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  1. Hi everyone! So, just like in past years, I am posting my NHL94 2021 edition ROMs (various updates throughout the season). About the ROM: *32 teams. Seattle Kraken are included. The team contains players from the Seattle Metropolitans circa 1917-1919. *The ROM is based off of the Slapshot67 32-team template. *60 Min. OT. *The ROM has the "weight bug fix". *The "stamina hack" is available on the Playoff Version only. The is a non-stamina hack playoff version as well. *The ROM has Clockwise's sprite patch. *The rom has the WAS/WPG freeze bug. When corrected, it causes an issue for the playoff mode. If you use Kega Fusion, it will not freeze the player cards for those teams. *Uniforms have been updated for Calgary, Ottawa, Buffalo and Colorado. Calgary and Ottawa are going retro this season and Buffalo is returning to their royal blue color. Colorado will wear blue helmets and pants. The retro Sens and Flames logos have been added for team selection and center ice. *Lines/d pairs may not accurate, in several cases, especially, for teams who have coaches who change them every five minutes. Feel free to change them to what you'd like them to be. The opening night players are all there for you to select. There are some "taxi squad" folks as well (but not all). *Injured/COVID-affected players expected/rumored to be returning during the season are in the active rosters for line changes. If someone is confirmed as being out for the season (Kucherov, for example) they will be on the roster but inactive for anything but NLC. UPDATE - 5/19/21: Kucherov has been added back into the active roster in the Playoffs Edition. Anywho... enjoy! The ROM: v1: Posted on 1/14/21 (start of regular season) NHL94 2021 V1.bin vPO: Posted on 5/19/21 (Playoffs Edition) NHL94 2021 vPO.bin vPO with SH: Posted on 7/5/21 (Playoffs Edition with Stamina Hack) NHL94 2021 vPO with SH.bin
    14 points
  2. On Wednesday, 5 October 2005, the very first nhl94online.com Classic season kicked off. That makes the Fall 2020 Classic season the 15th anniversary season. It is simply stunning that the community has stuck together (even if old-timers like me went away for a long, long time...) for this long, as there is certainly no divinely ordained reason for this community to exist. So let's all thank Evan Eldredge once again for having the crazy idea back in the mid-2000s of devoting an *entire website and forums* to a decade-old video game and then the even crazier idea of organizing an online league. Tecmo Super Bowl did it first......but NHL '94 does it best.
    12 points
  3. Thank you all for your continued input. Which is making my free time outside work difficult since these are all great projects and ideas. Just to be clear there is no peeking order here. When I complete them, I complete and post. Some have some requests that might have never been done, and will take some time do to finding the right information to mod. Keep providing your requests. They all will be fulfilled in some way or time. If you want to see your mods come along quicker, here is what I need directly from you. Images The breakdown of the league you want (Teams if there is a limit, since not all roms can be expanded right now) Some sort of roster breakdowns. Below are the ones Ive begun taking on, but will be completed. @Hope NCAA Live - Yes this will be one I will be completing. Just found all the logos and rosters and will be completing soon. @Sargon NBA Jam TE - Already in the works, found all the players, images, ratings and logos. Just need the time to put in. @jnc121978 @EmpireBowl @dunkle93NHL series (95/96/97/98) are time consuming projects, especially ones like OHL, WHL, QMJHL, World Cup. Unless, Im getting support from other members to help. I recently completed one for EIHL with @MonkeyHead @LaTormenta where they provided the rosters, ratings, jersey kits, images and I did the editing. We worked well. That is what I need for the other leagues. Since, there isnt much members who have expanded outside 94. 95 is starting to get love thanks to @smozoma @kingraph @Asher413 @Sauce @Jkline3 and others who have helped me progress. But the other years 96/97/98 will be needing some time to dive into each one. @DeterminedApathy @dunkle93 XFL/CFL/WFL rom - This is on my radar as there are alot of football games, but not many that can allow modding easily. The one I determined is NFL Primetime since Ive already modded all the logos, jerseys and the rosters are easier to do since it was the very first mod attempt I tried over 10 years ago. @Tabs3121 NFL Blitz PS1 - Sorry man, but this one is a back burner as of right now. But I will get to it. Just time is all I need to get others Ive started done first. @mack Triple Play Baseball - Sega -- Will have a 2021 roster update completed before opening day with the player stats as well If time permits. @dunkle93 World Series Baseball - Will be getting a NCAA mod. Ive already begun it. @Nabby202099 KHL 2010 - WIll be done, but not until I can complete a base rom for all the leagues I find are interesting to do for. I've completed a KHL 2021 rom that you can find it below and provide your input for the 2010 season. @Cutter The CHL rom can be done and if you can come up with the 30-34 teams you want (their year that you want represented). @HITTER42 Madden 98 - Im actually working with the editor creator for this mod to speed thing up. Hold tight and it will be completed. KHL _21 (95).bin
    10 points
  4. This guy is brilliant and helpful.
    9 points
  5. Alright I said I would start posting these before this year was out and since there is just over 24 hours left, I should probably just do it. Introducing the IIHF Hockey series. The idea was to make each of the NHL(PA) games for Genesis into its contemporary IIHF version. Complete with period correct art style, team assets and players. Ultimately the goal was to make it look like something EA might have released back in the day. Rosters, for the most part, have been taken from each year's World Championships. Some provisions were made in cases where say, some teams only had one goalie, so I borrowed a backup from that year's Olympic roster, or had to improvise some data because apparently no one found it important enough to record what sweater numbers the Estonian National team wore 26 years ago... what the hell eh? I start with IIHF 94. [Full disclosure, this is actually the third version of this game I'd made as the first was a foolish attempt to mod an original NHL94 ROM. Soon after I discovered that 30-team ROMS was a thing and made a second while I was just learning the craft and used an old Blitz league ROM to train on. I found a couple of critical errors, mainly how player cards were set up and some colour palette issues that were in the base ROM. Rather than keep polishing the dorodango, I opted to start over using my improved skills on a clean wboy 30-team ROM. I am much happier with the results] Some features: This game includes the top 30 international teams based on their finishing position after the 1994 World Championships. The Ice surface has been reverted back to its original 1994 goodness. Player ratings were a bit of a contentious issue, I opted to use as many player stats as was available in the original game and basically based everyone else off that. Player cards are almost complete [Who knew that finding 26 year old photos of South Korean hockey players would be almost impossible?] but at least even the "default player" pics are all unique. Many starting line ups were based on who actually had a photo available. No mind was paid to whether teams were in the "A", "B" or "C" pool as far a play offs go. I toyed with the idea of patches like weight bug and helmet sprite, but decided to stick to the default, again for the period correct feel. Might revisit that later. Anyway, here are some previews. Addendum for the series: I'm going to post the "Final Cut" updates here for the entire series as they are reworked. Again, thanks to @EagleXIII for all his help in resolving those nagging anachronisms. IIHF Hockey (91) F2.bin IIHF Hockey 92 F2.bin International Hockey 93 F.bin IIHF 93 F.bin IIHF 94 F.bin IIHF 94 CE F.bin IIHF 95 F.bin IIHF 95 WCE F.bin IIHF 96 F.bin IIHF 97 F.bin IIHF 98 F.bin IIHF 99.bin -
    8 points
  6. I recorded a tutorial video last night that shows how I record my gameplay in RetroArch and then edit the file in order to create animated GIFs:
    8 points
  7. Wait, no rosters to research and painstakingly rate? Sign me up! The goal here was to use EA Hockey for the purpose of exploiting the PAL 50 Hz refresh rate on the NTSC 60 Hz CPU setting. The fun part is that the resulting 20% boost in frame rate also affects the physics. Add in that every player has juiced stats [with a little variation based on the slight differences in attributes in the original game] and you get a game that plays at a frenetically fast and furious fun filled pace. [Seriously, I played this throughout the week it took to make, then loaded up a standard NHL 93 game and it felt like the ice was molasses.] Unfortunately, I forgot that the two separate penalties for winning and losing a fight was not programmed in until '93, otherwise I could have made the trademark move of "2 minutes for losing a fight" and the victor gets off scot-free, but that one feature didn't outweigh the trade offs. And shout out to @CoachMac and @The Dopefish for coincidentally mentioning EA Hockey, as the total teams/teams playable in playoffs edit was something I was trying to figure out just as the Coach gave me the answer. [I actually went with less. It will make sense in a minute] And finally, much like the original Blades of Steel NES port was known as Konamic Ice Hockey in Japan, this 16-bit sequel also has a North American and Japanese version just for fun. On to the retro review screen caps. Uh, ignore that. Really, Konami actually made this game. North American and Japanese title screens. Enter "the code" to unlock six additional teams! Different text as Romaji is typically all-capped. And the Japanese version still uses the same colours regardless of being the home or away team. For the North American version, the body and striping is reversed so all away teams are in grey for greater contrast. Although some all-colour games look nice too, the problem is when you play intra-squad games and everyone is dressed the same. National teams are playable in exhibition mode only. Japan is featured in the Japanese version, but the assets for the U.S. team were still included in the ROM data for an easy localization. Both versions have the return of the original eight Canadian and United States club teams, plus eight new cities to round out the expanded playoffs. Shameless in game ads also make their return. All your friends will want it. What better way to respond to a three goal deficit than with another fight. [Using the 'C' button a lot will prompt quite a few] It can get excessive if you let it. What better way to celebrate a comeback than running a guy and starting a fight? Celebrating scoring the game winner in overtime by running a guy and starting a fight obviously. It doesn't even need to be in overtime to celebrate a win. And in the finals the ticker is finally gone so you can seen the shamelessly branded Zamboni. Play with line changes on for a new challenge. Line 1 is the base stats, Line 2 is the speed line, Line 3 is the bruisers. All stats are the same for each player on a line except for one or two "unique" players. Numbers are taken from notable players pre-1990, [when the game was released] with the occasional number making it onto two rosters. So #9 on Detroit can fight #9 on Hartford. Or #9 on Chicago can fight #9 on Winnipeg. Or #99 on Edmonton can fight #99 on Los Angeles. [just kidding, 99's unique stat is that his fighting is a 1] Couple other Easter Eggs in there, but that covers most of it. Blades of Steel 2 [US].bin Blades of Steel 2 [JP].bin
    7 points
  8. To all TRIPLE PLAY enthusiasts!!! I've fixed the is issue of the dreaded TODD's TEAM or GHETTO CITY, or not being able to play a season from the start or Unable to create, release and players. Look no further, we can now all enjoy the "Your Out", the crouch scratching and the great game play. What's New 2021 rosters (effective as April 2nd (FanGraphs Baseball | Baseball Statistics and Analysis) Team Names updated (Washington is under the name D.C.) Player Stats will be updated in the next update. There is no expanded teams (No Arizona DiamondBacks, and Tampa Bay Rays) No updated jersey # or skin color. I haven't found where they are. Currently working through the stats feature for each player. Follow these steps and you'll be on your way to the Fall Classic. Download RetroArch (Google Play, Apple Store, or Online (https://retroarch.com/?page=platforms) Load CORE ==> Sega MS/MD/CD (Gensis Plus GX) Load Content ==> Find the path for the game. Start the Game. It should go through the process of Initializing the memory. Let me know if anything else you would like to see in this rom. Enjoy!!! Triple Play Gold '21.bin
    7 points
  9. Hello Fellow NHL95ers!!! I'm making this post for anyone who has been inspired by all the hard work from the members across this site have done. This is my little way of giving back to help someone else along the way. A huge thanks to @kingraph @smozoma @wboy @Jkline3 @Asher413 @slapshot67 and many others, who I've missed - I apologize in advance. I've included in the zip file with a step-by-step word document, and the programs I've used to create my material. Most of the material has been shared before from @kingraph mapping list of NHL95, @smozoma Ditherer program, @wboy NOSE program, and @Asher413 knowledge of schedules. Everything I think can help you along your own way of creating something new. NHL95 Step-by-Step.zip
    7 points
  10. I wanted to document my thoughts about how we can look at a game result and understand what consistently separates (human) players from others. There are differences from "A" vs "B" players, but I want to further look at why guys like Mikhail and @annatar are consistently on top of the SNES side and why me and @angryjay93keep meeting in the finals in Genesis. The outline above represents my original thoughts and I welcome all feedback. In the most simplest terms, I believe there are two things that separate players: Game knowledge/Understanding of the Game Execution / Actually playing the Game Underneath those broad topics, there's a lot more to discuss. This is NOT a strategy guide, but I will highlight some quick thoughts on the topics. And this applies to Genesis and SNES. When I say "game knowledge", that can mean broad understanding, but there are also a granular details that separate the top players. A broad example would be understanding player attributes. A Genesis player trying a slapshot with Wayne Gretzky may not understand he has a weak shot. It may be a good play, but with the wrong player! Another broad example would be where I (kingraph) know how to score in SNES with a deke. However, at a more granular level, I don't have the knowledge of how far back I can shoot the deke, what angles are feasible, etc. than guys like @TheProfessor or other top SNES guys understand. So during the game, I wouldn't even try certain shots (they wouldn't enter my mind), or on the flip side try defend those dekes because I don't perceive them as a possible scoring threat. (I'm learning!) I think most of the "A" players excel in knowledge, but it's important to note that there are still those details that certain players know better than others. There can also be game-changing knowledge that happens. Think CB check that Plabax discovered or the Goalie Dive Across save in SNES that Mikhail has recently introduced. Before Mikhail (very effectively) demonstrated that technique in KO94-4, I didn't see anyone even trying these saves. That knowledge is a differentiator before the game happens. In Genesis, if you're not aware of the rebound goal, you won't try to score with it, OR defend against it. Now the biggest differentiator is the in-game execution. Some of the mechanics can be learned, such as quick one-timers, pass shots, "Y" button get up, rebound goal, goalie control, dekes, etc. that is visible. The top players more frequently finish one timers, finish dekes, get shots off, etc. Reaction time to the puck, to the play, to goalie control is also something that you can witness and differentiate. Many people say manual goalie is one of the biggest skills that separate the best players, and I think that's obvious. The mental game is harder to define or observe because it's unique to each individual. But ultimately it's trying to understand the decision making that happens many times throughout the game. From setting a lineup, to choosing which shot to take, to pass vs skate, to check or sit back, etc. In general, I feel the top players make better decisions throughout the game that lead to better scoring chances and better defensive options. And seeing those top players adapt each game based on what's working vs. what isn't. Having said all of that, we have the magic of NHL'94 variables that are overlayed on top of everything. These game variables are what causes all the variances from one game to another between two given players. The player variables will outweigh the uncontrollable variables over time, but in a given game anyone can win. You can make the right decisions, execute your one-timer, but Roenick will miss an open net from 2 feet. I tried to list out some of the things that happen each game that are somewhat uncontrollable. To be clear, this would be measured above what would be considered "normal". If that slapshot from Gretzky is stopped by the goalie, that isn't an abnormal result. If that slapshot gets passed Eddie Belfour, that would be considered above expectations. With all the tournament action and updated frequency of streaming games, I am considering doing some deep dive reviews of a game. Deep dive means either reviewing possession by possession, reviewing scoring chances, key plays/sequences, or maybe just goals. I may never get to it, but I'm definitely interested in trying to look at game with all of this in mind.
    7 points
  11. VIDYAS PICASSOS ROMSA NHL91pixelpuck.bin sprite_patch.zip 94_font.zip 2on2_Summit_Series_2.zip NHL94training.bin goalie_control_patch.zip - 2014 by Clockwise (original post) - 2013 by Clockwise (original post) - 2012 by Clockwise (original post) - 2011 by Clockwise (original post) - NHL2007_2on2.bin 2on2.orgfinal (original post) JOEKS WEBSIETS http://pixelpuck.com http://nhl91.com http://2on2.org http://nhlpa93.nhl94.com/ https://jesusplaysnhl94.ytmnd.com/ FIN
    7 points
  12. BOOMSHAKALAKA! NHL Jam 21 v1.4.bin v 1.4 said to never exist 11/20/20, released 11/16/20. v 1.3 released 11/12/20, removed 11/16/20, 30 downloads. v 1.2 released 11/11/20, removed 11/12/20, 17 downloads. v 1.1 Released 11/5/20, removed 11/11/20, 35 downloads. v 1.0 Released 11/4/20, removed 11/5/20, 23 downloads. Features Fast-paced, arcade-stick friendly, 2 on 2 action! 32 playable teams, with the Soviet Union acting as a placeholder for the eventual Seattle Kraken team. They're a pretty tough squad to beat since I just took the 5 best players from the Red Army team's history, so every player is 90+, and if they get hot, it's a tough match-up. Makarov, Kharlamov, and Tretiak make up their main group. Play through an 8 team playoff bracket, and then take on the Soviets at the very end to see if you have what it takes to be a champion! Like in NBA Jam TE, each team has 4 active skaters (and a goalie). The 0:00 Periods that take you straight to OT are in the game as the Sudden Death option in period length. This game is 100% mostly crash proof in normal play, which I think is somewhat nice for a 32 team and 2 on 2 ROM. No need to rush around to choose teams, or skip over the match-up screen anymore, which is nice (especially when it goes on my arcade stand). I tried to make the game feel arcadey, so the even-teams style from the normal 2 on 2 ROMs is out the window, and hot/cold is on. This also allows for handicapping if you're playing against someone worse than you (usually better than for me though ), and also gives each team/player a fun identity. I pumped this baby full of goofs, gags, and easter eggs. Some are just silly player cards, alternate jerseys, or graphics, but others may require a little bit of line editing to find... Required Thank Yous @smozoma was a big help in hunting down a lot of the hex values that needed to be changed, and answered a lot of my questions along the way. SmozROM and EARE also are always a big help on a project like this! @slapshot67 made the 32-team ROM base, which makes this possible in the first place. @Sauce's 2020 Playoff ROM was the working base for this since I had been slowly chipping away at it since summer, so a lot of the graphics were already there for me! Known Bugs The Sudden Death game style doesn't work in the playoffs, because of how the game treats OT compared to the Regular Season mode. There were some compromises to crash proof the game. The Player Cards screen on the in-game menu will crash the game. It has been changed to "DON'T OPEN", just to make sure it's avoided. Names show up twice on the main menu, because of the way that the Winnipeg Freeze Bug had to be stopped. Couldn't get rid of one without getting rid of the other either. Noted hockey expert Lazlow Holmes will not tell you who is hot or cold, since the game would sometimes try to pick player slots that didn't exist, crashing the game. The bonuses are still on, and you see them under the player image, just he won't tell you. Some of the center ice logos (Chicago and Ottawa come to mind) could be better. If you find anything at all, such as a bugged player card, incorrect number, or just want to complain, let me know.
    7 points
  13. Sorry if this is common knowledge. I tried searching but the only answers I could find were the same school yard theories from nearly 30 years ago. It seems a lot of people have their own strategy for breaking the glass, whether it's using Al Macinnis or letting one rip from the blue line. The truth is a whole lot simpler than that. I found an interview with NHL '93 programmer Jim Simmons from Inside EA Sports (Volume 2 Issue 1, 1993). In it they ask what's the secret to breaking the glass. "I've built a small sweet spot into the glass panel directly behind the right half of the goal - it's only three pixels wide by five pixels tall. That's about the size of the puck. You have to hit that sweet spot right on, extremely hard. Using a player that has a really hard slapshot helps, but luck is usually the strongest determining factor in getting it to shatter." I look up whatever videos are available of breaking the glass in NHL '93/94 and sure enough, it's always in the same spot. Shot speed is not a factor, but it helps increase your odds of firing a wild puck at the "sweet spot". The spot is roughly in between the feet of one of the fans. Anytime you hit it, the glass will break regardless.
    7 points
  14. Hi everyone! It's that time again... As with past years, I am posting my NHL94 2022 edition ROM (various updates, to come, throughout the season). As August is a dull month for hockey, I am now posting my "Way Too Early" edition. About the ROM: *32 teams. Seattle Kraken are included. *The ROM is based off of the Slapshot67 32-team template. *60 Min. OT. *The ROM has the "weight bug fix". *The ROM has Clockwise's sprite patch. *The rom has the WAS/WPG freeze bug. When corrected, it causes an issue for the playoff mode. If you use Kega Fusion, it will not freeze the player cards for those teams. *Uniforms have been updated for Arizona although, it is not yet confirmed what their new home/away jerseys will look like... just speculation. *Lines/d pairs may not accurate by time the season starts. Just some guess work for now. *Unsigned UFAs are not in the ROM. While we don't know the terms of his contract, yet, Zach Parise has been confirmed as signing with the Islanders so I included him. *Jack Eichel is in the game but is not active. As he is requiring neck surgery and likely to be traded, at some point, I benched him. Feel free to use him as you see fit. If you notice any mistakes, please let me know... enjoy! NHL94 2022 Preseason Edition.bin
    6 points
  15. NFL Primetime is coming back... With updated rosters effective as June 28, 2021 and depth charts adjusted as well via (2021 NFL Depth Charts and Rosters | Ourlads.com) Baltimore Ravens and Tennessee Titans are in the game as well, but as extras (no players, except in FA) Money Players are all added and player stats have been updated to reflect the 2020-21 season. Playing the game, you will have to download and copy the .srm file into your Genesis folder as it will have the depth charts adjusted. Big Thanks to @kdubmods for his box art. And to @jrollingfor his soundtrack. This really hits the Primetime feeling Let me know if there is anything you would like to be updated. Deion Sanders - Prime Time Football '96 (Sega Sports) 1995 tv commercial.mp4 Primetime v1.srm Primetime v1.bin
    6 points
  16. EIHL '20 for NHL94 Gens - Genesis _ NHL 94 - EIHL 19-20 Edition V1.1 2021 03 14 2021-03-14 16-28-55.mp4 Huge shoutout to @LaTormenta @MonkeyHead for helping me getting used to a new league and providing all the rosters, lines, logos, and addition material. I just did the graphics. Limited to the 10 team EIHL league. New 2nd & Main splash screens, plus logos. All 10 team team select logos and center ice. Team overall's adjusted based on # of players/overall team value. Aaron Murphy bring you in game action via Premier Sports. EIHL '20 (94).bin Version 1.1 Removed special characters from 3 players to avoid glitches like below. EIHL '20 (94) v1.1.bin Version 1.2 Updated playoff bracket to reflect only EIHL teams. Others are set as NON-TEAM. NHL 94 - EIHL 19-20 Edition V1.3.1-1 (FINAL - BRACKETS UPDATED)
    6 points
  17. Hello Rewinders! Here's a first look at Rewind's complete player database, see attached file. It is only checked by me so I can not guarantee that everything is correct, if you find something wrong, feel free to tell me and I will change. The list is in its simplest form, with two tabs divided outfield players and goalies. Rating is 0-6 except for weight which is 0-15. 25 goalies had half values (on overall rating) (eg 84.5) and then it is rounded up to the nearest whole number. Speaking of goalies, it can be stated that the goalie level has risen significantly! In the original game, there are 8 goalies with 70 or more in rating, and in Rewind there are a total of 17! The average value of the goalkeepers in the original database is 56.7 distributed among 55 goalies, while the average value of Rewind is 63.66 distributed among 66 goalies. So it should generally be a little harder to score on Rewind compared to the original game... As a Swede, I keep an extra eye on the Swedish players and can state that Anton Blidh, Boston, is the lowest ranked player in the entire database (29), and that Robin Lehner, Vegas, is the heaviest goalkeeper (12)! For those who like snipers (like me), there are three players who have maximum value in shooting strength and shooting precision (6/6) (Alex Ovechkin, Shea Weber and Auston Matthews) and that there are two Swedes among the 15 players in total who have at least 5/5 shots (Viktor Arvidsson and Elias Pettersson) And last, and perhaps most importantly, speed. There is only one player with 6 agility and 6 speed, Mr McDavid .. and only 4 players in total have 6 speed ... McDavid, Barzal, Byron and of course a Swede! Carl Hagelin. That Hagelin has 2 in all other values (except 4 agility) we ignore right now ;-) / Limpan Rewind-database-v1.xlsx
    6 points
  18. Today is the day I have been waiting for since last Summer. The All-Time Greatest Players ROM is finally being released! Some notes about the ROM: 28-team ROM replacing Campbell and Wales All-Star teams with Original Six and Expansion All-Time All-Star teams. I used the 70s Orange/White/Black All-Star jerseys for the Original Six and the 95-96(Purple/Black and Teal/white) All-Star jerseys for the Expansion jerseys. Used different team/same franchise jerseys including DAL/MIN, QUE/COL, HFD/CAR, WPG/PHX Home jerseys are light jerseys, regardless if it was ever their home or away jersey Included some fan favorites over others(i.e. Terry O'Reilly, Bob Probert, Wendel Clark) but did my best with including HOFs. It was really tough for the Original Six teams for sure. Some players were great but didn't make the cut due to others with more Cups, All-Star votes, stats leaders, and/or HOF. Some players appear on multiple teams but the attributes are different depending on the team(i.e. Gretzky better on EDM than LA). Players in general would need to have played at least 3+ seasons with the team to be included. Most players have Endurance of 3. If anyone uses this ROM for line changes let me know. I'll need to edit the Endurance for everyone and that will change their Overall score. I didn't want everyone to have inflated Overall due to Endurance. I tried to keep some famous lines together which will reflect if line changes are on. Otherwise I just made the best available line based on overall. Players have abbreviated first name with their full last name(i.e W Gretzky). I have not updated player cards yet but might do so in the future. I hope to 'port' this to Gens once I get a handle on NOSE. Thank You's: @clockwise - General roster input/PHI roster input/Jersey idea @CoachMac - Attributes template @Bob Kudelski - General roster input/OTT roster input @Sauce - Roster input @kingraph - Roster input/Overall calculation @halifax - Roster input/SNES Godfather @seamor - TB Roster input/ROM input @smozoma - Roster input/Attributes/ROM Genius @Jkline3 - Jersey links @chaos - ROM questions/Roster Tool/Website Genius @statto - ROM Editor @Xstioph - ROM Editor/SNES ROM badass @dangler-HUGE thanks for hex editor navigation/fixing the abbreviations on ANA/FLA by altering the hex code If I left anyone out please let me know! You guys were all a great help whether it was actively helping me or from forum documentation. Links used: CoachMac's Rating Template My All-Time Greatest Team Forum KingRaph's Overall Attributes Calculation Smozoma's Attribute Descriptions https://en.wikipedia.org/wiki/NHL_All-Star_team#Teams https://www.hockey-reference.com https://www.quanthockey.com/nhl/ https://bleacherreport.com/articles/837952-nhl-lines-ranking-the-top-15-most-famous-lines-in-nhl-history https://bleacherreport.com/articles/662187-nhl-ranking-the-top-50-line-combinations-of-the-modern-era https://thehockeywriters.com/ http://www.sportsforecaster.com https://www.hhof.com/LegendsOfHockey https://www.trucolor.net/portfolio/national-hockey-league-franchise-colors-1917-1918-through-present/ http://nhluniforms.com/ Update 3/22/21: Version 4.0 is attached here with the following adjustments: @dangler fixed player abbreviations on FLA and ANA to match every other team. Now all teams have first initial, full last name. Team Ranking Sheet(sorted by overall starting lineup): Jerseys: Things I want to work on: Setting penalties to 1 min instead of 2 min Updating player cards Jersey Sheet.pdf All-Time Greatest Rosters Team Ranking - Sheet1.pdf All-Time Rosters Game-Ver4.0 99Min OT.smc All-Time Rosters Game-Ver4.0.smc
    6 points
  19. I've noticed that all of the NHL games have some art and code assets left over from previous games in the series, [using the previous year's Playoffs logo, having unused Ron Barr Hot/Cold commentary in non-Ron games, build note comments, etc.] but this one was a surprise. Took me a bit to realize what I was looking at, but getting near the end of the ROM data, it appears that while THQ was compiling the Genesis version of NHL 98 they pulled in some Madden assets. And just below that. Almost as interesting, [at least it's the same sport] but the entire title graphic from NHL 97 was left intact. Not the most egregious thing I've heard of getting compiled into a ROM, but it's fun coming across this stuff nonetheless.
    6 points
  20. This is a list of '95 GENS ROMs that are found all over the forums. Links to the original source have been added to give credit to the creator/authors. This will allow you to see the changes as well as the content included. If I missed something to be added, please reply below and I’ll update this list. NHL95 Step-by-Step Classic ROMs NHL95 Original Rom by kingraph (original post) 34 Team Expanded Rom by kingraph (original post) NHL Updated Roster ROMS 2021 by UltraMagnus (original post) 2020 by UltraMagnus (original post) 2013 by wallywojo (original post) 2010 by treflar (original post) 2009 by treflar (original post) Alternative Roms EIHL 2021 by UltraMagnus w/MonkeyHead+LaTormenta (original post) NCAA 2021 by UltraMagnus (original post) KHL 2021 by UltraMagnus (original post) AHL 2021 by UltraMagnus (original post) CHL 2021 by UltraMagnus (original post) ECHL 2021 by UltraMagnus (original post) End of the World Rom - Season 1 by UltraMagnus (Inspired by clockwise) (original post)
    6 points
  21. Thanks for the nomination! Means a lot
    6 points
  22. Growing up, I had NHL Hockey for DOS, but never owned NHL94 on console until later on in life. It was and still is a great game, albeit not the easiest to fire up like a Genesis or SNES. Scoring methods weren't as plentiful/repeatable as the console versions of 94, but I enjoyed the challenge, and the full season mode _ digitized narration was a major plus over consoles. Once I got my first Playstation, I was drawn to the 97, 98, versions, and I eventually started getting PC version of EA NHL in 2000. I also enjoyed the 2K series on Dreamcast. While these games weren't perfect, they didn't take very long before you could find the cheaper ways of getting goals, and control schemes were all digital, meaning simple. In retrospect, with the exception of the 2K series, and maybe NHL98's presentation, everything was more about the tech advances, and added features, enough to distract us from games past. After the Dreamcast, I didn't buy another console for 6 years, gaming exclusively on the PC. I was turned off by the short shelf life of the Dreamcast, and refused to get another console to replace it, in fear that the same thing would happen again. I instead poured into the PC gaming universe. For me, sports games ended up taking back seats to the wonders of LAN party games like Starcraft, Quake and Unreal Tournament, Battlefield 1942, and other big hits around 20 years ago. Sports games to me belonged in the living room with a friend. I don't claim to be a hockey video game historian, but it's my understanding that analog controls took over in a big way during the PS2/Xbox generation. The focus towards online play, and continued simulation feel is evident. I don't know when the digital control schemes of hockey games for shooting were replaced with "skill sticks", and countless jukes. However, when I finally returned to try a NHL game by EA Sports for NHL 14, I saw they had the NHL94 controls. Sadly, it didn't seem to help me control the players, and was more of a handicap by reducing what the players could do. In short, I didn't have much fun with it, and the countless hours needed to get comfortable with everything really turned me off to it. Even my son who is pretty decent at video games was never that proficient with it. He could certainly function, but he didn't grow up playing 3 or 4 button hockey games like we did. While I give credit to the "3's" mode that was added to recent versions of EA Sports NHL hockey games(fun novelty), I could never truly be converted. I had a glimmer of hope that our "friends" at EA Sports would do us right with this NHL94 Rewind announcement. Having a true living room experience from an official source on a timeless game engine was just what I wanted. Don't get my wrong, I love the modding community, just turning on the PS4 and going without emulators, computers attached to PCs, or using flash carts is immediately appealing. Unfortunately, at least for now it doesn't appear to be a stand alone product. In addition, we've wanted an official source to play this classic game in a stable online setting. I like many others have unfortunate technical issues with our current online solution that have kept me from doing the exis and league thing(This is no slight to anyone, as the support here is amazing). In any other year, I may have been more forgiving about this exclusion, but given the ongoing Covid isolation that is killing the local tournament scene, not having a way to compete online is unforgivable. I'm interested in when the people of this community bounced away from the annual EA cash grab releases, and bounced back to NHL94. My return was based on the suggestion to run a tournament for this great game. Very few sports games hold a special place in my heart. Tecmo Bowl/Tecmo Super Bowl, the NBA Jam series of games, and NHL94 are the big three. NHL94 just felt right for me. The players perform on the ice as you'd expect them to, scoring isn't too difficult to figure out, and likewise, there seems to be a counter to most things. When you lose, most of the time it's because you were outplayed. I'm also a big fan of having two different mainstream versions that have their own +/- that = double the fun. Thanks for letting me vent. It's been a long year. -Trojan
    6 points
  23. Im posting the series of NHL95 games updated to 2020 rosters which include. These are some people that assisted with each one in a way @kingraph, @Jkline3, @I got the puck, @segathon, @wboy, @smozoma, @Asher413. Thank you all. KHL (Kontinental Hockey League) AHL (American Hockey League) NCAA (Division 1) ECHL (East Coast Hockey League) CHL (Champions Hockey League) KHL21(95).bin NCAA'21(95).bin NHL 21(95).bin AHL21(95).bin AHL21(95)updatedbanners.bin CHL '21(95).bin ECHL21.bin
    6 points
  24. One thing that has always bothered me, is that there is a severed leg in the stands in the scoreboard screen. Second row from the bottom on the left: It turns out that this appendage belongs to a guy wearing a green shirt, who was in the stands in the '92 version of the game. Check him out right here! So this was converted to the empty chair/weird leg in NHLPA93 and kept in '94, but it turns out that the actual graphic tiles are still in the game! So in order to correct this, all you have to do is remap two tiles: BDEAE: Change from 0063 to 206A BDEEE: Change from 006E to 2074 And voila! Our friend in the green shirt returns!
    6 points
  25. Hi guys, I create http://nhl94player.com a long time ago, but I let the site go a few years ago. However, I've gotten a few requests from people who still wanted to use it. So, I ended up reviving the site so people can still create NHL '94 avatars. At some point I'll try to update the list of teams so we have Vegas and Seattle and maybe I'll add a few classics into the mix like Hartford, Quebec, etc. Anyways...since it seems like some people are still enjoying creating their own NHL '94 players, I'll do my best to maintain the site for as long as there seems to be demand for it. Thanks!
    6 points
  26. Hello NHL95 Enthusiasts!!! I'm delighted to announce NHL21 (95) Reloaded has arrived. All new Divisions and 56 game season!!! (MASSIVE shoutout to @Asher413 for doing the leg work on getting the season and schedule to work on the length.) When playing SEASON MODE, allow 10 seconds of black screen to allow season to skip October/November. Update image of the announcer Updated rosters as of January 24th (PLD to WPG and Laine, Roslovic to CLB) New Intros splashes. Updated Ice Updated Banners Some Easter Eggs (Can you find the some of these) Updated Player Cards. Some top prospects with their new teams (Lafrienere, Byfield, etc.) Seattle Kraken consist of the top remaining Free Agents and some of the TAXI players . Futures are the top prospects for the 2021 Draft and the Legends return as the Hall of Famers. Rosters as of January 24th via Capfriendly.com and puckpedia.com Line Combos as of January 24th via Dailyfaceoff.com and puckpedia.com Hope you enjoy and look forward to your feedback. A zip file is included below for anyone wanting the box art and file together for RetroArch or alternative front end emulators. UltraMagnus NHL '21 (95) Reloaded.bin NHL '21(95) Reloaded.zip v2 - April 14, 2021 (Post Trade-Deadline) NHL '21 (95) Reloaded v2.bin v2 - April 22, 2021 (Florida - team name update - error caught by @DeterminedApathy) NHL '21 (95) Reloaded v2.bin v3 - New Jersey with proper players and Winnipeg Jets jersey's flipped (Home & Away) Caught by @maddog015 and @DSgamby NHL '21 (95) Reloaded v3.bin
    5 points
  27. We know for certain that, in the game, each player has a base value between 0-6 for each of their skill attributes (weight is a number given in a 0-15 scale). But, as many of you have noticed, there will be games where a player feels "off" or "hot". That is because the game adds some "bonuses" to these base values, to give them and the team a more "realistic" feel. I was looking at the game code to see if I could minimize them, when I came across some new findings. Some of these topics have already been covered in other threads, but I'll rehash them quickly. Special thanks to @smozoma and @kingraph for their help with this. Before we go over bonuses, I want to cover how the game uses the player attributes: Weight (Wgt) - Used to determine who wins a check. It also has an affect on how fast a player can get up to speed. Agility (Agl) - Think of this as acceleration. A higher number means the player reaches top speed sooner. This may also have an effect on the turning ability. Speed (Spd) - Think of this as the top speed of a player when skating. Offensive Awareness (OfA) - We aren't sure of the awarenesses completely, but smoz thinks it's related to how large of a radius a player can "see". If the puck is in this area, the player will go for the puck. Also, it seems to determine where the player sets up in the offensive zone. Defensive Awareness (DfA) - See above, but setting up in the defensive zone. These two seem to feed off each other. If the ratio is close to 1 (like 4/4 awareness), they don't seem to excel in one awareness or the other. Shot Power (ShP) - Puck velocity from a shot, and also possibly how fast a player releases the puck. Shot Accuracy (ShA) - How accurate the shot is. Stick Handling (StH) - Dangle ability. Affects turning, deking, and how well a player holds onto the puck when taking a check (Toddle ability). Passing (Pas) - Not entirely sure on this, but how well a player can complete a pass, and how well a player can receive a pass ? Also, might have an effect with pass velocity. Roughness (Rgh) - Not entirely sure, but smoz I believe figured out this is Pass/Shot Bias for CPU players. The higher the number, the more they shoot instead of passing. Endurance (End) - Stamina, effective when using line changes. Aggression (Agr) - Not sure, but this may determine how aggressive a player is to chasing the puck carrier. Checking (Chk) - This seems to determine how often a CPU player initiates a check. Might be tied to Aggression. Handedness (Hnd) and Fighting (Fgt) - If the number is even, the player is L, if it is odd, the player is R. The rest of the value is a fighting value, which may not be used in 94. The above are rated on a scale of 0-6 (except for Weight and Fighting, which is 0-15). What you see in the edit lines is not entirely true (this is even with smozROMs edit lines fix). The base attributes are as follows: 0 = 25 1 = 34 2 = 43 3 = 54 (3 * 18) 4 = 72 (4 * 18) 5 = 90 (5 * 18) 6 = 108 (6 * 18) (displayed as 99 on Genesis, and 100 on SNES in the Team Roster/Edit Lines pages) Weight Ratings (in lbs.): 1 = 1482 = 1563 = 1644 = 1725 = 1806 = 1887 = 1968 = 2049 = 21210 = 22011 = 22812 = 23613 = 24414 = 252 These are displayed values, but not the values used by the game. So while these values may have some meaning to you, there's really MUCH less variation than you think. The game takes the 0-6 value, multiplies it by 5, and stores that value. The max value any attribute, regardless of any added bonuses, is 30 (or 1E in Hex). So, a player with a 6 rating at an attribute, can never be hotter (6 * 5 = 30, the max), but they can be colder. Also, a player with a 0 rating on an attribute, cannot be colder, only hotter. After this calculation, the In-Game Bonuses are added. NOTE: Awareness values are calculated in-game much differently. While all other attributes, the higher the in-game value, the better, the Awareness works opposite (the lower the in-game value the better). Don't think about this now, I will show more later. For an example, we will use Jeremy Roenick's Shot Accuracy. It is a default 5 value. His rated value is 90, but his in-game value is 5 * 5 = 25. NOTE: These were tested with Genesis, but I'm guessing it's the same for SNES. In-Game Bonuses: The game does a check every faceoff, and applies these bonuses as needed to the on-ice players only. Hot/Cold Bonus - A single random bonus is applied to EVERY attribute (except Weight and Fighting). This is a bug, as the game actually generates a random bonus for EACH of a player's attribute, to make it more "variable", but ends up only using the first value for all the attributes. @smozomacovers this in his smozROM hack, which can fix this bug, or remove the random bonus entirely. The bonus is a -3 to a +2 bonus on the IN GAME VALUE. Ex: Jeremy Roenick has a 5 for Shot Accuracy. His default in game value (before bonuses) is 5 * 5 = 25. This game, his hot/cold bonus is -2. So, this changes his ShA to 25 - 2 = 23. You can also think of it as he now has a 4.6 ShA instead of a 5 (each point of bonus = 0.2). From a ratings standpoint, this would vary the base rating from -9 to +8 (in-game values of -3 - +2). I will go over the ratings screen later on. Team Bonus - This is applied to OfA, DfA, StH, ShA, and Pas. The Team Bonus value is usually on a scale from 0 to 3, and there is a separate bonus for Home and Away. The Home bonus is a positive bonus, and applied to the Home Team. So the higher the value, the better. The Away bonus is a negative bonus, and applied to the Away Team. So the lower the value, the better (0 is best). Ex: JR's current ShA is a 23 value. CHI is playing at Home this game, so he gets the Home Bonus (CHI Home Bonus is 2). So, his new ShA is 23 + 2 = 25. Team PP Bonus - This is applied to OfA, StH, ShA, Pas. The PP Bonus is on a scale from 0 to 3. It is a positive bonus. Ex: JR's current ShA is 25. CHI goes on the PP. The Team PP Bonus is 0 (more on that in a moment). So, his ShA does not change in this case. Team PK Bonus - This is applied to OfA, StH, ShA. The PP Bonus is on a scale from 0 to 3. It is a negative bonus. Ex: JR's current ShA is 25. CHI goes on the PK. The Team PK Bonus is 1 (more on that in a moment). So, his ShA goes from 25 to 25 - 1 = 24. BUG ALERT! - Remember I said the bonuses are applied at every faceoff? The PP and PK bonuses are supposed to be applied at the opening faceoff of the PP. But, they are not! They are applied ON THE NEXT FACEOFF DURING THE PP. And, once these are applied, they will continue to be applied even after the PP is done, until the next faceoff. - Also, we have been wrong about the PP/PK byte. I believe this is a bug. For example, Boston has a 2-1 PP-PK Team bonus, according to what we know about the Team Byte Data. But, the game actually uses the second digit (1) as the PP bonus, and the first digit (2) as the PK bonus! So, in reality it's a 2-1 PK-PP bonus. A team like ANH has a value of 02, which would mean no PK bonus (which is good, a 0 change), and a +2 (or think of it like a 0.4 point increase to the original attribute) increase to OfA, Pas, and StH during a PP! Comeback Bonus - This is a new finding (and has a bug). Beginning at the start of the 3rd period, at each faceoff, the game will check the score and see if there is a tie, or a lead. It then applies a +2 bonus to OfA, Chk, and a +4 bonus to Rgh. This mostly benefits the CPU players, as Chk and Rgh increases more than OfA (again, because of the way it's calculated). This bonus is applied to BOTH teams if there is a tie, and to the LOSING team if applicable. It also is applied for the whole OT (to both teams). So what this means is CPU controlled players become more aggressive with checking, and if you are playing 1 player, the CPU team will take more shots. The OfA bonus helps those who have lower OfA (not so much with 5 and 6 rated players), to sit in better spots for one-timers and rebounds. Roughness (Passing Bias) is a hidden stat. It doesn't show up on the ratings screen. JR has a 2 Rgh rating or a 2 * 5 = 10 in-game value. Which means he passes more than he shoots (controlled by CPU). This bonus would bump him up to 14 in-game value. BUG ALERT! - The Comeback bonus does a check at each faceoff, not just looking at the score of the game, but also the time remaining (in the 3rd period only this is checked). If there is a faceoff with less than 2:30 remaining, it REMOVES the bonus. I think they intended to only apply this bonus with less than 2:30 remaining in the 3rd, but they messed up. So imagine losing in a 10 min period game, where you would have at least 7:30 of bonus over your opponent. You can thank this bug. PLAYER RATINGS - Warning, this will get a little complicated You are used to seeing player attributes on the Edit Lines and Team Roster screens in a 0-99 or a 0-100 scale. But, the game really sees them in a 0-30 scale, like what was shown above. So, there is much less variance in the game than what you see on the ratings screen. Remember I said the ratings Hot/Cold values were -9 to +8? Yes, this is the displayed ratings variance, but the in-game variance is really -3 to +2. So, what does this mean? Example: JR has a 5 ShA. This game, his hot/cold is -7. His ShA rating display would be 5 * 18 = 72, and then 72 - 7 = 65. His in-game value is 25 (5 * 5 = 25). The game takes that -7, divides it by 3, and dumps the remainder (-7 % 3 = -2). Then, adds it to his in-game value, so 25 + -2 = 23. But, what if his hot/cold bonus was -8? The ratings display would be 72-8 = 64. His starting in game value is 25, then -8 % 3 = -2. So, 25 + - 2 = 23. So even though his hot/cold bonus changed, it didn't effect his in-game value (the value the game actually uses). So you can look at all the In-Game Bonus (Hot/Cold, Team, PP/PK, Comeback) as so, with the effect on the 0-100 rating scale - -3 (-9 through -11 rating change) -2 (-8 through -6 rating change) -1 (-5 through -3 rating change) 0 (-3 through +2 rating change) +1 (+3 through +5 rating change) +2 (+6 through +8 rating change) +3 (+9 through + 11 rating change) +4 (+12 through +14 rating change) Even though there's a variance in the ratings, I believe it's just for display purposes. The in-game value uses the values in bold. Also, the Edit Lines and Team Roster ratings displayed DO NOT show any of the Team Bonuses, just the default rating + the hot/cold bonus. The lesson here is the Edit Lines and Team Rosters never show you the exact rating for an attribute. AWARENESS CALCULATION Offensive and Defensive Awareness in-game values are calculated differently, and thus the in-game bonuses have a different effect on them. The other attributes that get bonuses are calculated in game as so - Default attribute value (0-6) * 5 + in-game bonuses (ranging from -3 to +4 in some cases) Offensive Awareness = [30 - (OfA attribute value + hot/cold bonus + PP bonus + PK bonus + Team bonus + Comeback bonus) / 2] / 2 (yes, it's confusing, remember PEMDAS) Defensive Awareness = [30 - (DfA attribute value + hot/cold bonus + Team bonus) / 2] / 2 All you have to know here, is that the bonuses have a larger effect on players with lower awareness. The lower the awareness, the larger the bonuses make a difference. Players with 5 or 6 Awareness attribute value will not benefit as much from the bonuses as players with 2-4. But, if the bonuses are all positive, a player with a 5 rating may benefit with a small bump. Also, the LOWER the total value here, the higher the actual Awareness of the player (unlike the other attributes, where higher value is better).
    5 points
  28. To all EIHLers!!! The first release of the EIHL '21 for NHL95 (NHL94 to come). With a huge help from @MonkeyHead @LaTormenta for their insight, data and all their input. I gave my time to put this rom together for them. EIHL '21 v1.bin Version 2 - Updated Team GBR, GBR Legends, EIHL Stars, EIHL Legends player cards to the team logo. EIHL '21 v2.bin
    5 points
  29. Haha, In that case, sorry, but I had to.
    5 points
  30. Here is a snap shot. Gens - Genesis _ PRIME TIME NFL 2021-03-10 09-40-34.mp4
    5 points
  31. This is a list of all Genesis roms (non-hockey) that are found all over the forums. Links to the original source have been added to give credit to the creator/authors. This will allow you to see the changes as well as the content included. If I missed something to be added, please reply below and I’ll update this list. Football NFL Primetime 2021-22 created by UltraMagnus Tecmo Super Bowl III '21 created by UltraMagnus Tecmo Super Bowl III '20 created by UltraMagnus Madden 2017 ('93) created by Goldglv Madden 2016 ('93) created by slapshot67 NCAA 2011 (TSB3) created by Drunken_1 NFL '09 ('98) created by SabreDance Baseball Triple Play Baseball Gold '21 created by UltraMagnus Triple Play Baseball Gold '20 created by UltraMagnus World Series Baseball '20 created by UltraMagnus Basketball NBA Live '21 (98) created by UltraMagnus NBA Live '21 HWC (96) created by kdubmods NBA Live '20 (98) created by UltraMagnus Soccer FIFA Soccer 2020 ('95) created by TA_Marcos_Translations IN PROGRESS ROMS FIBA '19 (Nba Live '97) modding by TA_Marcos_Translations NBA Jam TE by Ultramagnus World Series Baseball '21 by Ultramagnus NCAA WSB '21 by Ultramagnus Madden '21 by Ultramagnus Editors John Madden Football Editor created by Goldglv TecmoSuperBowl Editor 2000 created by Flash EmuWare Presentation
    5 points
  32. 5 points
  33. Click on the link below and set a reminder for yourself as the #nhl94 documentary will be available Sunday!
    5 points
  34. Hi all, I wasn't really satisfied with the news so far on NHL 94 Rewind, and while I was complaining to a friend, he said "you couldn't do any better". I took it as a challenge, and spent the better part of a week, and anytime I could turn my camera off during Zoom classes on this baby right here. 1.0 Notes 31 NHL teams, all in the style they were in 1993-94, or at the very least, with a bit of retro flair. 1 team of all-stars from NHL 94, with 20 players all representing a different team. Not always the highest overall player, but just someone I thought would be fun. 5 Easter Egg players. To Do: Smozoma gave me some tips a few days to potentially conquer the mighty Winnipeg Freeze Bug...... I'll try my hand at it this week. Update rosters, lines, and player cards once the season begins. Add more challenging content over time, potentially over the All-Star team. Try my best to rip the actual NHL 94 Rewind ROM from the game. End Credits I used @Sauce's playoff ROM as a base, so some ratings overlap since I really like the way he structures things, and it uses @clockwise's sprite patch. @slapshot67 gave us the 32-team ROM, so always need to thank him when the opportunity arises. SportsLogos.net and NHLUniforms.com were very helpful for this project. I hope you enjoy, and have a little bit of 90s themed fun. Any and all feedback is welcome. NHL21Rewind1.0.zip
    5 points
  35. I've known about this site forever probably, have lurked some years. To be honest haven't lurked in a while and then the pixelated heroes doc on NHL 94 renewed my interest in this site/forum, so I figured better late than never and I'll join. My dad got me a Sega Genesis in 94 then within months he bought home the first hockey game for it, NHL 94 and I have loved it ever since. I play this mainly on a raspberry pi now, going through the genesis & sega cd version, both of which I love.
    5 points
  36. Yes. The lack of online play is extremely disappointing. I get they have to come up with new ideas to sell the game every year. But adding in nhl’94 rewind is targeting gamers 30,40,50 year olds. We want to play this against the people we played the game against 27 years ago but we can’t because they live too far away.
    5 points
  37. Fantastic job. I noticed Mark Lesser has what looks to be the original cover for NHL '94 on his wall. Electronic Arts used the same cover template for all their games. EA Sports was releasing all their new sports titles around the same time in '93. I assume they decided that the licensed sport games needed a different look so they went with the white covers. It looks like EA had these template covers ready to go before they decided to make the change. Bill Walsh College Football was another game released around the same time as NHL '94. Early ads in an August '93 Electronics Boutique catalog show the old cover that was ultimately switched for the White cover. It was never released with the old template. That same catalog shows what is probably the very first version of the NHL '94 all white cover before they dropped the "hockey" from the title.
    5 points
  38. I'm not an online player, the missus and I have foregone having kids, she is far from boring, I'm already skating, rapidly, towards forty and I've been playing '94, for around fifteen years. Only having found this community, less than, a week ago, I can safely say... I'm here for the long haul.
    5 points
  39. Alright, been plugging away at a couple rather large projects for some time, and needed a palette cleanser. Been a while since I've played around with the 30-team 94 ROM and man, it is so much easier to work with. So we have a fun opportunity to dive into the history. Presenting: Unlike other World Championships [which technically the Olympics doubled as up until 1968] there was no way of pretending that this could have been a contemporary release. However, last year was the centennial of that first Olympic hockey tournament... Suppose if last year wasn't such a mess, I'd have remembered to "release" this one then. Original Ligue Internationale de Hockey sur Glace logo over interior shot of the Palais de Glace d'Anvers [Ice Palace of Antwerp] where all games were played. 7th Olympic games [Summer, there were no winter games yet] Dutch/French postcard fills in the splash screen nicely. Red Ensign vs 48 Star banner and ice markings. William Abraham Hewitt [yes, the father of Foster] was the honorary team manager of the gold medal winning Canadian representative Winnipeg Falcons team, but while there he still managed to fulfill his roll as sports editor, whose columns were printed in such papers as the Toronto Star and Winnipeg Tribune. This is also the first tournament for the Czecho-Slovaks since they unified the regions around the old country of Bohemia. Interestingly enough, at the time, the only markings on the unpainted ice were the blue lines and center ice dot. The referee at the time was just a guy in a suit. Occasionally in those early days, games were even officiated by the managers or coaches of other teams. While there was no painted crease in those days, it helped to scuff up the goaltender area. Also, the old box frame built net. Brought back the period correct "Zamboni" as well. In lieu of an ad, settled on an '20 style art deco clock. Had tried to rig the seven participants into a staggered playoff format. Annoyingly, despite how much I nerfed some unplayable teams to effectively create a "bye round" scenario, there was still a 25% chance that the horribly unskilled placeholder team would manage to get credit with a win anyway. So to spite the AI, having NPC teams play themselves to guarantee the bye was the way to go. That about does it. Olympic Hockey 1920.bin Update to remove superfluous bench players and anachronistic plexiglass. Olympic Hockey 1920 V1.1.bin
    4 points
  40. - Prelude - Here are some interesting stats plucked from the Genesis ROM. Feel free to add your own below. As they come in, I will add to this post and credit you. Contributors so far: Smoz, Chaos, and Kingraph. NOTE 1: In case you have not reached Grand Wizard Nerd Status (GWNS) yet, the attributes are from 0-6, not 0-99 as they appear in the game. For an explanation of the logic behind this, and your first step towards full on GWNS, see Kingraph's writeup here: http://nhl94strategy.com/?page_id=26 NOTE 2: Atomic Raven created a nifty tool to compare player stats. Very handy for drafting squads. See: https://nhl94rocks.com/comparePlayer.php - ROM Stats & Oddities - 0 Stickhandling ("Mr. Goose-egg") Only one person has this lowly designation. Defensemen Greg Smyth of Calgary is record holder for lowest Stickhandling in the entire ROM. Congrats, Greg. (I have never heard of the dude, to be honest.) The poor guy is rated the lowest in the game at 30 overall. He has zeroes in many attributes, actually: Name Team Weight Chk ShP ShA Spd Agl Stk Pass OffA DefA Greg Smyth CGY 10 1 0 1 0 0 0 0 1 0 Rumor has it Greg Smyth never saw the ice at all, and was only on the squad to begin with because of Flame's Coach Dave King losing a bar room bet to Pat Quinn over some obscure and long forgotten topic. 6 Shot Power Many know this: Only one forward has 6 shot power. Of course, it is Brett Hull of The Saints of Louis town. A few defenseman have mega shots, but only one forward. 5 Shot Power This is a rare stat, for forwards and defensemen. In total: 9 forwards have SP of 5 or better, and 10 defensemen have SP of 5 or better. There are some quirks associated with it, too. There are three forwards sporting a 5/5 shot power/shot accuracy (JR is one, naturally), five with 5/3, yet none with 5/6 or even 5/4. Strange, no? The infuriating Mike Modano gets a special mention, with his 5 shot power blast paired with a lowly 2 accuracy: this 5/2 is unique among forwards. Seeing Eye Shooters It is common to have a hard shot that is not accurate, especially for defensemen. A couple forwards have the reverse: soft shots, that are still insanely accurate. Michel Goulet (CHI) and Petr Nedved (VAN) have 2/5 and 2/6 Shot Power/Shot Accuracies respectively. For me it conjures up the Bugs Bunny "slow ball". I imagine goalies whiffing multiple times at a soft lob of Nedved's that inevitably, and super frustratingly, finds the twine. See: Bugs Bunny Slow Ball 6 Checking Only one person has the top spot of 6 checking: Ray Bourque (BOS). He is also the only D-man that has a real blast that is still accurate: 5/5 shot power/shot accuracy. Bottom line: the dude is special! Fun Fact: Ray Bourque was a stunt double for actor, Dan Lauria, the dad from the hit TV Show "The Wonder Years" which ran from 1988-1993. 3 Weight Only two (non-goalie) flyweights in the game at 3 weight: Theo Fleury (CGY) and Andrei Kovalenko (QUE). Zero defensemen are this light. For goalies, there are some dudes even lighter, but only Daniel Berthiaume (OTW) comes in at an almost gravity defying 1! Same Stat Across board Besides weight, Kirk Muller (MLT), Stephen Heinze (BOS), and Randy McKay (NJ) are all 4s, 3s, and 2s, across the board, stats-wise. Name Team Weight Chk ShP ShA Spd Agl Stk Pass OffA DefA Kirk Muller MTL 9 4 4 4 4 4 4 4 4 4 Stephen Heinze BOS 6 3 3 3 3 3 3 3 3 3 Randy McKay NJ 6 2 2 2 2 2 2 2 2 2 Area 51 Only one speedster is cursed with 1 agility: Randy Wood (BUF) has 5 speed and 1 agility. If he makes a slight turn at top speed this hotrod collapses to the ice like a was hit by a sniper. Club 66: The Dirk Danglers There are three Dangle Wizards, with 6 agility and 6 stickhandling: Gretz (LA), Paul Coffee (DET), Phil Housley (WPG). On reflection it seems odd that 2 of the 3 are D-men? Club 66: The Anti-Randy Woodster There is only one dude with a 6 speed and 6 agility in the whole ROM: Alexander Mogilny (BUF)! Rumour has it, even though he played on the same team as Randy Wood, there was a direct order to never share the ice at the same time. If the two came into physical contact with one another there would be an explosion equivalent to 100 Hiroshima bombs! (I checked on youtube, and even on the bench the two can always be seen at opposite ends, like bookends.) Short Names & Accidental Misspellings A few dudes have names too long for the system, and got shortened. Looks like there was a 10 character max for last names. (Not sure about first name limit, as there aren't many to compare.) At least a couple dudes have a name accidentally mispelled. Shorty List * Vladimir Konstantinov (DET) - Konstantov Glen Featherstone (BOS) - Feathrston John Vanbiesbrouck (NYR) - Vanbiesbrk Mark Fitzpatrick (FLA) - Fitzpatrik Frank Pietrangelo (HFD) - Pietrngelo Rene Chapdelaine (LA) - Chapdlaine Scott Niedermayer (NJ) - Niedrmayer Alexander Semak (NJ) - Alexandr Peter Sidorkiewicz (OTW) - Sidorkwicz Peter Taglianetti (PIT) - Taglianeti Mike Krushelnyski (TOR) - Krushelski Nikolai Borschevsky (TOR) - Borshevsky Ken Baumgartner (TOR) - Baumgartnr Steve Konowalchuk (WSH) - Konowlchuk Alexander Mogilny (BUF) - Alexnder Misspelled List Dmitri Yushkevich (PHI) - Dimitri Yushkevich (the ROM added an "i" to first name) Grigori Panteleev (BOS) - Gregori Pantaleyev (Wrong first and last names) ** * This list was originally based on Kingraph's thread here: https://forum.nhl94.com/index.php?/topic/17201-nhl94-twitter-accounts/&tab=comments#comment-171092 ** Grigori Panteleev is the only name uncovered that is misspelled twice: his first and last names are wrong in the ROM. Note, after some online sleuthing, it was determined that the last name was a genuine ROM error, where as his first name was first changed from "Gregori" to "Grigori" on his New Jersey state driver's license in 1998, after the ROM was made, likely to more closely mimic the true Russian transliteration. Doppelgangers There are some players with exact same attributes, or very close to the exact same, but different names/teams... Reichel and Sanderson First, there is Robert Reichel (CGY) and Geoff Sanderson (HFD). The same dude, but with different passing stat. We'll call that a Grade 1 Doppelganger. (Only 1 stat being off by one point is "1 degree of separation" making it "Grade 1".) They are both forwards and both shoot Left, too. Name Team Weight Chk ShP ShA Spd Agl Stk Pass OffA DefA Robert Reichel CGY 6 2 4 4 4 4 4 4 4 3 Geoff Sanderson CGY 6 2 4 4 4 4 4 3 4 3 Ellet and Manson Dave Ellet and Dave Manson are Grade 2 Doppelgangers (Passing and Defensive Awareness both off by 1, totaling 2 degrees of separation) but even share the same first name, handedness, and play D. Name Team Weight Chk ShP ShA Spd Agl Stk Pass OffA DefA Dave Ellet CGY 6 2 4 4 4 4 4 3 4 5 Dave Manson CGY 6 2 4 4 4 4 4 4 4 4 Muller and Linden Kirk Muller and Trevor Linden are almost identical. They just shoot different (Muller left, Linden Right) and Muller has slightly higher checking. So Grade 2 Doppelgangers. Name Team Weight Chk ShP ShA Spd Agl Stk Pass OffA DefA Kirk Muller MTL 9 4 4 4 4 4 4 4 4 4 Trevor Linden VAN 9 3 4 4 4 4 4 4 4 4 I am still looking for the perfect Doppelganger "Unicorn": exact same stats, including handedness and position, across the board. I know it is out there. In my dreams there is the "Golden Unicorn". Same stats across the board, same position, handedness, and even number! (This is a legend, like Bigfoot. And I do not think it exists. But I am using some of the most powerful supercomputers in the world, crunching numbers 24/7, looking over the ROM to see if a Golden Unicorn is fact or fantasy.) ...To be continued...
    4 points
  41. Los Angeles Kings It’s safe to say that for many SNES players, the Los Angeles Kings are easily among the sentimental favorite teams to use for a variety of reasons. Whether that reason is nostalgia, high end skill, destroying opponents with Marty McSorley, mimicking Fenty’s antics, etc., rarely are there ever any instances of the Kings not being used by at least a semi notable coach in any SNES classic league. Thankfully, the Kings of the early 90s possessed an abundance of top end talent at nearly every position that make this team an absolute joy to use and win with in NHL 94. Forwards (Minus) The Great One? Robitaille-Carson-Sandstrom Any time I ever describe SNES NHL 94 to someone in real life who has never played, the usual reaction is, “oh Gretzky must have been absolutely dominant in that game!” Unfortunately enough, this exclamation, while understandable, is far from the truth. Though Wayne Gretzky by no means handicaps the Kings, the main argument for not deploying #99 in the starting lineup is due to his mere 172 lb. weight and weak shot ratings that don’t benefit the Kings offense at all. I find it to be a real shame that the greatest NHL player and goal scorer of all time got the shaft when it came to arguably the most important ratings, but I suppose that’s a rant in itself for another day. One thing that is true though about Wayne Gretzky is that he’s a great option off the bench to be used at either Wing in the event of an injury or if a coach simply wants to change the look and feel of the Kings offense. It goes without saying that there’s still plenty of plus skating, deking ability, strong positional play, and reliability to be had from #99 in the lineup and so you certainly can’t fault any coach who still wishes to use him depending on the situation. Luc Robitaille is one of only a handful of players in NHL 94 to possess 100 shot accuracy and this fact alone makes for a strong argument to put him at Center where he can unleash deadly accurate one timers and single-handedly take over a game. In fact, I can’t even say that I don’t recommend this as the results don’t lie, both in mine and other coaches past experiences. It’s also very helpful that #20 possesses good skating abilities which absolutely make him a deking threat in most situations. Simply put, whether Luc Robitaille is used at Wing or Center, he is going to make an impact on the scoresheet and is an integral part of the Kings offense. For Jimmy Carson, SNES NHL 94, amazingly, represents possibly the only time he would ever be considered as better than Wayne Gretzky in some capacity. As longtime hockey fans will remember in the infamous trade that originally sent Gretzky to the Kings in 1988, Carson was the centerpiece of the package that went back to the Edmonton Oilers. However, even despite being a multi-time 50 goal scorer and a very skilled player in his own right, it was quickly determined that he would never match up to the accomplishments of Gretzky and thus Carson was written off and ironically later returned to the Kings almost as an afterthought in the team’s Stanley Cup run in 1993. However, Carson is far from an afterthought on the SNES as he weighs in at a dense 212 lbs., is a pretty decent skater for a larger player, and possesses shot ratings practically equal to those of players such as Craig Simpson, Teemu Selanne, etc… It goes without saying that Carson is arguably the Kings best options at Center due to his plus shooting and skating, and his size and ability to both withstand and effectively lay down body checks. For the Kings, the offensive riches do not end at Robitaille and Carson as there is also Tomas Sandstrom in the mix. Sandstrom plays very similarly to Carson due to weighing in at 212 lbs. and possessing good skating abilities. Like Carson, Sandstrom is also blessed with excellent shot ratings that make him one of the strongest one timing threats in the game. I sometimes believe that the true luxury in having players like Carson and Sandstrom comes from the ability to play strong two way hockey as these two players have more than enough size and speed to impose their will on most of the other players in the game and then use their great offensive abilities to light the lamp in most situations. Perhaps an even greater luxury is that these two players, along with Robitaille, can be used almost interchangeably to give opponents many different looks and make shutting down the Kings offense a real chore. On the bench, the Kings have the likes of Tony Granato and steady Hall of Famer Jari Kurri. Granato, in particular, possesses an elusive 100 speed rating but at times is known to fumble passes which can become problematic. However, if Granato’s pass receiving is steady in a given game, his speed can absolutely make him a breakaway threat and add another layer to an already strong Kings offense. While Kurri does not possess the same top end talents as the aforementioned recommended starters, he is another great bench option who can contribute positively at both ends of the ice and will not handcuff the team much, if at all, when he’s used. Defense Blake-McSorley In consideration of Marty McSorley, I remember thinking when I was younger that he was too slow to be effective and was the weakest link in the Los Angeles Kings starting lineup. This, in turn, caused me to give a lot of starts to Alexei Zhitnik in my early days of playing online. Initially, Zhitnik appears to be the better option as he has the edge over McSorley in puck control and skating which can make a big difference in games where puck control and movement are of the utmost importance. However, where the difference between the two players becomes glaringly obvious is in weight and laying the lumber on the opposition. In short, McSorley’s weight of 236 lbs. versus 180 lbs. for Zhitnik, makes a massive difference in the way that both players will make contributions to the Kings lineup. Much like in real life, Marty’s ability to destroy and dominate opposing players and change the flow of a game with a huge hit cannot be understated and gives the Kings a true physical edge over most teams when combined with the overall size of the team’s top Forwards. While I personally give McSorley the nod over Zhitnik, I don’t think a coach can be faulted for choosing increased mobility depending on play styles and preferences. While it’s true that Zhitnik is more susceptible to a big hit and won’t be unleashing as many of his own, players who prefer the ability to deke and rush with a Defenseman cannot be criticized for starting him over McSorley. For the 2nd Defenseman, the choice is much easier. Rob Blake weighs in at 228 lbs. and possesses plenty of puck control and skating ability to make him among the most solid and steady Defensemen in the game. Whether it’s rushing the puck up the ice, strong and sound positional play, or imposing his own will over opposing players, Blake is absolutely the best Kings Defenseman and one that is hard to justify taking out of the lineup. For bench Defensemen, the Kings have other options in Darryl Sydor and Charlie Huddy, both of whom were longtime NHL Defensemen and enjoyed solid careers. While it will generally be rare to see either player used in injury situations, both will occasionally need to enter the game in Penalty Kill situations. Though neither player will light the world on fire with high end skill, crazy offensive rushes, or game changing contributions, both Defensemen can be relied upon to play a steady game until one of the Kings top defenders is ready to return from the penalty box. Summary Size, speed, strength, aggression, physicality, puck movement, great shooting ability… the Los Angeles Kings literally have it all in SNES NHL 94. Perhaps the only issue with the team is knowing which players to use in which positions. However, I would say this is a great problem to have as the ability to make changes on the fly and customize the team’s lineup based on preferences and/or gut feelings makes the Kings one of best teams in the game and one that is practically always a threat to win in the hands of a skilled coach.
    4 points
  42. Hello All, v2 is available (Post Trade-Deadline - April 14th, 2021). Posted above.
    4 points
  43. Well major progress over the last few days. Logos completed for all 32 teams, plus addition surprises. Jerseys almost completed for all teams ~ roughly 60%. Money Players completed. Rosters are at 30% complete.
    4 points
  44. Since, this is the first time someone is diving into the SEEGA version, as the SNES has the updates already. Ive begun reverse editing the ROM and finding everything before jumping in. But have begun editing the players images and logos. Everything is coming together and found all the player ratings as well. I think this mod will be to get a version out there that is updated first. But with the ability to expand in future roms.
    4 points
  45. https://tecmobowl.org/
    4 points
  46. Okay so it's been a few days. I thought this one was done, but encountered a series of major bugs when doing the final pass, but here goes nothing. Hot on the heals of Midway's NBA Jam - Tournament Edition, EA and the IIHF come to an agreement that results in: Features that differentiate this game from the original IIHF 94 include: More teams! Welcome Spain and South Korea as the total number of teams is expanded from 30 to 32! Some graphical enhancements to emphasize highlight the involvement with the World Championships in Italy this year! So long Ron. Hello Ron! As our partnership with Mr. Barr comes to a close, we are happy to announce that Mr. MacLean has agreed to become our new presenter! [also happy that I found out how to apply the original colour back to the photo] Realistic branding and sponsorships. Feels like being at a real game! [sadly, the zamboni uses some weird sorting and i was not able to reliably modify the colours] Center ice now features some international federation logos including Canada, Finland, Russia, U.S.A, and more! Win the IIHF World Championship trophy! See scores from around the league! Brought to you by! Back of the box sales pitch aside, it should also be noted that this game is based on skip and slapshot67's original 32-team ROM. Thanks guys! Unfortunately that also means that like 32 team roms, this game includes the Winnipeg Freeze bug. [or in this case the Ukraine Freeze bug. ...Ukrainian from Winnipeg, always getting crapped on] I originally tried the player card breaking "fix" to alleviate the freezing, but I noticed that it also breaks the ability to play a full playoff run. And given the emphasis on World Championships, I felt it the lesser evil to just leave it as is. So just know that when playing in Soviet game, "U" breaks game! [this only affects Ukraine and U.S.A.] Anyways, adoing no further. IIHF 94 Champ Ed.bin
    4 points
  47. Just saving this as it was the funniest post I’ve ever read on these forums.
    4 points