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  1. In preparation of starting a line changes league, here's some proposed team rankings to help guide the drafting process. I'm excluding the bottom 5 expansion teams from this list (ANA, FLA, OTT, SJS, TBL) because they can barely ice one good line. So for the remaining 21 teams I will rank them based on my own opinion of who I'd prefer to play with. You'll notice throughout this topic, I will reference the recent SDL draft history to see how many of these players are included. You'll also notice that I will completely ignore goaltenders in my analysis, I'm only looking at the top 9 F and top 6 D because all SNES goalies suck anyways. All proposed lineups are just off the top of my head while trying to balance the top 2 lines slightly as they'll be the most used in a line change league. You'll want to practice some games and juggle some of the lines if things aren't gelling like you'd hoped. #1 Calgary Flames LW C RW LD RD Line 1 Fleury Roberts Reichel Suter MacInnis Line 2 Makarov Otto Nieuwendyk Musil Petit Line 3 Ashton Ranheim Lindberg Johansson Dahl This is my favourite team for line changes. Look at that depth in the top 2 lines. There is hardly a dropoff at all in skills and the 3rd line can definitely hold its own as well with Lindberg being the only player without SDL draft history. #2 Los Angeles Kings LW C RW LD RD Line 1 Carson Sandstrom Kurri Zhitnik Blake Line 2 Gretzky Robitaille Granato Sydor McSorely Line 3 Donnelly Millen Taylor Huddy Hardy This lineup is scary good as well. Sandstrom and Robitaille centering the top 2 lines with those lethal shots and very good wingers feeding them can definitely do some damage. A very solid top 4 D core as well. The 3rd line takes a bit of a drop off with Taylor and Hardy having no SDL draft history, but you can shield them by heavily using SC1 and SC2 #3 Montreal Canadiens LW C RW LD RD Line 1 Lebeau Muller Damphousse Schneider Desjardins Line 2 Savard Bellows Leclair Daigneault Ramage Line 3 Dionne Keane Leeman Odelein Brisebois There's no doubt about the forward depth on Montreal. The only question mark in that top 6 is Leclair but he can be very effective when he's having a good game. All 6 defensemen also have SDL draft history and anyone that knows me, knows I typically dress Odelein as a starter and I love me some Bellows. Leeman is the only player with no SDL draft history which actually surprises me because he's a pretty good, reliable player. #4 Detroit Red Wings LW C RW LD RD Line 1 Fedorov Yzerman Drake Lidstrom Coffey Line 2 Ysebaert Ciccarelli Probert Chiasson Konstantov Line 3 Gallant Primeau Ogrodnick Howe Racine Detroit is one of only two teams with 15/15 players with SDL draft history. I've tried to balance the lines so only the RW position is getting exposed. Right wingers don't kill penalties anyways so that's the best position for a weaker player in my opinion. Two lines centered by Yzerman and Ciccarelli will be a serious threat with those deadly shots. Thanks to AJ for catching me mistakenly having Ogrodnick on D. #5 Vancouver Canucks LW C RW LD RD Line 1 Bure Linden Ronning Lumme Lidster Line 2 Courtnall Nedved Adams Slegr Diduck Line 3 Momesso Ward Craven Murzyn Babych Vancouver is the other team that has 15/15 players with SDL draft history. They even have a 7th D-man (Plavsic) with some SDL history. That is some impressive depth for a line changes league! There is a bit of a dropoff in talent between line 1 and line 2 which bumps them down the list a bit. I'd be curious to see what Nedved can do with that 6 shot accuracy at 2C. They do probably have the best 3rd line options in the game though. #6 New York Rangers LW C RW LD RD Line 1 Tikkanen Gartner Nemchinov Leetch Patrick Line 2 Turcotte Messier Olczyk Lowe Zubov Line 3 Amonte Kovalev Graves Andersson Beukeboom No surprise that NYR has some depth in this game. Andersson is the only player without SDL draft experience. I like those top 2 lines especially and the 3rd line is decent enough to not get exposed while it's out there. #7 Pittsburgh Penguins PIT LW C RW LD RD Line 1 Jagr Lemieux Francis Samuelsson Murphy Line 2 Stevens Mullen Tocchet Stanton Samuelsson Line 3 Straka McEachern Tippett Taglianeti Ramsey It's a bit surprising to see arguably the best team in SNES 94 this far down the list, but their depth is not as good as others for a line changes league. That 3rd line is atrocious and you're not going to want them out here too long but thankfully the top 2 lines will be able to carry the majority of the play. #8 Toronto Maple Leafs TOR LW C RW LD RD Line 1 Cullen Gilmour Borshevsky Ellett Rouse Line 2 Anderson Andreychuk Clark Gill Macoun Line 3 Krushelski Zezel Foligno Mironov Berehowsky All of Toronto's forwards and all but one defense (Berehowsky) have SDL draft experience which is some impressive depth. The top 2 lines are pretty balanced and will be able to contribute. There's a bit of a drop off in line 3 but that's going to happen with all of the teams going forward. #9 Washington Capitals WSH LW C RW LD RD Line 1 Bondra Ridley Miller Iafrate Cote Line 2 Carpenter Khristich Pivonka Johansson Hatcher Line 3 Elynuik Hunter MacDermid Cavallini Langway Really good balance in the top 2 lines here with hardly any flaws. I like to spread out Iafrate and Hatcher so you have a heavy D man on each of the top 2 lines. #10 Quebec Nordiques QUE LW C RW LD RD Line 1 Nolan Sundin Ricci Leschyshyn Duchesne Line 2 Kamensky Sakic Kovalenko Gusarov Tatatrinov Line 3 Twist Cavallini Young Huffman Foote Another well balanced top 2 lines and could be very even to Washington's team but I gave WSH the edge for their defense. There's probably slightly more skill and scoring touch on Quebec's top 6 F group. P.S. Tony Twist is terrible, don't use him. He was drafted once in SDL as a joke which is why he made it on this list. But he also scored 1 goal on 1 shot.. so maybe use him? #11 Boston Bruins BOS LW C RW LD RD Line 1 Oates Neely Juneau Sweeney Bourque Line 2 Kvartalnov Ruzicka Poulin Wesley Featherstone Line 3 Donato Heinze Pantaleyev Roberts Shaw Another surpise this team has dropped so far in my rankings but other than the top line, and 1 or 2 good spares, the depth is not there. Maybe you could split up Oates and Neely to spread it out a bit more but I still don't love the options with this team and that 3rd line is a severe liability. #12 New Jersey Devils NJD LW C RW LD RD Line 1 Semak Richer Zelepukin Fetisov Stevens Line 2 Stastny Lemieux Holik Niedermayer Driver Line 3 Nicholls MacLean Pellerin Albelin Daneyko I really like the depth at forward and the top 4 D on this group. I debated ranking them ahead of Boston. That 3rd line is not even that bad. Both top 2 lines have a great mix of skill and size to get the job done. #13 Winnipeg Jets WPG LW C RW LD RD Line 1 Steen Selanne Shannon Housley Olausson Line 2 Davydov Zhamnov Tkachuk Bautin Numminen Line 3 Borsato Eagles King Carlyle Ulanov The top 4 defense core is really solid without many flaws. The RW position is a bit lacking on both top 2 lines but there is enough balance that both lines can be effective and provide enough offense. #14 Chicago Blackhawks CHI LW C RW LD RD Line 1 Ruutuu Roenick Murphy Smith Chelios Line 2 Sutter Larmer Goulet Marchment Kucera Line 3 Murray Graham Noonan Muni Brown Again with a big drop off from one of the best teams in the game, but like mentioned above, aside from the top line the depth is not there. Goulet on the 2nd line? Gross. #15 Buffalo Sabres BUF LW C RW LD RD Line 1 Hawerchuk Mogilny Sweeney Svoboda Smehlik Line 2 Khmylev Lafontaine Errey Ledyard Bodger Line 3 Patterson Ray Audette Carney Moller Here's another team that's struggling with depth outside of the top line, that will be the story for the rest of the teams on this list so I'll stop mentioning it. I tried to spread things out with Lafontaine centering SC2 but he's got some garbage wingers to work with. The top 4 defense can hold their own though. #16 St. Louis Blues STL LW C RW LD RD Line 1 Janney Hull Sutter Brown Butcher Line 2 Emerson Shanahan Miller Giles Quintal Line 3 Bassen Wilson Korolev Norwood Zombo Not a bad top 2 line options, only the RW position being a bit on the weak end. Bob Bassen on the 3rd line can provide a scoring option as well if he gets out there. #17 Edmonton Oilers EDM LW C RW LD RD Line 1 Corson Klima Weight Manson Kravchuk Line 2 Ciger Simpson MacTavish Richardson Benning Line 3 Elik Todd Hudson Werenka Glynn Klima and Simpson provide great center options with those shots. EDM also can ice 6 pretty decent and reliable defensemen. The winger options do look a bit ugly outside of Corson though. #18 New York Islanders NYI LW C RW LD RD Line 1 Hogue Turgeon Ferraro Kasparaitis Malakhov Line 2 Thomas King Volek Norton Lachance Line 3 Mullen Flatley McInnis Kurvers Krupp I debated putting Hogue on line 2 here and it might be the better option to spread things out. Outside of Turgeon and Hogue all the wingers are pretty blah but the defense can hold its own, similar to EDM above. #19 Dallas Stars DAL LW C RW LD RD Line 1 Gagner Modano Broten Tinordi Sjodin Line 2 Dahlen Courtnall Gilchrist Hatcher Matvichuk Line 3 Craig McPhee Propp Ludwig Berry We're getting into the bottom few teams here and it's starting to show. Ony Tinordi and Sjodin have SDL draft experince on the D end so that is where this team is definitely lacking. The top 6 forwards are not that terrible. #20 Philadelphia Flyers PHI LW C RW LD RD Line 1 Eklund Lindros Dineen Yushkevich Galley Line 2 Brindamour Recchi Beranek Hawgood Nattress Line 3 Acton Fedyk Snuggerud Carkner McGill Haven't quite figured out what the optimal lineup would be here because it's really limited. There's only 5 forwards and 3 defensemen with SDL draft history on this team... it's bad. #21 Hartford Whalers HFD LW C RW LD RD Line 1 Sanderson Verbeek Janssens Zalapski Burt Line 2 Poulin Cassels Kron Weinrich Pederson Line 3 Leach Nylander Petrovicky Keczner Houda Similar to PHI, there's only 5 forwards and 3 defensemen with SDL draft history on this team and overall they're much worse than Philly.
    3 points
  2. When the 30-team ROM was released by @wboy and his notes and posts were shared for all of us to use and try to decipher, there was a lot of untapped potential left to discover in the game. One of the things that truly bothered me for years was the stock compressed background graphics used in the main menu screen (the EA rink) and the tiled EA Sports graphics that appear on every other stats screen. The problem with compressed graphics is the tedious and time-consuming affair it is to figure out how to put the pieces together to form a full screen graphic. Thanks to @kingraph's decompressing graphics primer, and all of the hints from users on this site, I was able to figure out a few workarounds to change this TO THIS INTRODUCTION In the 30-team ROM, wboy left almost all of the original graphics intact. Instead of trying to crack the compression algorithm, he simply rerouted the pointers to areas near the end of the ROM and reorganized the tiles and palettes to make it easier for graphics modders to insert graphics. Since he did the first three title screens (first load - EA Logo, 2nd producer logo screen & third game title screen) I figured it should be just as easy to implement other screens as well. The easiest way I found through trial and error was to simply copy/paste the data from one of the decompressed screens and use that as the background. The main issue I encountered was graphic memory limitations making artifacts show up as soon as the player cards were shown. For some weird reason, increasing the tile count got rid of the artifacts. I haven't encountered any further graphical glitches, but if you come across any - please let me know so I can troubleshoot and update this guide accordingly. Here's the LONG version with explanations on how it's done, in order to get a better grasp on more advanced graphic editing - skip to the next post for the easy way (you wimp.) As always - save a backup copy of your ROM BEFORE STARTING. TOOLS: - Photoshop (preferred) or graphic editing program that allows you to create indexed PNG files. - A Hex Editor (I use Hex Editor Neo) - Windows Calculator set to Programmer - Tile Molester 1) Create your full screen graphic (320 pixels x 224 pixels) and optimize it in Photoshop, for pasting into your ROM through the TileMolester program. • In Photoshop, reduce the number of colours to 16 (Image > Mode > Indexed Color) • Select Local (Perceptual) to keep the Color integrity, type in 16 under Colors, Forced: None, uncheck transparency, and if your image isn't dithered, select None. Otherwise, choose the dithering method you prefer (Diffusion, Pattern, Noise) Then under palette, change it from Local to Custom. You'll get the Color Table for the colors used. • Modify your colour table to create colours that are "Sega" friendly (each RGB number should be a multiple of 32, with a maximum of 224) • IMPORTANT: make a note of each colour and their values (you will need this later) • Select OK, then save as a PNG with no transparency (File > Export > Save for Web) 2) Open your ROM in a Hex Editor. Find a spot at the end of the game data in the "free space" (bunch of FFFFs or 0000s) and this will be where the new graphic is located. Remember the offset. (In my ROM, I used 1E2B00) 3) With Tile Molester open, make sure you have the right settings enabled: Palette > Format > 9bpp (Genesis) Palette > Byte Order >Motorola View > Codec > 4bpp Linear 4) Jump to the offset where you are planning on pasting the background: Navigate > Go to > enter the offset value (e.g. 1E2B00) Make sure "Hex" and "Absolute" are selected. 5) Open the viewing window by clicking and dragging the corner. Then open your working area by using the Increase width button until you have 40 tiles across. With the increase height button, extend your workspace to 28, The area counter at the bottom should read 40x28 tiles. This is your working area and the size of a Genesis rendered screen. 6) Using the Plus/Minus tabs for moving forward/backward one byte at a time, move FORWARD 10 bytes (1E20AA). You will need those 10 bytes to add your header data later. 7) Paste in your full screen graphic : Edit > Paste From > (navigate to your background PNG) Then, save it. Don't worry about the palette or tile layout just yet. 6) Open your ROM with a Hex editor. Navigate to the offset where you pasted your image. (e.g. 1E2B00) 7) In the 10 bytes you left available, place the following code (no spaces): 0000 8C2A 0000 8CAA 0480 ** WARNING: Make sure you are overwriting the data, and not inserting/adding the new bytes and pushing the bytes further down as you add data. If that happens, your pointers will be messed up! 8C2A = number of bytes of graphic data + 10 bytes for the header 8CAA = number of bytes of graphic data + palette information + 10 bytes for the header 0480 = number of tiles (in hex) ** NOTE: A full screen graphic is 0460 (1,120 tiles) but using that number on the main menu causes graphic artifacts. I increased this number to 0480 and the player cards show up properly. Not sure why, but it does... 8) To find the end of your graphic data, using a calculator set to Programmer mode: Select the Hex option and type in your offset + 8C2A (from the header, if you recall) - In my case, the value was 1E2B00 + 8C2A = 1EB72A. 9) Insert the following bytes directly after the graphic data (no spaces). 0EEA 0CCC 0888 0444 0222 008C 006A 0000 0822 0600 0042 0020 004A 0006 066A 0246 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 0EE8 This is the palette data and will allow you to set custom colours for your background. There are 128 bytes that correspond to the 64 colours available for the screen. Typically, you only want to use 16 since there are sprites that often share the same palettes. The colour codes listed above are the generic ones chosen by wboy - we are going to edit these to accommodate your new background. 10) Directly after the palette data, insert the following code (no spaces) 0028 001C This is the layout width/height where 0028 is 40 tiles, 001C is 28 tiles. - Each tile is 8 pixels wide and 8 pixels high. - 40 tiles x 8 pixels wide = 320 pixels! - 28 tiles x 8 pixels high = 224 pixels! - 320 x 224 is a full screen background. 11) NOW - we set up the tile layout. Type in the following code (no spaces) 0000 0001 0002 0003 0004 0005 0006 0007 0008 0009 000a 000b 000c 000d 000e 000f 0010 0011 0012 0013 0014 0015 0016 0017 0018 0019 001a 001b 001c 001d 001e 001f 0020 0021 0022 0023 0024 0025 0026 0027 0028 0029 002a 002b 002c 002d 002e 002f 0030 0031 0032 0033 0034 0035 0036 0037 0038 0039 003a 003b 003c 003d 003e 003f 0040 0041 0042 0043 0044 0045 0046 0047 0048 0049 004a 004b 004c 004d 004e 004f 0050 0051 0052 0053 0054 0055 0056 0057 0058 0059 005a 005b 005c 005d 005e 005f 0060 0061 0062 0063 0064 0065 0066 0067 0068 0069 006a 006b 006c 006d 006e 006f 0070 0071 0072 0073 0074 0075 0076 0077 0078 0079 007a 007b 007c 007d 007e 007f 0080 0081 0082 0083 0084 0085 0086 0087 0088 0089 008a 008b 008c 008d 008e 008f 0090 0091 0092 0093 0094 0095 0096 0097 0098 0099 009a 009b 009c 009d 009e 009f 00a0 00a1 00a2 00a3 00a4 00a5 00a6 00a7 00a8 00a9 00aa 00ab 00ac 00ad 00ae 00af 00b0 00b1 00b2 00b3 00b4 00b5 00b6 00b7 00b8 00b9 00ba 00bb 00bc 00bd 00be 00bf 00c0 00c1 00c2 00c3 00c4 00c5 00c6 00c7 00c8 00c9 00ca 00cb 00cc 00cd 00ce 00cf 00d0 00d1 00d2 00d3 00d4 00d5 00d6 00d7 00d8 00d9 00da 00db 00dc 00dd 00de 00df 00e0 00e1 00e2 00e3 00e4 00e5 00e6 00e7 00e8 00e9 00ea 00eb 00ec 00ed 00ee 00ef 00f0 00f1 00f2 00f3 00f4 00f5 00f6 00f7 00f8 00f9 00fa 00fb 00fc 00fd 00fe 00ff 0100 0101 0102 0103 0104 0105 0106 0107 0108 0109 010a 010b 010c 010d 010e 010f 0110 0111 0112 0113 0114 0115 0116 0117 0118 0119 011a 011b 011c 011d 011e 011f 0120 0121 0122 0123 0124 0125 0126 0127 0128 0129 012a 012b 012c 012d 012e 012f 0130 0131 0132 0133 0134 0135 0136 0137 0138 0139 013a 013b 013c 013d 013e 013f 0140 0141 0142 0143 0144 0145 0146 0147 0148 0149 014a 014b 014c 014d 014e 014f 0150 0151 0152 0153 0154 0155 0156 0157 0158 0159 015a 015b 015c 015d 015e 015f 0160 0161 0162 0163 0164 0165 0166 0167 0168 0169 016a 016b 016c 016d 016e 016f 0170 0171 0172 0173 0174 0175 0176 0177 0178 0179 017a 017b 017c 017d 017e 017f 0180 0181 0182 0183 0184 0185 0186 0187 0188 0189 018a 018b 018c 018d 018e 018f 0190 0191 0192 0193 0194 0195 0196 0197 0198 0199 019a 019b 019c 019d 019e 019f 01a0 01a1 01a2 01a3 01a4 01a5 01a6 01a7 01a8 01a9 01aa 01ab 01ac 01ad 01ae 01af 01b0 01b1 01b2 01b3 01b4 01b5 01b6 01b7 01b8 01b9 01ba 01bb 01bc 01bd 01be 01bf 01c0 01c1 01c2 01c3 01c4 01c5 01c6 01c7 01c8 01c9 01ca 01cb 01cc 01cd 01ce 01cf 01d0 01d1 01d2 01d3 01d4 01d5 01d6 01d7 01d8 01d9 01da 01db 01dc 01dd 01de 01df 01e0 01e1 01e2 01e3 01e4 01e5 01e6 01e7 01e8 01e9 01ea 01eb 01ec 01ed 01ee 01ef 01f0 01f1 01f2 01f3 01f4 01f5 01f6 01f7 01f8 01f9 01fa 01fb 01fc 01fd 01fe 01ff 0200 0201 0202 0203 0204 0205 0206 0207 0208 0209 020a 020b 020c 020d 020e 020f 0210 0211 0212 0213 0214 0215 0216 0217 0218 0219 021a 021b 021c 021d 021e 021f 0220 0221 0222 0223 0224 0225 0226 0227 0228 0229 022a 022b 022c 022d 022e 022f 0230 0231 0232 0233 0234 0235 0236 0237 0238 0239 023a 023b 023c 023d 023e 023f 0240 0241 0242 0243 0244 0245 0246 0247 0248 0249 024a 024b 024c 024d 024e 024f 0250 0251 0252 0253 0254 0255 0256 0257 0258 0259 025a 025b 025c 025d 025e 025f 0260 0261 0262 0263 0264 0265 0266 0267 0268 0269 026a 026b 026c 026d 026e 026f 0270 0271 0272 0273 0274 0275 0276 0277 0278 0279 027a 027b 027c 027d 027e 027f 0280 0281 0282 0283 0284 0285 0286 0287 0288 0289 028a 028b 028c 028d 028e 028f 0290 0291 0292 0293 0294 0295 0296 0297 0298 0299 029a 029b 029c 029d 029e 029f 02a0 02a1 02a2 02a3 02a4 02a5 02a6 02a7 02a8 02a9 02aa 02ab 02ac 02ad 02ae 02af 02b0 02b1 02b2 02b3 02b4 02b5 02b6 02b7. 02b8 02b9 02ba 02bb 02bc 02bd 02be 02bf 02c0 02c1 02c2 02c3 02c4 02c5 02c6 02c7 02c8 02c9 02ca 02cb 02cc 02cd 02ce 02cf 02d0 02d1 02d2 02d3 02d4 02d5 02d6 02d7 02d8 02d9 02da 02db 02dc 02dd 02de 02df 02e0 02e1 02e2 02e3 02e4 02e5 02e6 02e7 02e8 02e9 02ea 02eb 02ec 02ed 02ee 02ef 02f0 02f1 02f2 02f3 02f4 02f5 02f6 02f7 02f8 02f9 02fa 02fb 02fc 02fd 02fe 02ff 0300 0301 0302 0303 0304 0305 0306 0307 0308 0309 030a 030b 030c 030d 030e 030f 0310 0311 0312 0313 0314 0315 0316 0317 0318 0319 031a 031b 031c 031d 031e 031f 0320 0321 0322 0323 0324 0325 0326 0327 0328 0329 032a 032b 032c 032d 032e 032f 0330 0331 0332 0333 0334 0335 0336 0337 0338 0339 033a 033b 033c 033d 033e 033f 0340 0341 0342 0343 0344 0345 0346 0347 0348 0349 034a 034b 034c 034d 034e 034f 0350 0351 0352 0353 0354 0355 0356 0357 0358 0359 035a 035b 035c 035d 035e 035f 0360 0361 0362 0363 0364 0365 0366 0367 0368 0369 036a 036b 036c 036d 036e 036f 0370 0371 0372 0373 0374 0375 0376 0377 0378 0379 037a 037b 037c 037d 037e 037f 0380 0381 0382 0383 0384 0385 0386 0387 0388 0389 038a 038b 038c 038d 038e 038f 0390 0391 0392 0393 0394 0395 0396 0397 0398 0399 039a 039b 039c 039d 039e 039f 03a0 03a1 03a2 03a3 03a4 03a5 03a6 03a7 03a8 03a9 03aa 03ab 03ac 03ad 03ae 03af 03b0 03b1 03b2 03b3 03b4 03b5 03b6 03b7 03b8 03b9 03ba 03bb 03bc 03bd 03be 03bf 03c0 03c1 03c2 03c3 03c4 03c5 03c6 03c7 03c8 03c9 03ca 03cb 03cc 03cd 03ce 03cf 03d0 03d1 03d2 03d3 03d4 03d5 03d6 03d7 03d8 03d9 03da 03db 03dc 03dd 03de 03df 03e0 03e1 03e2 03e3 03e4 03e5 03e6 03e7 03e8 03e9 03ea 03eb 03ec 03ed 03ee 03ef 03f0 03f1 03f2 03f3 03f4 03f5 03f6 03f7 03f8 03f9 03fa 03fb 03fc 03fd 03fe 03ff 0400 0401 0402 0403 0404 0405 0406 0407 0408 0409 040a 040b 040c 040d 040e 040f 0410 0411 0412 0413 0414 0415 0416 0417 0418 0419 041a 041b 041c 041d 041e 041f 0420 0421 0422 0423 0424 0425 0426 0427 0428 0429 042a 042b 042c 042d 042e 042f 0430 0431 0432 0433 0434 0435 0436 0437 0438 0439 043a 043b 043c 043d 043e 043f 0440 0441 0442 0443 0444 0445 0446 0447 0448 0449 044a 044b 044c 044d 044e 044f 0450 0451 0452 0453 0454 0455 0456 0457 0458 0459 045a 045b 045c 045d 045e 045f There are 1,120 tiles here. Each tile corresponds to the 8x8 pixel data that appears right after the header at the start. 12) Save your ROM and reopen it in Tile Molester. Now we're going to set our colours, reimport our graphic and do some fine-tuning. 13) Once again With Tile Molester open, make sure you have the right settings enabled: - Palette > Format > 9bpp (Genesis) - Palette > Byte Order > Motorola - View > Codec > 4bpp Linear 14) Jump to the offset where you are planning on pasting the background: - Navigate > Go to > enter the offset value where the graphic starts (in my example it is 1E2B0A, which is 1E2B00 + 10 bytes (0A in hex) right after the header!) - Make sure "Hex" and "Absolute" are selected. 15) Open your working space to 40x28 - you should be able to see the original graphic you pasted in, with the colours in the default TM palette. 16) Access your new palette here: Palette > Import from > This File You will be asked for an offset, the size, and the format. The offset value needs to be in decimal format. Remember where we placed our palette data? See step 8 to find the start of your palette (in our example 1EB72A). Put that number into your calculator or a converter to find the decimal value. (Our example 1EB72A = 2012970) Offset: 2012970 Size: 64 Format: 9bpp Genesis Your palette is now loaded, and now we can edit it to fix your colours. 17) Remember in Step 1 when you were asked to make a note of the colours in the table used in your image? Here is where you should input the values, in the order listed in the table. Double click each colour, and edit the values to correspond to the ones you have for your image. 18) Your colours may appear incorrect on your image, so once you've added your colours in the palette - insert your image again, and TM "should" correct the colours according to the palette. From there, you can do some fine tuning to fix stray pixels, or sections of colour that did not translate over correctly. Fix your background masterpiece and save your work. Close the file and TM. 19) Open your Hex Editor and do a search for the following Hex String 4B7A0. You will be taken to an area in the file in the F's (depending on your ROM) This is the pointer for the tiled EA Rink graphic. In my case, the offset was 0F823C. We are going to change that to the start point of our NEW graphic (in my examples, it is 1EB200) - replace 4B7A0 with 1EB200. 20) Save your file and fire up your emulator to see the changes. As you can see, the overlays use the palette colours as well, so you'll have to account for that and adjust your palette accordingly. Most of the time, the highlights work well with the background colours. I hope this works out for you. It seems like a lot, but it's really not THAT difficult once you start playing under the hood. You'll have a better understanding of how the graphics are displayed in game, and inspire you to change up your own stuff!
    1 point
  3. l trying to work on logos for my version of blitz i need some help
    1 point
  4. Here is how to allow the goalie to move farther under manual goalie control, both with AND without the puck. Some background info: - When I start a number with a '$', it's a hex value. - When I start a number with '@', it's a hex offset. - In hex, when a number's first digit is an 'F', that means it's a negative number (in this hack, anyway..). FFFF= -1, FFFE = -2... - The position of the players is relative the centre ice dot (0,0). - To the right and up is positive; to the left and down is negative. - See the picture below for the locations of some lines When the goalie doesn't have the puck, he is constrained to a small box around the crease, measured in pixels (although he actually can move outside this box, but his movement becomes extremely slow, about 1 pixel per second). - Right side of box: $0024. The value is in the ROM at offset @00B632 - Left side of box: $FFDB @00B650 - Bottom of box for the upper-end goalie: $00E7 @00B66A - Top of box for the lower-end goalie: $FF19 @00B674 When the goalie has the puck, the whistle is blown if he crosses a line near the top of the faceoff dots. - The line for the upper-end goalie: $00AA @00D3EA - The line for the lower-end goalie: $FF56 @00D3F2 Here is an example you might use: -------------------------------- Make the box twice as wide for both goalies: -------------------------------- (right side) OFFSET: @00B632 OLD VALUE: $0024 (+36) NEW VALUE: $0048 (+72) (left side) OFFSET: @00B650 OLD VALUE: $FFDC (-36) NEW VALUE: $FFB8 (-72) -------------------------------- Let the goalies roam farther towards centre ice, WITHOUT the puck: -------------------------------- (upper end goalie) OFFSET: @00B66A OLD VALUE: $00E7 (+231) NEW VALUE: $00E0 (+224, a little bit closer to centre-ice) (lower end goalie) OFFSET: @00B674 OLD VALUE: $FF19 (-231) NEW VALUE: $FF20 (-224, a little bit closer to centre-ice) -------------------------------- Let the goalies roam farther towards centre ice WITH the puck: -------------------------------- (upper end goalie) OFFSET: @00D3EA OLD VALUE: $00AA NEW VALUE: $0090 (between the faceoff circles and the blueline) (lower end goalie) OFFSET: @00D3F2 OLD VALUE: $FF56 NEW VALUE: $FF70 (between the faceoff circles and the blueline) Here's an example for letting the goalies go anywhere: -------------------------------- Make the box as wide as the rink for both goalies: -------------------------------- (right side) OFFSET: @00B632 OLD VALUE: $0024 (+36) NEW VALUE: $007C (+124) (left side) OFFSET: @00B650 OLD VALUE: $FFDC (-36) NEW VALUE: $FF84 (-124) -------------------------------- Let the goalies roam all the way down the ice, WITHOUT the puck: -------------------------------- (upper end goalie) OFFSET: @00B66A OLD VALUE: $00E7 (+231) NEW VALUE: $FE00 (uhh this is a guess.. my diagram has a mistake. tell me if this doesnt work.) (lower end goalie) OFFSET: @00B674 OLD VALUE: $FF19 (-231) NEW VALUE: $0200 (uhh this is a guess.. my diagram has a mistake. tell me if this doesnt work.) -------------------------------- Let the goalies roam all the way down the ice WITH the puck: -------------------------------- (upper end goalie) OFFSET: @00D3EA OLD VALUE: $00AA NEW VALUE: $FE00 (uhh this is a guess.. my diagram has a mistake. tell me if this doesnt work.) (lower end goalie) OFFSET: @00D3F2 OLD VALUE: $FF56 NEW VALUE: $0200 (uhh this is a guess.. my diagram has a mistake. tell me if this doesnt work.) ----- Notes: Yes, it would be possible to add extra code to the game to get the play whistled down if the goalie violated the trapezoid rule (but without a penalty), but I won't do this. The AI goalie always rushes into the corner to get the puck, so this would cause a huge number of whistles without knowing how to disable that behaviour. kind of funny: I spent sooo much time tracing backwards through code trying to find how to do this hack, without success ... then I got sick of it and just started looking at the very first trace point that used a certain memory location, and what do you know, that was it. Could have saved hours! I learned some stuff on the way, though, that might be useful some other time.
    1 point
  5. i don't mean to be a downer but describing cheap ways to score as 'gay', is a bit unnecessary fellas. Not everyone in the world is straight and/or automatically equates the word 'gay' to the words stupid, lame, or cheap.
    1 point
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