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Showing content with the highest reputation on 06/04/2025 in all areas

  1. Fight banner is in and working. I have to get the possible injury from fighting working next. After that, all the 93 fight code will be working in 94. I will also need to test out 2P,3P,4P and make sure they work, though I suspect they will be fine. After that, there's one fix I would like to apply. In 93, when a fight happens, it actually clears out the Chks For stat for all players (because it uses them for a condition for fighting). I plan to keep those totals, and use a different area to copy the Chks For to, and have the code clear that area instead. I will also be adding the Fighting attribute to the edit lines screen and Team Roster screens, so they can be viewed. This may take a bit though, might be something to do in the future.
  2. This is amazing, Kids. Are you going to open that Skater Lookup field into a drop down so I don't have to remember how to spell Leschleshezyn or whatever his name is?
  3. Correct -- link to the reference for this interested: https://forum.nhl94.com/index.php?/topic/33959-how-to-fix-hotcold-bonus-bug-snes/
  4. 1 point
    This has become extremely important to me. I’m working up to creating buildable disassemblies of 93/94/95, but to do it right I need the full rom map laid out. I’ve created a tool which lets me search through the file and find all the start/ends of the .map.jim image files. But having everything — palettes, images, sfx, music, anim, etc is required to do a proper/useful disassembly. @kingraph gave me his detailed notes on 95. I’m wondering if we can pool all our info somewhere, maybe in a shared google sheet? Also, more specifically, Drezz brought my attention to the compressed Ron Barr image in 94. I think that’s the only image format I have no clue about in 92-94. If someone can give me the offset for that image, would be great. I want to take a look at it and see if I can crack it. Edit: Drezz provided the offset to me: 0x000B389C edit: FYI, I put the results of my initial investigation into the ron barr compressed tile over in the existing thread about editing it.
  5. I found a pattern for quick working with logo's, using @Jkline3 "GIMP method" and @smozoma ditherer program, maybe someone found it usefull. 1. Prepare logo for import (size 48x48). 2. Open in GIMP and make indexed colors (10 if no black color in logo, 11 if logo has black) 3. Switch mode back to RGB and export to 24-bit BMP file. (Do not write color space information) 4. Put new BMP into ditherer, select Sega and 3-rd option (generate picture and palette for TileMolester). 5. You'll get prepared bitmap and palette to import into TileMolester.
  6. AWESOME work @chaos! Nice to see that you're almost at the finish line. Thanks for sharing this update!
  7. I look forward to seeing how well this works out when fully implemented and inevitably trying to...
  8. Thank you for adding the Utah Mammoth to your rom! Great work!
  9. This is awesome! Great work to all involved! I have to think that the original game developers/engineers would be impressed with how much has been accomplished, to push this game forward, over 30 years after it was released. The ingenuity and creativeness, displayed year after year, by folks doing this kind of stuff for free, is fantastic! Thanks for sharing your progress on this work. Looking forward to the end result!
  10. Oh man! This is legendary. This is a million times better than anything that EA is currently working on.
  11. Just a suggestion but maybe a normal and harder version of the rom for the future. Playing the CPU seems too easy at times. Don’t get me wrong, I love your rom so this is just a fun idea to consider.
  12. Just letting you know, your ROM is now the highest upvoted link in the history of https://reddit.com/r/NHL94
  13. So we've figured out the layout of the sprites and animation frames for 92-94. The frame data is a little different for 92 than it is for 93/94 (which are the same). Sprites and animation frames have been added. Bonus blood as well. I will post soon about how the animation and frame data is laid out. Fight_Fixed.mov Next to add is the fight banner (showing who is fighting), and adding possible injury for game. These were both in 93. But the hard part is over! Special thanks to @McMarkis and @bcrt2000 for their help with the frame and sprite data!!

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