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Showing content with the highest reputation on 12/06/2023 in all areas

  1. Based on the available animations it would probably look more like the Alexander Semin slap fight.
    1 point
  2. We talking like.... Or maybe if Mike Milbury whacking some guy in the face with his own shoe is too much, maybe just that old guy in the blue sweater getting tired of that kid that keeps banging on the glass so he pelts him in the back if the head with a beer can.
    1 point
  3. Alright. Couldn't help myself, quickly mocked up an idea and it looks like maybe a third of the original animated tiles would still move, while combining the classic and modern sensibilities. Assuming this is enough to not overload the memory, this might open up some interesting possibilities...
    1 point
  4. Interesting, I found a similar type of 8-byte pattern dealing with the Stanley Cup animation that @von Ozbourne mentioned above in my '95 ROM project. It was way-back-when, but here were my notes on how the 8-byte pattern in case you find this useful/correlates: https://forum.nhl94.com/index.php?/topic/18130-nhl95-expanded-rom-project/&do=findComment&comment=170815 Much of the coding I found in '95 worked in the same way as '94, so hopefully it helps. Side note - my goal for the particular piece of the project was to reduce the size of the image used for the cup as it was causing an overload of the banner image. I ended up shrinking the total size by just repeating the same 4 cup images, but technically the code was still changing images (i.e. spinning). So I never really changed it to a static image.
    1 point
  5. @von Ozbourne You inglourious basterd! That's it!!! It's all there!!! If I start zeroing out code from 0xA5B1E onwards un 0xA78AE, it stops the crowd animation from running. If I adjust values I can change the tile, palette, and position of each animation instance. After an hour of getting no work done, here is what I surmised. There seems to be a repeated 8-byte pattern for 7568 bytes, so 946 entries. From what I can tell, each 8-byte cluster works like this… Byte 1–2 = X-Position, in pixels, +4. Byte 3–4 = Y-Position, in pixels. Byte 5 = Tile Row if over 15? Byte 6 =Tile Row & Column Byte 7 = Palette & Horizontal Flip Byte 8 = unknown… help! OK, If I'm right, that would mean that entry 0xA5CC6… 0028 0018 0065 2000 …indicates the outstretched GREY arm of an audience member near the top left. If I change it to the following: 0058 0048 0066 2800 …we should get the RED outstretched arm (horizontally flipped) of an audience member appearing somewhere around the top-left face-off circle. OK, let me go run the code… It's a BINGO!!! I mean, it's close enough. Severed red arm in the corner. Obviously my counting is off, but the principle is there. We can now move animation around! EDIT. I've put up a new thread to try and share these findings. Please come add to it if you can!
    1 point
  6. With Android, you can download .apk installers. So, often you can get any historical version of any app. Here is a link for android nhl2k 1.0.3. https://apkcombo.com/nhl-2k/com.t2ksports.nhl2k15/ If it has some kind of online server requirement it may no longer work. Or if something in the newer android operating systems breaks it.
    1 point
  7. Whoa whoa whoa! Just for the record, I was not trying to incorporate betting ads into my games. Actually... if you were just trying to disable some of the animations, you could always go the low tech method. I needed to disable some animation for a project that needed the arena to be smaller, a la community centre, plus while exploring options for the obligatory outdoor rink. Found the section where the sprites for overlaying the animated portions of the crowd sit here. Plus what might[?] be part of the code that controls animation as it directly follows the sprites and the games seem to follow that convention. What I ended up doing was just make the animation sprites that overlay the sections in question, into transparent blocks and called it good enough.
    1 point
  8. It was also on iOS. It is gone now
    1 point
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