh, what the heck, I'll link these two here just to complete the "Trilogy" in one place.
    1 point
  18. This is great! Thanks!! A Nagano 98 for NHL94 would also be superb.
    1 point
  19. Hey Everyone, I decided to make a World Cup '96 ROM containing the 8 teams who played(CAN, CZE, FIN, GER, RUS, SLO, SWE, and USA). These teams replace STL through ASW but the jerseys and banner colors are updated. The attributes for NHL players come straight from NHL 97. All others I used my best judgement based on WC statistics. I didn't bother to check for non-NHL player weights, #'s, or handedness. Those guys are mostly bench players anyways. I included Pavel Bure on RUS who was injured for the real-life tournament. Even though goalies don't matter in SNES I included Hasek on CZE who declined to play. I implemented @McMarkis goalie pull hack(press L+R buttons to pull goalie during live play) as well as 1-minute penalties hack. I also enabled D-control to be on as default. Every team is neutralized, as far as home/away/pp/pk, just like SDL. In order to fit the number of players on each team I had to trim first names to a first initial. Therefore, the player cards could not match up. I still ran the player card updater so at least everyone is one of the stock images instead of an incorrect NHL player. Center ice logos were also updated to the all-star team NHL logo. I've attached the attributes as well as the ROM. Please let me know if you run into any issues while playing the ROM. Enjoy! WC96.smc World Cup 96 Import.csv
    1 point
  20. Wow, this sounds like an incredibly detailed and thoughtful customization of the World Cup '96 ROM! I appreciate the effort you've put into updating the teams, attributes, and implementing various hacks to enhance gameplay.
    1 point
  21. Sorry for the delay in updating folks, but you know, sometimes life doesn't accommodate for the number of roster moves that NHL GM's decide to push through. Also intended on this being version 3, but that trade deadline really snuck up on us while we were working adjusting the rosters and player stats. So now that the dust has settled, he's our Trade Deadline Edition. Changes for this version: Roster updates as of 17 Mar 2024 All player attributes have been adjusted to reflect performances through to the All-Star break Rosters are re-alphabetized and many player photos have been touched up A few small graphical changes, some of which I don't remember and most probably went unnoted by all but weirdos like me anyway Update in the original post as well. Hope you enjoy. NHL 2024 - Retro 94 x 30th Edition v2.1.bin
    1 point
  22. Wow, what an experience this was! I haven't been to a live NHL94 tournament since 2 of these ago. And this one was much better than even that one was. The setup and the people were TOP NOTCH. Thanks Trojan and Leif for doing all you did. Thanks to everyone who helped! And SEGA for being sega. (And EA for saving me :) )
    1 point
  23. This is hardcore man. Great stuff.
    1 point
  24. Disable / Reduce frequency of the puck hitting the posts Problem: Reduce the Insane amount of times the puck hits the post in SNES. Solution: There are a few things you can do: Remove the check to see if the puck hits the cross bar or post, this results in a goal when it normally would hit the post. Keep the check but make the cross bar height higher and or the side posts further out. Keep the Crossbar check but skip the posts check. This would probably be the best balance if you still want some posts in the game. Technical Details: The code below is executed when the puck is about to go into the net. As mentioned above there are a few hacks you can apply. Code: Hijacking the code at this location; we can jump to the goal logic (jmpToGoalLogic) and skip all the post checks. (Always a goal, no post) Changing this value from #$000D to a larger hex value (000F) will make the crossbar height higher (Not visually just in code) Changing this value from #$0012 to a larger hex value (0014) should make one side of the net wider (Not visually just in code) Changing this value from #$FFEF to a smaller hex value (FFEB) should make the other side of the net wider (Not visually just in code) New Code: I simply chose option 1; to skip all the logic that checks if the post was hit, and always jump to the Goal Logic. I have included that patch in the tool and the Hex example below. Download the patch tool to create your own ROM or patch an existing ROM. https://github.com/Mhopkinsinc/NHL94SNESVault/releases Hex Version: 1) Replace old hex value with new hex value. Headerless ROM (.SFC) ROM Offsets: (hex) F1230 Old: AD F9 0D New: 4C 0F 92 Headered ROM (.SMC) ROM Offsets: (hex) F1430 Old: AD F9 0D New: 4C 0F 92
    1 point
  25. Unfortunately no, this logic happens after the game has decided the puck is going in the net. I still have to find the code for shooting and goalie save logic. But anything that was going to hit the post will now be a goal.
    1 point
  26. Thank you for putting Russia is the game. It feels complete with them in it.
    1 point
  27. Heres the link to the other post! Wanted to share this here for people who are only into NHL 95. I didnt wanna just copy/paste it all though. Let me know if anyone wants to pick a team and join my special simulation season! The picker of the Stanley Cup winning team will win a game donated from me on Steam!
    1 point
  28. Oh. Well that was silly of me. Just remembered that I was in the middle of my own '93 based project and that I had to do some rink modifications anyway and a square crease would be a nice look for it. [not era specific other than "older"] This is the location of the the tiles and the hex offsets for the top crease. [still have to reverse everything in the hex code for the lower crease and fix the center ice logo, but it's a start]
    1 point
  29. nhlpa80olympics.bin --Rosters, ratings, and lines from the 1980 Olympics by Coach Mac. --Ratings are exactly aligned to the original NHL Hockey ratings template. --Awesome EASN Splash screen. --Awesome new Center Ice logo. Olympic Rings. --Banners updated. --Ron Barr Team introductions are updated to reflect the 1980 Olympics. --Sim Data updated to match 1980 Olympics. --Starting goalie sim accurately reflects the 1980 Olympics. --Playoff Match-ups accurately reflect the 1980 Olympic Pools, or a second option featuring the Medal and Consolation round match-ups. Only 12 teams were in the tournament, so I added the 4 teams that played in the 1976 but not in the 1980 tournament. --Uniforms right out of 1980. --Eliminated NHLPA symbol on the playoff brackets. --Eliminated second splash screen with the goalie. --Eliminated numbers from Ron Barr intro screen. (Replaced with rom info) --Weight Bug Fixed. --C/B check fixed.
    1 point
  30. Thanks for the work, great job! It's always nice to see Rob Ray and Brad May when possible.
    1 point
  31. 1 point
  32. Disable Penalty Shots Problem: Request for the option to turn off Penalty Shots. Solution: This hack allows you to disable Penalty Shots regardless if Penalties are On or Off. Technical Details: The change is simple but finding it was tricky. We just have to branch to the code that signals no penalty shot. Old Code: 1) Checks if the BreakAwayActive flag is set and if it is, Branches to 9EC068, this code sets up a flag to call a penalty shot. 2) The code at 9EC068 Sets a flag to call a penalty shot by setting the value to #$FFFF New Code: 1) Still checks if the BreakAwayActive flag is set but now it Branches to 9EC06D instead of the 9EC068 2) The code at 9EC06D sets a flag to signal NO penalty shot by setting the value to #$0000 Download the patch tool to create your own ROM or patch an existing ROM https://github.com/Mhopkinsinc/NHL94SNESVault/releases Hex Version: 1) Replace old hex value with new hex value. Headerless ROM (.SFC) ROM Offsets: (hex) F4064 Old: 03 New: 08 Headered ROM (.SMC) ROM Offsets: (hex) F4264 Old: 03 New: 08
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  33. If I recall, this code only runs during breakaways, separate from regular penalty logic. Would have to see what the logic after setting the penalty shot flag is doing, and see if it can be called from regular penalty logic.
    1 point
  34. Ah, yes, the rather infamous Scott Walker.
    1 point
  35. 1) I'm not sure how to do that. 2) I got in touch with a software developer I know of that could maybe add support for those files in their own application, which would then allow me to add new files to the viv files.
    1 point
  36. Huh. That's strange. It didn't work for me.
    1 point
  37. I was able to get it to work. I just was confused on where to download the Genesis and master system games. I, like an idiot thought all the games came preloaded on the everdrive 😂
    1 point
  38. In my case, the 32GB card was just larger than the Genesis EverDrive was willing to read. I've been using that particular card in an N64 EverDrive without issue. But, that's getting off topic.
    1 point
  39. Format the 32gb card to a fat32 format. And try it again, if that doesn’t work, you may have a bad sd card.
    1 point
  40. Sorry to reply to something 2+ months late but I only just saw this particular post. If I'm understanding the issue correctly (it's been a long day), I had the same problem when I first got my X3. It wouldn't read the 32GB SD card I had gotten originally but it had no trouble with a 16GB card.
    1 point
  41. @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.
    1 point
  42. Hi, can you tell us what you downloaded? Normally we recommend the package from here: https://nhl94online.com/html/getting-started.php Which includes the original versions of the Sega and SNES NHL'94 games, which include the Blackhawks. If you downloaded a customized ROM from a thread on the forums, it depends on what the creator of that ROM wanted. Another possible issue... Maybe your controller is double-mapped so every time you press right or left the teams change by 2 teams instead of 1, so it always skips every other team, including the Blackhawks... does it look like all the other teams are there?
    1 point
  43. @Brodeur30 reached out and I think I am able to help solve this PP clock (you guys can further test). QUICK ANSWER Change the value at offset 128CC from 0018 to 003C LONGER ANSWER First, here's how the actual code works for the game clock. As referenced above, the value at 015DEC is 0AAA, and this value gets subtracted every frame from RAM address FFC46A. The value starts at 0000, and subtracting this value keeps lowering the figure. When the value goes below 0000, the game clock subtracts one from the time. It's a little funky in Hex values, I'll explain in decimal terms to make it easier to follow. 0AAA in decimal is 2,730. The starting value is 65,536 (think 10000 hex). Again, at each frame counter, 2,730 is subtracted from this value and when it essentially goes below zero the second on the game clock subtracts 1. 65,536 divided by 2,730 = 24.01. So every 24 frames, a second ticks off the game clock. The game plays at 60 frames per second, which means the clock is actually 2.5x faster (60/24 = 2.5) than a regular second. Nothing new here, but I thought it was interesting to explain by code. To adjust this to "real" time, you would want 60 frames per second on the counter, so changing 0AAA to 0444 makes that a hex value of 1,092. 65,536 divided by 1,092 is 60. Boom, done. Now, the Power Play clock works similarly, but it has a different counting process. The RAM address FFC3E8 gets loaded with the value 0018 (or 24 in decimal) and it counts down one at a time. You guessed it, when it reaches zero, the Power Play clock ticks one second and the value 0018 gets reloaded. 24 frames, same as the original game clock. So, changing 0018 to 003C (decimal 60) will align the two clocks. One thing I did notice though, for whatever reason the power play clock (or cycle clock) doesn't always tick down each frame. The count is off a few frames, but it's so small it shouldn't matter in the long run. I didn't bother looking at that cause. I have tested this with home and away penalties and it seems to work. Enjoy! nhl94_realtime.bin
    1 point
  44. Mutant League Hockey and Mutant League Football are two of the greatest creations that mankind has ever come up with. The only things rivaling them are NHL 94 and the wheel. The wheel comes in at a distant 4th place.
    1 point
  45. used to play the s**t out of that game. and yes it is a a lot of fun
    1 point
  46. Alright, time for a return to an old series, but this time with a little bit of a twist. The "retro review" is going to be about a "re-release turned prequel" of a "fan favourite" series. It all started with a game originally released in Japan, where the sequel saw a North American localization and new title, but dropped the "2" in order to not confuse the silly English speakers. [Think the Mother/Earthbound or New Hot-Blooded Tough Guy/River City Ransom/Girls series] This game, with it's original Japanese title of BIGGUSHOTTO NO PURO AISUHOKKĒ has the literal translation of: Big Shot's Pro Ice Hockey. Apparently being a pun of a "Big Shot" being both a "Star Player" and "Booming Slapshot". But when SNK decided to release the sequel two years later, it was localized to English as Hockey Stars. Now, with remastering and releasing older games being in vogue, it became necessary to fix the numbering to show that this was an earlier game. So with that, we subtract 1 from the original Japanese Mega Drive release and localize it to a North American SEGA Genesis release as: SNK kept the original low resolution opening screen, but spruced up the title screen in this translation. The main menu shows the design similarity to its baseball counterpart, while highlighting that this is a much more exciting and fast moving sport. The player [or two] can select from 16 teams with names you will recognize from the NES Baseball Stars or the NEO*GEO Baseball Stars Professional. Game options include a single game, a 16 team, single elimination tournament or a best-of-7 playoff to win the golden goblet. This nonchalant fellow is showing off how many goals he scored. The games are preceded by a cameo of Athena [another SNK character] introducing the match, the two competitors and their starting lines. For context, Eikichi Arena is named for SNK founder Kawasaki Eikichi. and "Shin Nihon" is literally "New Japan" and is also what the "SN" in "SNK" stands for. This will become relevant later. The team introductions are a bit on the nose, we'll blame that on the localization team. Once you're in the game, you are looking at an in-game menu/jumbotron, similar to the later games. In addition to the basic stats and summaries, you can view and edit the lines, where you can note that the players all still have their single name identities, accompanied by their uniform number and playing position. Oh look, its the logo of the Eikichi Arena in Shin Nihon on that Zamboni. I wonder if the sprites were compressed and they had to keep the original Japanese initialization. The AI simulates a full night of games. Each of the 16 teams seems to have an "A" and a "B" squad. Wonder if that is like a minor league affiliation thing. You don't seem to be able to play as the "B" teams though... No trademark player photos in this one, or building your team up with trades and training upgrades, which is a bit of a drag, but I guess that is why it's a prequel and not a sequel. What about the asterisk? [61*] Finally on to game play, we see SNK slyly gets their branding in there. We also see blood. Something that was removed for the North American "1" version. Probably at the behest of parents' groups rather than the kids that would have played this one. Don't know if that low wall between the benches would be much help if the teams were inclined to be a little more "supportive" of their probably concussed team mate. But it's fine, the trainer will stitch him up and he'll be back on the ice after the intermission. Happened to catch this replay. Nice shot of a nice shot on net. With the old school square crease, even though that was being phased out with a semi circle being added around the square three seasons earlier. And with the final whistle in the final game of the Finals, the golden cup is awarded. With three Canadian All-Stars getting the accolades. As for game play, the first noticeable thing is that the players have the same sort of specific attributes that they had in the later games, so some players are wildly min/maxed for specific roles. Some practice and adaptability will likely be needed to get the most out of your team, but if you enjoy a challenge, this is the game for you. Rating: Two and a half thumbs up. ...wait, what does that even mean. [what my mom always said would happen if I play too much NHL'94] Hockey Stars 0.bin
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  47. Slapshots... It's not the game mechanics that make scoring this way difficult or rare, shot power rating is the reason. There are only 3 players in the game with rating 100 for shot power and only 18 player with 85. Rest have 65 and less. Shot power is the key for slapshot goals and 65 is slightly above average. With 85 or 100 is pretty easy to score with slapshots. Not that often as in Genesis version where almost every slapshot goes in but still pretty common. I just played three or four NHL 94 games and scored couple of goals that way. Check the video. All my players (MacInnis, Sutter, Reichel, Roberts and Nieuwendyk) have 100 shot power and 85 shot accuracy (edited) though. I played against Edmonton, Vancouver and Quebec. Except three or four goals I recorded every single one including one rebound. There were around seven shots with puck hitting the post after the slapshot. Of course I missed plenty of shots (I guess shooting percentage was ~ 20 %) but the point is its not the SNES version that sucks but the ratings and it can be fixed. I think shot power ratings is a bug similar to weight bug in Genesis version. It makes the game less real and it might seem its almost impossible to score this way. After raising shot power for all players by one level it would be more frequent to see this kind of goal and the game would become more enjoyable to play. slap1-2023-07-03_22.24.17.mp4
    0 points
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