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Showing content with the highest reputation on 08/05/2022 in all areas

  1. Hi everyone!It's that time again... As with past years, I am posting my NHL94 2023 edition ROM (various updates, to come, throughout the season). I'll start with this “Way Too Early” Edition and post additional versions as the pre-season/season progresses.About the ROM:*32 teams. *The ROM is based off of the Slapshot67 32-team template. *60 Min. OT.*The ROM has the "weight bug fix". *The ROM has Clockwise's sprite patch.*The rom has the WAS/WPG freeze bug. When corrected, it causes an issue for the playoff mode. If you use Kega Fusion, it will not freeze the player cards for those teams.*Uniforms have been updated for Edmonton (both home and away), Columbus (Away) and Carolina (Home), Vegas (Home) and San Jose (Home and Away). *Lines/d pairs are confirmed in some cases and best guesses/speculation in others. They are subject to change. *Some injured players are in the active rosters if they are rumored to be returning (1st half of) this season. Those out for a while longer may be in the game but not active. Those confirmed as "out for the year" have been removed. If you notice any mistakes, please let me know... enjoy! "Way Too Early" Edition ROM (Re-posted 8/23/22) NHL94 2023 Way Too Early Edition.bin "Preseason" Edition ROM (Posted 9/10/22) NHL94 2023 Preseason Edition.bin V1 of Regular Season ROM (Posted 10/12/22) NHL94 2023 v1.bin
    2 points
  2. He gave me the same worthwhile advice when I had a similar question. FYI, I did't modify the shape of the crease, only the fill texture. I used the modified shape from The Sauce, who used the modified shape from someone else, etc. You might be able to fast-forward your process, if you open up some ROMs that have the crease you like, and compare tiles between them. If you haven't already found the crease in my ROM in TileMol, here are the co-ordinates I used for modifying the crease texture: <bookmark offset="357668" columns="9" rows="9" blockwidth="9" blockheight="9" rowinterleaved="false" sizeblocktocanvas="true" mode="1D" palIndex="0" codec="LN04"> <description>Arena - Crease 1</description> </bookmark> <bookmark offset="746922" columns="9" rows="8" blockwidth="9" blockheight="8" rowinterleaved="false" sizeblocktocanvas="true" mode="1D" palIndex="0" codec="LN04"> <description>Arena - Crease 2</description> </bookmark> The rest of the related tiles should be very close to that point. I've literally never even played '95 for the Sega, but If you're lucky, the structure in '95 will be similar enough to that you will be able to see what bits you want to mod by comparing them. All that being said, if you want to draw the crease your own way, creating a map of how those tiles are laid with Kingpin's trick out will seriously save your sanity. Furthermore, you can then use that map to go work in other more intuitive software if like. For me personally, I found that this was much more efficient to work on the whole image in Photoshop, then using the aforementioned map to figure out how it needs to be sliced and diced and exported into TileMol.
    2 points
  3. I used Hex Fiend as my main hex editor, along with a bit in Sublime Text. I also used Beyond Compare for diffing files, often used to troubleshoot or verify an edit was made cleanly. Does that answer your question?
    1 point
  4. So, I tried copying the title music from 93 to 94 again and managed to keep it looping, but that’s only because it has part of the 94 music poking between loop points due to the 93 theme being shorter. I tried pasting the last few bytes of the 94 song's data at the point where the 93 theme ends, thinking that would give me both the cutoff point as well as the looping point. I was half right. The song stopped where it should but it didn't loop. Still needs more research but that's for another day. In the meanwhile it works if you're quick on the menu or don't mind the tempo change.
    1 point
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