• Content Count

  • Joined

  • Last visited

  • Days Won


Brodeur30 last won the day on November 20

Brodeur30 had the most liked content!

Community Reputation

36 Excellent

About Brodeur30

  • Rank
    2nd Liner

Previous Fields

  • Preferred System
  • Favorite Way To Score

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I did a lot of testing of goalie ratings and I'm still unsure of what Stick Left / Right does to the goalies, my best guess is that lowering it might allow the occasional puck to get through stick save attempts or diving save attempts and become goals but even with those at 0 or 1 (and with Glove Left / Right at 0) goalies still seem to stop most save attempts. Stick Left and Stick Right might affect the angles that pucks bounce off the stick or something minor, but it doesn't seem to have a noticeable affect on their ability to make stick saves. Still I will leave Stick Left and Stick Right as normal, and will continue to test goalies of different Stick Left and Right ratings to try to understand what that does to Goalies. What I have seen a difference in is with lowering Goalies Agility to 0. With the smaller goals I have reduced goalies to 0 Agility with 0 Speed and this seems to be working well with the smaller goal since they don't have as much ground to cover. Lowering Goalies Agility to 0 does make it a little easier to score in some situations but what it also does is that it slows the goalies down and makes them less overpowering when you bump into them. When you drop Goalies Agility to 0 they move around noticeably slower and I think that slower goalie movement is compensated by the goal being smaller. So I think I have decided on how the Goalies should best be rated for the smallest goal : All Goalies : 0 Agility, 0 Speed, & 0 Glove Left / Right. Normal Stick Left / Right, and Normal everything else besides Puck Control. Puck Control : All Goalies either 0, 1 or 2. I'm playing with Goalies at 1 for Puck Control and with Glove Left / Right both at 0 and there's a pretty good variety of rebounds and glove saves. Goalies still catch shots even with Puck Control at 1, but generally shots with more power bounce on them, while slower shots they catch. I'm guessing that putting Puck Control to 0 would make them catch even less of the lower powered shots, which would make most shots be rebounds. I still think having some shots get caught by the goalie is important but I definitely wanted to ensure that there would be more rebounds and I think having Puck Control at 1 does that and provides a good balance. For the bigger goals maybe it's better to increase Goalie Agility, but with this smallest goal I think I can get away with lowering Agility to 0. I'm close to releasing the rom, thank you for your patience as I finalize the goalie ratings with these lower ratings. When I release the rom, it may still have some issues but I want you to experience this for yourself as soon as possible. Some things are not complete, like the Reverse Angle of Instant Replay has glitches, you'll see, but on the normal Angle everything has been cleaned up as best I can. The point of me releasing this rom is to get your feedback. This isn't the kind of mod that I just want to release and be done with it. I have packed into this rom a lot of new features and some of them don't work perfectly, and will need to be investigated further. You'll see what I mean, but when you start playing matches I really want to know how your games are going particularly vs CPU controlled teams, and if your games are low scoring or not. I think that the best way for you to score goals might be to get rebounds from hard shot deflections off the goalie, that's one of the best ways to score goals. With Goalie ratings too high, you simply won't be able to score goals so by lowering some of these ratings I will have made it a little easier to score goals though it will still be a big adjustment from what you are used to. I can tell you that goals have never been so satisfying for me than they are with the smallest goal and I want you to experience this for yourself. A new skill that you will learn is when you get a rebound and have an open net, you now have a much smaller target to get the shot on goal and you will have to really learn to place your shot to make sure you can get the shot on goal. You've never really had to aim shots like this before and with the smallest goal it requires a lot of hand eye coordination and timing to place your shot even when you have an open net. That's where I think having more rebounds makes the smallest goal more fun, even if you get to a loose puck and open net, it's no guarantee you will score, but you will probably learn how to score goals this way, and if you master this technique the next step is to increase Goalies Puck Control and / or Agility to make it harder to score from rebounds. With Agility lowered to 0 you have a little bit more time to get the shot off before the Goalie recovers from a rebound, but learning how to master this technique is a lot of fun and I think it should be like that in the first version. With Goalie Agility at 0, it makes it a little easier for you to score, but it'll still be plenty hard and a big adjustment compared to what you're used to with bigger goals. But if you really want a challenge, if you find scoring goals to easy with Goalie Agility at 0, just remember that you can always increase Goalies Agility or Puck Control to keep scores low. When playing on the smallest goal, you will become much more aware of what the goalie ratings do, and I hope this will lead to a more in depth discussion about Goalie Ratings!
  2. This should be doable, though with the smallest and medium goal sizes you need to edit a single-byte address in two locations in addition to editing goal tiles, since area inside of the top goal is not editable through the normal top goal tiles. To apply the smaller goals to any rom you would need to copy and paste all the goal tile artwork, then hex edit 2 single byte-addresses to get narrower top goal side posts, then apply the correct barriers code. I will release the smallest goal first in a custom made rom packed with other mods for your convenience, and you can then freely go copy and paste my smaller goal art so you can use this artwork in other roms. And I'll help you if you have any issues finding the codes needed to get the narrower top goal side posts.
  3. Haha Oh I've made NHL 94 Super Realistic in ways that don't necessarily translate to current NHL trends. Wait till you try out this Rom, then see if you still say "That's not going to happen". When I release this rom and you start playing it, i predict it will be a very eye opening experience for you. As far as getting more rebounds I mean I know I'm getting more rebounds than before and I don't think I've really touched the Puck Control rating too much. Though there may be a big difference between a Puck Control Rating of 1 vs 2, with Puck Control at 1 possibly sometimes pucks bouncing off the goalie's body then going through the goalie becoming goals vs Puck Control at 2 that not happening. I think I'll be releasing the smallest goal Rom with all goalies Glove Left and Glove Right at 0 because again I suspect that having those higher causes pucks to magnetically attract to Goalie's gloves on shots that are too far away from the goalie's gloves to be doing that. I don't want any pucks warping to Goalie's gloves unrealistically and becoming saves that should be goals. Whether there's a sweet spot with Glove Left and Glove Right I'm not sure but I don't want any "cheap saves" if I can avoid it since it's hard enough to score on the smallest goal as is. Turning those to 0 seems to do that, and we can investigate this further perhaps after I release the rom. Here's the thing guys, after I release this rom, I mean if there's interest, if people are really playing games and testing it, I'm hoping we can start to make more conclusions about what these goalie ratings like Glove Left and Glove Right really do. Another thing is turning Defensive Awareness down a notch so that Def awareness is no longer equal to offensive awareness for Goalies. I'm hoping that lowering their Def Awareness makes Goalies more human-like, less robotic, and that combined with lowering agility 2 notches, well all these changes should work well since they are defending a much smaller goal. They don't need to move laterally as much or as fast, and frankly another issue I have is how goalies constantly take the wrong angle when a puck is dumped behind the net and they end up not even getting to the puck. (you know, they move left or right to try to intercept a dumped puck instead of actually going behind the goal, and they end up attempting to retrieve a dumped puck too late with that kind of an angle so what's the point of them even trying to get to a dumped puck with taking that angle instead of going behind the goal to wait for the puck) I wish there was a way to stop goalies from moving out of their goal to react to pucks being dumped behind the goal. But lowering agility would certainly slow them down and perhaps lowering def awareness may even stop them from trying to get to dumped pucks as much since we apparently can't adjust the angle they take, or control when they move out of their goal to try and get a dumped puck. A lot of what I'm talking about here is hard for you guys to really get because you're playing on bigger goals right? When you start playing this rom it will change the way you think about these goalie ratings, because all the scenarios involving goalies are totally different. The great part about this is that we can lower a lot of these goalie ratings, to make Goalie's play more realistically without it causing them to give up a lot of goals because the goals are so much smaller. I mean there's a lot of problems with goalies in this game, like them being too "fast" in general (isn't that why you turned down all Goalie's speed to 0)? Then you have goalies being too strong : you bump into them right, your player always falls down, Goalies never fall down when a player runs into them, right? So one thing I've done is turned off the "Interference" penalty, because the way Interference is called in NHL 94, it's not realistic to what Interference looks like in a real NHL game, so given how overpowered goalies are and how they never fall down or get knocked out of position from impact, imho Interference might as well be off, so you can crash into goalie's all you want without turning off the other penalties. (Thanks NOSE for that feature of allowing only some penalties to be turned OFF, while keeping others ON) Interference as a penalty imho serves no purpose really in NHL 94 because even if you bump into a Goalie, you can't cause the Goalie to fall down, he's just gonna cause you to fall down, so why are you penalized for that? If Goalies were able to be knocked down or out of position by players bumping into them, then yeah Interference should be a penalty, but that's not the case in NHL 94 with how overpowered the Goalies are. And in situations where a player blocks a Goalie from getting into position, an Interference penalty isn't even called. So that's just an example of why I'm lowering Goalie's ratings like this, it's needed to make playing with a smaller goal realistic. And I say realistic, just in the framework of making the game more playable and closer to what Goalies really play like in a real NHL game. And in fairness, you can't really lower goalies ratings too much while playing on regular sized NHL 94 goals. The Goals are too big, you need Goalies to be super fast laterally (which still happens even with Goalie's speed at 0) because you have such a huge target to score on. That's why when playing on these smaller goals, you really need to lower Goalie Agility which really seems to lower their actual speed at moving left / right and around the crease. With a smaller target to defend they don't need to move much at all to make saves. (Though they can't just stand still in the center of the goal and save everything, my smallest goal isn't that small) Lowering Defensive Awareness I'm hoping lowers their ability to track players moving left and right with the puck or on one-timers but I don't want to lower Def awareness too much that's why I only lowered it by 1 for all goalies. By the way the lower accuracy of one-timers with the smallest goal and the new post / goal barriers is one of the first things that you'll notice, you pretty much need to aim most one-timers to have a shot at getting it on goal. It depends on a lot of factors, you can get one-timers on goal without aiming the one-timer but only if things align perfectly. (it'll be a very new and fun experience for you) This will be real interesting when I share this mod and you guys get to experience all this stuff I'm talking about, and hopefully once you play this rom with the smaller goals we can really start going into more depth as to what all these goalie ratings really do since some of the goalie ratings are still somewhat of a mystery. Playing on smaller goals will cause you to notice things about goalies that you may not have noticed before, and this is why I'm so excited about releasing this rom. This Smallest Goal Rom is the real deal, I put a ton of mods and effort into this, and the reason why I haven't released it yet is because I just want to test it thoroughly before releasing it. When this gets released, probably by this weekend, you will get an incredibly eye opening NHL 94 experience full of long stretches of play without goals. It will be a big adjustment, you will learn how to be patient and be creative at finding new ways to score goals. And I just want to make sure the Goalies don't give up cheap goals while lowering goalie ratings which is way so much testing on these lower goalie ratings is required before release.
  4. I have been trying it out with lowered Goalie's Glove Left and Glove Right. And see my other comment above about why I lowered Goalie's Glove Left and Glove Right to begin with. I was trying to solve the problem of goalies saving shots that should have been goals. You know, shots that are headed towards an open net with the Goalie out of position but then the puck magically being pulled away from being a goal at the last second by some kind of a force field attracting the puck to their Gloves despite the glove being nowhere near the puck. I may have solved this by lowering every goalie's Glove Left and Glove Right to 0, the problem is it's a hard thing to reproduce in-game. Basically, with smaller goals I don't want the Goalies to be saving shots that they shouldn't be when you do have a shot on an open net. I haven't really seen this happen since I've lowered goalie's Glove Left and Glove Right to 0 but again it's not something that happens very often, but when it does it's annoying and it looks ridiculous, because again scoring chances become very rare on the smaller goals, especially the smallest goal that I will be releasing, and I don't want Goalies to be able to unrealistically save shots that should be goals by pucks being stopped from an invisible barrier like a magnet changing direction mid-flight right into their Glove when the Glove was not close enough to the puck to where it should have been saved. So that's why I've been lowering Glove Left and Glove Right to 0, to try to prevent those instances from happening. (the invisible forcefield Glove saves, as if the Goalie's glove is a magnet pulling the puck to it even though the Glove isn't close enough to the puck to be saved) Do you think it's possible that lowering Glove Left and Glove Right to 0 stops this phenomena of pucks headed towards open nets being pulled by an invisible magnetic force field to a Goalie's Glove?
  5. And just as an FYI the reason why I zeroed out Glove Left and Glove Right to begin with was to try to avoid those instances of shots on open nets with the Goalie out of position ending up being "saved" by Goalies due to an invisible barrier forcefield that causes the puck to magnetically attract to the goalie despite the goalie's player model being several pixels away from the puck. Anotherwords shots that should have been goals ended up being saved by this invisible glove force field and stopped from going into the goal, then being attracted to the Goalie's glove like a magnet. Any idea how to prevent that from happening? (I thought zeroing Glove Left and Glove Right would solve this but it's a hard thing to reproduce in game)
  6. So can you speak to how turning every goalie in the game to Glove Left and Glove Right equal to 0 would affect them? Would zeroing those out cause the goalies to stop catching left or right, or would it cause them to still attempt to catch left or right but instead of catching it, it bouncing off their gloves? And for Stick Left and Stick Right, would zeroing those out cause Goalies to stop attempting stick saves or would it just cause stick save attempts to become less successful? Would it cause stick saves to hit the stick but then go through the stick more into the goal or something? I'm really not too concerned with how lowering Goalie ratings affects the Goalie Overall ratings, because I'm making these changes across the board to all goalies in the game evenly. Lowering the size of the goal as I have makes it that much harder to score just by that alone, so I am perfectly OK with Goalie's Overall ratings lowering quite a bit since it will still be quite difficult to score goals on lower rated Goalies with the smaller goal.
  7. Will do, I will be releasing the smallest goal rom first. Then I'll see what I can do with the bigger size goals. The smallest goal rom is pretty much ready to go, I'm just editing goalie ratings at this point trying to see how lowering certain goalie attributes affects them as it relates to the smaller goal. With the smaller goal you can really lower a lot of the goalie attributes and it's still hard to score due to the size of the goal. One thing I'm trying to get is a lot more deflections and rebounds, instead of the goalies just catching shots. I've heard that lowering "Puck Control" creates more rebounds, but it appears that lowering Glove Left and Glove Right may also create more rebounds as well. And I'm still not quite sure what Stick Left and Stick Right does. So I've lowered every goalie's Glove Left and Glove Right to 0, and I'm reducing Goalie's Agility and Defensive Awareness ratings. Off and Def Awareness are usually equal but I kept Offensive Awareness of goalie's as is, as I'm guessing that relates to the CPU accuracy of goalies passing the puck out to teammates when they have the puck. So I've lowered Def Awareness by 1, lowered Agility by 2, I think these lower goalie ratings should work better with the smaller goal, as they have less area to defend so they don't need to be as agile or as Aware to still be effective at keeping pucks out of the net. But I don't want to lower them too far so they let easy goals in. That's why I hesitate to lower Puck Control too much because I heard that lowering that too low I heard may cause them to make errors and possibly let routine shots get past them. I am hoping to release this rom after Thanksgiving like by Saturday or Sunday. I just want to get these goalie ratings all set before release.
  8. I've been doing a lot of goalie ratings adjustments to make this rom more playable with the smallest goal, like turning down goalie's Glove Left and Glove Right ratings to 0. It seems that there's a big difference between setting both Glove Left and Glove Right to 0 vs setting only one of them to 0 and the other to 1. With both Glove Left and Glove Right at 0, a lot about the game changes : Goalies will not be able to able to catch too many pucks, occasionally they will but not shots with power on them, even some passes deflect off the goalie. This adds an important gameplay element to NHL 94 that I really had never experienced up until now. With both Glove Left and Glove Right set to 0 it appears to affect the entire team not just the goalie, as this causes there to be a lot more deflections on passes and just in general even when the goalie isn't involved. I am considering setting all the goalies in the game to 0 for Glove Left and Glove Right as it works well with the smaller mod as it's still hard to score even with the goalie deflections when the goal is this small. I don't want to make it too easy to score but I must say that playing against a goalie rated 0 for Glove Left and Glove Right is really fun especially with the small goals. With bigger goals turning these to 0 would make it too easy to score but with smaller goals it gives you more opportunities for deflections and opportunities sometimes to aim at open goals when the goalie is out of position after a deflection. I have found that even when I free up space from a deflection to get a shot on an open net I will miss the open net since with the smaller barriers the shot accuracy has been reduced. So I find myself in battles with just trying to aim the puck into the goal, it's a very cool experience that I think you will like when i release this rom.
  9. Good news ! I found the code in the rom by searching for the default value of the RAM code. So now both the top and bottom goal have aligned puck / post collision. The only issue with it is when going into Instant Replay and selecting Reverse Angle. Doing all this creates a lot of issues with the Reverse Angle of instant replay. (In the Reverse Angle, the bottom goal ends up 3 pixels higher than where it should be, because it's really the top goal just in reverse, which has been moved 3 pixels closer to the other goal, but with the normal bottom goal artwork. And the reverse angle top goal has issues, it's 3 pixels too higher and is missing side posts) So the Reverse Angle of Instant Replay has issues with this, so aside from that I think I've finally got the puck / post collision where I needs it to be! Just some additional testing is needed to make sure this is working properly and a couple more minor art edits and this rom should be ready for release.
  10. Shots miss the net to the outside a lot more, including more shots that go over the goal and over the goalie hitting the boards higher up on the boards behind the goal. It seems that the aiming of shots is greatly affected by lowering the barriers, making shots go wider and more off-target.
  11. Haha I'm not sure this one is possible because the code that makes the goals smaller or bigger (and adjust the boards barrier at the same time) affects both the top goal and the bottom goal equally. Interestingly though, playing with the RAM code that moves the top goal up/down seems to have an affect on how easy it is to score on the top goal with your team playing going up vs scoring on the bottom goal with your team going down. This is why I'm hoping to get this RAM code converted to a ROM code to eliminate any such imbalance between playing going up vs going down. I'm wondering if this is simply a result of having a RAM code Active that's altering the top goal's position or if it's somehow affecting the A.I. with having less pixels for the defense to defend since it essentially moves the goal-line in code.
  12. Thank you for this response kingraph. You've been a big help in the past and perhaps you can help me with this one as well. This is one area that I have had difficulty with. I have tried to use the trace code feature in Gens, I have gone step by step through Tony H's guide several times but for some reason attempting to trace anything through this feature just doesn't seem to "work" for me whatsoever. I've gone through all the steps but it doesn't output any rom addresses as it's supposed to do. I really could use some assistance with trying to get this particular RAM code (the one that moves the top goal 3 pixels down in-game) to a ROM code, before releasing this ROM so you guys won't need to keep the RAM code active all game to get this to work. Some RAM codes can be found in the rom just by searching its default value. This is not one of them. This RAM address that moves the top goal up/down in-game starts out at 00 when you start a rom and it becomes 0C when the game hits the main menu, and stays at 0C when you enter a game. I change it to 09 to move the goal down 3 pixels. I'll send you the RAM address OK and if you can find its location so a ROM edit can change the top goal's default position you'd be a real hero here. Then I can just share the rom without any need for a RAM code to be active all game! Edit : Turns out that was one of them, that could be found in the ROM by its default value. I found it in the ROM by searching the default value of the RAM address through the ROM by using Find / Replace in a hex editor and then testing the rom until i found it. I still have not been able to use the Gens trace feature successfully but I have been able to find several RAM codes in the ROM just by using Find / Replace in a hex editor, and searching the value of the RAM's default value in the rom.
  13. There is a RAM code that I found that greatly improves the accuracy of the collision between the puck and the goal posts by solving an NHL 94 bug that some of you may have noticed. This is a very exciting development which I want to share with you when I release the smallest goal rom. In addition to the main barriers rom code that I shared in the other topic, there are also RAM codes for each goal (top and bottom) that allow you to move each goal around so you can fine tune the location of the goal in-game pixel by pixel. Unlike the other rom code, these RAM codes physically move the goal itself (goal artwork and all) and in essence it allows you to alter the actual location of the goal-line as it relates to the goal-line artwork. Well I've found that these goal-moving RAM codes work brilliantly with this mod. Since the area that I used to make the narrower side posts are not editable in the goal art tiles, to get this to work the art I used for the top goal's narrower side posts are stationary artwork that do not move with the goal when you use these goal-moving RAM codes. So this means that when you use these RAM codes to fine-tune the location of the smaller top goal, it only moves the top part of the goal visually with the side posts staying in place. Why these RAM codes are needed for this mod is because of a problem that exists in NHL 94 that you may have noticed. The problem is that the top goal's goal-line is not quite aligned with the goal-line of the bottom goal. This is something that you may have noticed if you slow-motion a goal in replay and then go to the Reverse Angle right when the puck is about to cross the goal-line, if you look at when the puck appears to cross the goal-line and you freeze frame it right as the puck is crossing the goal line and warping into the net and you reverse angle it, you may have noticed that on the reverse angle the puck may already appear to be in the back of the net while it's not in the back of the net yet on the other angle. How this relates to accurate puck / goal-post collision is important, because without using this RAM code, no matter what you do from an artwork perspective, the collision will always be a couple of pixels off in regard to the cross bar and the goal-line. This was a source of frustration for me because, well, I was about to release this mod right but the collision between the puck and the crossbar on the top goal was still a little off. Well just this morning I wanted to see if I could do something about this, and I went in and re-edited the top goal art to move the cross bar 3 pixels higher right, and then after I did that, I then went into the game and used a single-byte goal-moving RAM code for the top goal to move the top part of the goal 3 pixels down to align the goal artwork that way. What this does is that it aligns the top goal with the bottom goal as it relates to the puck crossing the goal-line. So now when you slow-mo a goal replay of the puck crossing the goal-line, the puck now crosses the goal-line into the goal at the same exact frame in both the top and bottom goal!! This was a huge breakthrough for me, because until now the top goal was still 3 pixels off vertically from where the puck intersected the top goal's boundaries despite the top and bottom goals being the same height. Without this gem of a RAM code that I stumbled across a while back that I finally applied today, you had no way to make both goals have accurate collision barriers with the puck. The only thing you could do is make the top goal's cross bar 3 pixels higher than it should be which didn't look right. Now that I've figured all this out, and put it all together, all I gotta say is WOW is this cool. More testing is needed to make sure it's all working properly, that means me playing a couple of long games trying to hit the cross bar and seeing how accurate everything is. What this will mean though is that for this mod to be accurate for both the top and bottom goal, you will need to run a single-byte RAM code as you are running the rom or else the top portion of the top goal will be separated from the posts visually and the goal-lines won't be aligned. So my question to you guys is how do you run roms : Do you use Gens or do you use another method? The good news is I tested the rom in Gens with the RAM code and as long as you keep the RAM / Game Genie code Active it works. However depending on what emulator you use, using RAM codes may not be possible, and even some that do run Game Genie RAM codes, the code may not stay on while you're playing the game. (the code may return to its original value when there is a face-off for example) Before I release the rom I just wanted to know how ya'll run your roms. Do you use Gens or do you use a different emulator? If your emulator does not run RAM codes properly like Gens does or if you run just the rom without the RAM code then the top goal will be separated from the side-posts visually. What I plan on doing when I release this rom is to accompany it with a .pat file with the RAM code to move the goal and two other codes. By running the .pat and turning on the RAM code ON, it may work initially but then may get reset every time there's a face-off. (even with the code set to ON) Gens doesn't have this problem but some emulators might, while other emulators might not run Game Genie RAM codes at all. Do any of you use .pat files to run Game Genie RAM codes?? I could have just released the rom by itself but it's important that you use the RAM code as well so you can align the top goal's goal-line with the bottom goal's goal-line and so you can experience the best puck / post accuracy possible. Otherwise you would still have pucks appearing to go through the top goal cross bar and scoring goals when in actuality it's just an NHL 94 bug that has the top goal a couple of pixels off compared to the bottom goal. When you're as deep into this as I am you start to notice things on a pixel by pixel level. When playing on bigger goals, the puck / goal collision is so inaccurate that you may not notice what alls going on. But you may have noticed that the bottom goal is more aligned with the puck than the top goal is. This NHL 94 bug is what this goal-moving RAM code solves (on any goal size) but it's particularly noticeable on the smaller goals. After I release this puppy, I plan on posting in some other topics on here which have helped me make this rom what it is today. I really want you guys to experience this mod fully and truly with the best puck / goalpost accuracy possible so this is why I will be releasing the ROM along with this goal-moving Game Genie RAM code included. Hopefully you have a way to run Game Genie RAM codes or just regular RAM codes so that you can use experience this fully!!
  14. Ha I love the American Gladiators analogy, The event you're talking about was Powerball right, where players would try to dunk soccer balls into those tiny goals while getting tackled. Playing on the smallest goal I've made here doesn't quite feel that small though you could make the goal literally tiny like a square if you wanted to. The values / offsets can be found in this topic : It turns out that the same code that controls the boards barrier also controls the barrier of the goal posts / goal. (as it relates to the puck, not players necessarily) When I created that topic at first I didn't realize that the code also controls the size of the goal. I did all the heavy lifting for you here, by editing the goal artwork to match these smaller goal barriers by changing the code. The smallest goal rom is almost ready for release, the rom I will be releasing not only contains the smaller goal mod but it's also packed full of a ton of my other mods to give you a complete smaller goal gameplay experience. I lowered goalies "Glove left" and "Glove right" ratings in NOSE down to 0 or 1 values so shots deflect more off goalies instead of being caught. Even with this it's still very hard to score. You'll see, you're about to have a lot of fun. I can't wait for you guys to test this smaller goal rom!
  15. By getting the puck to stay closer to the ice on shots are you talking about like a shot modifier that keeps shots going on a lower trajectory? That's relevant to the smaller goal because there's an adjustment of both the horizontal and the vertical barriers to make the smaller goal mod, anotherwords the location of the crossbar barrier in code, the position where shots no longer become a goal and either hit the cross bar or go over the goal. You can adjust this further the problem is if you lower it farther than the setting I have it on you will lose the back of the net collision and the goal will not look as good visually. I've tested this extensively and have settled on barrier values for the smallest goal. I think in actuality the top goal of the smallest goal is how it looks in the screenshot with the higher crossbar. I tried to get it so pucks hit the crossbar in both the top goal and the bottom goal which is challenging because you can't get it perfect, there is always that 1 pixel difference of where the puck is when comparing the top goal to the bottom goal. I got it pretty close though. I had to lower the cross bar pixel by pixel so it matches better with the value of the barrier code. When working on a smaller goal I started to notice differences between the bottom goal and the top goal and discovered they aren't perfectly aligned in reference to the puck. For example if you're watching a replay then you reverse the camera angle if you pay close attention the puck will be 1 pixel off in terms of where it crosses the goal line (top goal vs bottom goal) and it's distance from the goal line visually. So I had to fine tune this a lot I wanted to make sure the goal looks relatively normal, you know side posts length vs cross bar length. As far as adjusting the trajectory of shots I'd be interested to see what Tony H did with that. Because since I lowered the cross bar and the barrier of it you will see more shots flying over the goal now. But I didn't lower it as much as I could have. If you want the cross bar lowered more than what I have it in the rom you can edit it but you will lose the accurate back of the net collision with players and the puck that I have with this artwork.