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Showing content with the highest reputation on 11/22/2023 in all areas

  1. 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 and minor graphical stuff: Original custom player attribute stats based on NHL24 updates. Original JKline player sprite mod based on helmet patch for more accurate and varied uniforms. 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. Pucks that also feature original customized sprites that change with team colours. The nets that those pucks can go in have also had their sprites redrawn. 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. 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. Great for 4-1 Power plays. Benches have been edited so the coach mod has been removed. EA Sports watermarks have been updated to modern logo. NHL 2024 - Retro 94 x 30th Edition v1.0.bin NHL 2024 - Retro 94 x 30th Edition v1.2.bin NHL 2024 - Retro 94 x 30th Edition v2.1.bin
    3 points
  2. 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.
    3 points
  3. 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.zip
    1 point
  4. 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.zip
    1 point
  5. 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.zip
    1 point
  6. 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.zip
    1 point
  7. Thanks for making this. I put it out on social media.
    1 point
  8. This game is very good. I wait with anticipation the '24 edition.
    1 point
  9. 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...)
    1 point
  10. 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.
    1 point
  11. 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
  12. 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.
    1 point
  13. 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
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