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Showing content with the highest reputation on 02/01/2024 in all areas

  1. Summary: Sega Genesis: September, maybe the 23rd Super Nintendo: November, announced for the 15th, but was late, probably 26th Sega CD: January The Genesis and SNES months match with the magazine scan hnfoo provided Genesis SNES Sega Genesis Posting records of the Genesis version being on sale as early as September 23rd: ^ He says "last night", so I am making the assumption that he picked it up at midnight, or the store gave him his pre-order copy early, because I can't find any messages on Sept 22nd. And one from Sept 24 that seems to be from a store employee: On the other hand, you have this guy on Sept 24 saying it's "Coming soon" Sega CD Someone called EA and was told it would be out in January or February. Then this guy posts that it's among newly released games in January: And someone had it (and had returned it for a refund) by Jan 27: Super Nintendo A lot less usenet activity for this one... It was scheduled to come out Nov 15th: However, it may have been delayed until Nov 26th?
    2 points
  2. I’ve been sick, so no updates lately. I’m feeling better now, and getting back into this. Will put out an update sooner than later, aiming for the end of the all star break.
    1 point
  3. Here's how the Mighty Ducks of Anaheim look in a mod I chose to make of NHL 2000 on PC called "NHL All Stars 2000". The premise is simple: All the teams are still real, but all of the players are fictional. It may take a while to complete, though. 😛
    1 point
  4. Trace Logging In this tutorial we will be taking the RAM values we found in the finding RAM values tutorial , and tracing where the code in the ROM, is writing to that RAM value. Confused? Basically we are tracing whenever the Away teams goalie (CPU) is being pulled because of a powerplay, or in the 3rd period when the CPU is losing by 1 or 2 goals. Setup emulator and launch the game: This builds on the first tutorial, so I assume you already have the MESEN2 emulator installed and know how to launch the rom. Get the game to a position where you are winning by 1 or 2 goals in the third period with close to 1:20 minutes left. Then make a save state and pause the game. File ==>Save State ==>Select an empty slot Launch the Trace Logger: Now were going to add a trace condition to Log writes for the Away Goalies Ram Address $17AC Click Debug ==> Trace Logger This looks confusing, but the only thing you really need to understand here is the trace condition. #1 in the screen shot (Condtion) needs to copied from here and pasted in. IsWrite && MemAddress >= $017AC && MemAddress <=$017AD What this is doing is anytime a write (IsWrite) is happening to RAM (MemAddress) greater than or equal to (>=) $017AC and (&&) less than (<=) $017AD; log it to the trace window. $017AC + $017AB contains the Away teams goalie. #2 in the screen shot (Clear log) needs to be pressed to clear the log before you start the game again. #3 allows you to save the log file to your computer if you want. (Not required for this example) Now we are going to play the game again and make sure the CPU has the puck and is over the center ice line with less than 1 minute left. This will cause the CPU to pull its goalie and we should see a trace in the log appear. If everything goes according to plan, you should see some traces show in the Trace log window when the goalie gets pulled. #1 in the screen shot is the RAM value for the away goalie we were talking about $17AC #2 in the screen shot is the new value it was set to FF 00; this means Pulled goalie in the game. #3 in the screen shot is the location in the ROM .sfc file that code executed to set the RAM value. This one is a little tricker to understand. We can now look at the decompiled rom and see exactly what game code was running that sets this value. We will cover this in a more advanced topic. Homework: You now have the general knowledge to find RAM values in the emulator and then trace them to find the exact location in the ROM where that logic is. Use what you have learned to try and find other RAM values that you may be interested in. Maybe try and find the game clock ticking down in RAM. If this didn't work for you, just restore the save state and try again.
    1 point
  5. I try to do things like clock McDavid's real-life blue-line to blue-line speed and replicate it in the ROM. Then I work on the slowest speed in the ROM that feels plausible playing against McD's speed. All of this has to be considered against certain constants, like the passing speed, which can't be changed. Will be including an "Arcade" style patch, that will increase speed and hits, for those who want more!
    1 point
  6. Update v2.3 on the main page. There were a litany of small errors as to how I rate defence man in the previous release (2.2). While I doubt anyone would notice, I pulled it regardless. Aside from the ratings fix, I also fixed a long-standing error I just found out about yesterday. In other news, v3.0 is well in progress. I will be re-rating every single player from scratch, again, for the umpteenth time, as I've updated my gameplay model. Skating will be a bit slower. Overall slightly more realistic. If there is any interest, I may also bring back the "arcade mode" patch for those who want a less realistic more classic experience. Leave me a note if any variation patches interest you.
    1 point
  7. I guess since no one else has spoken up yet, I'll alleviate any concerns by saying that we are in the middle of something. Still a fair bit of stuff to do before it's ready, but suppose I can share this for the "hype". PRE-ORDER NOW! For Spectacular Bonuses! All 32 officially unlicensed NHL teams! A complete set of 16 bit graphics! All 16 of them! Zero Thousand N/A Chel points! FREE Membership to NHL94.com forums!* *sign up required. not affiliated with Electronic Arts, Sega Enterprises or the idiot making this post.
    1 point
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