Jump to content
NHL'94 Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 04/24/2023 in all areas

  1. Alright, been plugging away at a couple rather large projects for some time, and needed a palette cleanser. Been a while since I've played around with the 30-team 94 ROM and man, it is so much easier to work with. So we have a fun opportunity to dive into the history. Presenting: Unlike other World Championships [which technically the Olympics doubled as up until 1968] there was no way of pretending that this could have been a contemporary release. However, last year was the centennial of that first Olympic hockey tournament... Suppose if last year wasn't such a mess, I'd have remembered to "release" this one then. Original Ligue Internationale de Hockey sur Glace logo over interior shot of the Palais de Glace d'Anvers [Ice Palace of Antwerp] where all games were played. 7th Olympic games [Summer, there were no winter games yet] Dutch/French postcard fills in the splash screen nicely. Old and New Red Ensign vs 48 Star banner and ice markings. William Abraham Hewitt [yes, the father of Foster] was the honorary team manager of the gold medal winning Canadian representative Winnipeg Falcons team, but while there he still managed to fulfill his roll as sports editor, whose columns were printed in such papers as the Toronto Star and Winnipeg Tribune. This is also the first tournament for the Czecho-Slovaks since they unified the regions around the old country of Bohemia. Old and New Interestingly enough, at the time, the only markings on the unpainted ice were the blue lines and center ice dot. The referee at the time was just a guy in a suit. Occasionally in those early days, games were even officiated by the managers or coaches of other teams. Old and New While there was no painted crease in those days, it helped to scuff up the goaltender area. Also, the old box frame built net. Old and New Brought back the period correct "Zamboni" as well. In lieu of an ad, settled on an '20 style art deco clock. Had tried to rig the seven participants into a staggered playoff format. Annoyingly, despite how much I nerfed some unplayable teams to effectively create a "bye round" scenario, there was still a 25% chance that the horribly unskilled placeholder team would manage to get credit with a win anyway. So to spite the AI, having NPC teams play themselves to guarantee the bye was the way to go. Removed previous versions as they were broken and sucked. Olympic Hockey - 1920 Antwerp [1.3].bin
    1 point
  2. If anyone is interested I will start an NHLPA'93(sega) league. 12 players max, draft one team from each conference. (I use this format for Ken Griffey and it's fun). You'd play 22 games total, best of 5 playoffs. So it's a short season. To start the second week of May. A month for the regular season and then playoffs. Ladder draft for teams, lowest 94 skilled players to best-skilled players (not a snake draft). same in-game settings as the classic league. join here - > https://discord.gg/tAkcVBTZ So farr we have 7 players. Looking for 5 more. 1. @halifax 2. @Adolf Oliver Nipples 3. @Future King of 94 4. @whalers 5. @kidswasted 6. @ComicalFont 7. @UltraMagnus (tentative)
    1 point
  3. How-To Edit the Rink & Sideboards 4. Tips, Tricks, & Resources Work Flow Templates & More Here is a robust set of PNGs and Photoshop compatible files to get you started. You can update these Photoshop files with your own Layout and Tile Sets, giving you an ongoing reference. I highly recommend that you try using these. NHL 94 - Rink & Sideboards - Resources - v1.1 2023 04 21.7z Work in The Matrix If you set your Hex Editor to be showing 48 columns of 2 bytes groupings (4 digits) at a time, you will be able to more easily navigate the layout in the code. Look at this example below, showing the Instant Replay Overlay, and its Tile Map. In the code you can actually see the cluster of values where the controller overlay appears on the screen. If 48 is too many columns for you, even setting your Hex Editor to 24 or 12 columns wide can still make is easier to navigate. Specific Areas The Bottom of the Rink If you decide to edit the area in the Rink below the bottom net in the Rink, note that some of these tiles are specified as Overlays, so that the Glass & Boards overlap the player Sprites. If you are drawing or editing this area (perhaps adding a Trapezoid line), you will likely have to specify that some Tiles as Backgrounds and some tiles as Overlays in order for it to look right. Centre Ice Logo The centre ice logo can be rotated, see @Jkline3 Rotating Centre Ice Logo thread for more details. You can go further than that… Check out @Jkline3 post below where he shares these Centre Ice Logo Customization Tips with visual examples. Instant Replay Reverse View The Instant Replay Reverse View uses a different Tile Set from the regular Rink view. While most of these tiles are the same, many are relocated to different addresses, some have been modified, and some don't exist at all. If you do want to keep the Reverse view up-to-date as you modify the Rink, I highly recommend taking the time to make your Regular & Reverse Rink Tile Sets as identical as possible, with the differences being in the Tile Map code. This is a big time investment at first, but in the long run, it has made maintaining consistency between these two views trivially easy for me. Colour Considerations Most of the game is coloured using the first two available palettes, seen on the ice and in the audience respectively. But the Home and Visitor colour palettes can be used in place of them, to all kinds of interesting effects. From @von Ozbourne's posts below: In the proof of concept above, note how the background for the menu shifts when a new team is selected. More Tiles Please Eventually you will get to a point where you will need to free up some more tiles in order achieve your creative goals. There are a few tiles that you can replace with others, without having an obviously negative effect. There are far more tiles that you could re-claim if you creatively revise some sections of the layout. I highly recommend downloading a bunch of other people's ROM mods, and checking out their Tile Maps to get a sense of what can be changed. There are countless approaches and great ideas out there. Below are some examples from my ROMs. Top & Bottom of the Rink Below are excerpts from the top and bottom of the rink, with some suggested tiles that you can free up. On the Left, note the horizontal seam running through the glass. You can remove the tiles used for this seam (along with a unique tile on the ice that isn't necessary) to free up 11 tiles to re-appropriate for other elements (right). Instant Replay Controls Overlay Below left is the Instant Replay Controls Overlay, which uses ~30 unique Tiles. Below right is a redesign that uses only 14 Tiles, giving you 16 free tiles. Flip it Good Remember that you have the ability to flip tiles, as this can be hugely helpful in creating efficient designs. Below is the NHL logo I drew for the Scoreboard. The logo occupies 14 tiles, but it only utilizes 10 unique tiles in the Tile Set, since the Tile used at 0xBDD4C, 0xBDD8C, 0xBDDCC, and 0xBDE0A reuses tiles and horizontally flips them for efficiency. References
    1 point
  4. How-To Edit the Rink & Sideboards 3. Advanced Tile Syntax Reference Once you get the hang of understanding this 2-byte code, all that you will likely need are the references below. Second, Third, & Fourth Digit + 0xxx Tile Reference Second Digit + 8 Horizontal Flip First Digit + 1 Vertical Flip + 0,2,4,6 Colour Palette + 8 Overlay Tile Map & Tile Sets Locations Please note, in each of the diagrams below, I have omitted the addresses for Tiles that caused errors when I modified them. I recommend leaving them as-is. Sideboards This is the background used when you start or pause a game. Tile Map 0xBDB6A to 0xBE268 Tile Set 16 Columns x 14 Rows @ 0xBC066 (770150 decimal) Rink This is the background used when you are playing the game. Tile Map 0xB8A8E to 0xBAA6C Tile Set 16 Columns x 27 Rows @ 0xB518A (741770 decimal) Rink (Reverse) This is the background used when viewing the Instant Replay in Reverse view. Tile Map 0x599A8 to 0x5B986 Tile Set 16 Columns x 27 Rows @ 0x56064 (352356 decimal) Overlays These overlays appear over the screen in special circumstances. Regular Overlays Tile Map 0x5B986 to 0x5C408 Instant Replay Reverse View Overlays Tile Map 0xBAA6E to 0xBB4EE Stars of the Game Graphic Overlay This is the graphic that appears in the Stars of the Game overlay. By default there are not tiles being shown, but if you specify Rink tiles at these addresses, they will show up as per the diagram below. 0x5BBE2 to 0x5BBEE 0x5BC42 to 0x5BC4E 0x5BCA2 to 0x5BCAE 0x5BD02 to 0x5BD0E Rink Instant Replay Controller Overlay This is the controller overlay that briefly appears on the top left of the screen when initiating Instant Replay. It shares a Tile Set with the Rink. 0x5B9C8 to 0x5B9D8 0x5B9C8 to 0x5BA38 0x5BA88 to 0x5BA98 0x5BAE8 to 0x5BaF8 Rink (Reverse) Instant Replay Controller Overlay This is the controller overlay that briefly appears on the top left of the screen when initiating Instant Replay Reverse View. It shares a Tile Set with the Rink (Reverse). 0xBAAAE to 0xBAABE 0xBAB0E to 0xBAB1E 0xBAB6E to 0xBAB7E 0xBABCE to 0xBABDE Suggested Advanced Exercise Share what you know! Write a post below sharing your best tips, tricks, resources, methods, whatever. Every little bit helps us all help eachother.
    1 point
  5. Just thought I'd share the cover art I made for this.
    1 point
  6. unsolved bugs: * fix bugs like offside and icing onetimers not causing whistles * fix that issue where when you're chasing a puck that's being iced and you try to C boost at it to negate the icing, you get stuck in a one-timer animation for a couple seconds and lose the race * fix the bug where you get stuck as the goalie when you make a bad pass with your goalie when he's out past the faceoff circles * one-timers should be less accurate while normal shots should be more accurate * make passes on goal count as shots (due to the prevalence of the pass-shot and how it messes up the stats in leagues). or prevent pass-shots (pass must go at least roughly towards a player). maybe make pass-shots a menu item, on/off. * Ron Barr hot/cold made correct * occasionally losing "friction" and your player sliding out of control (except that it's funny, so maybe don't fix it..) * fix the bug where if the goalie makes a pokecheck on a penalty shot, the player can get the puck and shoot again. Once it's off his stick, he shouldn't be able to pick it up again. * fix the bug where, when a penalty shot is called, you can score after the whistle, before a penalty shot takes place * remove the B check (tripping) or greatly increase the likelihood to be called for a penalty, because currently it functions as an automatically successful open ice check. (note: it doesn't work with penalties turned off, so just make it not work even with penalties on. supposedly Plabax already hacked the reverse of this so B check/trip always works?) * improved AI goaltending, especially on the walk-across/crease-cut tough ones to fix: * better AI scoring maybe? * sometimes when you go to instant replay, the game goes crazy and you can crash it if you don't quickly exit instant replay * sometimes players just won't get in the penalty box and the game can not continue * add the defense buttons like SNES (for 6-button controllers) solved bugs / hacks to include: * weight bug and C/B check bug fixes, plus using the checking rating to influence checking * edit lines / team roster player ratings correct * missing 2nd assist bug fix * increased rating granularity (16 levels instead of 7) * goalie button * improved 3-stars forumula New things: * Time on Ice and +/- added to player stats display * donnybrooks, fracases.. foighting! needs to be a menu item, on/off.
    1 point
×
×
  • Create New...