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  1. NHL 94: 2024 Edition by Adam Catalyst v2.4 updated 2024 02 14 Hello there friendly strangers, Here is the first public beta of my 2024 ROM. The goal is to try to provide the most refined and realistic up-to-date versions of this all-time classic game. I'm thrilled to be able to share this with you. Here are the top reasons you might want to give it a try… New in '24 800 players obsessively rated, up-to-date rosters, and realistic lines, based on even more extensive 2020-2024 regular season data. Logos, Colours, Uniforms, Arena names… everything up-to-date for the 2024 season. The Bench area has been completely re-designed, new puck design & animation, re-designed graphic overlays for Shoot-Outs, Penalty-Shots, Goal, Injuries, Stars of the Game, etc. and numerous other refinements. Gameplay Revisioned The gameplay has been adjusted for a more realistic modern hockey feel, with harder to score goals, easier to hit crossbars and posts, more realistic speed burst, fewer penalty calls, custom energy depletion and recovery rates (balanced for more realistic line rolling and shift length), and player rating distribution curves that have been carefully calibrated for more realistic gameplay on the ice. Graphical Refinements Hundreds of other refinements have been made including title screens, banners, player photos, scoreboard, audience, face-offs, bench area, player sprites, nets, ice markings, scorekeepers, Zamboni driver, and more. The goal is to bring the most graphically refined version of NHL 94 ever made, while remaining faithful to the spirit of the original art direction. And so much more Of course there is the weight bug fix, but also a custom weight scale, less variance in Hot/Cold rating randomization, immediate goalie control by pressing the (Y) button with a six-button controller, a custom 3-Stars of the Game rating formula, a Vegas / Washington / Winnipeg Menu & Player Cards crash fix, and… Every single feature & modification is documented below. I would love it if you would give it a try, and leave me any feedback! -Adam p.s. I'd be flattered if you wanted to lift any of my mods for your own ROM. Anyone who contributes to making hacks or ROMs for nhl94.com is welcome to PM me, and I will happily send you source files, including Tile Molester bookmarks and palettes. Current Version NHL 94 [h] 2024 AC v2.4 - 2024 02 12.zi Previous Versions NHL 94 [h] 2024 AC v2.3 - 2024 01 16.zip NHL 94 [h] 2024 AC v2.0 - 2023 12 20.zip NHL 94 [h] 2024 AC v1.0 - 2023 12 01.zip Box Art Maximum Quality: Box Art - SMD - NHL '94 [h] 2024.png.7z Features & Modifications Title Screens & Under the Hood ROM Header: Updated to indicate support for Japan region, 6-Button Controller, both domestic & foreign ROM names, and updated checksum. Title Screen: Opening Logo screens display time reduced by 30%. Graphics: EA logo screen heavily modified and updated to reflect current Stanley Cup winner. Graphics: High Score Production screen refined. Graphics: Splash image updated with EA's NHL24 image. Graphics: Masthead re-drawn to match EA’s current NHL24 lettering. Graphics: Title screen Logos removed. Text: Credits re-coloured & edited. Above: The player sprites design was revised to more accurately accommodate the wide range of colourations for all 32 NHL teams. Taped taped composite sticks complete the more realistic contemporary look. Above & Beyond: A global colour palette for the entire ROM was built, with all key colour decisions made in this relative context. Teams have been systemically coloured to have as accurate a representation as possible, with a consistent sense of depth, and realistic colour shifts for shadows and highlights. Tests were done with demo play, and final colour decisions were made to give the most accurate impression in motion, and not necessarily what looked the best in stills. Main Menu Settings: Default teams set for the 2023 Stanley Cup finals. Settings: Playoff brackets updated to the 2023 seedings. Settings: 7-minute period length option added. Settings: Line Changes & Penalties defaults set to on "On," because that's how I roll. Graphics: Team Banners & Logos updated and refined. Graphics: Team Banner names removed, and replaced with "VISITORS" and "HOME" for clarity. Graphics: Player Photos all updated with official NHL headshot images, custom cropped & colour graded. Graphics: Error removed from the selection box. Hack: Player Photo carousel cycling order modified. Hack: Bug that would causes crashes upon cycling through the Player Photos for Vegas, Washington, and Winnipeg has been eliminated. Please note, this comes at the cost of preventing saved stats from showing under player names. Text: Re-wording of a couple menu options for greater clarity. Typesetting: Player names centred vertically. Above Right: All logos were revised or re-drawn by hand, and matched for visual weight. Official team colours were relatively mapped to the Sega MD/Genesis colour space, and banners were matched to key logo colours, with some minor re-wording in the menus. Pre-Game Graphics: Banners typesetting improved, and colours improved for greater clarity and consistency with the team colours used throughout. Graphics: The Pre-Game Announcer's picture frame has been altered to be more consistent with the design of similar elements throughout the game. Graphics: Ron Barr image restored to be closer to original. Arena Names: All up-to-date as of December 2023. Pre-Game: Match-up position names have been simplified to “Forward,” “Defence,” & “Goaltender.” Above: When EA released Rewind (left), they kept the same colour palette as the original, despite decades of new teams and new team colours. I've optimized this restrictive colour palette (right) so that all teams now look much closer to their authentic colours. Furthermore, typesetting has been improved in all banners to also be better than Rewind. Rink Graphics: Colour Palette has been altered to improve the audience affect with more uniform tonal contrast, improve the accuracy of the team banner colours, and to give the nets more realistic colouring. Sprites: Audience members design and animations have been refined. Graphics: Goal light & animation revised. Graphics: Instant Replay Reverse view inconsistencies fixed. Graphics: Minor refinements throughout the arena. Rink - On the Ice Graphics: Ice Colour lightened slightly. The darker colour was giving me eye strain. Graphics: Centre ice logos updated, adapted from NHL Rewind designs. Graphics: Face-off circles modification. (author unknown) Graphics: Net re-drawn to the most recent (2013) NHL proportions, with an updated goalie crease. Graphics: Trapezoid area lines drawn to NHL scale. Graphics: Glass & stanchions behind bottom net revised to be symmetrical and parallel to glass & stanchions at the top, horizontal seam in top glass has been removed, and on-ice reflections of stanchions have been fixed throughout. Above: There have been hundreds of refinements to the rink design. Beyond the big obvious things like the redesigned bench area and time keepers, there are far more subtle touches like the symmetrical glass re-design at the bottom, the updated net designs, and the refined audience member designs & animations. Rink - On the Sidelines Graphics: Bench area completely re-designed, including refined animations, and the addition of animated coaches and backup goaltenders inspired by @slapshot67. Graphics: Time-keepers added in, and time-keeper area Stanchion misalignment fixed. Graphics: Bench, Penalty Box, & Time-keepers area Stanchions modified to be consistent with the Sideboards view. Sprites: Bug fixed that would stack multiple Visitors players in the Penalty box incorrectly. Above: The original (Left) benches had floors coloured like the ice, and the players chirped with unhinged jaws, with no supervision from a coach. Over time (Centre), fantastic changes were made by slapshot67, adding a more realistic floor, fitting in a coach and a backup goaltender! I've built on this work (Right) completely re-designing the bench area, including re-designed players and refined animation, an animated coach, and more. Plus, a new more three-dimensional puck design! Above (Botton Left): I really liked The Sauce’s wide take on the EA logo (Centre), as well as the bevelled style of the original (Left). I’ve mixed the two styles together, and refined it to better fit the allocated vertical space. The Sauce’s excellent ROM is shown here for relative comparison only, no criticism implied of his inspiring work. Rink - Sideboards view Graphics: Sideboards Bench, Boards, Glass, Ice, Stanchions, etc. revised. Graphics: Scoreboard Banners refined to improve typesetting, and colours modified for clarity and consistency throughout. Graphics: Sideboard Scoreboard has custom drawn NHL logo. Graphics: Side-boards Score-Keepers added. (Based on the SNES version) Sprites: Zamboni driver revised to better match the perspective of the side-boards. Sprites: Player in Penalty box refined, and placement revised. Above Below: The original Zamboni driver (Left) looked like a small ruddy-faced hunchback. I re-designed him to fit the style and perspective of the scene better, adapted the design of the scorekeepers from the SNES version to match, improved the design of the player in the penalty box (who disturbingly had no lower body in the original), and have made hundreds of minor refinements to the audience, animation, bench, stanchions, the light refraction on the edge of the glass, etc. Above Top: Beyond the improved banners, the scoreboard features brighter lettering and scores along with custom drawn a modern NHL logo. In-Play Sprites: Player design was revised to more accurately accommodate the wide range of uniform colourations for all 32 NHL teams. Tests were done with demo play, and final colour decisions were made to give the most accurate impression in motion, and not necessarily what looked the best in stills. Sprites: Face-off animations revised. Sprites: Players given grey composite sticks, because grey pixels have better puck feel, more flex, and are lighter weight. Sprites: Goaltenders masks revised to reveal their faces. Sprites: Player Helmet colour patch. (@clockwise) Sprites: Player Eye, Boots & Gloves, and Stick Tape patches. (@clockwise) Sprites: Improved Checking animations patch. (@clockwise) Sprites: Player stick animations refined. Sprites: Puck design & animation revised. Graphics: On-Ice Player Numbers changed to white for better legibility against the ice. Graphics: On-Ice Player indicator (star) for Player 1 lightened to be less conspicuous and increase relative on-ice contrast for the Player 2 indicator. Graphics: Penalty box player colour error fixed. (Slapshot67) Above Top Row: The original face-off animations had a linesman that was looking in the wrong direction (Top Left & Centre), freakishly long & thin stick blades, stick shadows that would overlap incorrectly (Top Left), disproportionally dark shadows that sometimes overlapped the image frame (Top Right), a frisbee instead of a puck, and some rough detailing on the players. Above Bottom Row: I’ve painstakingly gone through the 108 possible graphic combinations that can occur during a face-off, revised every issue I could find, re-drew the sticks to be more realistically shaped & taped, and perhaps most importantly, turned the linesman’s head to face the right direction. We all need to do our part to improve NHL officiating. Rosters Rosters & Lines: Updated based on extensive 2020–2024 regular season player usage data. Rosters & Lines: 800 total players have been included, covering the 25 players (14F, 8D, & 3G) with the most ice-time in 2023-2024 on each team. Above. 192 official NHL headshots used in-game), all individually cropped and colour graded for visual balance. Ratings Team Ratings: Team attribute & overall ratings updated as per the end of Dec 19, 2023 regular season data. Player Ratings: Underlying system has been changed from the default 1-6 scale to a 0-15 scale for more accurate differentiation of players. (@smozoma) Player Ratings: ustom player ratings based on a mix of real-world data and gameplay oriented parameters. The goal is to make gameplay more contemporary, and individual player performance more realistic. Player Ratings: Custom overall rating formula. Player Ratings: More parity between the best and the worst of the league, with all players having a minimum 52 rating before Hot/Cold variance. Player Ratings: Weight scale modification patch. (@smozoma) Player Ratings: Edit lines bug fix patch. (@smozoma) Player Ratings: Hot & Cold variance is hidden from the menus, so you will have to feel which players are hot or cold through gameplay. (@smozoma) Behind the Scenes: Rosters, ratings, and lines are based on extensive real-world data and advanced analytics. All of this is conformed to custom ratings distribution curves, which give the gameplay its unique feel. This single most important feature can't be shown in stills. You have to play it to feel it. Gameplay Controls: Goalie control can now be accessed immediately by pressing the (Y) button with a six-button controller. (clockwise) Gameplay: Goalies without the puck can move slightly farther towards centre ice. (@smozoma) Gameplay: Goalies can hold the puck very slightly longer before the play is whistled dead. (@smozoma) Gameplay: Body Checking and Aggressiveness have been balanced to reduce the penalty rate from the original, and approximate the real body checking and penalty rates of each team in the 2023–2024 season. Gameplay: Hot & Cold range of variance has been reduced by ~25%, and the frequency of variance has been reduced by ~50%. Gameplay: The "goal" area of the net has been reduced slightly, making it more difficult to score, and more likely that you will hit the post. Gameplay: Player Speed Burst set to 25% of the original, for a more realistic feel and higher difficulty. Gameplay: Custom Stamina Depletion & Recovery rates. Gameplay: Weight / Checking bug fix patch. (@smozoma) Gameplay: Second-Assist bug fix patch. (@smozoma) Gameplay: Overtime set to 5 minutes, Penalty Shots set to 20 seconds. Player Ratings: Attribute rating distributions have been careful set and thoroughly tested to produce a faster more contemporary feel to puck movement & gameplay, with better goaltending. Stars of the Game: New custom formula. Above Right: The Timekeeper design has been adapted from the SNES version, and modernized with touchscreens. The players in the penalty box have been re-designed (and errors fixed), the puck & animation have been redesigned along with a "translucent" shadow, and the scorebox has been nudged off to the side. Above: Note how in the original (Left) the player one indicator is distractingly very high contrast, while the player two indicator is much more difficult to see with low tonal contrast. Brightening the colour of the ice (Centre) helps, but then the already muddy looking player numbers become very difficult to see. I’ve re-balanced the colours (Right) so that the player one indicator is quieter while still being easy to see, the player two indicator is equally easy to see, and the the player numbers are much clearer to see against the ice. The excellent Naples ROM is shown for relative comparison only, no criticism implied of their superlative work. In-Game Overlays Graphics: Linesman & Referee pop-overs refined. Graphics: In-Game Timer logo has been re-drawn. (based on @Sauce's design) Graphics: Score Clock and Line Change overlays relocated. Graphics: Line Change Energy bars have been re-drawn to have an inverse quasi-logarithmic gradation. Graphics: Overlays for Shoot-Outs, Penalty Shots, Goals, and Injuries revised. Graphics: Instant Replay controls graphic revised. Graphics: Stars of the Game overlay re-designed. Text: "Cross Check," "Face-Off," and "Fight Instigator" renamed to "Cross-checking," "Face-off," and "Instigator" as per the official NHL rulebook. Above: Various evolutions… Updated ice markings, including a to-scale trapezoid area and crease. The Net has been re-drawn to closely match the current NHL proportions, and to slightly reduce the scoring area. Improved sprite designs, including details like the Goalie’s mask now showing a bit of their face underneath (Right). The Stars of the Game overlay has been redesigned, along with the underlying selection formula. In-Game Menus Graphics: NHL & NHLPA Logos re-drawn. Graphics: "Hockey Night" Banner slightly re-coloured. Hack: Player Cards bugs that would causes crashes upon cycling through Cards for WSH (and possibly also VGK & WPG) have been eliminated. Hack: Player Stats now showing Checks instead of Penalty Minutes. (@smozoma) Text: The “Change Goalie” option for “no goalie” is now in ALL-CAPS for greater visibility. Extras Box Art: Matching box art was made! The artwork is high resolution, print quality, and stays very close to the original North American box design. Player Ratings: The distribution includes a CSV with all the player ratings. Thumbnail Art: The distribution includes thumbnail artwork for popular emulators. Known Issues The Main Menu and Player Cards do not show saved User Records, in order to prevent crashes that on these pages with Vegas / Washington / Winnipeg. User Records may incorrectly store user data if playing with Vegas / Washington / Winnipeg. Builds are tested with Genesis Plus 1.7.4.15 and Genesis Plus GX 1.7.5-RC1 r24-10-2021. If you are having any technical issues, you may want to try one of these emulators. If you are reporting a technical issue, please note the exact console or emulator version that you are using for me. Future Wish-List I'm not sure how much time I will have to work on this in the future, but if I did find more time, here is what I would like to focus on next… Interface: Alter the range of displayed values for player ratings. Gameplay: Increase the wrist shot speed. Gameplay: Increase the puck ice friction slightly. Gameplay: Reduce the force with which pucks rebounds off the boards, etc. CPU play: Increase the goaltenders lateral stopping abilities, reduce five-hole stopping effectiveness. Gameplay: Enable line changes to be initiated without possession of the puck, preferably with a dedicated button. CPU play: Prevent the goaltenders from skating into the trapezoid areas. Gameplay: Decrease accuracy of One-Timers. Gameplay: Reduce the passing speed slightly. Gameplay: Reduce the energy cost for each time a speed boost is used. Gameplay: Enable players in the Penalty Box to re-generate energy as if they were on the bench. Gameplay: Improve logic for how icings and offsides are calculated to use puck position instead of player position. CPU play: Program the CPU to pull the goalie when trailing by 1 - 2 goals (currently only pulls with a two goal deficit). Graphics: Redraw Sideboards Referee to better match the art style of everything else (requires "de-compressing" shared tiles.) Graphics: Improve the comparatively low visual quality of the on-ice officials throughout (requires "de-compressing" shared tiles.) If you are able to help me with any of these changes, please let me know! Credits This project was built decades of work by the NHL94.com community, and never would have been possible without them. I’m sure there are more contributors than I could ever possibly know, let alone acknowledge, but I will do my best… Contributors This ROM contains contributions from the following individuals… Brodeur30 Rink & Net collision logic. chaos Hot/Cold variation logic. Team Attribute bonus logic. Clockwise Goalie Control with a six-button controller. Player sprites boots & gloves colour patch. Player sprites eye colour patch. Player sprites helmet colour patch. Player sprites hockey tape patch. Player sprites improved checking animations patch. Dervin10 Roster extractor & importer tool development. Drezz Team uniforms Yoke colour isolated. kingraph Animation block logic. Sideboards modification logic. Stars of the Game modification logic. slapshot67 30 to 32 team ROM re-structuring. Bench backup goalie hack and original design. Penalty Box player sprite colouring fix. smozoma 0–15 Player Rating scale patch. Checking / Weight bug fix patch. Credits editing logic. Displayed Ratings bug fix patch. Goalie range of motion. Goalie puck hold time before whistle. Period lengths logic. Player Overall rating formula logic. Player Stats Checking patch. Player Weight scale modification patch. Second-Assist bug fix patch. Stars of the Game formula logic. Tony H. Stopping & Crossover Rate logic. wboy 28 to 30 team ROM re-structuring. Default settings logic. Player photo logic. Player energy depletion & recovery rates logic. Rink modification logic. Speed burst rate logic. NOSE tool development. Author unknown Face-off circles graphic modification. Team uniforms colour restructuring. Special Thanks to… @Drezz - selflessly sharing original work & resources. @Jkline3 - tips, resources, & candor. @kingraph - tips, resources, & encouragement. @naples39 & @Sauce - inspiration. @Sean - tips, encouragement, & inspiration. @smozoma - utterly invaluable tips, resources, tools, & support. @von Ozbourne - brainstorming, resources, wit & wisdom. …and everyone at nhl94.com who tested Betas or provided feedback. Extra Special Thanks to… Ena - for nothing less than everything. I hope you enjoy!
    16 points
  2. *** UPDATED V1.1 below *** What started as a quick and dirty little project to scratch the itch for modding NHL 94 into a Hockey Night in Canada themed ROM, became a full scale experimental playground. This is the first release of... Based on the 1990 - 1991 season, this mod recreates the league from opening day: October 4th, 1990. Using the famed "Hockey Night in Canada" branding from the late 80s, this ROM features a number of new innovations. A completely revamped intro theme, using the iconic HNIC theme instead of the traditional NHL94 theme. A completely custom main menu screen (featuring the 89-90 cup finalists) Team and player introductions by the famed PBP commentator, Bob Cole (on a completely customized late 80s powder blue HNIC themed background!) In-game menu screen edits (timekeepers, Zamboni & scoreboard branding, team banners, fonts) In-game menu changes - HNIC branded custom backgrounds, colours and fonts Player Cards brought to you by EA Sports (in conjunction with the NHL and PRO SET trading cards) Era specific centre ice logos (shown here: Northlands Coliseum logo in Edmonton) Player sprite modifications for more colour variation and uniform accuracy (shown here: MTL blue helmets, no shoulder stripe tied to arm/sock stripe colours) Cleaned up large heading font (GOAL!) and HNIC/CBC branded scoreboard (bottom left) Molson 3 Stars of the Game (Molson was a HNIC title sponsor in the 80s-90s) The hot-shot rookie goaltender takes on the tried and tested former cup champion. (over 500 original old-school player portraits ingame, as close to the 1990-91 season as possible) Modified goaltender graphics (pads, trapper and NEW masks) ...and many more tweaks and graphic surprises and ideas based on the great work of folks like @clockwise @Jkline3 @AdamCatalyst @Sean@kingraph @smozoma and more... Included in the package: A custom updated version of NOSE 1.2c beta with additional options to properly change colours in any "Drezz" sprite hacked ROM. ---------- Some quick notes about this ROM: - This is version 1.0 of the mod. There are bound to be some weird glitches in there somewhere. If at any point you encounter them, please report them to me and I'll see if they can be rectified or improved upon in subsequent patched releases. - The rosters are based on THE BEGINNING of the 1990-1991 season. Trades and Free Agent Signings were valid up until the 4th of October, 1990. A playoff edition featuring player re-assignments to NEW teams will be released next. - Team strengths and player overalls/stats were based on the results of the END of the 1989-90 campaign. If you are disappointed at the rating given to X player, please note that ratings were based on how players ended the previous season. Rookies will have lower ratings, regardless of historical significance (Jagr, Blake, etc). There is a good chance the same player will have accurately expected ratings according to their effort in the 1990-1991 campaign in the followup PLAYOFF EDITION version. - There are a large number of hacks to this ROM. The intro theme. Custom background and splash screens. In-game sprite overhaul Player portraits for ALL 500+ players Team banners Fonts The ROM was modded to create the illusion of playing Hockey Night in Canada from the early 90s as opposed to being a crummy ROM hack of NHL 94 with HNIC graphics. I hope it transports you back in time to a period before modern expansion, the rise of salary caps and the glory days of hockey's heroes like Lemieux and Gretzky. Enjoy. - Drezz HNIC 90-91 Season v1.1 (NHL 94).zip
    13 points
  3. Alright. First off, sorry this one is a bit late, but in our defence, sometimes life happens at the most inopportune times. Cutting to the chase, it's time @Jkline3 and I submit: NHL 2024 - '94 Edition To start, while I haven't seen any mention of this being the 30th anniversary of this all-time classic in any of the modern releases, [if you're into that sort of thing] it seemed wrong not to address it in some manner. Also, NHL Network continues their "sponsorship" in this edition. The main menu background didn't change, but some other things have. Since Ray Ferraro left NHL Network, the search was on for another former player turned host that we can call on for riveting in-depth pre-game analysis, and Dave Reid was classy enough to return our call. With the new season, the playoff format is restored so anyone could win it all! Some minor tweaks to the game menu graphics, where one can view their lines with the updated player rosters and custom player ratings. Zamboni guy improved his posture and changed his sweater. As well as the new player cards. Yes, I may just be trying show off the new photos at this point. With the discontinuation of the Reverse Retro program, this year's edition sticks to the regular home and away kits. As well, this version incorporates a new 3-Star calculator thanks to the amazing tutorial work by @AdamCatalyst [It's hard to justify giving the goalie credit for the shutout when he only faced two shots all game] Obligatory under the hood and minor graphical stuff: Original custom player attribute stats based on NHL24 updates. Original JKline player sprite mod based on helmet patch for more accurate and varied uniforms. Tighter puck collision on boards and net making for pucks that hit closer to the boards sprites and a slighter smaller scoring area on the nets. Pucks that also feature original customized sprites that change with team colours. The nets that those pucks can go in have also had their sprites redrawn. Weight bug fix is applied. SmozROM Ratings consistency fix - player ratings will match hot/cold overall. Freeze Bug applied so no player stats and player name on second line. User Records set to "ON" can still cause crashes with Vegas, Washington and Winnipeg so caution is advised. Expanded goalie roaming area. Go out to the edge of the trapezoid or out to the face off dots to cut down the angle. Goalie can also carry the puck out to the blue line before the automatic whistle. [if play isn't blown for holding the puck too long] Yes we know that the goalie can technically go to the red line, but that would mean having to figure out how to assess delay of game penalties and that's not likely to happen. Goalie Y-button control hack applied. Edit Lines hack for any player to play at any position. Great for 4-1 Power plays. Benches have been edited so the coach mod has been removed. EA Sports watermarks have been updated to modern logo. NHL 2024 - Retro 94 x 30th Edition v1.0.bin NHL 2024 - Retro 94 x 30th Edition v1.2.bin
    12 points
  4. I guess since no one else has spoken up yet, I'll alleviate any concerns by saying that we are in the middle of something. Still a fair bit of stuff to do before it's ready, but suppose I can share this for the "hype". PRE-ORDER NOW! For Spectacular Bonuses! All 32 officially unlicensed NHL teams! A complete set of 16 bit graphics! All 16 of them! Zero Thousand N/A Chel points! FREE Membership to NHL94.com forums!* *sign up required. not affiliated with Electronic Arts, Sega Enterprises or the idiot making this post.
    10 points
  5. Recent breakthroughs developed the necessity to Revisit this one, but then the question was what to call it. It's not an update since the original 30-team game was abandoned in favour of a ground up Rebuild with 32 teams. So what "Re" word applies here? Remake? Remaster" Redux? Rewind? Nah. On second thought, to paraphrase a '90s icon, "That previous one was just a mic check." Or maybe "Retcon" is the word I'll use now. So yeah, you might find some other version on the interwebs out there, but that one isn't the Real version. You might call it a prototype, or a poor excuse for a hack that was put together by some hack, whatever. Time to Reload. Back in 1988 SNK released arguably the best baseball game ever made for the Nintendo Entertainment System. It was loads of fun back in the day [as long as your Nintendo's 10NES chip didn't erroneously flash the memory and erase your save] and despite the engine being reused for three more, less successful, NES entries, as well as seeing two pretty solid, but much less charming sequels on the NEO•GEO MVS and AES systems, which were later given NEO•GEO Pocket/Colour ports, it remains a classic to this day. So in reverence to that game, we're going to try to fix the story of what the hockey version would be. The backstory for this one is that it was released in 1992 by Romstar [SNK's North American distribution arm in the late '80s/early '90s] on the Sega Genesis, the first Hockey Stars features many recognizable teams and player names from it's baseball contemporaries as well as familiar box art. Although it looks like it was completed with some of the prototype art as screen photos. Eh well, these things happen. On to some familiar art... Okay so some of the assets were good enough to keep from the prototype. Including the trademark stark white splash screen and "Be a Champ" words of encouragement. Might have taken the advise of reformatting the title screen to the more common English layout. The main menu got a face lift thanks to some amazing "behind the scenes" work and calls back to design elements from some of the baseball games, while the Pre-game intro screen has some fixes and a new subtle background. Teams are still divided up by league; You will find mention of the "Exciting", "Fighting", "Professional" and "Legends" leagues in the team intros. These are not exclusive in Versus play as in the NEO•GEO releases, but will determine what division you play in during the Playoff mode. Although not as sharp as you will find on AES hardware, full colour cartoony depictions of player photos are still present and take their art style from the previous "Professional" game. And just as in most other SNK games, the pre-match presenter has another SNK character making a cameo in Athena from Psycho Soldier. Got her moved down to line up nicer with her text block though. The jumbotron gets a Stars-y facelift and the arena looks bigger, while the classic Zamboni returns with a perspective shift. Each player has an individual photo and stats you can look up. The fixed View Player screen gets a treatment similar to the NES games, although the NES wouldn't have been able to handle the colour shifting. In another similarity to the Baseball games, player stats seem to be directly imported as they are wildly different. Meaning that play-style can vary quite drastically even among line mates. Some may wish to play with line changes off and create a "super line" of each team's best players, but if you are looking for the added challenge of having to adapt to each player's varying abilities, you may want to keep line changes on. As an aside, as one of the now six "Create-a-Team" options, the Turtles are the "Veterans" and submitted the old photos. While each of the other teams take their skill set theme from the original baseball game as well. The Playoff Cup from Professional makes a return, only this time it is put on a pedestal as hockey deserves. The colour coding now makes sense as each "League" is contained to a divisional playoff format and the faint watermark on traditional green is carried through. There's more of that SNK branding... And since "Stars" is in the name they get some adjustments and prominent features as well. At least the 3-stars icon isn't another SNK logo. AI shooters could use some help though. There, that's a little better. Hockey Stars 1 [1.2].bin
    10 points
  6. I have fixed the playoffs bug in NHL95. You can get a fixed version of the game here. If you don't know what this is about: There was a game-breaking bug in NHL95 that made it so you missed the playoffs if you got 128 or more points in the regular season. (See some discussion about that in this other thread) I made a short video covering the fix The short story of the bug is that the programmer accidentally used some CPU instructions that only work for numbers up to 127. I switched them to use the instructions that work for numbers up to 255. If you have a season you've already started (but haven't started the playoffs yet), the fix will work for it (you don't need to start a new season) There are 3 different ways to get the fix here. You just need 1. I recommend getting the fixed ROM. Option 1 - Download Fixed ROM Here is the fixed ROM (complete game file). You can play this file in any emulator software, or on original hardware with an EverDrive cartridge: NHL95-PlayoffsFix.bin Option 2 - IPS Patch Here is an IPS patch for if you want to update the ROM yourself: NHL95-PlayoffsFix.ips Option 3 - Game Genie Codes And if you want to use the fix on an original cartridge on an original Sega Genesis, here are the Game Genie codes to use: MUST DO before beginning playoffs: ATDA-AA6T - Disable Checksum (if you don't do this one, other codes will cause game to refuse to load) ADLT-WE7L - Playoffs Fix 1/2 ADLT-WL7R - Playoffs Fix 2/2 OPTIONAL: AANA-WE4E - Standings Fix 1/2 AANA-WL4J - Standings Fix 2/2 I verified these in an emulator, so I am just assuming they work on real hardware. You only really need to enter the first 3 codes once you finish the regular season, but before selecting the "Move on to playoffs" option. The last 2 codes just fix the standings display, so you would use those ones during the regular season to see yourself at the top of the standings -- but they aren't needed for the playoff seeding. If I made a mistake in the game genie codes and it doesn't work, I'm sorry. I will test it out when I can. Game Genie is in the mail.
    9 points
  7. Advice for Modders, Meddlers, and other Creative Rabble-Rousers (last updated 2024 01 03) Getting Started Start with as clean a ROM as possible. This will make it the easiest to edit, and puts you in the position of having the most creative control. I recommend starting with either the 28 or 32 team templates, and/or an original verified [!] good ROM dump. Beyond being able to accommodate more teams, the templates have the advantages of many of the graphics already being "de-compressed", which will make editing much easier. Just note that the templates are not "clean", in that they have some elements modified or removed that you may want to preserve or restore. I sometimes find myself going back to the original ROM to verify how things originally were. Basic good practices: Make sure that you have a file versioning and naming syntax system, as well as an automated backup system. Document everything that you do. Go slowly at first. When in doubt, change one variable at a time. Read lots of forum posts and do the tutorials. Even ones that you think don't apply to you. Valuable knowledge can be found in unexpected places. Don't be afraid to start over, multiple times. If you've documented things, this might go shockingly quickly. Learn from Others Review the detailed tutorial posts that folks have taken the time to write, the newer the (usually) better. The more you see the entire picture, you start to see patterns. The more patterns that you start to recognize, the faster you will get, and you will start to be able to make off-the-books discoveries of your own. Play lots of other people's ROMs. Take notes. Don't blindly apply pre-made patches to your ROM. Run a comparison after patching, to see exactly how the code has changed. Try to understand what was changed and why. Imitation is an underrated form of learning. Look at what others have done (and you admire), and then try to re-create it yourself. The process of manually recreating something is an invaluable learning process, where you can build explicit and implicit knowledge. Furthermore, even if you start with imitation, you will naturally make different specific choices along the way that will eventually lead to it becoming your own thing. Don't re-invent the wheel if you don’t need to. As a counterpoint to my advice to start with as "clean" a ROM as possible, or trying to manually imitate things, don't be shy about ripping off code from other people's ROMs. But always give credit where it is due. And if in doubt, give credit. You should clearly know when something was the result of your labour alone. Share what you know. But also share what you have found, but don’t understand. The more the community knows, the more than community will be able to help you. And your loose ends might be someone else's treasure. Getting More Done Use a comparison tool (I use “Beyond Compare”) to help isolate relevant differences in code from one person's ROM to another. By comparing ROM "A" and ROM "B", I've been able to sometimes make new discovery "C". This is my #1 tip for anyone. Consider using a prioritization model, such as MSCW, where you define what a release Must do, Should do, Could do, anger very importantly, Won’t do. Further to that last one… Give yourself limitations. This can be just as important as goals for some people. Develop efficient testing routines. This can take up a lot of time. Stop and think about re-designing your workflow from time to time. Personal Development Get off the computer. A good idea to play, then work on paper. All tools and interfaces have biases that effects us. Find the ones that wrk best for you and/or change things up to help you change up your thinking and doing. Make big picture decisions about art direction, creative direction, colours, etc. Give yourself both strategic guidance and limitations. Figure out what you want to do before you do it. Unless you find yourself stuck with indecision. In which case, just start doing it, and figure out what you want later. Make mistakes faster. Figuring out how much time to spend planning and critically evaluating plans versus just mindlessly doing is a lifelong challenge. It’s easy to waste time either which way. In my personal teaching, I personally find that most people over-think things. Push yourself to mockup up ideas as quickly as possible. If it’s a good idea, that will show up in a terribly rough mockup. But there is no way to know for sure until it is tried. Consider separating your personal creative process, your personal critical processes, your personal technical execution process, and your personal skill building processes. “Creatives” who work alone sometimes face paralysis from trying to think through too many roles at once. If you are an army of one, consider role-playing through different steps. For instance, when you’re creative, create with reckless abandon. Do not pre-judge. When your creative session is up, hand it to your critical self, and assess what is working, what isn’t, and give your creative self directives for the next creative session. This may sound silly, but trust me, I’ve been teaching young designers for over a decade, and this compartmentalization can be extremely helpful. Specific Areas of Interest Before editing player sprite uniforms, be aware that different ROMs have already changed the layout of the colours on the uniforms. This is a huge amount of work, and your ROM might benefit from taking the player sprite tiles from another ROM. You Amy also be able to make the changes that you want more easily by “diffing” two different sets of player sprites, in order to isolate key elements or colours… …Speaking of Colours Make sure that you are familiar with basic colour theory using a Hue, Saturation, Value model. Understand that human beings perception of tone is much more consistent than their perception of hue. Furthermore, we are much more sensitive to contrast of tone than contrast of hue or saturation (hence why we use 4:2:0 encoding in video etc). So, when making colouration decisions, you usually want to err on the side of prioritizing tonal relationships over accuracy in hue over accuracy in saturation. This usually looks better. You can toggle your screen into black & white mode to review the tonal values. “If your colours don’t work in black & white, your colours don’t work.” ® When selecting your colours, it is very helpful to have an overall concept of the colouration that you are looking to achieve. For instance, should it look realistic? Like watching a game in person? Vibrant? Like watching a game on TV in the current day? Like watching archival footage of a game? Like it was shot on film? Shot on video? A great example of this is @von Ozbourne's Olympic Hockey 1920 ROM. Consider your colours holistically. Put together a meta-palette of all the colour palettes in your ROM. I found this approach extremely valuable in setting the overall look and feel. When you track the relationship between the pink colours of players faces, the pink colours audience members faces, and the pink-ish highlights on red sweaters etc., you are able to make decisions that have a more immersive holistic impact. You might consider something like this as a start: While it is useful to look at the official colours for team logos, etc. understand that the colour that you see is not the same thing as the colours that are specified. There are all kinds of other factors that affect our perception of colour, including the lighting that it is shown with, the texture of the fabric the colour is applied to, any mediating lenses or recording mediums, etc. If going for anything other than an unnaturally vibrant presentation, you will likely want to skew those official colour values towards your intended art direction effect. Aside from collecting official colours, you may also want to collect image references for the colours that you are trying to achieve. For instance, grabbing a bunch of screen captures of recent broadcasts of Leafs home games will depict the blue colour of the Leafs uniforms differently than the official RGB colour values. You can use tools like the built-in “Digital Color Meter” on a Mac to sample the colour values used in the photos. Use a large aperture size to average the values in a range of contiguous pixels at once. Furthermore, note what you are sampling (sweater shadow, helmet highlight, etc.) to get a sense of how those official colour value transform in an image. If using official colours, you will inevitably come across scenarios where it is unclear what the Sega MD / Genesis equivalent will be. In general, I would advise in always “rounding” colour values in the same direction for relative consistency, but in some case it may be desirable to have exceptions, when considering the overall colour palette of your ROM. Further to the last tip, you will inevitably also encounter scenarios where you will want to darken or lighten an official colour in order to depict shadows and highlights on a players uniform, or anti-alias a logo, etc. Again, I would advise to make these adjustments with relative consistently for a more immersive effect, but you will also want to consider your art direction etc. It can be helpful to understand that in real-life colours look less saturated than when shown on a back-lit display like a television. Furthermore, in real-life a medium tone colour will usually appear to de-saturate (towards black) as less light is applied to it, and conversely appear to saturate more heavily as more colour is applied to it. However, eventually when too much light is applied it, it will again appear to de-saturate (towards white). When watching a game on a screen, the colour-grading on the broadcast (as well as the colour grading on the display device) can sometimes diminish this effect by compensating with more saturation, particularly in shadows. I don’t recommend importing images into TileM and using using TileM to reduce or assign the colour palette, as it often does a mediocre job. I highly recommend defining the colour palette in TileM or Retro Graphics Toolkit or similar software, and then assigning those colours manually in software like Photoshop for much higher quality results. Hand coloured (and had-drawn) almost always looks better than auto-coloured or (auto-digitized.) Tools that I Don’t Use, but I Do Recommend EA NHL Specific EARE (Smoz’s “EA Rom Edit” utility) https://forum.nhl94.com/index.php?/topic/10443-eare-ea-rom-editor-for-nhl94/ Libre Office Calc (free spreadsheet software) https://www.libreoffice.org Microsoft Excel (more powerful spreadsheet software) https://www.microsoft.com/en-CA/microsoft-365/excel Tools that I Do Use EA NHL Specific NOSE (Wboy's “New Old Skool Edit” app) https://forum.nhl94.com/index.php?/topic/26368-nose-latest-version-download/ NHL Hockey Roster Tool (tool for quickly exporting / importing rosters too and form CSV) https://forum.nhl94.com/index.php?/topic/11779-tool-roster-extracterimporter-tool/ Smoz's Patch Applicator (quickly and easily apply some popular hacks and patches) https://forum.nhl94.com/index.php?/topic/12181-tool-hack-applicator-aka-smozrom/ Rosters, Lines, etc. Apple Numbers (any good Spreadsheet apps will do. Every one has some uniquely valuable tricks, but lack some functions that others have.) https://www.apple.com/numbers/ Table Capture (utterly invaluable browser plugin for scraping data) https://www.georgemike.com/tablecapture/ Text Sniper (useful for quickly grabbing any text / numeric / tabular data from a web page) https://www.textsniper.app Visuals Adobe Photoshop Desktop (Bitmap editing, Dithering, Image Comparison, Rasterization, and nearly anything image related) https://www.adobe.com/ca/products/photoshop.html Adobe Photoshop Tablet (manually drawing / editing dithering with a stylus.) https://www.adobe.com/ca/products/photoshop/ipad.html Apple’s Digital Color Meter https://support.apple.com/en-ca/guide/digital-color-meter/welcome/mac HivePal (Palette editor) https://www.romhacking.net/utilities/1182/ Retro Graphics Toolkit (Dithering, Palette editing, and other specialized tasks) https://github.com/ComputerNerd/Retro-Graphics-Toolkit/tree/master TileMolester 0.16 https://www.romhacking.net/utilities/109/ Coding, Testing, & Export AFS FIX CS MD 32X (checksum fixer) https://www.romhacking.net/utilities/1610/ Beyond Compare (file comparisons and more) https://www.scootersoftware.com I can’t stress this enough: I have personally found file comparison software an utterly invaluable tool. I use "Beyond Compare" almost as much as I use my HEX editor. This enables me to isolate mods, quickly change variables, search for things way more effectively, debug way faster, and do a much higher level of quality control. I’m still discovering new ways that it can speed things up. Genesis Plus GX (more accurate Genesis emulator) https://github.com/ekeeke/Genesis-Plus-GX Hex Fiend (any Hex Editor will do) https://hexfiend.com OpenEmu (best emulator choice if you are on a Mac) https://openemu.org MultiPatch (best patching utility if you are on a Mac) https://projects.sappharad.com/multipatch/ Sega Genesis Mega Drive ROM Analyzer (great for reviewing header info) https://www.romhacking.net/utilities/1344/ Sublime Text (any good text editor to edit TileMolester XML or similar files) https://www.sublimetext.com More Please! Got any advice, tips, tricks, or other insights that you're willing to share? Please leave a post below!
    8 points
  8. So as I said in the other post, I'm out the game on yearly updates, but I had some rom ideas I've been working on. This is the other one; an 'all-star' lineup for every team of players who have suited up for them between 1993 and today. For instance, I'm a Flyers fan, now I can roll out a starting lineup of Carter Hart, Eric Lindros, Claude Giroux, Eric Desjardins and Chris Pronger. Buffalo fans could play with LaFontaine, Mogilny, Hasek, and Dahlin, while the Rangers roll out Lundqvist, Leetch, Fox, Panarin, Messier and Jagr. Every team is competitive and can roll all-star lineups, and you can reach out across eras and play with many different fun lineups on the same team. Personally, when looking back across season, for me it's much more fun to choose a team and play with the stars you think of associated with that team rather than choose a random season's roster. I think this will be my personal 'go-to' rom, and maybe some of you will agree. Other notes: -When applicable, every team has their 90s logos, uniforms, and arena names -When applicable, every team has at least one player from their original NHL94 roster -Winnipeg and Phoenix/Arizona are not combined. In this rom, Arizona features players who played in the desert, and Winnipeg features players who played in Winnipeg regardless of franchise continuity. Sorry Atlanta, but you have fallen through the cracks of time in this ROM. -Players were selected for each team based on upon who were the best players to play for them, as well as players who may not have been stars but were long-time fixtures for the franchise. -Players are rated based on their peak performance years (more or less) for the franchise represented (Roenick in CHI > Roenick in PHX > Roenick in PHI) As with the 30th anniversary championship edition rom I just posted, this has not been exhaustively tested, so please feel free to leave suggestions or corrections, particularly regarding team/player ratings for balance! Otherwise, this has all the features of my other roms; weight bug, uniform sprite enhancement, graphic hacks on benches and ice lines, updated 3-star formula....etc. NHL 94 30th Anny - All-Stars.bin
    7 points
  9. Hy folks, just an FYI. I don't want to promise anything, but I've been finding time to get back on this project, and making lots of progress lately. There's no imminent release in sight, but I'm pushing things a long to get a '24 release out as soon as I can.
    7 points
  10. So another hockey season is upon us, and I'm 'out the game' on the yearly roster update treadmill, but a few months ago I had some ROM ideas that I've been picking at. Inspired by the Madden '93 Championship Edition, I decided to make a rom featuring the best season from each franchise between NHL 94's release in the fall of 1993 and up to today. Each team will have their roster, uniform, logo, etc... from the season chosen. I wanted to have a balance of teams from all eras, and decided upon the following team lineup: -Anaheim 2007, Cup champs, Giguere/Pronger/Niedermayer/Selanne/Getzlaf -Arizona 2012, Conf finalist, Smith/Yandle/Ekman-Larsson/Whitney -Boston 2011, Cup champs, Thomas/Chara/Bergeron/Marchand -Buffalo 2007, Conf finalist, Miller/Campbell/Vanek/Briere/Drury -Calgary 2004, Cup finalist, Kiprusoff/Iginla -Carolina 2006, Cup champs, Ward/Cole/Staal/Williams -Chicago 2013, Cup champs, Crawford/Keith/Hossa/Toews/Kane -Colorado 2001, Cup champs, Roy/Bourque/Blake/Forsberg/Sakic -Columbus 2019, Lost in 2nd round, Bobrovsky/Werenski/Panarin/Duchene -Dallas 1999, Cup champs, Belfour/Zubov/Hatcher/Modano/Hull -Detroit 1998, Cup champs, Lidstrom/Shanahan/Yzerman/Fedorov -Edmonton 2023, Lost in 2nd round, Ekholm/McDavid/Draisaitl -Florida 2023, Cup finalist, Tkachuk/Barkov -LA 2012, Cup champs, Quick/Doughty/Kopitar/Williams -Minnesota 2015, Lost in 2nd round, Suter/Parise/Koivu/Vanek -Montreal 1993, Cup champs, Roy/Desjardins/Muller/Damphousse -Nashville 2017, Cup finalist, Rinne/Josi/Subban/Forsberg -NJ 2003, Cup champs, Brodeur/Niedermayer/Stevens/Elias/Gomez -NYI 2020, Conf finalist, Lee/Barzal/Bailey -NYR 1994, Cup champs, Richter/Zubov/Leetch/Larmer/Messier/Kovalev -Ottawa 2007, Cup finalist, Redden/Alfredsson/Spezza/Heatley -Philly 1997, Cup finalist, Desjardins/Leclair/Lindros/Renberg -Pittsburgh 2017, Cup champs, Letang/Malkin/Crosby/Kessel -SJ 2010, Conf finalist, Nabokov/Boyle/Blake/Marleu/Thornton/Heatley -Seattle 2023, Lost in 2nd round, Dunn/McCann/Beniers -St Louis 2019, Cup champs, Pietrangelo/Parayko/O'Reilly/Tarasenko -Tampa Bay 2021, Vasilevskiy/Hedman/Point/Stamkos/Kucherov -Toronto 2023, lost in 2nd round, Reilly/Tavares/Matthews/Marner -Vancouver 1994, Cup finalist, Lumme/Brown/Linden/Bure -Vegas 2023, Cup champs, Pietrangelo/Marchessault/Eichel/Stone -Washington 2018, Cup champs, Holtby/Carlson/Ovechkin/Backstrom/Kuznetsov -Winnipeg 2018, Conf finalist, Hellebuyck/Byfuglien/Trouba/Laine/Scheifele/Wheeler This has not been exhaustively tested, so please feel free to leave suggestions or corrections, particularly regarding team/player ratings for balance! Otherwise, this has all the features of my other roms; weight bug, uniform sprite enhancement, graphic hacks on benches and ice lines, updated 3-star formula....etc. NHL 94 30th Anny - Championship Teams.bin
    7 points
  11. Hey all. I have finished my music patch and created an accompanying Excel Music Table Generator that will expedite the process for anyone looking to plug the songs into a ROM. I don't know if any of this is useful to anyone except me, but please feel free to use it if you want a more modern sound in your game. The music catalog has mostly stadium jams and a few pep/marching band songs just to accommodate my NCAA project, but also a feel references either to the original NHL 94, other video games (New Vegas and Undertale fans may find a surprise inside), and TV shows in NHL markets. The patch is compatible with any ROM and only updates the music notes, not the table because the location changes in different ROM sizes. There are 66 total songs added in, and only a few from the original game remain as the "tone" didn't match on many of the longer/more advanced songs. The Excel Spreadsheet has an input page you'll type songs in on, and then an output page that will spit out the hex combination for you to paste over your table. I recommend not leaving any song slots as "Random" if you're doing retro ROMs because I don't know how to control what that pool pulls from, and Kanye West or Metallica might throw off any 70s vibe you're going for. I don't plan on updating this any soon because it was a slog, but if there are bugs please let me know. Download here. v1.1 Updates I tried to live with it, but The Sopranos Theme midi was so bad. It's been replaced with some ABBA, and the spreadsheet had a new offset added for no music per discussion on Discord. Sean's NHL 94 Music Patch v1.1 Update.zip
    7 points
  12. New Genesis ROM for the 2023-24 World Juniors tournament in Gothenburg, Sweden. ROM includes all 10 teams participating in the tournament: Canada USA Sweden Finland Czechia Latvia Norway Slovakia Germany Switzerland This is a WBF ROM. The weightbug fix has been applied to this ROM as well as removing CB checks. Fat guys can hit little guys and little guys struggle to hit bigger guys. Only B checks and normal C checks are effective. All team advantages have been set to neutral Hot and Cold has been reduced (Similar to CDL) Increased Goalie range Decrease time to grab goalie control Player Cards have been updated to include most players on each team Rosters updated as of today's date. Unfortunately it can change until the first elimination game so it is what it is Jerseys, logos, banners all updated Home Selection screen updated to be the Scandanavium (Arena in Sweden for the tournament) https://www.goalzz.com/?stadium=6777 OFFICAL ROM: WorldJuniors_2024.bin Enjoy WorldJuniors_2024.bin
    6 points
  13. I feel very uncomfortable when people say kind things about me, so I will just say "thank-you." If I were handing out personal awards, I'd nominate @von Ozbourne for making me feel less crazy, and always being willing to help me try to figure out a vexxing problem. As for the official "bud of the year" I wish I could nominate all the Modders on the site. This past year has been *so* enjoyable, with folks like @Jkline3 sharing data he spent countless hours manually scraping from the web, @Drezz sharing a huge amount of sprite work with me, so that I didn't have to duplicate the effort for myself, @von Ozbourne sharing anything I ever ask for, and others who's name elude me at the moment. It's been a remarkably enjoyable year to mod '94, with an open collaborative spirit of sharing and support, and so many utterly fantastic mods, from @Sean's epic NCAA project, @Jkline3 & @von Ozbourne's fun Reverse Retro collaboration, @Drezz's immersive HNIC 1991 experience, and so many more. And I haven't even touched on all the breakthroughs that people have shared. I've only been around here a couple years, but from a modders perspective, this past year was *very* different from the year before because of all these fine folks sharing so much with eachother.
    6 points
  14. I know what you're probably thinking, "Didn't someone JUST do this one?"... The difference is that that one sat in my unfinished projects folder for about a year, this time around the season only wrapped up a week ago. Also helps not to have to do all the artwork from scratch If you haven't heard of Macklin Celebrini... you will. 46 goals and 40 assists in only 50 games as a 16-year old. Already the odds-on favorite to be drafted #1 overall in 2024. Once again, every player has their own photo. Updated playoff tree. New host this season, Ryan Sikes of USHL Puck Report. New broadcast partner for 2022-23, Flo Sports. Thanks again to @smozoma @slapshot67 @clockwise for paving the trail and @von Ozbourne @AdamCatalyst @Drezz and @Sean for keeping the lights on! 2023 USHL.bin
    6 points
  15. Started this one about a year ago and finally finished. For those unfamiliar, the USHL is the top junior league in the U.S. The main difference between the US/Canadian juniors is that 99% of USHL players go on to play NCAA D1 hockey. There were 57 USHL players selected in the 2022 NHL draft including 23 from the US National Team Development Program and 34 from other member clubs. Without further ado: 2023 #2 pick Adam Fantilli scored 37 / 37 in 54 games. 442 player photos: Full playoffs: Accurate center ice logos for the 2021-22 season. As always, thanks to @smozoma @slapshot67 @clockwise and all the fun new tricks made possible by @von Ozbourne @AdamCatalyst @Drezz and @Sean and anyone I may have inadvertently overlooked. 2022 USHL.bin
    6 points
  16. Hi all! I am new to the community, I have been registered for a couple of months although I have known this website for several years! I admire the work they do and the passion they have for this game. I discovered this game in 2005 when I had my SNES. In fact, with that cartridge I learned the rules of the game and became a fan of this sport (I love Flyers). Unfortunately here in Buenos Aires, Argentina, ice hockey is not popular, so much so that the only rink that exists in the country is in the southernmost city we have, Usuahía. But a couple of years ago I discovered by chance that Roller Hockey (Inline Hockey) is played in my city, so I decided to do a edited game with this league! I taken as base the game Ball Hockey from user TheTome. (love the grey rink he maked) and i edit all the teams, logos, rosters, uniforms and split screens. (the choice of the 3 stars of the match is imprecise, despite the fact that it is patched and I can't edit the title screen credits. If anyone knows how to modify them with TM, tell me, thanks!) LARH (Liga Argentina de Roller Hockey in spanish or Argentinian Roller Hockey League in English) It is a league divided into sub-divisions and into male and female categories. Made up of clubs and small "franchises". Obviously taking advantage of the great slot of teams that the game admits, I gathered a lot of teams in a single space. A curious detail, although there is a women's league, many men's teams are mixed, have female players and even in the men's league there is a team made up only of women (Metropolis). Maybe this will happen in other leagues, I don't know, but it caught my attention. Features: - 29 Teams of Men League (Elite, A, B and C leagues) - 1 Team of Women League (Punchers, last champion of the league) - The orange ball is replaced by an orange puck - 4 on 4 teams Download: LARH 23.bin Images:
    6 points
  17. Can't wait until next season to have the chance to play with Connor Bedard in 16-bit glory? Here's your chance to take control of some of the top draft prospects and future stars in the NHL. Uh-oh, is Bedard feeling the nerves? OT thriller! Also included is a playoff mode with (unplayable) Division I teams to round out the bracket: Thank you as always to @slapshot67 @clockwise @smozoma for their original resources. Apologies to anyone I've missed, it certainly wasn't intentional. Looking forward to incorporating some of the amazing new discoveries out there in future projects but I was too deep into this one already. Special thanks to @von Ozbourne for the original opening screen, Zamboni, NHL Network and three stars artwork from the Reverse Retro mod and for general "technical support" aka answering stupid questions. Enjoy! 2023 WJC.bin
    6 points
  18. Pull CPU Goalie earlier when losing Note: Thanks to @chaos & @smozoma for assisting with some 68K assembly knowledge sharing. Pull CPU Goalie earlier in the 3rd: Want to change how early the CPU pulls its goalie when losing? ROM Offset: (hex)0000F766-0000F767 Change: 00 3C to 00 96 The above change will pull the goalie with 2:30 remaining in the 3rd period. Pull CPU Goalie when losing by 1 goal instead of 2: You can also modify how many goals the CPU is losing by when the goalie gets pulled. **There is currently a bug in GENS where it will only pull the goalie if its equal to this value. See below patch by @smozoma to fix this. ROM Offset: (hex)0000F75F Change: 02 to 01 The above change will pull the goalie when losing by 1 goal instead of 2 goals.
    5 points
  19. Concept you should be familiar with ahead of time: * Hex values and a Hex Editor * Tile Molester * Basic Graphics (Tiles, palettes) There is an issue in NHL Hockey (sometimes referred here as "NHL'92") where the away team's sprite in the penalty box shows the home team colors on their socks. Essentially, there are two tiles that are using the home team palette but should be using the away team palette. The goal was to find out where this information was in the ROM and change it from home palette to away palette. The following is the process I used, in case this helps out others in the future. The first step I did was to find the actual tiles in the ROM that had the mistake. To do this, I used the GENS Emulator that has a nice VDP Sprite tool. Using this tool, I found the socks. The useful information here was that it was a 1x2 (08x16) tile, it was using palette ("Pal") 2 (which is really 3 since we start at 0) and that it had a horizontal flip (capital H on the flags). I dumped the image, which gives me the tile in a bmp format. So now I knew what the actual tile looked like, and my next step was to find it in the ROM. I opened up Tile Molester and created a test ROM. I loaded the Harford palette, which can be found using NOSE. You can browse through and try to eyeball until you find the matching tile. Instead, I made a copy of the tile in a test ROM by pasting the dumped tiles. NOTE: The colors for the white/gray didn't paste exactly right, so I had to double check and manually adjust. Once I had the tiles in my test ROM, I opened up the test ROM in HxD (my hex editor) and copied the first tile information. I then searched for those hex values in the regular ROM, and found the location of the actual tile at 74BDA. I went back into TM and went to that offset (still using Hartford home palette) This was very useful information to have, especially if I wanted to alter or redraw the sprites. However, I still needed to find the information in the ROM that instructed the game to use the home palette for these tiles and change that to away. I used the technique that @AdamCatalyst posted here Using this Journey idea, these tiles were 1D and 1E in the tile group that they were located in: Using the information from above, I knew it was a 1x2 tile group, the starting tile is likely to be 1D, it was using the home palette (4) and it had a horizontal flip (add x8xx). I decided to look for hex values of "481D". Read the information in Adam's post earlier if this is unclear. So doing a search for 481D, I found 6 instances! Each one was preceded with a 0100, which from my some previous knowledge on block sizes, meant a 1x2 block. Bytes Block Size 0F00 4x4 0E00 4x3 0D00 4x2 0C00 4x1 0B00 3x4 0A00 3x3 0900 3x2 0800 3x1 0700 2x4 0600 2x3 0500 2x2 0400 2x1 0300 1x4 0200 1x3 0100 1x2 0000 1x1 After that, I changed those bytes from 481D to 681D, ultimately confirming that the first 3 were the away team sprites that had to be changed, and the other 3 were the home team (which was using the correct palette). This particular fix put together a few pieces of information found on the forums. Many thanks to @wboy and @slapshot67 for all of their knowledge, and @AdamCatalyst's process that helped me tackle this particular puzzle.
    5 points
  20. NHL 94 SNES This post contain information about editing the SNES version of NHL 94'. Similar to the thread created on the GENS side, I thought I would try and get this going on the SNES side as well. I have also created a GITHUB repository (NHL 94' SNESVault), that contains a disassembled version of NHL 94' for SNES. The goal is to have the GITHUB repository contain all the documentation and code for the SNES version of NHL 94' Last update Last Update 2.26.2024 SNES 94' Editors SNES 94' Editor [Team / Player editor] @statto nhl94e [NHL 94' Player name & stats editor / Import new Player profile images] @haydenkale SNES 94' Tools SNES 94' Hacks Tool [Apply all available hacks to an existing ROM] @McMarkis SNES 94' Roster Tool [Export/Import Rosters to/from csv files ] @chaos SNES 94 Player Card Updater (PCU) [Updates all player profiles in a SNES '94 ROM] @chaos SNES 94' Bug Fixes [None Yet] SNES 94' Hacks Enable Hidden "30 Second" Periods @McMarkis Enable 1 Minute Penalties @McMarkis Enable Defense Control [Slight modification to the Defense Control with some bonus content] @McMarkis original by @smozoma Pull CPU Goalie earlier when losing [Pull the goalie earlier and decide by how many goals] @McMarkis Real Time Clock [Enable period and penalty durations to correspond with actual real-world time.] @McMarkis original: @Brodeur30 @kingraph Manual Pull Goalie [Use the L+R Trigger to pull the goalie] @McMarkis Disable Interference Penalty [While keeping all other penalties ON] @McMarkis SNES 94' Graphics Decompress2 [Extract/Decompress Player Profile Images from SNES 94' rom] SNES 94' Audio & Music [TO DO] SNES 94' Game Genie Codes [TO DO] Tutorials ROM Hacking School for SNES 94' How to pull the files from the GITHUB repository SNES 94' Roms Older [SNES ROMS] Xstioph's Corner [ROMS by the original HEX GOAT] @Xstioph SNES Debug Emulators MESEN2 [SNES emulator with excellent debug tools] BSNES-Plus [SNES emulator with great debug tools] Geiger’s snes9x [SNES emulator with good debug tools] no$sns [SNES emulator with good debug tools] vSNES [Old tool used more for graphics save state debug] SNES 65c816 (Assembly) Info 65c816 [Opcodes for Super Nintendo] SNES 65c816 Tools ASAR [SNES assembler / ROM patcher] DiztinGUIsh [SNES disassembler & trace log capture tool.] LunarAddress [SNES Address Conversion from SNES to PC location] Coding Tools VS Code [Multi OS tool used to edit the disassembled SNES NHL 94' ASM files] HxD [Windows based Hex editor for editing a compiled SNES rom] Beyond Compare [Multi OS tool used to compare files for changes/differences] F.A.Q What is GITHUB
    5 points
  21. How-To: Edit the Rink, Sideboards, & More (NHL '94) This thread collects the invaluable insights posted by @Drezz, @Jkline3, @kingraph, @smozoma, @von Ozbourne, @wboy, and others. My goal here is to aggregate some of this information, and present it in a user friendly manner. Furthermore, I would encourage anyone to post their own tips and tricks below, and I will do my best to cross-reference them to this first post, or incorporate them into the Tutorial when I find time. I’ve separated information into multiple posts, which are indexed below. Index Basics. Intermediate. Advanced. Tips, Tricks, & Resources.
    5 points
  22. So... try being with someone for 24 years and do the same thing. Me: "Hey, you still haven't played my ROM! Do you wa- Her: "F@#$ off, A Million Little Things is on. Be quiet" THAT'S AMO-REEEEEEEE
    5 points
  23. So I messed around with this a bit further and figured out a few things. I managed to edit together 2 midi tracks to make a custom HNIC theme from the 90s. I used MixPad and altered notes etc to sound similar to the track, then I went to work changing the notes to a single instrument. From there, I exported a midi track and ran it using smoz' python script. Because there were multiple notes playing at the same time throughout the track (like chords), THAT is how you can cheat and have multiple instruments at once. The thing is, trying to separate them according to tone is super difficult. The EASY way to do it is to simply assign an instrument to a pitch range. It's not 100% foolproof but it's pretty good. As you can see in the image above, any note played in the '40' range from column D was assigned channel 0 (90/80). Every pitch with values in the 50s got channel 1 (91/81) and so on and so forth. I ended up with 6 channels and used 3 instruments. Channel 0 = 0B Channel 1 = 08 Channel 2 = 04 Channel 3 = 0B Channel 6 = 08 Channel 7 = 0B I wanted more of a brassy sound because of the horns in the actual track and the 0B chorus synth worked fairly well, with 08 having some decent single sound reverb. HNIC-2.mp4 If you notice, I figured out how to get the song to loop. At the end of the original NHL94 theme is a 10 byte footer(?) that I pasted at the end of the midi information I put in from smoz' script. It looks like this: If you copy the highlighted part and slap it at the end of your track, it should loop, regardless of what comes after it. We're getting there... the sound barrier has been breached LOL
    5 points
  24. Pull CPU Goalie when losing by 1 to N goals Triple-team job (McMarkis, chaos, and me) on Discord to solve the number of goals bug. I ran a trace in the emulator tonight and I think this should work: ROM Offset: 0000 F758 Change: 6B to 63 (BMI to BLS) ROM Offset: 0000 F760 Change: 66 to 62 (BNE to BHI) ROM Offset: 0000 F75F Change: 02 to 0N Note: N is the max number of goals to pull the goalie on. Example: Set to 03 for the goalie to be pulled when down 1,2, or 3 goals. For how it works, here is the code: ================================================================================ OLD - Only pulls goalie if goal differential is exactly 2. The code is run twice, swapping the teams the second time. -------------------------------------------------------------------------------- 00:F750 30 29 MOVE.W $000C(A1),D0 ; D0 = "Score of one of the teams" 00:F754 90 6A SUB.W $000C(A2),D0 ; D0 = D0 - "Score of the other team" 00:F758 6B 00 BMI #$5D0A [01:5464] ; Abort if D0 < 0 (don't pull goalie) ; Continue if D0 >=0 00:F75C B0 7C CMP.W #$0002,D0 ; Bits = D0 minus 2 00:F760 66 00 BNE #$5D02 [01:5464] ; Abort if D0 != 2 (don't pull goalie) ; Continue if D0 == 2 ================================================================================ ================================================================================ NEW - Pull goalie if goal differential is >0 and <=2. (Still runs twice with the teams swapped) -------------------------------------------------------------------------------- 00:F750 30 29 MOVE.W $000C(A1),D0 ; D0 = "Score of one of the teams" 00:F754 90 6A SUB.W $000C(A2),D0 ; D0 = D0 - "Score of the other team" 00:F758 63 00 BLS #$5D0A [01:5464] ; Abort if D0 <= 0 (don't pull goalie) ; Continue if D0 >0 00:F75C B0 7C CMP.W #$0002,D0 ; Bits = D0 minus 2 00:F760 62 00 BHI #$5D02 [01:5464] ; Abort if D0 > 2 (don't pull goalie) ; Continue if D0 <= 2 ================================================================================ How to read an instruction: 00:F750 30 29 MOVE.W $000C(A1),D0 ; D0 = "Score of one of the teams" ; stuff after a semicolon is a "comment" not code ^^:^^^^ ; address in ROM file ^^ ^^ ; instruction hex code ^^^^^^ ; instruction human-readable name ^^^^^^^^^^^^^ ; instruction parameters ; "D0" is "Data Register 0" (a place to store temporary calulation values)
    4 points
  25. Update v2.3 on the main page. There were a litany of small errors as to how I rate defence man in the previous release (2.2). While I doubt anyone would notice, I pulled it regardless. Aside from the ratings fix, I also fixed a long-standing error I just found out about yesterday. In other news, v3.0 is well in progress. I will be re-rating every single player from scratch, again, for the umpteenth time, as I've updated my gameplay model. Skating will be a bit slower. Overall slightly more realistic. If there is any interest, I may also bring back the "arcade mode" patch for those who want a less realistic more classic experience. Leave me a note if any variation patches interest you.
    4 points
  26. I struggled to figure out how to get it down from nearly four full palettes to three. I did everything but bash my head against a wall to get it down to three palettes, and even then I cheated by changing that one, single use coloured pixel. If anyone can figure out how to get this down to two palettes, I would *LOVE* to see how! As a random aside, I changed the colour of two pixels in my personal version (not the one I posted) because I believe they were mistakes. I instead used the colours that I believe the original author intended. Later on, I went back and converted both my revision and the original to grayscale, and ran a comparison. The two pixels that I changed were 100% identical in grayscale / tonal value to the colour included in the original. And I mean that literally, mathematically, 100% identical in tone. I believe that an automated tool was used to break up larger images into tiles, that sometimes mismatched across tiles, by only, or weighting tonal values over hue. I recall having similar issues when using tools to compress graphics in the mid to late 90's, where available algorithms didn't always maintain global palette values correctly when breaking an image into tiles and reducing it's palette. And because this image has numerous unused colours in its palette, it makes me wonder if it was initially too complex, and had its palette reduced while in production. I have seen similar "errors" in the ROM where I believe that an algorithm incorrectly converted a colour to mismatch the same colour in a related tile. Of course, I can't prove this, but that pattern I've noticed is that: It seems to happen more often in low tonal value (darker) colours. When it happens with medium or higher tonal value (lighter) colours, it is almost always in a very low frequency colour, like the single pixel that uses it's own colour in the High Score Production image. In case anyone is still reading, here is what I mean… 1. Check the bottom right area of the sphere. There are two blue/purple pixels that seem out of place. The excerpt on the right depicts four tiles. The "issue" is right near the middle, which is actually the first and second pixel in that particular tile. 2. Based on the tonal value of those pixels, it would have been more likely that the artist intended the light blue to be yellow, and the purple to be the medium brown colour, as below. 3. Now if we take both of those excerpts, and convert them to grayscale, which approximates how an algorithm would assess the colours tonal value, we get this: 4. They look 100% identical in that area. If we run it through comparison software below, it confirms that the original and my revision are 100% identical in numeric values in that area. (I purposely left an error in the bottom right area of the image, so you could see that my software picked up the false positive.) Of course, I might be wrong. Perhaps all this is a post-hoc rationalization for a mental disorder where I felt the need to change two pixels on a title screen that no-one really looks at, in an old game with a niche audience, and then write about it publicly. I am open to your diagnosis.
    4 points
  27. Something like this gets posted every year. Nothing ever happens, because the hardest part is starting. So I recommend that if you'd like this to happen, get something basic working, put it on github with some instructions for building and running the code, and then people will want to help.
    4 points
  28. tldr; new version 2.0 available on the main page! The long version… I've never liked how the bench areas were designed in the original ROMs. I always thought it was the weakest aspect of the rink design, and I particularly disliked how the two benches exits funnelled into eachother, sort of like an even more awkward version of Maple Leafs Gardens. The benches and their exits had to be separated in my mind. I decided to draw up a new design last spring, and worked out most of the details and logistics. I really liked the new design, but was hesitant to do it, because it was such a big change. My goal has been to remaster the original, not remix it, but this was a remix. A part of me really wanted to make this change, because it would put my own obvious stamp on the game's visual design, much more prominent than the cumulative tiny changes I've made everywhere. At the same time, I questioned indulging my own ego like this. I decided I would have to code it, test it, and see. If I wasn't sure I would send it out to others for their feedback. When I finally got around to coding it, two things became clear. Before it was even finished, I could tell that I loved the new design, and I didn't need anyone else's opinion. Secondly, I couldn't complete the work until I figured out how to relocate crowd animation. And I couldn't figure this out. After banging my head against the wall for at least a couple of days, it occurred to me that I should reach out to the community for help. Within one day @Jkline3 and @von Ozbourne had chipped in with advice, the latter of which cracked the problem wide open for me. Then the remaining pieces were solved by @kingraph pointing to some of his previous research. I can't imagine how long it would have taken me to figure out this stuff, if I could even do it. This version is dedicated to these three guys, who selflessly chipped in their advice and knowledge and notes. So if you don't like what I did to the bench area design… feel free to blame them. In my original Bench Area re-design, I had included a box like area between the benches with an ice-side commentator. I coded this and was in the process of animating the commentator when I realized that it wasn't working for me. It was too modern. And the commentator really stood out, being so close to the ice. I had to go back to the drawing board, and decided it would make more sense to put in a simple plexiglass divider between the two teams benches, something that would have been both appropriate in '94, and consistent with the level of detail in the existing art direction. And this serendipitously, took up exactly the amount of Rink tiles that I had left in the ROM. The only issue was that there seemed to be a bit too much space around the plexiglass, but I could fill that in later… As I was adding a small animation onto the coaches to better integrate them into the scene, I noticed something. In the original the last player on the bench had some complex animation involving placing one arm at a time on the boards, before yelling. But in the template I had started with, someone else had deleted all of that bench players animation tiles, and re-used some of them for the back-up goalie animation. That's when I realized, I could (1) fill-in the extra grey floor space by (2) restoring the deleted player, and all of his original animation, and (3) re-structure the animation and tile sets so that I could also keep the backup goaltender on the bench as well! This proved to be, BY FAR, the most difficult aspect of this bench renovation job. I'm extremely proud of the work I did here, as I was able to make my additions, while also restoring elements that had been excluded from 32-team ROMs. Moving forward, I don't think I will ever do anything so brash to the graphical presentation again. This was my one big indulgence, to fix the bench design I always hated. It's not a sign of things to come, but more of a finishing touch on the hundreds of more subtle graphic tweaks to the rink that I had been making. I sincerely hope that you enjoy it as well. So what is next? Gameplay. I'm not happy with how it is playing. I've only made very minor changes to the gameplay since v.22.6.0, but I am now going to blow-up that progress, and try rebuilding it from scratch to see what happens. I can't promise that it will objectively be better. I can't even promise that it will be noticeably different. It's a complex and very mysterious system to me. I can only promise that I will try. Thanks for reading, thanks playing. Looking forward to your feedback. Wishing you all a safe and happy holidays. cheers, -Adam
    4 points
  29. This is great because it had a pattern that could be followed for the earlier games and it actually worked. If anyone is interested, the locations for adding the "Hidden fourth option" are: NHL HOCKEY [92] ROM Offset: (hex)0000E855 Change: 03 to 04 EA HOCKEY [92] ROM Offset: (hex)0000E46F Change: 03 to 04 NHLPA'93 [30 & 32 Team Versions] ROM Offset: (hex)00013D33 Change: 03 to 04 NHLPA'93 [Original Version] ROM Offset looks like it should be (hex)00013D1B as this follows the same configuration as the other games, however changing 03 to 04 there just seems to freeze the game before the animated EASN logo screen loads. Sadly, while it looked like the pattern held true into NHL'95 as far as finding a block of text that looked like the other games, changing this value did not appear to do anything, let alone activating the secret 30-second period option. NHL'96 - '98 did not however, keep the pattern intact, so there was not really anything to test yet. Extra curricular reading: Instead of changing the 03 to an 04, get crazy and try an 05! This didn't crash the game, but led to some "interesting" consequences. By my count "J" turned out to be the 27th number in the alphabet. So a period length set to an "Off, but fighting is okay" number of minutes ends up being 276:36 in length. Which may not be a threat to the 261 hours played in the world record hockey game, it's already almost 2.5 times the length of the longest NHL game. And you still have to multiply that by three. Just hope that after playing just shy of 830 minutes, you don't have a tie game.
    4 points
  30. Yeah I'm curious about the process... What kind of image adjustments you make before putting them in... Saturation and contrast boosts? Then dither with a predefined palette in photoshop? To start, Many thanks. To be honest, I was actually messing around with the idea of colour photos last year, but the team photographers were so inconsistent with the lighting and colour adjustments that it was just not worth the effort. This year however, they did a much better job of being at least in the same vicinity tonally, even if some teams would have a different fill light here or there or end up with a less vibrant set of images. But, it was all close enough that it seemed worth revisiting. Still wasn't sure though until I actually made that Dave Reid image. I'd gotten it ready for index colouring by setting a custom palette with all eight of the default grey tones and limiting the image to 16 colours and found that it was able to give me that image using only five skin tones. Emboldened with this knowledge, I tried an assortment of player photos using those same five tones and white, black and mid grey and it actually looked nice. As for what I had to do to the photos, given that they were so close to start, I was able to set up some photoshop actions to bump the vibrancy and contrast and brightness just a little bit before converting to eight colour index. I actually find that vibrancy works better for me than saturation and combined with a subtle brightening with probably a maxed out contrast and after going through the cropping and resizing, probably about 2/3 of them were good enough already. For some of the duller, darker, washed out players, I did go back and add some preset vibrancy, brightness/contrast adjustments, and that took care of a good chunk more so I think maybe only 10% of the total pictures actually required some manual attention. And even in these cases It was a lot of just going back to those vibrancy and contrast settings. In the more extreme cases, I would use dodge and burn to darken some forehead glare if the flash was too hot or darken the mid tones around areas like the nose or jaw to increase the contrast in just those areas. In some cases I ended up using layers, where I would overlay a copy of the image but with the layer properties changed to "soft light" or "overlay", occasionally in tandem with masking off areas so only certain features were adjusted. And then usually the top layer was a copy of the original but the layer property set to "colour" in order to preserve the original tones. This mind you is only in the extreme cases luckily so I didn't need to do this too many times. And luckily I didn't have to worry about too many bubble players who missed picture day this time, so trying to match a kid's junior photo to everyone else, wasn't an big issue. Anyway, armed with these tools, while constantly switching to the index colours I settled on after each adjustment, allowed me to see what was going to work in game. I did however restart about a third of the way through due to a change in direction with the dithering. [interesting you both touch on that in a way] I originally settled on a 30% dithering effect since it was subtle enough with the small images, but then I realized that I still didn't so much like it when it was up-scaled as it looked too "retro computery" rather than staying true to what old-school console game art looked like. To me anyway. So I bumped it down to 10% and that's what you see there. Sorry if this is getting long winded, but I guess the takeaway is that luckily the source images were very consistent this year, otherwise I probably would have just settled on black and white again. But since setting up a few automated batch actions was able accomplish what I needed for the majority of the pictures, I didn't feel like I was wasting my time on a foolish idea this year. Hopefully the team photographers do me a favour and keep this up next year.
    4 points
  31. Alright, Columbo has finally left the room, so it's time I put this one out before he comes back. As I was literally just informed that Vegas beat Florida four games to one yesterday, I am compelled to think back on some recent playoff games that I was much more interested in and the game that was released to commemorate it. Presenting: While not involved in any current-gen release of the popular franchise, Team 1920 is back at it with another 16-bit, '94-esc retro replay edition. In keeping with the IIHF trend of not highlighting one particular cover athlete, unlike the NHL counterparts, this time around we get this guy? Who appears to be some amalgamation of celebratory player that was used in the promotional art for the World Championships prior to any country naming any player on their roster [which makes sense when you put it that way]. Extending the motif to the opening splash screens, I am curious what EA thinks of the Finnish-blue-to-Latvian-maroon gradient. Team 1920 continues the tradition of adapting their logo to the tournament artwork, this time with the motto to promote the first post-lockdown tournament. Using this year's retro NHL menu screen as a base, the artwork is updated with the country flags and long time main sponsor Skoda's logo at center ice. The jersey logos and banners get a new look as well. If you are slow to pick your team, the main menu logos will make way for the roster names and photos, scrolling through the entire team to remind you who made the team and help you choose what country you'd like to play as. TSN studio presenter Laura Daikin lends her likeness to this one with some fun pre-game commentary. It should be noted that Daikin was TSN's main studio presenter for both the Men's and Women's World Championships. [foreshadowing?] The pre-game menu reminds you that Skoda is the main sponsor and gets in there again, along with EA this time, as you get ready to start playing. TSN gets their name out there too as the presentation continues to add up as we finally get to the first drop of the puck. And we catch our first glimpse of Skoda's giant green center ice logo from Tampere and Riga. Eagle eyed players might notice that the ref got a couple updates to his a puck dropping animation when compared to the original Genesis classic. The nets seemed to get a bit of a tweaking as well. The IIHF logos get carried through to new player cards screens where all something-hundred-and-something players get their own individual player photos and no Skoda logos. I've heard of issues with crashing when using this feature, but I've not seen any problem with this in this game. From the game menu, you can also see scores from other games around the federation, presented by TSN's Sportscentre. While the players are organized in numerical order and divided by traditional forward and defence roles, it should be noted that all players are available to be assigned any position. Use this feature for your 4-1 powerplay, or clog up the ice with four d-men to try to keep the score respectable for your outmatched Kazakhs or Hungarians. Just showing off some more team logos to balance the images out, but this is also a good example of the updated logo on the watermark. The main draw on this game is the Tournament Playoff mode. Every team "should" be able to face off against every other team in the Top Division, although I've noticed some laziness with the RNG that determines the first round match-ups. Regardless of who you play as/against, winners are rewarded with hoisting the World Championship trophy and likely a star of the game or three. Not much else to say about this one. The game play is pretty recognizable if you've played '94 before. You may notice that some of the lower ranked teams are a bit tougher to win with due to the lesser speed and skill to work with, but there is a notable gradient between the higher and lower rated players. 8-bits out of 10. Give it a try IIHF 2023 V1.1.bin Oh yeah. Just one more thing... Should mention the special edition feature. While this may look like the home and away logos show up differently, it's actually a matter of this game really being two in one.
    4 points
  32. Since the majority of my projects don't use NHL teams I've been trying to come up with a more detailed list of the songs available. As awesome as a random Brass Bonanza appearance may be, it doesn't always fit the particular ROM. Although most of the tunes sound very familiar (possibly from playing this game far too many times to count) it's been difficult for me to attach names to them when thinking of them in terms of hex code. I reached out directly to Dieter Ruehle who was kind enough to try and identify several for me. After Shazaam failed miserably I then did what any self respecting middle ager does and headed over to YouTube to try and find similar clips. I came across the video below which was really helpful putting a name to a certain tune. The organist, Tony Ouradnik, was kind enough to take the mp3 zip file of the songs from NHL'94 and not only update my notes and the working list from here but also to identify the starting chords and creatively name some of the common tunes to differentiate them from one another. Type Hex MUSIC # Description Music 30 NHL94_music_001 Go Team Go [E-flat] (BOS) Music 31 NHL94_music_002 Here We Go [E-flat] (BOS) Music 32 NHL94_music_003 Charge [E-flat] (BOS) Music 33 NHL94_music_004 Rally Time [F] (BUF) Music 34 NHL94_music_005 Sabre Dance (BUF) Music 35 NHL94_music_006 O'Malley's Steps [G] (CGY) Music 36 NHL94_music_007 Kalinka [Em] (CGY) Music 37 NHL94_music_008 You Say It's Your Birthday {Claps} (CGY) Music 38 NHL94_music_009 Here Come the Hawks (CHI) Music 39 NHL94_music_010 Gypsy Spain [G, rising] (CHI) Music 3A NHL94_music_011 Las Chiapanecas {Mexican Hat Dance} [C] (CHI) Music 3B NHL94_music_012 La Raspa [C] (DET) Music 3C NHL94_music_013 O'Malleys Steps / Charge [C] (DET) Music 3D NHL94_music_014 Las Chiapanecas {Mexican Hat Dance} [F] (DET) Music 3E NHL94_music_015 O'Malleys Steps [F] (EDM) Music 3F NHL94_music_016 Here We Go [C] (EDM) Music 40 NHL94_music_017 Brass Bonanza (HFD) Music 41 NHL94_music_018 Let's Go [C] (HFD) Music 42 NHL94_music_019 William Tell Overture (HFD) Music 43 NHL94_music_020 O'Malley's Steps [C] (LA) Music 44 NHL94_music_021 You Say It's Your Birthday (LA) Music 45 NHL94_music_022 Las Chiapanecas {Mexican Hat Dance} [G] (LA) Music 46 NHL94_music_023 Go Team Go [C] (LA) Music 47 NHL94_music_024 Rally Time [C] (NYI) Music 48 NHL94_music_025 Charge [B-flat only] (NYI) Music 49 NHL94_music_026 ?Islanders? / Charge [B-flat] (NYI) Music 4A NHL94_music_027 Here We Go [G] (DAL) Music 4B NHL94_music_028 Charge [C] (DAL) Music 4C NHL94_music_029 Let's Go Claps [C only] (MTL) Music 4D NHL94_music_030 Halte la Les Canadiens sont la (MTL) Music 4E NHL94_music_031 Gypsy Spain [E] (MTL) Music 4F NHL94_music_032 O'Malley's Steps [F] (MTL) Music 50 NHL94_music_033 Let's Go [F] (NJ) Music 51 NHL94_music_034 Buildup [C] (NJ) Music 52 NHL94_music_035 La Raspa [F] (NJ) Music 53 NHL94_music_036 Let's Go [F] {Shorter} (NYR, ASE, ASW) Music 54 NHL94_music_037 Here We Go [C] {Slower} (NYR, ASE, ASW) Music 55 NHL94_music_038 Charge [C] {Slower} (NYR) Music 56 NHL94_music_039 Let's Go [C] {Alternate} (PHI) Music 57 NHL94_music_040 Buildup [F] (PHI) Music 58 NHL94_music_041 Zorba the Greek / Charge [C] (PHI) Music 59 NHL94_music_042 O'Malley's Steps [G] {Faster} (PIT) Music 5A NHL94_music_043 Defense [C] (all but CGY, PHI and SJ) Music 5B NHL94_music_044 Let's Go / Rally Time [G] (PIT) Music 5C NHL94_music_045 What Do You Do With A Drunken Sailor? (PIT) Music 5D NHL94_music_046 Let's Go Claps [C] (QUE) Music 5E NHL94_music_047 Kalinka [Em] {Alternate} (QUE) Music 5F NHL94_music_048 Charge [C] (SJ) Music 60 NHL94_music_049 Jaws Theme (SJ) Music 61 NHL94_music_050 Let's Go Claps [F] (SJ) Music 62 NHL94_music_051 Go Team Go [C] (Longer) Music 63 NHL94_music_052 Blue Danube Waltz [C] (SJ) Music 64 NHL94_music_053 Buildup / Charge [F only] (SJ) Music 65 NHL94_music_054 Hava Nagila (CHI, SJ) Music 66 NHL94_music_055 Tarantella Napoletana [Cm] / O'Malley's Steps [F] Music 67 NHL94_music_056 When the Saints Go Marching In [C] (STL) Music 68 NHL94_music_057 Buildup / O'Malley's Steps [F] (STL) Music 69 NHL94_music_058 Let's Go Claps [C] {Alternate} (STL) Music 6A NHL94_music_059 Here We Go [F] (TB) Music 6B NHL94_music_060 Cavalry Charge [C] (TB) Music 6C NHL94_music_061 O'Malley's Steps [C] {Slower} (TOR) Music 6D NHL94_music_062 ?Quick Buildup? [F] (TOR) Music 6E NHL94_music_063 Let's Go Claps [C] {Shorter} (VAN) Music 6F NHL94_music_064 Buildup [D-flat] (VAN) Music 70 NHL94_music_065 Charge Fanfare [C] (VAN) Music 71 NHL94_music_066 O'Malley's Steps [F] {Alternate} (WSH) Music 72 NHL94_music_067 Go Team Go [C] {Alternate} Music 73 NHL94_music_068 Rally Time [F] {Alternate} (WSH) Music 74 NHL94_music_069 Charge / O'Malley's Steps [F] (WSH) Music 75 NHL94_music_070 O'Malley's Steps [G] {Alternate} (ANA, FLA, OTT, WPG) Music 76 NHL94_music_071 Gypsy Spain [E] / Charge [F-sharp] (ANA, FLA, OTT, WPG) Music 77 NHL94_music_072 Rally Time [F] {Longer} (ANA, FLA, OTT, WPG)
    4 points
  33. How-to: Change the Colour Palette for the Puck & more (NHL '94) The Journey I couldn't stop thinking about this. I obsessed over the code for a few hours and eventually got too frustrated, so I went for a short walk. When I sat back down I looked at my notes again, and it hit me… Assume, for arguments sake, that the puck tiles are referenced using a 16 column grid, and similar syntax to the other major tile groups. Seeing as the puck tiles are amidst the sprite tiles, let's assume that the very first sprite tile is x000. Counting from this registration point, that would mean that the code that references the puck tiles, would likely be specified as "02F5" to "02FC." Doing a search for "02F5" yields only two results, and the first result is followed by "02F6," six-bytes later, and then "02F7" six-bytes, after that, etc. The next two bytes after these potential tile references are either "0000" or "0800". If you don't know what this means, read this post to understand. There's more here than just the puck. I believe that using this logic to navigate this section of code has untapped potential to modify some previously out of reach elements. So far, the quick tests I've done have seemed to support that notion. I make no claims that this is complete, but I have the elusive "Home Team Colour" puck seemingly working right now. I'll leave the rest up to whoever can take on the next leg of the journey. I'm done my quest for now. Home Team Coloured Puck 0xA1670 00 to 40 0xA1678 00 to 40 0xA1680 00 to 40 0xA1688 08 to 48 0xA1690 00 to 40 0xA1698 00 to 40 0xA16A0 08 to 48 0xA16A8 08 to 48 0xA16B0 08 to 48 0xA16B8 08 to 48 Resources If you don't understand what this code is doing, check out this post which will teach you the basics, and so much more.
    4 points
  34. OK, so the other night, my fiancee and I are sitting on the couch, trying to figure out what to do… Me: "Hey, you still haven't played my NHL ROM! Do you want to give it a try now?" Her: "Sure!" Me: "Do you want to play as teammates or against eachother. I suggest we play as…" Her: "NO! I want to play against you." Me. "OK, what team do you want? I suggest Edmonton. Playing as McDavid is…" Her: "I need to check out their uniforms first." She goes on her laptop, presumably to Google images, and suddenly exclaims: Her: "Philadelphia!!! I love the black and orange, it looks so cool!" Me: "Really? You should check out Anaheim, they have more black on the uniforms, you might like that." Her: "No! They look cheap and tacky." So I get it set it up on the TV, she is PHI at home (I'm ANA), and when the opening face-off screen comes up, she starts exclaiming again. Her: "NO! The Philadelphia uniforms are wrong! They should be BLACK! I don't like this!" Me: "OH! You saw their third jerseys! Right. Sorry honey, I only used the standard jerseys in my ROM." Her: "You should add in the third jerseys too!" Me: Slaps forehead. After the puck drop, I quickly discovered that me taking Anaheim was a bad idea. The colours were too similar to Philly for her, and she kept getting confused. She eventually found her niche being the goaltender as much as possible. However, despite my numerous explanations, she couldn't understand why she kept getting a whistle when she tried to skate with puck up the ice with her goalie, After our 5-minute scrimmage she agrees to play as teammates with Edmonton. It was fun. The highlight was setting her up for a one-timer that went in. I was more excited than her! Unfortunately we still lost. She finally understood that she had to pass it as the goalie in order to avoid the whistle. This led to countless own goals, as she would frantically pass it into her net. It's hard to defend against that. Tonight I'll show her your latest ROMs. I look forward to her telling me how much she likes these ones better, and how you "get it" about the uniforms.
    4 points
  35. Well, it's Playoff Time. There's a bit of a surprise rolled into this one as it's a two-for-one. For those of you who prefer the look of the regular uniforms. Other changes present in this/these edition[s] include: Regular logos for the '94 Edition An evolution of the watermarked backgrounds. Original Changed for the Trade Deadline version. Playoff Edition mixing the old and new. And a few other slight changes like new ref face off animation. Not as many as for the Trade Deadline Edition, but few new players made the cut. New lines accurate to the first few games of the Playoffs, or in the case of teams that didn't make it, some changes as per final regular season rosters. Updated original post as well. NHL2023 RR94 Playoffs Ed [v3].bin NHL2023 94 Edition PO [v3].bin
    4 points
  36. How-To Edit the Rink & Sideboards 4. Tips, Tricks, & Resources Work Flow Templates & More Here is a robust set of PNGs and Photoshop compatible files to get you started. You can update these Photoshop files with your own Layout and Tile Sets, giving you an ongoing reference. I highly recommend that you try using these. NHL 94 - Rink & Sideboards - Resources - v1.1 2023 04 21.7z Work in The Matrix If you set your Hex Editor to be showing 48 columns of 2 bytes groupings (4 digits) at a time, you will be able to more easily navigate the layout in the code. Look at this example below, showing the Instant Replay Overlay, and its Tile Map. In the code you can actually see the cluster of values where the controller overlay appears on the screen. If 48 is too many columns for you, even setting your Hex Editor to 24 or 12 columns wide can still make is easier to navigate. Specific Areas The Bottom of the Rink If you decide to edit the area in the Rink below the bottom net in the Rink, note that some of these tiles are specified as Overlays, so that the Glass & Boards overlap the player Sprites. If you are drawing or editing this area (perhaps adding a Trapezoid line), you will likely have to specify that some Tiles as Backgrounds and some tiles as Overlays in order for it to look right. Centre Ice Logo The centre ice logo can be rotated, see @Jkline3 Rotating Centre Ice Logo thread for more details. You can go further than that… Check out @Jkline3 post below where he shares these Centre Ice Logo Customization Tips with visual examples. Instant Replay Reverse View The Instant Replay Reverse View uses a different Tile Set from the regular Rink view. While most of these tiles are the same, many are relocated to different addresses, some have been modified, and some don't exist at all. If you do want to keep the Reverse view up-to-date as you modify the Rink, I highly recommend taking the time to make your Regular & Reverse Rink Tile Sets as identical as possible, with the differences being in the Tile Map code. This is a big time investment at first, but in the long run, it has made maintaining consistency between these two views trivially easy for me. Colour Considerations Most of the game is coloured using the first two available palettes, seen on the ice and in the audience respectively. But the Home and Visitor colour palettes can be used in place of them, to all kinds of interesting effects. From @von Ozbourne's posts below: In the proof of concept above, note how the background for the menu shifts when a new team is selected. More Tiles Please Eventually you will get to a point where you will need to free up some more tiles in order achieve your creative goals. There are a few tiles that you can replace with others, without having an obviously negative effect. There are far more tiles that you could re-claim if you creatively revise some sections of the layout. I highly recommend downloading a bunch of other people's ROM mods, and checking out their Tile Maps to get a sense of what can be changed. There are countless approaches and great ideas out there. Below are some examples from my ROMs. Top & Bottom of the Rink Below are excerpts from the top and bottom of the rink, with some suggested tiles that you can free up. On the Left, note the horizontal seam running through the glass. You can remove the tiles used for this seam (along with a unique tile on the ice that isn't necessary) to free up 11 tiles to re-appropriate for other elements (right). Instant Replay Controls Overlay Below left is the Instant Replay Controls Overlay, which uses ~30 unique Tiles. Below right is a redesign that uses only 14 Tiles, giving you 16 free tiles. Flip it Good Remember that you have the ability to flip tiles, as this can be hugely helpful in creating efficient designs. Below is the NHL logo I drew for the Scoreboard. The logo occupies 14 tiles, but it only utilizes 10 unique tiles in the Tile Set, since the Tile used at 0xBDD4C, 0xBDD8C, 0xBDDCC, and 0xBDE0A reuses tiles and horizontally flips them for efficiency. References
    4 points
  37. I will be returning to Trader Joe’s for groceries some time this week.
    4 points
  38. Okay - version 1.1 has been released... VERSION 1.1 Updates - Boston Bruins logo updated to era correct version - Player sticks/Skate blades changed to white in order to fix colour issues on ice logos - Shayne Corson and Stephane Richer portrait photos flipped back to correct spots - New York Rangers photo portraits updated HNIC 90-91 Season v1.1 (NHL 94).zip
    4 points
  39. Alright. Time to get this one out the door. The Trade Deadline has come and past, so it's about time this update was posted. New to this version: Updated rosters obviously. Revamped Title screen for more colours and nicer artwork. All players can play at any position, so go ahead and put five forwards on the PP or five D-men on the checking line. Goalie Y-button hack has finally been applied. New Menu BG [shout out to the amazing @Drezz] Including some branding. Probably forgetting a couple things, or forgot to fix a couple things... Those can wait for the playoffs. Let me know if something is egregiously wrong. [or if you have any suggestions for future updates too] Updated the original post as well. NHL2023 RR94 Trade Deadline Ed.bin
    4 points
  40. If you read my original post about editing the background tile (found here) you can see how we can finally have our own branded backgrounds for custom ROMs. The issue I found though, was that it didn't work for the backgrounds in the game menu (Edit Lines, etc). I have now figured how to get them to display correctly. It takes a couple of steps, but now YOU can have your very own custom background tile for your modding pleasure. STEP ONE: Complete the first part of the background tile tutorial. Follow the EASY WAY if you don't care how it's done and you just want it done. (LOL) Then come back here for the next stages. STEP TWO: There are 6 instances where the tile data is accessed. We already changed one in the first part. Here are the remaining 5. 0x9C53 - Edit Lines Screen 0x9C85 - Game/Player Stats, Crowd Meter, League Records etc 0x173D9 - Playoff Tree 0xFB0EB - Record Holders (?) 0xFC99D - ? I'm not 100% certain on some of them, but when I changed the offsets from the old to the new background tiles it worked. So do this: Navigate to each of those offsets, and where it says 054E24, CHANGE that to 1EC070 (if that is where your new graphic was placed). STEP THREE: Go to offset 055B7E. This is part of the OLD tile data structure which I believe contains some kind of return function and will render the background properly. I copied 64 bytes (including the FFs) and pasted that at the end of the new data we created in Part One - you paste it right after the tile layout data (see the example below - 003B is the last tile in the layout) STEP FOUR: Now, speaking of tile layout data... we need to copy this NEW tile layout data and overwrite the OLD data for this hack to work. Scroll up to offset 1EC8FE . This is where the tile layout data starts (if you placed your tile in the same location as the Part One tutorial). You'll know you're in the right place if you see 0028 001C. That is the area that the tiles will cover (40 x 32) and is the equivalent of a full screen, so we know we're in the correct spot. Copy all of the data starting after 001C until you hit the spot with the data with those FFs you pasted in earlier. You have now copied the tile layout. Now we're going to PASTE that in the old location and finish up. STEP FIVE: Go to offset 0552BE. If you see 0028 001C before it, you've come to the right place, my friend. Paste your tile layout data here. It should be the EXACT same number of bytes. Save a BACKUP... in case you missed a step. Fire it up in an emulator and go through the menus to see if your new tile showed up. It should look something like this. (disregard the playoff matchups, it's still a WIP hahaha) And there you have it, folks. The elusive background tile mystery has been solved. Now get out there and make some custom ROMs.
    4 points
  41. Here's the data for the "loop point." At offset 46D82, there's 10 bytes that you have to add to the end of your song. Then it will loop infintely.
    4 points
  42. I took some time to recreate the Classic ROM using the 30 team template. Essentially this ROM can act as a repository for ALL graphics, colours, players, team advantages. team and players as per the classic ROM. Graphics and palettes for the 3 splash screens, team logos jerseys and banners are all in line with the original game. Two additional teams Vegas and Seattle are in the ROM after the two all star teams just to fill in the spots. Using this ROM and tools created by others for extracting stats, images and palettes anyone can now extract everything classic they want to replicate in custom leagues. UPDATED: V2 has the correct NHL Shield Logo thanks to Kingraph! Notes: Lines are all set as original game Player cards are set as per original game Rosters are per original game Overalls are per original game Music for teams as per original game Team advantages PP, PK, Off/Def, Home/Away are all set as per original game Player cards are all original to game. For generic cards the generic Left/Right Hand player/goalie cards are associated with the correct players. (ie. if a player is Left handed image reflects this) Title screen NHL shield logo I was able to recreate and get into the game. I don't believe I have seen this correct logo floating around any custom roms so here it is. (maybe it is not sure) Classic30 - v2.bin
    3 points
  43. Attached are 3 patches for quicker NHL94 intros (ea sports & high score)! What does it do? It lowers the two intro duration timer values. To immediate skip, slightly quicker or half the duration. Or as Game Genie codes: 0FFAD8:6008 Master Code, required to work, black screen without 0FEE2C:0050 EA Sports intro screen, 50 is default timer setting 017AAC:0050 High Score developer logo, 50 is default timer setting Immediate skip (Decrypted): 0FFAD8:6008 017AAC:0000 0FEE2C:0000 Just faster skip (Decrypted): 0FFAD8:6008 017AAC:0008 0FEE2C:0008 Half the intro time (Decrypted): 0FFAD8:6008 017AAC:0028 0FEE2C:0028 Immediate skip (Encrypted): BD7A-8A82 AB7A-CAFN AD1A-8ABN Just faster skip (Encrypted): BD7A-8A82 BB7A-CAFN BD1A-8ABN Half the intro time (Encrypted): BD7A-8A82 FB7A-CAFN FD1A-8ABN Credit & Thanks to: BillyTimeGames! NHL94_Faster_StartUp_Immediate.ips NHL94_Faster_StartUp_Quicker.ips NHL94_Faster_StartUp_Half.ips
    3 points
  44. I dunno, advanced polling seems to indicate that the primary kit is more popular at a 3:2 ratio. So... try being with someone for 24 years and do the same thing. Me: "Hey, you still haven't played my ROM! Do you wa- Her: "F@#$ off, A Million Little Things is on. Be quiet" Just because the contrast amuses me, I had to try this with 15 years and two kids as the variant. Me: "Hey, you still haven't played my NHL ROM! Do you want to give it a try now?" Her: "Why are you asking me? You know I have no interest in your...*dismissive hand wave*... things." Me: "Fine, I guess I'll just have to play with the boy." Boy: "Oooh?" Her: "You could... if he wasn't grounded for not finishing his school work in class today." Me/Boy: "Aaawww." Me: "Then never mind. I guess I'll just go play by myself." Her: "Just don't do that when the kids are around." Me: "I said, *sigh* never mind."
    3 points
  45. How-To Edit the Rink & Sideboards 3. Advanced Tile Syntax Reference Once you get the hang of understanding this 2-byte code, all that you will likely need are the references below. Second, Third, & Fourth Digit + 0xxx Tile Reference Second Digit + 8 Horizontal Flip First Digit + 1 Vertical Flip + 0,2,4,6 Colour Palette + 8 Overlay Tile Map & Tile Sets Locations Please note, in each of the diagrams below, I have omitted the addresses for Tiles that caused errors when I modified them. I recommend leaving them as-is. Sideboards This is the background used when you start or pause a game. Tile Map 0xBDB6A to 0xBE268 Tile Set 16 Columns x 14 Rows @ 0xBC066 (770150 decimal) Rink This is the background used when you are playing the game. Tile Map 0xB8A8E to 0xBAA6C Tile Set 16 Columns x 27 Rows @ 0xB518A (741770 decimal) Rink (Reverse) This is the background used when viewing the Instant Replay in Reverse view. Tile Map 0x599A8 to 0x5B986 Tile Set 16 Columns x 27 Rows @ 0x56064 (352356 decimal) Overlays These overlays appear over the screen in special circumstances. Regular Overlays Tile Map 0x5B986 to 0x5C408 Instant Replay Reverse View Overlays Tile Map 0xBAA6E to 0xBB4EE Stars of the Game Graphic Overlay This is the graphic that appears in the Stars of the Game overlay. By default there are not tiles being shown, but if you specify Rink tiles at these addresses, they will show up as per the diagram below. 0x5BBE2 to 0x5BBEE 0x5BC42 to 0x5BC4E 0x5BCA2 to 0x5BCAE 0x5BD02 to 0x5BD0E Rink Instant Replay Controller Overlay This is the controller overlay that briefly appears on the top left of the screen when initiating Instant Replay. It shares a Tile Set with the Rink. 0x5B9C8 to 0x5B9D8 0x5B9C8 to 0x5BA38 0x5BA88 to 0x5BA98 0x5BAE8 to 0x5BaF8 Rink (Reverse) Instant Replay Controller Overlay This is the controller overlay that briefly appears on the top left of the screen when initiating Instant Replay Reverse View. It shares a Tile Set with the Rink (Reverse). 0xBAAAE to 0xBAABE 0xBAB0E to 0xBAB1E 0xBAB6E to 0xBAB7E 0xBABCE to 0xBABDE Suggested Advanced Exercise Share what you know! Write a post below sharing your best tips, tricks, resources, methods, whatever. Every little bit helps us all help eachother.
    3 points
  46. How-To Edit the Rink & Sideboards 2. Intermediate Understanding How Layouts are Specified Within the Tile Map, each tile is specified using a 2-byte (4 digit) code. This code contains five parameters for each tile. Tile Set Reference Which Tile from the Set should be used? Horizontal Orientation. Should the tile be flipped Horizontally? Vertical Orientation. Should the tile be flipped Vertically? Colour Palette. Which Colour Palette should be assigned to this Tile? Z-Depth. Should this Tile be shown in the background (standard), or as an overlay (overlapping Sprites)? These five parameters are encoded in the 2-byte code as follows: First digit = Vertical Orientation, Colour Palette, Z-Depth. 2nd digit = Horizontal Orientation 2nd, 3rd, & 4th digit = Tile Reference Understanding the Tile Map Code Here is how to read and specify Tile Map code. Start with the Tile Reference Lookup the three digit code for the Tile that you want to specify. Use that as your base. + x000 = The Tile in the first column, first row of the Tile Set. Horizontal Orientation Add 1 to the second digit in order to flip the Tile horizontally. + x8xx = Horizontally Flipped. Vertical Orientation Add 1 to the first digit in order to flip the Tile upside down. + 1xxx = Vertically Flipped. Colour Palette In the Rink & Sideboards, there are usually four colour palettes available. They are numbered 0,2,4,6. Add the Palette number to the first digit. + 0xxx = First Rink Palette. + 2xxx = Second Rink Palette + 4xxx = Home Team Palette + 6xxx = Visitor Team Palette Z-Depth By default tiles will be shown in the background, behind sprites. Add 8 to the first digit in order to specify the Tile as an Overlay (in front of Sprites). + 8xxx = First Rink Palette, Overlay. Examples 009A = Use the Tile in Row 10, Column 11 of the Tile Set, with the First Colour Palette. 109A = Everything above, Second Colour Palette. 189A = Everything above, Horizontally flipped. 289A = Everything above, Vertically flipped. A89A = Everything above, displayed as an Overlay. Suggested Intermediate Exercise Check out the Tile Set for the Sideboards (in the previous Basics section). Notice how at the Tiles 049, 04A, 04B, 04C, 04D, 04E, 04F, 050, 052, 053, 054, 055 059, 05A, 05B, there appears to be some of the Tiles for the Pro-Set logo used in NHLPA Hockey ’93? These tiles don’t appear to be used anywhere. Check out the Tile Map for the Sideboards (in the previous Basics section). Look at the Tiles from BDD44 to BDD4E, BDD84 to BDD8E, BDDC4 to BDDCE. That’s 18 tiles worth of space, doing nothing right now. Put some of those Pro-Set Tiles up on the big board, and test it in your Emulator. There are not enough tiles to create the full Pro-Set logo, but there is more than enough to practice placing, flipping, and setting Palettes for these tiles. Once you can do that, it's time to move ahead to Advanced!
    3 points
  47. They've done this with Pro Evolution Soccer... some guy created a companion app (incomplete at the moment) which runs on the side (he called it 'MatchUp')... it's a GUI interface (which sits in the background when playing the actual game) that creates a save file for PES and once the game is played inside PES it pulls the result in... Such an interface would need to offer a way of simulating results accurately and realistically however. But the possibilities of creating seasons/tournaments etc are endless. Like a full management sim but with the gameplay of the classic we all know and love
    3 points
  48. One quick tip for trading players is to open 2 instances of NOSE. You can copy players in instance 2 and paste into instance 1. When you're done, close instance 2 without saving, then close instance 1 and save it. Lines can be done in a hex editor , pasting data from a spreadsheet. Check out my NHL93 64-team hack and excel sheet. You'd still have to do each team individually (if changed), but it's easier than doing it in NOSE (https://forum.nhl94.com/index.php?/topic/11734-nhlpa-hockey-93-64-team-rom-snes/)
    3 points
  49. An update: I am hoping to put in a few fixes for v1.1 and have the Playoff edition sorted as well. Hopefully this week I'll have both ready to go. From there, the plans are - figuring out the backgrounds for NHL 95 ( @UltraMagnus has been very patient waiting for these) - more 90s seasons & playoff editions (from 91-92 to 99-00, meaning roster updates, more teams and more HNIC branded front-end graphics changes for each one) - inserting the Coach's Corner theme during the period intermission. I might consider doing the 2000s or just making some patches for specific ROMs to change them from the NHL94 stock to HNIC of that year.
    3 points
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