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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. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. Yes, the annual classic is back! By now you know the drill. Up-to-date rosters, uniforms, logos, graphics, player pictures, etc.. Hacks: clockwise sprite hack, smoz 3-stars hack, weight bug fix, and speed burst set to 75% of original rom Graphic hacks: faceoff boxes, goalie crease, benches, goal light Post with any errors you find and I'll do a relatively quick 1.01 update. Enjoy! NHL 2022 by naples39.zip
    6 points
  13. 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). I'll start with Preseason and post additional versions as the season progresses. 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 (both home and away). *Lines/d pairs may not accurate. Not all players will make the roster due to limits as well as some injured players will be back and that's why they are not removed. If you notice any mistakes, please let me know... enjoy! Preseason Version (posted 9/6/21) NHL94 2022 Preseason Edition.bin Season ROM - V1 (posted 10/13/21) NHL94 2022 v1.bin
    6 points
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. Thanks for the nomination! Means a lot
    6 points
  21. 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
  22. 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
  23. 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
  24. 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
  25. Haha, In that case, sorry, but I had to.
    5 points
  26. Here is a snap shot. Gens - Genesis _ PRIME TIME NFL 2021-03-10 09-40-34.mp4
    5 points
  27. 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
  28. 5 points
  29. 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
  30. Hello Blitz Fans!!! Pleased to introduce NFL Blitz 2K21 for the N64. New updated rosters as of WildCard weekend - January 9th, 2021 through Ourlads. Addition of the Houston Texans. Updated Screens and Ratings. Plus, DIY file below to create your own Blitzmania (All required programs included, plus a Step-by-Step user guide) NFL Blitz 2K21.z64 NFL BLITZ Step-by-Step.docx Blitz Modding.zip
    4 points
  31. NHL94 Magazin - The Monthly Round Up As playing in a Pinball League i get to know some little Pinball Magzines like the one from PINHEADZ. Having some night-shifts i tried to build one for us... I would need some Input / Infos / News to produce one every month but it might be quite nice having one ... Projekt: How to Fould: 1. 2. 3. 4. PDF Version to PRINT and FOULD at Home: NHL 94 TMRU_Front_Test_#1.pdf NHL 94 TMRU_Back_Test_#1.pdf Just give it a look and tell me if you like it so perhas we could start an Monthly issue of the "The Monthly Round UP". If you already have some input for the next Issue, like new Tournament Dates, Rom Updates, Internet links, most discussed Topics in the Forum ect. just mail it to me: info-KaBa78@e.mail.de Curious about your opinions... KaBa78
    4 points
  32. With the Final Cut editions out of the way, it seems it is time to release the next installment in the series. And it gives me the chance to make another retro review so I'm going to take it. With EA outsourcing the development of the SEGA Genesis version of NHL 98 to THQ while they concentrated on the fancy new PlayStation and PC versions, Team 1920 still took care of the Genesis conversion for IIHF 98. However, when EA started work on the '99 installment of their hockey franchise, it would only see a release on the Playstaion, PC and N64. This would not normally have been an issue, however the team was unable to procure a dev kit for the new systems and EA seemed to have forgotten they were still around; as evidenced by the fact that EA had not yet attempted to buy 1920 out, before they started neglecting the small production company. With nothing else going on at the time, the team decided to take matters into their own hands and do what they do best; make a Genesis game. And 'cuz they say... 2000 zero zero, game over, oops, out of time. So tonight I'm gonna party and play... After two years without a title screen athlete, the developer made the decision to feature eventual #2 overall scorer and #1 fan favourite, Finland's Teemu Selanne. The game was again based on the '96-'98 game engine and would feature the improvements that appeared in the '98 version like switching team controllers, line coaching, goalie changes/injuries and less predictable AI. Also, after a year of forgetting to do so, Fighting majors are again assessed a 10 minute misconduct. As the dev team was not a fan of the dark, and in some cases quite ugly, graphics style they were constrained to in '97 and '98, they took the opportunity to go for a much lighter scheme, while taking every opportunity to change as many assets as possible. Not wanting to reuse the team selection "Flag in a circle" logos for yet a fourth year in a row, and to emphasize their full licensing agreement, National Team sweater logos are now featured in place. The new team name font that debuted in IIHF 98 does make a return, while the menu titles get a new jumbotron dot matrix light styling. While the top 26 ranked teams did not change from the previous year, the five unranked teams were switched out in favour of some less highlighted teams from the bottom five in 36th placed South Africa [making a return for the first time since IIHF '93], 37th ranked New Zealand, 38th place - 2nd year participant - Turkey, 39th overall Greece and 40th place rookie Iceland. To spruce up the playoff bracket, a rink style background was added, reminiscent of the ice surface in IIHF '94. For uniformity [and limitations] of the season mode logos, a clean new set of flag logos were added similar to what the IIHF would use on their website 20 years later! The full contingent of uniform logos would be carried over to the center ice area. The "Champion is you!" picture and winning team photo were carried over from the previous year however because the dev's art director was already going quite batty and just couldn't be asked to spend any more time on those things. The team selection rankings also still posed a challenge that was only overcome with mockery, but it's funny to wonder if perhaps Canada is ranked 6th in tape usage because their 26th ranked stick boy has been eating it. That said, I'd give it a perfect 5 out of 7. IIHF 99.bin
    4 points
  33. 1.21 (trade deadline) update now available in this post: -Rosters/lines as of trade deadline -Ratings updates -New title screen -v1.21 uploaded to remove Vesey from Leafs Okay, 1.0 release is ready! The usuals: -Updated rosters, logos, graphics, and player portraits for all NLC starters -clockwise sprite hack, smoz 3-stars hack, weight bug fix, and speed burst set to 75% of original rom -Several graphic hacks for crease, benches, goal light, faceoff boxes, etc... Unique to this year: -All teams are using reverse retro jerseys to replace their away/light or home/dark as applicable! (see screen shots) -COL, MIN, and WPG with special anniversary center ice logos -Players who are out long term but may return at some point (Toews, Kucherov, Tarasenko...) are on the roster but on the bench. Players out for year (Klefbom) removed from roster. All feedback always welcome! I do not plan on doing constant updates, but may do a quick 1.01 update for bugs (and/or if Dubois is traded in the next few days) nhl 2021 by naples39 12-4 beta.bin NHL 2021 by naples39.zip NHL 2021 by naples39 1.1.bin NHL 2021 by naples39 1.21.zip
    4 points
  34. Been quite some time, but it's finally time to release the final game in the Genesis/MegaDrive World Championship series. This one ended up having an unexpected amount of stuff to do [especially since I had always passed it off as yet another reskinning of the NHL 96 engine], not to mention simultaneously assembling a note file so I'll actually have some idea of what the hell I'm doing when I have to go back and fix something. Either way, this game feels like the game that EA was supposed to release in place of what would now be called the "Early Access" version that is NHL 97. Interesting that it took outsourcing to THQ to do it... So anyway... Presenting IIHF 98! Released in 1998 ahead of the World Championships in Switzerland, this will be the eighth year and eleventh installment in the World Championship series for the 16-bit SEGA console. The game features the top 26 teams by IIHF ranking and the rosters from that year, plus five bonus "unranked" teams. While many aspects were carried over from the previous two year's games, outsourcing this one resulted in a number of graphical changes that set it apart from its NHL counterpart. [Again the team ratings proved to be an issue, but the interesting part is that the "solution" proved perfectly fine as the supposed #1 overall rated team didn't even make the playoffs in half of the simmed seasons, making it a somewhat irrelevant metric.] While THQ took over development of the NHL game this year, the IIHF was not impressed with last year's game EA developed game, and insisted that the old development team return to work on the IIHF version. Team 1920 took the opportunity to not reuse any assets from the previous game and create a whole new look. In addition, this is the first year that a full licensing agreement was made with the IIHF, allowing the game to feature the national team logos of every team at center ice and not just the ones that were negotiated separately. Also additional IIHF official sponsors were included on the Jumbotron even though the team logos were taken out. The modest dev team may have also included a tongue-in-cheek jab. While the team photo was held over, a new "Winner is You!" photo was created in honour of the Olympics that were recently completed. This image may or may not have taken the better part of an evening to get just right due to the multiple palettes required and limited number of sprite tiles to work with, plus grinding through some mental fatigue, so dammit I'm showing the silly thing off! New player award art was also created. While not understanding the inclusion of an "EA Award" [which basically had the same selection criteria as the Hart, Ross and Pearson anyway], it did make for an opportunity to include another sponsorship mention. Anyway, that's enough adoing for one night. Hope this one holds up. IIHF 98.bin
    4 points
  35. https://tecmobowl.org/
    4 points
  36. Been a busy week, but it's time to release the eighth installment of the World Championships series. With last year's Championship Edition doing well, EA saw fit to return to the well, ...er, I mean, give the fans more of what they wanted. Introducing Features added to this game include: More teams! [This game was based on the amazing 34 team ROM by @UltraMagnus. So much appreciation to him and his work.] The list of teams is bumped up from 28 to 34. Please welcome Belgium, Bulgaria, Croatia, Lithuania, South Korea and Spain! More emphasis is placed the playoff series, so now every team is selectable in playoff mode, including Slovenia and F.R. Yugoslavia from the previous game. Season mode is officially removed as it would have only featured the top 26 teams by alphabetical order. [however there may be an easy to find Easter egg related to that] Some other graphical enhancements made possible by the new game's configuration. Ron MacLean is still here! Return of some additional national team logo licensing. Not much else to say, so here it is. IIHF 95 WCE.bin
    4 points
  37. 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
  38. Hello All, Im going to be using this forum to create a directory of all my roms I've modified and uploaded. But his will consist of new updates, old versions as well as future project notices. In addition, Ill be posting "How To" for each rom on how I created my version, or where I was able to find the details to modify in the rom. World Series Baseball 98' Tecmo Super Bowl 3 Triple Play Baseball Gold - Play with RetroArch only John Madden Series NHL 95 NFL Primetime Madden 64 - N64 Blitz - N64 AHL '21 (95) B.bin AHL '21 (95).bin CHL '21 (95).bin ECHL '21 (95).bin EoW-S1.bin KHL '21 (95).bin NCAA'21(95).bin NHL '21 (95) 2.0.bin Triple Play Gold '20.bin Tecmo Super Bowl 3 '20.bin World Series Baseball '20 (98).smd
    4 points
  39. Just wanted to congratulate @smozoma for winning the Bud of the year in an extremely close race!
    4 points
  40. FACT. When I first joined, it was @Sebe_The_Legendwho took the time to repeatedly kick my ass over and over in exis, share his knowledge, and ultimately get my game up to "A". Other two who were integral to this were @Zalexand @smozoma EDIT: That experience is also why I will exi against anyone who asks. It meant a lot to me in the beginning to have an "A" level player play against me. Almost all of them wouldn't bother. I know I don't do it as often these days, but I really wanted to pay that experience forward.
    4 points
  41. Just saving this as it was the funniest post I’ve ever read on these forums.
    4 points
  42. To give everyone the last update before releasing the rom. Another Update - Green is completed and Red is incomplete. Team rosters completed: 34 of 34 COMPLETED Team Jerseys completed: 34 of 34 COMPLETED Team Logos, Ice and Banners found: 34 of 34 COMPLETED Yearbook teams completed: 29 of 34 Team Lineups/Lines COMPLETED In-graphics to complete: Team Ice: 4 of 34 Team Logos (Menu Select): 0 of 34 Player Cards: 0 of 34 Main Splash Screen: Completed Main Splash Logo: Completed 2nd Splash Screen: Completed 1st Splash Screen: Completed Announcer: COMPLETED Banners: COMPLETED Scoreboard: COMPLETED Calendar Update: COMPLETED Crowd: To be completed Schedule: Modified to be a reduced calendar and games (Potentially 48-56 games)
    4 points
  43. Figure I've been using this resource long enough over the past year and a half that I should start sharing some work. While I've been concurrently working on mods of all of the Genesis hockey games produced by EA, [except for Mutant League, but who knows what the future will bring] I haven't revisited this one in about eight months, so I guess it's considered done. Introducing: TRON Turbo Hockey Developed by Kevin Flynn Published by ENCOM Annexed 9/22 by E. Dillinger Features: Based on EA Hockey (1991) for PAL regions. The "Turbo mode" is achieved but playing the game on NTSC settings. The cool part is that playing the 50 Hz game on a 60 Hz setting not only increases the frame rate by 20%, but it also affects the physics in a way where players are faster, shots harder and body checks more brutal. [There may, will be more fights if you are as addicted to that C button as I am] "Awesome" '80s computer aesthetics. Full of futuristic grids and computer font goodness. TRON style game grid and player uniforms. Not the most contrasting, but it fits the style and can be followed well enough. Team names started with Alpha and Beta because, programming, and just kind of stuck with the Greek alphabet motif throughout the modding process. Might change it if a better idea comes up, but it seems to fit. [Also I just really liked Team (Kenny) Omega]. TRON Hockey.bin UPDATE: This one has the edit that allows teams #25 and #26 [the former All-Star teams] to be used in Playoff mode. TRON Hockey 1.1.bin
    4 points
  44. New Developments!!!! Rivals New Teams - Big Country Wranglers (Country Stars) Yearbook (For Multiple seasons). At the beginning of every NHL season a simulated season will occur and posted showing each teams result. The teams that don't make it to the playoffs will be "Executed" and replaced by 8 new teams (some from the non-season teams, and new ones). Origins of each team @clockwise @DeterminedApathy @segathon @smozoma @bushhockeyfan will be noted to who thought of them. Background story Team Colors, Overall (F, D, and G), Arena, Top Players Potential new teams - Mystery Alaska, N.Y. Five Points (Gangs of New York), UFC Cage Fighters to name a few. Season matchup and Rivalry preview of the only 2 teams with 1 skater and 1 goalie.... Jeremy Roenick (G-Ed Belfour) vs . Mandalore Mandalorian (G-Baby Yoda)
    4 points
  45. It's kinda sad that they couldn't draw inspiration from mine or @skip/slapshot67's or @naples39's current season roms. Especially, as that is what NHL Rewind is ...current rosters in the NHL94 skin! Ours contain the wonderful fixes, patches or enhancements created by @smozoma, @clockwise and @slapshot67. Fixes that improved what was already a classic. Take those enhancements/changes, throw in the new/cool custom skin tones feature, the new controller select screen, the achievement awards and make it available for online play. BOOM! Instantly better than their current NHL product line. They know of this forum/community. So, I highly doubt they don't know of the work/roms that are being created here. Especially, as VGK used Naples39's rom, as a GIF, on its twitter account (when they would win). NHL Rewind is a lazy cash-grab incentive for buying NHL21. Color me shocked! End rant.
    4 points
  46. Skin tones work during the play, too.
    4 points
  47. I was newly married in the early 90's and me and 4 buddies played a lot of Madden, but when the OG, 93 and then <heavenly music> NHL '94 came out, it was OVER. We didn't play anything else. Then we got the 4-play adapter, and it got better. Then we got the CD version and it got even BETTER. The only thing that could have made it better, we said, was to be able to edit/move/create players. After a couple of years, the wives tired of it, we all moved apart, and we stopped playing. Fast-forward to 2015. I moved home to CA from Hawaii. I stumble upon this website and learn that you actually CAN edit/move/create players (and more). Me and one of my buddies re-draft the entire league and burn it to a CD and play on a SegaCD bought on Ebay. Brilliant. The only problem was trying to hook it up to modern TV's (nothing but HDMI inputs on the back of the TV, only coaxial outputs on the Sega). Then we learned of all the programs that people have created to edit players/teams/etc. It made re-drafting and creating a new league much easier. We kept a logbook of every game and stat. Played a whole season and playoffs. Then someone created the stat-extractor. Now we have literally every stat the game keeps and we keep it in a spreadsheet. We are on our 14th season of doing this. Covid hits, and we now play via Parsec. I'm 50 now, and haven't tired of this in the least.
    4 points
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