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  1. Hi everyone!It's that time again... As with past years, I am posting my NHL94 2023 edition ROM (various updates, to come, throughout the season). I'll start with this “Way Too Early” Edition and post additional versions as the pre-season/season progresses.About the ROM:*32 teams. *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 Edmonton (both home and away), Columbus (Away) and Vegas (Home). The Vegas one has not been officially confirmed but it has been rumored and this year’s draft supported it. *Jersey numbers that have been confirmed (as of 8/3/22) are in the game and for those that haven’t… best guess. *Lines/d pairs are best guesses for now. *I didn’t include any UFAs except Patrice Bergeron. While he has not yet been signed, the Bruins GM confirmed that he believes he’ll be back and the signing delay is a salary cap formality. Bergeron has been on record as stating that he would only return to the Bs. *Some injured players are in the active rosters if they are rumored to be returning this season. If you notice any mistakes, please let me know... enjoy! "Way Too Early" Edition ROM (Posted 8/3/22) NHL94 2023 Way Too Early Edition.bin
    4 points
  2. He gave me the same worthwhile advice when I had a similar question. FYI, I did't modify the shape of the crease, only the fill texture. I used the modified shape from The Sauce, who used the modified shape from someone else, etc. You might be able to fast-forward your process, if you open up some ROMs that have the crease you like, and compare tiles between them. If you haven't already found the crease in my ROM in TileMol, here are the co-ordinates I used for modifying the crease texture: <bookmark offset="357668" columns="9" rows="9" blockwidth="9" blockheight="9" rowinterleaved="false" sizeblocktocanvas="true" mode="1D" palIndex="0" codec="LN04"> <description>Arena - Crease 1</description> </bookmark> <bookmark offset="746922" columns="9" rows="8" blockwidth="9" blockheight="8" rowinterleaved="false" sizeblocktocanvas="true" mode="1D" palIndex="0" codec="LN04"> <description>Arena - Crease 2</description> </bookmark> The rest of the related tiles should be very close to that point. I've literally never even played '95 for the Sega, but If you're lucky, the structure in '95 will be similar enough to that you will be able to see what bits you want to mod by comparing them. All that being said, if you want to draw the crease your own way, creating a map of how those tiles are laid with Kingpin's trick out will seriously save your sanity. Furthermore, you can then use that map to go work in other more intuitive software if like. For me personally, I found that this was much more efficient to work on the whole image in Photoshop, then using the aforementioned map to figure out how it needs to be sliced and diced and exported into TileMol.
    2 points
  3. Im rolling with this for my NHL2023 mod....also, been playing around with it in our NHL95 online league as well. May have also found the season mod to expand it. Found most of the standings stats and where to adjust, but need to continue do testing to find more. @DeterminedApathy @von Ozbourme
    2 points
  4. I used Hex Fiend as my main hex editor, along with a bit in Sublime Text. I also used Beyond Compare for diffing files, often used to troubleshoot or verify an edit was made cleanly. Does that answer your question?
    1 point
  5. So, I tried copying the title music from 93 to 94 again and managed to keep it looping, but that’s only because it has part of the 94 music poking between loop points due to the 93 theme being shorter. I tried pasting the last few bytes of the 94 song's data at the point where the 93 theme ends, thinking that would give me both the cutoff point as well as the looping point. I was half right. The song stopped where it should but it didn't loop. Still needs more research but that's for another day. In the meanwhile it works if you're quick on the menu or don't mind the tempo change.
    1 point
  6. Hi All, A buddy of mine caught a mistake, in this ROM, which led to me catching a few more. They have been corrected and I have re-posted the file. Sorry about that! A couple of player new/changed jersey numbers were announced yesterday, after I posted the ROM, so I was able to make those updates too. I'll likely do a "Pre-Season" version in September (as I have done before) which will include more roster updates. ~Sauce
    1 point
  7. 1 point
  8. Just have to redraw the tiles. If you're not sure which ones, the best thing to do is to overwrite the tiles with a 1,2,3,4 and map it out. I usually do something like this:
    1 point
  9. I did consider adding the ASU logo, at center ice, for the Coyotes home games. But, I decided that might be too much insult to injury for 'Yotes fans.
    1 point
  10. 1st column (8 digits): the offset (aka the address) 2nd-4th columns (4 digits each): the hex values. Note: 2 hex digits = 1 byte. 5th column: the text representation of the hex values of the 2nd-4th columns (20hex=space,... 30h="0", 31h="1", 32h="2", 65h="A", 66h="B", 67h="C".. many values do not translate to a visible character so are shown as ".")
    1 point
  11. Guys I don’t need lineups right now, just let me know if you’re in
    1 point
  12. Hope this helps. I did this years ago, and I know it holds plenty for the entire Genesis library.
    1 point
  13. Run by @chaos @kingraph @Evan Check the discord for chat, #liretrogramingexpo channel
    1 point
  14. If you look closely at 8:50 in the video, you can see Jer in a window peeking through the curtains (j/k!)
    1 point
  15. Don't see it mentioned here, and wasn't really documented on the Ko94 site, or in McMikey's Documentary but on the day of the original Ko94 tourney in Toronto (Sept 12, 2015) Mats Sundin had his Legends Row statue revealed right outside the window or RealSports where we were playing. I can't find a good picture/video of the seated crowd for his speech, but did find a video of his Legends Row reveal. I do know that Shanahan and Domi were there, and have to think that a few of the others that still live in the area (CuJo, Clarke and Tucker) were probably in attendance. I had obviously been eliminated from the tourney and just happened to notice the crowd outside the window, but the ceremony was private and gated off. I was able to peel the curtain back on the window and watch the whole thing. It was a pretty special moment for a lifelong Leafs fan.
    1 point
  16. NHL '23 (95) is in production. A lot of changes are going into this version of the rom MOD. There has been alot of background adjusting and playing with things to see how the appearance can improve. Well, with some others in the communities help @DeterminedApathy with his amazing portraits mod. Ill be putting out updates as the season approaches. But already almost done. Just needing to finalize the rosters with the new rating system Ive created with guidance and assistance (HUGE SHOUT OUT to @Sauce) Things that will be included: NHL23 actually team schedules for 26 teams (other 6 will be replaced with in-season teams) New Player portraits. Updated rosters and ratings. 2023 NHL prospects including Conor Bedard, Matvei Michkov, Adam Fantilli, and more. Some Easter eggs as well. Here is a small sneak peak.
    1 point
  17. Registration is now OPEN for the 7th NHL'94 World Championship Tournament in Toronto, on Oct.15! Other tournaments will include 1) 2v2 NHL94 on Sega Genesis and SNES 2) NHL'95 on Sega Genesis and SNES 3) Ken Griffey Jr. Presents MLB on SNES 4) NBA JAM Tournament Edition on Sega Genesis Hope to see some of you there. It's a really fun weekend! to register, go to http://kingof94.ca/ and click "REGISTER NOW"
    1 point
  18. How to Use the Hacks in: NHL 94: 2022 Edition v6 by Adam Catalyst This is a counterpart to my ROM NHL 94: 2022 v6.0 2022 06 12. I wanted to document and share how you could tweak some of the game logic to suit your own tastes better, and what these hack do. Furthermore, I wanted to make it easier for anyone to lift any of these hacks for their own ROMs. Grab a HEX editor (I use Hex Fiend but any will do) and change things up! HEX Hacks Title Screen Credits Text Edits Menu Crash Fix Player Overall Ratings Formula Smaller Hot/Cold variance Rink & Net Size Speed Burst Multiplier Stopping & Crossover Rate Energy Depletion & Recovery Stars of the Game Formula Stars of the Game Typesetting Player Cards - Vegas & Washington Crash Fix The numbers in parenthesis after each heading indicate the ROM version and date that these values were changed. 0. Team Data Re-Allocation (v5.0 2022 05 17) If you decide to edit the ROM in NOSE, please note that the feature “Auto-Byte Allocation” may screw things up. My ROM was re-structured with a fixed 820 bytes allocated for each team. This should be enough for most purposes, and it is recommend that you do not enable “Auto-Bytes Allocation” unless you know what you’re doing. 1. Title Screen Credits (v6.0 2022 06 12) Everything you need to know is at: https://forum.nhl94.com/index.php?/topic/12299-howto-edit-the-game-credits/ When making major disruptive edits to the credits, my personal advice is to… Write out exactly what you want it to say. Conform it to the character count and other limitations of the ROM. Code it outside of the ROM. Paste it into the ROM. For major edits, I found it much easier to re-write the whole thing from front to back rather than working from within. Minor edits are easy enough to make inline once you get the hang of it. Credits @ 0x005776 Original 0018 24203139 39332045 6C656374 726F6E69 63204172 7473000E 4C696365 6E736564 20627900 00185365 67612045 6E746572 70726973 6573204C 74642E00 0004FF00 00144465 7369676E 20616461 70746564 20627900 00104D69 63686165 6C204272 6F6F6B00 0004FF00 00105072 6F677261 6D6D6564 20627900 000E4D61 726B204C 65737365 72000004 FF00000E 47726170 68696373 20627900 000C446F 75672057 696B6500 0004FF00 00164261 73656420 6F6E204E 484C5041 20393320 6279000E 4A696D20 53696D6D 6F6E7300 0004FF00 00144D75 73696320 616E6420 536F756E 64206279 000E526F 62204875 62626172 64000004 FF000010 4F726761 6E204D75 73696320 62790010 44696574 65722052 7565686C 65000004 FF000014 45786563 75746976 65205072 6F647563 6572000C 53636F74 74204F72 72000004 FF00000E 50726F64 75636564 20627900 00104D69 63686165 6C204272 6F6F6B00 0004FF00 00144173 73697374 616E7420 50726F64 75636572 000E4B65 76696E20 486F6761 6E000004 FF000016 54656368 6E696361 6C204469 72656374 6F727300 000C526F 62204861 72726973 000E4C6F 6E204D65 696E6563 6B650004 FF00000C 54657374 696E6720 6279000A 59756E20 5368696E 000C4B65 6E20526F 67657273 000C4372 61696720 57696B65 0004FF00 000C5465 7374696E 67206279 000E4A6F 686E2042 6F657269 6F00000C 4A656420 47617276 6579000C 47616265 20426F79 73000004 FF000014 506C6179 65722052 6174696E 67732062 79000010 49676F72 204B7570 65726D61 6E000004 FF000018 506C6179 65722043 61726420 50686F74 6F732062 79000010 53746576 65204261 62696E65 61750004 FF000014 53706563 69616C20 5468616E 6B732074 6F00000C 426F6220 426F7267 656E000C 44616E20 42726F6F 6B00000E 4A756C69 65204372 65737361 0004FF00 00145370 65636961 6C205468 616E6B73 20746F00 00105261 6E647920 44656C75 63636869 000E4A65 66662046 656E6E65 6C00000C 43686970 204C616E 67650004 FF000014 53706563 69616C20 5468616E 6B732074 6F000010 42617272 79204D65 6C726F73 6500000E 53636F74 74205072 6F62696E 000C4961 6E205075 6C766572 0004FF00 00145370 65636961 6C205468 616E6B73 20746F00 00104D69 6B652052 7562696E 656C6C69 000C4B79 72612057 6F6F6479 0004FF00 001C4541 20486F63 6B657920 4C656167 75652043 68616D70 696F6E00 000E4B65 76696E20 486F6761 6E000004 FF000002 0004FF00 0004FF00 0000 Revised 0018 24203230 32322045 6C656374 726F6E69 63204172 7473000E 4C696365 6E736564 20627900 00185365 67612045 6E746572 70726973 6573204C 74642E00 0004FF00 00084E48 4C273934 00020012 32303232 20456469 74696F6E 20627920 00104164 616D2043 6174616C 79737420 0004FF00 000E7665 7273696F 6E20362E 30200002 000C3230 32322E36 2E313220 0004FF00 00164275 696C7420 6F6E2074 68652077 6F726B20 6F66001A 74686520 4E484C39 342E636F 6D20636F 6D6D756E 69747920 0004FF00 00144261 73656420 6F6E204E 484C2739 34206279 00104D69 63686165 6C204272 6F6F6B00 0004FF00 00105072 6F677261 6D6D6564 20627900 000E4D61 726B204C 65737365 72200004 FF00000E 47726170 68696373 20627900 000C446F 75672057 696B6520 0004FF00 00164261 73656420 6F6E204E 484C5041 20393320 6279000E 4A696D20 53696D6D 6F6E7320 0004FF00 00144D75 73696320 616E6420 536F756E 64206279 000E526F 62204875 62626172 64000004 FF000010 4F726761 6E204D75 73696320 62790010 44696574 65722052 7565686C 65200004 FF000014 45786563 75746976 65205072 6F647563 6572000C 53636F74 74204F72 72000004 FF00000E 50726F64 75636564 20627900 00104D69 63686165 6C204272 6F6F6B00 0004FF00 00144173 73697374 616E7420 50726F64 75636572 000E4B65 76696E20 486F6761 6E000004 FF000016 54656368 6E696361 6C204469 72656374 6F727300 000C526F 62204861 72726973 000E4C6F 6E204D65 696E6563 6B650004 FF00000C 54657374 696E6720 6279000A 59756E20 5368696E 000C4B65 6E20526F 67657273 000C4372 61696720 57696B65 0004FF00 000C5465 7374696E 67206279 000E4A6F 686E2042 6F657269 6F00000C 4A656420 47617276 6579000C 47616265 20426F79 73200004 FF000014 53706563 69616C20 5468616E 6B732074 6F00000C 426F6220 426F7267 656E000C 44616E20 42726F6F 6B00000E 4A756C69 65204372 65737361 0004FF00 00145370 65636961 6C205468 616E6B73 20746F00 00105261 6E647920 44656C75 63636869 000E4A65 66662046 656E6E65 6C00000C 43686970 204C616E 67650004 FF000014 53706563 69616C20 5468616E 6B732074 6F000010 42617272 79204D65 6C726F73 6500000E 53636F74 74205072 6F62696E 000C4961 6E205075 6C766572 0004FF00 00145370 65636961 6C205468 616E6B73 20746F00 00104D69 6B652052 7562696E 656C6C69 000C4B79 72612057 6F6F6479 0004FF00 00020004 FF000004 FF00 2. Text Edits (v3.1 2021 01 06) The following text edits were made. In each case below, the original text is on the left, my revisions are on the right. Main Menu 0xF8116 Period Len. —> Period Length 0xF8136 Leave Off! —> User Records 0xF8004 On —> On (Not Recommended) Pre-Game 0xFCD8D ADVANTAGE: —> ADVANTAGE 0xFD406 center —> Forward 0xFD418 left forward —> Forward 0xFD406 right forward —> Forward 0xFD406 left defenseman —> Defence 0xFD406 right defenseman —> Defence 0xFD453 goalie —> Goaltending In-Game Menu 0x9EDA no goalie —> NO GOALIE 3. Menu Crash Fix (v3.0 2022 01 04) This prevents the Main Menu from crashing when it shows the goalie image for Washington, etc. Menu Crash Fix 1/2 @ 0xF8AB0, 0xF8B2C Original 4EB9000F98C6, 4EB9000F9AAC Revised 4E714E714E71, 4E714E714E71 Menu Crash Fix 2/2 @ 0xF8A8E, 0xF8B0C, 0xF8B42 Original 4E, 4E, 4E Revised (erases first, third and fourth lines) 20, 20, 20 4. Player Overall Ratings Formula (v6.0 2022 06 12) From: https://forum.nhl94.com/index.php?/topic/10098-how-to-edit-the-player-overall-rating-formula/#comment-76406 I have included all the original and altered values below. If you skip ahead and start reading my ratings formula, you may find yourself scratching your head or outright disagreeing. It is important to understand a few key things first… 1. Player Attribute ratings affect how every single player plays, and as a whole have a significant affect on how the game plays. 2. Player Overall ratings do absolutely nothing to gameplay. 3. How I rated Player Attributes would be an epic post that I doubt I’d ever have time to write, but I can summarize it as follows: I have rated Player Attributes to make the sprites play, relatively to eachother, as accurately as possible to their real-life counterparts, while updating the gameplay to be more realistically modern. This is the single most important thing to setting the game’s feel and flow. After my initial version was released, I received feedback critical of some of the Overall Ratings people were seeing, not because they were unrealistic for the game, but because they were unrealistic for the real world. I realized that I was missing something… 4. Overall Ratings matter to people as part of the holistic immersive experience. Once I realized this, I went about customizing the Overall Rating formulas with a goal of taking the carefully considered Player Attribute ratings which set the gameplay, and generating Overall Ratings that reflect how people feel about the players in the real world. For these reasons, the following ratings may not be of terrible interest or use, since they are a specific counterpart to my Player Attribute ratings, and the specific goals I had set. Goaltenders Original formula 1.0 - Stick Left 1.0 - Glove Right 1.0 - Stick Left 1.0 - Stick Right — - N/A — - N/A — - N/A — - N/A 4.5 - Puck Control 4.5 - Defensive Awareness — - Offensive Awareness — - Speed 4.5 - Agility — - Weight — - #2 — - #1 Goaltenders Revised formula 2.0 - Stick Left 2.0 - Glove Right 2.0 - Stick Left 2.0 - Stick Right — - N/A — - N/A — - N/A — - N/A 7.5 - Puck Control 4.0 - Defensive Awareness — - Offensive Awareness — - Speed 8.0 - Agility — - Weight — - #2 — - #1 This translates to the following code changes: Goaltender Overall Rating Formula @ 0x000FAB2C Original 02 02 02 02 02 02 02 02 09 09 02 02 09 02 02 02 Revised 04 04 04 04 02 02 02 02 0F 08 02 02 10 02 02 02 Skaters Original formula — - Aggressiveness 1.0 - Passing — - Roughness (Bias) 1.0 - Endurance 2.0 - Shot Accuracy 3.0 - Stick Handling — - Handed/Fighting 2.0 - Checking 1.0 - Shot Power 2.0 - Defensive Awareness 3.0 - Offensive Awareness 3.0 - Speed 2.0 - Agility — - Weight — - #2 — - #1 Skaters Revised formula — - Aggressiveness 3.0 - Passing — - Roughness (Bias) 1.0 - Endurance 4.0 - Shot Accuracy 3.0 - Stick Handling — - Handed/Fighting 2.0 - Checking 4.0 - Shot Power 4.5 - Defensive Awareness 4.0 - Offensive Awareness 3.0 - Speed 3.0 - Agility 2.0 - Weight — - #2 — - #1 This translates to the following code changes: Skater Overall Rating Formula @ 0x000FAB1C Original 02 02 02 02 04 06 02 04 02 04 06 06 04 02 02 02 Revised 02 06 02 02 08 06 02 04 08 09 08 06 06 06 02 02 Furthermore, we need to enable weight to be used in the Overall calculations for Skaters, otherwies this value is ignored. Set Skater Attributes to be used in Overall Rating calculations @ 0x00019420 Original 1FBA Revised 3FBA 5. Smaller Hot/Cold bonuses (v3.0 2022 01 04) From: https://forum.nhl94.com/index.php?/topic/21637-how-to-change-the-variation-of-hotcold-in-a-rom/ The original RNG of 9 plays out as follows… ~6% (1/18) odds of -3 (random values -9) ~17% (3/18) odds of -2 (random values -8,-7,-6) ~17% (3/18) odds of -1 (random values -5,-4,-3) ~28% (5/18) odds of 0 (random values -2,-1, 0,+1,+2) ~17% (3/18) odds of +1 (random values +3,+4,+5) ~17% (3/18) odds of +2 (random value of +6,+7,+8) I am using an RNG value of 7 which plays out as follows… ~14% (2/14) odds of -2 (random values -7,-6) ~21% (3/14) odds of -1 (random values -5,-4,-3) ~36% (5/14) odds of 0 (random values -2,-1, 0,+1,+2) ~21% (3/14) odds of +1 (random values +3,+4,+5) ~7% (2/14) odds of +2 (random value of +6) Not a huge change, but it reduced the chance that an attribute will be boosted or cut by more than 1 from 40%, to 21%. Random Number Generator Range @ 0x0F70AD Original 09 Revised 07 6. Rink & Net Size (v3.0 2022 01 04) By adjusting the geometry of the rink and net size, you can do more than just change up the rebounds from the boards, you can make it more difficult to score, easier to hit the post, add a bit more space behind the net, and make it harder to accidentally score goals on yourself when stick-handling around your own net with the puck. References: https://forum.nhl94.com/index.php?/topic/18850-how-to-make-puck-hit-boards-instead-of-invisible-barrier/ Side-boards barrier 3 pixels wider, and Goal Post barrier 3 pixels narrower: Side Boards & Goal Posts @ 0x17012 Original 0005 Revised 0002 End-boards barrier 2 pixels longer, and Back of Net 2 pixels shallower: End Boards & Back of Net @ 0x17014 Original 0005 Revised 0003 7. Speed Burst Multiplier (v5.2 2022 05 20) From: https://forum.nhl94.com/index.php?/topic/3430-9x-hack-c-button-speed-burst/ The original Speed Boost Multiplier of 32x was reduced by 25% to 24x, which seemed to provide a much more realistic surge. However, in play testing I found that by lowering the effect of the Speed Boost, the person playing used more speed boosts to try and keep pace. Since each Speed Boost has an energy cost of ~5%, changing this value should be made with consideration for the Energy Depletion & Recovery (which is covered next.) Speed Burst Multiplier @ 0x00BB88 Original (Equivalent to 7020 or 32x) EE48 Revised (24x) 7018 8. Stopping & Crossover Rate (v6.0 2022 06 12) From: https://forum.nhl94.com/index.php?/topic/3431-9x-hack-stop-turn-ability/ The original Stopping & Crossover rate of 150 was unrealistically slow for how contemporary hockey is played. Raising this value (slightly) increases the perceived responsiveness of skaters. I found that a value of 224–300 seems realistically responsive. Please note that these values have to be set for each of the four directions a player can stop. Stopping & Crossover Rate (From Left of screen to Right) @ 0x010E24 Original (150) 0096 Revised (256) 0100 Stopping & Crossover Rate (From Right of screen to Left) @ 0x010E32 Original (150) 0096 Revised (256) 0100 Stopping & Crossover Rate (From Top of screen to Bottom) @ 0x010E48 Original (150) 0096 Revised (256) 0100 Stopping & Crossover Rate (From Bottom of screen to Top) @ 0x010E56 Original (150) 0096 Revised (256) 0100 9. Energy Depletion & Recovery (v6.0 2022 06 12) From: https://forum.nhl94.com/index.php?/topic/3429-how-to-9x-hack-player-energy/ I have done incomplete research on the affects of this, so I am not 100% sure I got this all correct, but this is what I observed. Each time a player Speed Bursts / Body Checks they seem to consumer 5% energy. This appears to be a constant regardless of the energy Depletion Rate (DR). I believe this is why Defencemen, (who tend to have a higher Checking rating, which increases both quality and frequency body checking) seem to deplete energy faster than the forwards. By raising the DR, you can in effect reduce the relative affect that Speed Bursts / Body Checking has on causing player fatigue. The original game Recovery Rate (RR) of 9 would take ~7.5 minutes (450 seconds) for a player with zero energy left to fully recover. An RR of 16 seems to re-generate ~24.5% energy per minute sitting on the bench. If somehow a player ever gets completely tanked, with this setting it will take them just over 4 minutes (~245 seconds )to fully recharge on the bench. Other settings I tested were an RR of 17, which took ~235 seconds for 100 energy recovers, and an RR of 18, which took ~220 seconds for 100 energy recovery. Since the Speed Burst depletion rate is a constant, one way to think about setting the RR is the amount of seconds a player has to rest on the bench for every speed Burst / Body Check on their shift. An RR of 16 will cost you just over 12 seconds of rest on the bench for each speed burst used. The original RR of 9 would take ~22.5 seconds of recovery for each Speed Burst / Body Check. The original game had a Depletion to Recovery ratio of ~3.67:1. Raising this ratio will increase the likelihood that you have to play with fatigued players, and will need to make strategic line changes or play stoppages. Lowering this ratio will have the inverse effect. When the Speed Burst multiplier is lowered, the person playing tends to use more speed bursts to try and keep pace. This fatigues the player much more quickly, and this effect should be considered and compensated for when setting the Depletion & Recovery rates. After play testing, I settled on a Depletion:Recovery ratio of 3:1, with values changed from 33:9 to 48:16. I believe this offers much more realistic energy energy depletion & recovery, rewarding more realistic player usage & line-changes. Depletion Rate @ 0x010D42 Original (33) 0021 Revised (48) 0030 Recovery Rate @ 0x007A1A Original (9) 0009 Revised (16) 0010 10. Stars of the Game Formula (v4.0 2022 03 16) References: https://forum.nhl94.com/index.php?/topic/12181-tool-hack-applicator-aka-smozrom/ I used a custom Stars of the Game code, based on Smozoma’s, but with a few modifications: Star points for Time on Ice has been restored. This prevents the game from crashing in rare circumstances where three different players have not registered enough meaningful stats to qualify for Star Points. In order to accommodate this, Skater Shots & Checks must be assigned the same amount of Star Points. (Smozoma’s code allowed these to be assigned differently.) Logic for detecting a Goalie’s minimum playtime to determine eligibility for Star Points has been removed. This means that any goalie who has faced shots during the game are eligible for Star Points, regardless of the amount of the game they played. I do not know what negative ramifications this might hold, but I’ve yet to see any in months of play. Furthermore, I used custom values after play testing a wide array of scenarios. I settled on the following star point values Goal +9000 Assist +5000 Check or Shot +1000 Goalie Shot Against +1000 Goalie Goal Against -6000 Goalie Shut-Out +6000 The variables used for “Goal Against” and “Shot Against” end up creating a mandatory minimum save percentage floor in order for a goalie to earn Star Points. I personally found that a -6:1 ratio worked best for me, meaning that goalies are only racking up Star Points for each shot faced with a save percentage above .857. Furthermore, skaters receive points at a rate of 1 point per each second on the ice. Without any line changes, that means… 300 pts. per 5 minute period (x3=900) 600 pts. per 10 minute period (x3=1800) 1200 pts. per 20 minute period (x3=3600) Set your Star Point values high enough so that these time bonuses are used for tie-breaking, but do not supersede any more meaningful metrics. Stars of the Game @ 0x018698 Original B8406200 003C4241 122A00B4 C2FC2AF8 D3944241 122A00CE C2FC2774 D3944241 122A00E8 C2FC000A 4A436600 000EC2FC 0064D394 4281D269 0136D394 6000003A BA690136 62000032 4241122A 00B4C2FC 00644242 142A00E8 6700001E 82C2B27C 00046200 00140694 00007D00 4A416600 00080694 000124F8 5449524A 584C51CC FF7E4E75 Revised 4241122A 00CEC2FC 13884242 142A00E8 B8406200 002AD394 4241122A 00B4C2FC 2328D394 4241122A 0102D441 C4FC03E8 D5944281 D2690136 D3946000 003ABA69 01366200 00324A42 6700002C E281D394 4241122A 00B44A41 66000008 06940000 1770C3FC E890D394 4A436A00 00045382 C4FC03E8 D5945449 524A584C 51CCFF80 4E75FFFF Once you have implemented my revised code, you can change variable values as follows: Goal @ 0x0186B8 (9000) 2328 Assist @ 0x0186A0 (5000) 1388 Check or Shot @ 0x0186C6 (1000) 03E8 Goalie Shot Against @ 0x01870A (1000) 03E8 Goalie Goal Against @ 0x0186FC (-6000) This negative number must be formatted as a Hex Signed 2’s Complement. You can do this conversion here: https://www.rapidtables.com/convert/number/decimal-to-hex.html E890 Goalie Shut-Out @ 0x0186F8 (6000) 1770 11. Stars of the Game typesetting (v3.0 2022 01 04) There is a single space character at the end of “Stars of the Game ”. If you move this space to the beginning of the text, it moves the text a little to the right, which was desirable for me with the Star icons on the left. Stars of the Game typesetting @ 0x18555 Original “Stars of the Game ” 10537461 7273206F 66207468 65204761 6D65BF03 0F00227C Revised “ STARS OF THE GAME” 10205354 41525320 4F462054 48452047 414D45BF 030F227C 12. Player Cards - Vegas & Washington Crash Fix (v3.0 2022 01 04) I spent an obsessive amount of hours trying to understand the Player Cards & User Records systems, and to update them back to full functionality with 32-teams. I got close, but was never able to get it done. And very unfortunately, my research notes on this are an incomprehensible mess. The following modifation will prevent the Player Cards for Washington from crashing the game. I can’t tell you why. I can only tell you this works, as long as User Records are turned off and/or there is no saved stats for the Washington goaltenders. Player Cards - Washington Crash Fix @ 0xFA49C, 0xFA4A8 Original 3238, 3238 Revised 0000, 0000 Got any questions? Just let me know! -Adam
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  19. NHL’s 2022 Team Colours Key Adapted Values Key Team Colours mapped to the Sega MD/Genesis colour space. Anaheim 224 64 0 - Orange 160 128 64 - Gold 160 160 160 - Silver Arizona 128 32 32 - Red 0 64 32 - Green 192 192 160 - Sand Boston 224 160 0 - Yellow Buffalo 0 32 128 - Blue 224 160 0 - Yellow Calgary 192 0 32 - Red 224 160 64 - Yellow Carolina 192 0 32 - Red 224 32 64 - Light Red Chicago 192 0 32 - Red Colorado 96 32 64 - Burgundy 32 96 160 - Blue 160 160 160 - Silver Columbus 0 32 96 - Blue 192 0 32 - Red 160 160 160 - Silver Dallas 0 96 64 - Green Detroit 192 0 32 - Red Edmonton 0 32 64 - Blue 224 64 0 - Orange Florida 192 0 32 - Red 0 32 128 - Blue 160 128 64 - Tan Los Angeles 160 160 160 - Silver Minnesota 0 64 32 - Green 160 32 32 - Red 224 160 0 - Yellow 192 192 160 - Wheat Montreal 160 0 32 - Red 0 32 96 - Blue (Logo) 0 32 128 - Blue (Uniform) Nashville 224 160 0 - Yellow 0 32 64 - Blue New Jersey 192 0 32 - Red New York Islanders 0 32 128 - Blue 224 96 32 - Orange New York Rangers 0 32 160 - Blue 192 0 32 - Red Ottawa Senators 192 0 32 - Red 160 128 64 - Gold Philadelphia 224 64 0 - Orange Pittsburgh 224 160 0 - Yellow San Jose 0 96 96 - Teal 224 96 0 - Orange Seattle 0 0 32 - Blue Very Dark 0 32 64 - Blue Dark 128 192 192 - Blue-Green Light 32 64 96 - Blue-Green Dark 96 128 160 - Blue Medium 192 0 32 - Red St. Louis 0 32 128 - Blue 224 160 0 - Yellow 0 32 64 - Dark Blue Tampa 0 32 96 - Blue Toronto 0 32 96 - Blue Vancouver 0 32 96 - Blue 0 128 64 - Green Vegas 192 160 96 - Gold Light 160 128 64 - Gold Dark 64 64 64 - Grey 192 0 32 - Red Washington 192 0 32 - Red 0 32 64 - Blue Winnipeg 0 32 64 - Blue 0 64 128 - Blue Light 160 0 32 - Red 128 32 64 - Red Dark 96 96 96 - Grey Dark 128 128 128 - Grey Medium 160 160 160 - Grey Light
    1 point
  20. I've never posted on these forums before, but this subject made me feel compelled to reply. To really understand why NHL '94 is so special to many of us, you would have to have lived during the era when it was released. If you are a teenager who was born just before, when, or just after this game was released you will never really understand. It is us old timers (and I use the term loosely as I am only 23) who played this game when it was originally released that will appreciate it the most. Let me elaborate: Growing up, I played two hockey games for the Nintendo Entertainment System (NES). Ice Hockey and later, Blades of Steel. When Blades of Steel was released I was completely floored as it looked amazing and had the most realistic hockey action I had played up to that point. When I was 7 years old in the fall of 1991, NHL Hockey was released for the SEGA Genesis. A friend of mine got the game immediately. To say that I was in awe would be an understatement. Not only did the game feature real NHL teams with real logos and team colors, but players were also featured. Later I would find that it was only player NUMBERS that were included in the game and not actual player names as EA did not have the license from the NHLPA, but that is besides the point. The fact that numbers, team colors, logos, cities, etc were included and were accurate was amazing. On top of this, real penalties and rules were enforced. Penalties were given based on true to life infractions rather than given to players for losing a fight, and off sides could be enforced. And to add icing to the cake, the player could use a password system to guide a team through the playoffs to the Stanley Cup. Gameplay was also amazing as the graphics combined with a new perspective (north and south rather than east and west) making this game a totally new experience. This game was truely leaps and bounds ahead of anything I had seen before. I tried to purchase the game for months but it was continually sold out where I lived (St. Louis) and I never did get it. But the rumors at school began to circulate in the fall of 1992 that a newer version of the game was coming out... this one had extra letters added for some reason... NHLXWYZ or something, but it was essentially the same game. In early 1993 I finally found and purchased NHLPA Hockey '93. This game featured real player names and numbers among other gameplay refinements and improvements (such as organ music and player injuries). I was puzzled as to why EASN was at center ice rather than team logos but this was only a minor flaw. I would later realize it was because EA had the NHLPA license but not an NHL license to team names, logos, and the Stanley Cup could not appear in the game. Despite this, the gameplay and features still improved and it was really a quality experience. That brings us to NHL '94. This game finally tied everything together with NHL and NHLPA licenses. Team names and logos appeared in the game along with player names and numbers and even photos. The gameplay and animations also reached their pinnacle. This truely was the crowning achievement of three years of work on the same game engine. Small things like real team themed organ music (such as "When the Blues go Marching In" for St. Louis and Chicago's theme), improved crowd animations, breaking glass, hats on the ice for hat tricks, players getting checked into the bench, and of course the one timer made this game stand tall above the previous releases. That is why this game is still so revered. It is the game where the NHL and NHLPA licenses finally met and the gameplay and graphics were refined for three years to reach the top of the mountain. NHL '95 also awed me with the addition of full season play, player awards, trades, and the ability to create players but the gameplay itself was lacking as they completely changed the game engine. The graphics were worse, the sound effects were worse, the crowd noise was annoying.... I even disliked the organ music. Had they simply taken NHL '94, updated the rosters and added all of those other features, we would be at an NHL '95 website right now. Unfortunately that is not the case and NHL '94 turned out to be the best game in the series. Lastly, I think it is important to note the standards that were held at that time. I remember being amazed by the Big Boo in Super Mario World, and a group of us kids sitting around with our mouths dropped in stunned silence over watching a friend play Sonic the Hedgehog for the first time. With each new generation of video games our expectations rise higher and higher and we are not as easily impressed. When these games were released it was a huge jump from what we had before. Games now are only a small hop above what was previously released. Therefore nostalgia is another reason there is such a fanbase for this game. We remember playing it when our expectations were different and we had a blast. Fond memories were formed, and in my case at least, life was much simpler at that time. Anyway, I'm done with the long winded post but I thought I'd add my two cents and reasons for loving this game.
    1 point
  21. In sad news... https://thehockeynews.com/news/former-nhl-defenseman-bryan-marchment-passes-away-at-53 His significance around here is that he's the player on the left in this NHL94 in-game art. Gone too soon. RIP.
    0 points
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