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Showing content with the highest reputation on 06/03/2026 in all areas

  1. If you make the changes to the goal frame data before applying the fighting patch on a custom ROM, it would maintain the changes. All of the associated data with sprites and frames is organized like so in the regular ROM: $5B1C-$76B2 - SPAList - Sprite Animation List: A table for each animation listing frames and the time to display the frame. $5DE7A - Offset List: 1st long word (4 bytes long) - Offset to default sprite tile palette (128 bytes long) before frame data (default ROM has this offset as $4082A) 2nd long word (4 bytes long) - Offset to frame data (default ROM has this offset as $408AA) $5DE82 (2 byes long) - # of Sprite Tiles (default set to $2041 tiles, which means the Sprite Tiles data is $40820 in size, since $2041 * 32 bytes/tile) Sprite Tiles ($5DE84-$9E724): Exactly what it says. Sprites can be 1x1 tiles up to 4x4 (only 4x4 sprite is the glass breaking if I remember correctly). Also included in these are the goal tiles, the arrows, the stars. Frame Sprite Data Offsets ($9E724-$9EDC2): This is a table of offsets. Each frame has an offset to its frame data. For example, frame 1, which is "Skating with the puck" frame, has an offset of $69E. $9E724+$69E = $9EDC2, which would be the where the frame data starts for frame 1. We can tell how many sprites each frame has by subtracting this offset from the next one in the list. In this example, the next offset is $6A6. $696-$69E = 8 bytes, which means there is 1 sprite in the frame (see next section). There are 845 frames in NHL94. Sprite Data ($9EDC2-A44C9): $5708 long (There are 2,785 total sprites) This is the data you are editing as it will point to the sprite tiles and position them in the frame. Offset 0-1: X Global. The X position of the upper left corner of the sprite in the frame. This is offset from the 0,0 point of the frame. Offset 2-3: Y Global. Same as above, in Y. Offset 4-5: Tile offset. Confusing, see link. Offset 6 : Palette stuff and default H/V flip. Offset 7 : Sizetab byte (# of tiles in the sprite) Hotlist table ($A44CA-$A4B54): 2 bytes for each frame, 1 for X and 1 for Y. Offset from the 0,0 point of the frame, it is used for collision purposes (like the player's stick which is a separate collision point from their body). There are 16 bytes missing from the end of this table. These are because the last 8 frames are direction arrows and stars for the 3rd and 4th player when 4-way is used. They don't have collision, so they were omitted (there's only data for 837 frames). Since this data is so tightly packed and one after another, the SPAList, Frame Sprite Data offsets, Sprite Data, and Hotlist table get moved to new free space, since data needs to be added to all those tables for the fight frames. The sprite tiles stay put (for now), and I just add the fight sprite tiles to the end of it, overwriting some of the frame sprite data offset table. I was going to just pad the rest of it with FF, probably should. I also update the Offset List and the # of Sprite Tiles. So even though the data you are looking for is still there, it is not being used. Check out my post where I dissect a frame and reassemble it for more info - https://forum.nhl94.com/index.php?/topic/37002-sprites-frames-and-animations/ I challenge you to follow the procedure to find the new location of the sprite data for the goal! The top goal is frame # 405, bottom goal is frame # 406. Frame Sprite Data Offset table starts at $202830.
  2. OHHHH YEAAAAH BROTHER!!! my vote for best 94 rom ever made

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