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Brodeur30 last won the day on June 6 2018

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  1. Brodeur30

    2 teammates mode, playoff bug

    I posted them above. I have provided you with two codes depending on if you are the Home Team or the Visitor Team. You need to enter these Game Genie codes while you are running the game after you enter Continue Playoffs. After you have reached the Playoff bracket, you can enter the code to change it from Head to Head to Two Teammates. If your team is the Home team in the next playoff game, then enter this Game Genie code before starting the match : AHB9-8ABL If your team is the Visitor Team in the next playoff game then enter this Game Genie code before starting the match : AMB9-8ABJ That should change it from Two Head to Head to Two Teammates, must make sure you activate the code after you press Start and go into Continue Playoffs. Please test it in your emulator and confirm that these codes work for you. Note that you will want to Deactivate the code each time before you enter Continue Playoffs if in the next playoff game your team as the Home or Visitor team changes.
  2. Brodeur30

    2 teammates mode, playoff bug

    @mitch13 Have you had a chance to test my Game Genie codes? Did those fix that problem, allowing you to now Continue Playoffs in Two Teammates mode? I think you stumbled on a very important bug and I'm glad that I can be of assistance to find a way around that problem. Has no one else noticed this bug before now? In any event I am glad to help others experience NHL 94 to its full potential by finding game genie codes. I want to test two teammates mode further and find more codes for it. For example, making it so player 2 does face-offs instead of player 1.
  3. Brodeur30

    Hit of a Lifetime

    Haha I think you're right that it was because of one of your players taking a big hit right after that. At first I thought it was like the bench being triggered by one of their players getting checked into them, like the bench yelling "how dare you do that to one of my teammates, now you gotta fight the whole bench". That's funny to see the player magically hop back out onto the ice, from hiding under the bench apparently, while the bench was going nuts from the hit. It would be hilarious to see somebody try and re-enact that lol.
  4. Brodeur30

    Hit of a Lifetime

    Yeah the bench reaction is what stuck out to me. I've never seen that before. The only time I see the bench moving (on the Genesis version) is before the face-off. Once the face-off is dropped they stay frozen, which was probably done by the developers to ensure a smooth frame rate. Now you did that on the SNES version, could the bench reacting like that to the hit into the bench be an SNES version only feature? I guess that reaction happened because the player was hit into his own team's bench. The player who got checked over the boards kind of slowly disappeared when the bench reaction animation started.
  5. Brodeur30

    Et Tu Bruce Deuce: Official ROM

    That's interesting that you found those stats are affected by changing the PP clock speed code. It seems that you were trying to fine tune the power play time by using that code and speeding it up from 1 minute to make it really 45 seconds. I've been playing on the real-time game clock and the real time PP clock speed (3C value I think) for a while now. Believe it or not, I use 2 minute penalties real-time but I have a game genie code that speeds up the power play clock so if penalties start to pile up and if power plays start getting excessive I can just end penalties real quick by running a game genie code. In some games you only get a penalty once in a while and 2 minutes real time penalties are not a problem. But I know what can happen if penalties just start piling up and you will be inclined to reduce penalties to 1 minute. I will definitely check my Attack Zone stats to see if those numbers look right while playing with a real-time game clock and the real time PP clock.
  6. Brodeur30

    2 teammates mode, playoff bug

    I just tested the codes and they work. I converted them to Game Genie format from RAM codes. Here's what you do : You go to Continue Playoffs. It's locked on Two Head to Head. You press Start and go to the Playoff Bracket screen. Now you can enable the Game Genie code, but you need to determine whether your team is Home or Visitor in the upcoming game. So you may want to proceed to the Matchups Screen or to the Pre-Game Pause Menu to confirm if your team is Home or Visitor. Once you know that your team is Home or Visitor for that game, you enter and activate one of the following Game Genie Codes : To switch it from 2P Head to Head to Two Teammates playing on the Home Team, Enter and Activate Game Genie Code : AHB9-8ABL To switch it from 2P Head to Head to Two Teammates playing on the Visitor Team : Enter and Activate Game Genie Code : AMB9-8ABJ Since Head to Head makes the 1P code 1 and the 2P code 2, the first Game Genie code switches the 2P code to 1, putting both players on the Home Team and the 2nd Game Genie code switches the 1P code to 2 putting both players on the Visitor Team. There you go mitch. Try those Game Genie codes and see if you can get that to work to enable Two Teammates throughout the Playoffs !
  7. Brodeur30

    2 teammates mode, playoff bug

    I have a solution for you mitch. It involves the use of the Auto Player Switching Off code I posted a while back. I tried hacking the Menu but was unsuccessful. I got it to change to Two Teammates in Continue Playoffs but it still remained Head to Head in the game in Continue Playoffs. So that didn't work, but you can switch to Two Teammates by using the code that I use to turn Auto Player Switching Off. Basically the the Auto Player Switching Off code I posted before is the code that determines what team Player 1 is on. A value of 1 is the home team and a value of 2 is the visitor team. There's another code right near it that sets what team Player 2 is on and by using both of these codes in tandem you can turn Head to Head into Two Teammates even when the Menu does not allow it like in Continue Playoffs. I don't think you can get around this problem by editing the rom near offset 17FEA though. I just tried and was unsuccessful. What I can do is provide you with two Game Genie codes converted from the RAM codes that produced the Auto Player Switching Off rom code that you can test on your emulator when you are in Continue Playoffs to make it it Two Teammates instead of Head to Head.
  8. Brodeur30

    2 teammates mode, playoff bug

    I have progressed through the first game in the playoffs and I have observed the problem. The Continue Playoffs mode locks you out of the Players menu that switches to the other options (One or Two Teammates) and you are stuck playing Two Head to Head. I will try to find a code that can change it to Two Teammates.
  9. Brodeur30

    2018 World Cup Pool

    Me either. Drawing of lots would have been better. Japan knowing they had less yellow cards didn't even try to push for an equalizer vs Poland towards the end of their match. Not only that, but several of the yellow cards Senegal received in their last two matches did not seem worthy of a yellow card. (like the one in the 2nd half vs Colombia and some of their others) That said, if it wasn't for VAR, it wouldn't have even come down to a drawing of lots or a yellow card comparison. VAR prevented Senegal from getting out to an early 1-0 lead vs Colombia on a penalty that Senegal rightly deserved. In the 16th minute, Mané got taken down on a slide tackle by Sanchez and the referee without hesitation awarded Senegal a penalty. But then the referee was summoned to the VAR booth and wasn't given the slow-mo camera angle that we got on TV following the reversal that shows if Sanchez got to the ball first before contacting Mané. On one of the angles shown on TV after the reversal, you can clearly see that Sanchez's leg collides with Mané's shin before his back heel gets on to the ball. Here's a screenshot : That's a foul, the referee's initial instinct to award a penalty was the correct one. We have yet another instance of VAR and it's poor use of technology making a mockery of the beautiful game. And this time it cost Senegal a spot in the Round of 16. Supposedly calls on the pitch are only supposed to be reversed by VAR when there is a clear and obvious error. This was a close one for sure, from certain angles it kinda looks like he got to the ball first, but in that screenshot you can clearly see that's not the case. All the commentators were talking about is that he got to the ball, while completely ignoring the contact with Mané's leg prior to that, which is a foul. It's only a clean tackle if you get to the ball first. He brought down Mané by contacting him before he back heeled the ball. I don't know about you guys, but VAR has been a big problem for football in this World Cup. Football is the last major sport to have resisted the temptation to have instant replay reviews, and for good reason due to its continuous flow. You can see the flaws that are inherent into trying to implement this kind of a system into a World Cup. I don't have a problem with the goal-line technology and I'm OK with using video to check for offsides. But the system of reviewing penalty decisions just isn't working and it's frustrating to see VAR play such a crucial role in these matches and to have gotten so many calls wrong. I don't know how this VAR system can possibly continue in it's current form. I'm absolutely gutted for Senegal to be eliminated in such a cruel way, both by VAR and the new yellow card tiebreaker.
  10. This second video is a demonstration of the lift-puck feature I discovered which makes pulling off saucer passes easier than trying to pull them off with only the B button which seems to be rather difficult. To say I've been having fun with this code is a major understatement. I think this should be called the UFO code. We certainly have ourselves an Unidentified Flying Object on the Ice! Somebody cue the X-files Theme ! saucerpasses.mp4
  11. I have recorded some videos to better illustrate what I've been posting about. The first video is a good example of the lack of side post collision I had been describing. As you can see, the puck should clang right off the post and bounce back away from the goal, instead it goes right through the side post and warps to the center of the goal. If we made the goal posts slightly wider by editing the goal / net art, we should be able to align the posts with the boundary of the side net. It may not produce a clang sound in a situation like this but with a slightly wider goal at least the puck would appear to bounce off the post due to the side net boundary instead of being a goal. That seems to me to be the easiest way to fix this glitch. sidepost_glitch_it_shouldve_hit_post.mp4
  12. It may have to do with the proximity to teammates. B button saucer passes seem to occur when you aren't skating towards a teammate or aiming the pass towards a teammate. It seems like it happens when you are facing the boards or when the player you are controlling is not facing or moving towards a teammate. Maybe you just have to be a far enough distance away from teammates to get it to work. There does seem to be a d-pad directional component though because the saucer passes I pulled off definitely went in the direction I had pressed on the D-pad. And not just directly up or down, like "down & left" while skating up ice, for example. You may not be able to saucer pass when passing directly to a teammate, it might only work when your are skating towards open space and a teammate isn't in close proximity.
  13. Goalies can do saucer-like outlet passes by pressing the A button and aiming the pass. When you use the dump puck button (A button) with the goalie, they are angled much lower than when you press the A button with a regular player. When a goalie does an A button pass, it doesn't look like a flying saucer since the puck comes out all wobbly. I did a little testing with what you said about B button passes and you're right. Technically you can do saucer passes with the B button but they are very difficult to pull off. It seems you can do them by tapping the B button combined with a precisely-timed direction on the D-pad. (not 100% sure about needing to tap the B button) I think you have a very small window with pressing the B button in combination with a D-pad direction where you can actually aim a saucer pass in any direction rather than pass to a specific player. This is interesting as it's something that I really hadn't been aware of. It seems too hard to pull off consistently but maybe there's a learning curve to it. I've was able to do a saucer pass both in the direction I was skating and in the reverse direction, but I can't do it every time I try as it requires precise timing between the B button and pressing the D-pad and it's unclear exactly what the timing mechanism is. I did it once by skating upwards, as I was holding up I tapped B and quickly pressed down and he did a saucer pass backward behind my player as I continued to skate upwards. I also randomly did a B button saucer pass that went over the glass into the crowd. So you can in fact do saucer passes without any codes, however it's not something that I would attempt in a competitive game as they are very difficult to pull off. The code I found allows you to lift the puck off the ice prior to a regular pass, so that gives you much more control over doing a saucer pass for sure. But it is interesting that you can do them without the code. If anyone has more detailed instructions on the button presses involved in doing B button saucer passes without codes, that'd be great. Still I think the code I found is very useful due to the difficulty in pulling them off otherwise.
  14. I've been working on a way to implement a "drop puck" feature with a hotkey. It's a challenge because of how players in NHL 94 gain control of the puck based on their proximity to the puck. The puck has to be a certain number of pixels away from a player for him to not automatically gain possession and become in control of the puck. So as a player is skating forward, there's not enough separation between the puck and the player for him to really drop the puck. (because he's still too close to the puck if it were dropped that he'll just automatically regain the puck based on his proximity to the puck) There are several ways I could go about implementing a true drop puck button through finding codes and setting up a hotkey. I took some time searching for a way to implement this. If I could find a way to control the speed of passes, then we could slow down the speed of the back pass which would work similarly to a drop puck. This may be a possibility, as adjusting the speed of passes is something I will be looking for, but it may be like trying to find a needle in a haystack. I did find one interesting code though that kind of allows you to do a drop puck, but it still requires some additional work. It's a single-byte code that you can switch between 00 and 01 that when it's 01, none of the players are able to possess the puck. So basically if your skating with the puck and you switch this code from 00 to 01 the puck will continue to move at the speed it was being moved at by the player but is no longer in the player's control. With it on 01, none of the players on the ice can gain control of the puck, they'll just skate right over the puck as if it's not there. When you switch it back to 00 though then players once again can possess the puck like normal by skating to it. So technically this can work like a drop pass if you switch it to 01 then back to 00. The only problem is I'd really need to find another code to get the puck to stop completely in it's current location so that if turn the code to 01 while the player is skating forward for example, the puck won't continue to move forward with the player at the rate it was being moved by the player. (in line with the forward motion of the player who had it even after he loses control of the puck) With just this code though, I could stop the player (and the puck), then turn it to 01, then skate away from the puck, then turn it back to 00 when he's far enough away from the puck, then a teammate could pick up the puck, but I don't think that would work too well. You really need to be able to drop the puck and have the puck stop while you are skating forward I think for it to be most useful. For the drop puck to be most effective, I'd need to find a code to stop the puck's movement completely on a dime to be used in conjunction with the 00 / 01 code. So it's a little tricky implementing a drop puck button in the best way possible but I'm optimistic that it can be done. I think it would be very useful if I can find a good way to implement it through a hotkey. As far as saucer passes, you'll be happy to know that I have found a way to do them. I've managed to find a code that allows you to lift the puck off the ice prior to a pass or a shot. With this code as a hotkey, you can lift the puck up off the ice by holding down a hotkey button before you press the pass button . (the puck will drop back down to the ice if you let go of the hotkey) Depending on how long you hold down this hotkey before passing it, normal passes will occur at a height above the ice surface (in mid-air) instead of from along the ice surface. Holding down the hotkey causes the puck to slowly rise off the ice, so you can fine tune the height of your passes. The puck will fall back down to the ice and bounce off the ice realistically when you depress the hotkey. It's as if your player is lifting the puck up into the air with your stick in front of your player and the puck is hovering momentarily in mid-air before it drops back down, and then you pressing the pass button is like swinging at a puck that is hovering in mid-air creating a pass that starts from mid-air above the ice surface. If you hold down the button long enough, you can make normal passes be done from a height that causes the puck to go right over the boards into the crowd, or you can find the perfect height to ricochet normal passes into the boards and the puck looks like a flying saucer for a moment before it slowly drops back down to the ice. It's really cool, I'll see if I can record a video of it so I can show you.
  15. I've seen pucks hit off the side post while the puck is moving slowly on the ice. (like on a pass towards an empty net or something) When the puck is moving along the ice it seems that the side post collision is working, but where the side posts collision is lacking is on shots when the puck is in the air. I think the problem could be solved just by editing the artwork of the goal / net by just making the the goal slightly wider (moving the side posts just a few pixels wider so the side posts location pick up the collision of the "side of the net") Even if you don't get the "ding" on shots that hit the side posts (which would be great of course) just to have it bounce off the side of the net where the post is visually would make it look better on slo-mo replays. The problem is just that many times you'll see on shots headed towards the side posts that should be hitting off the side post and bouncing back instead being goals and they end up being goals and warping to the center of the net. (in real time it just looks like it hits the inside of the post and bounces in, but it's actually clipping through the post where it should be bouncing off it and not going in) I get what you're saying that it's part of the charm of the game with the game having pixelated graphics, but it still doesn't look right and frankly the lack of side post collisions is one of the biggest issues I have with the game. That's one fo the most exciting moments when you watch a hockey game, when the puck dings off the post. You just don't see that in NHL 94 often enough, pucks are warping right though those side posts becoming goals that should be near misses. Also when there's a whistle / stoppage in play and you shoot into the goal there's the barrier on the goal. That's surely hard coded into the game, that's just how it was designed. However from an artwork perspective we may be able to improve it, like make the goal visually a few pixels wider moving those side posts and few pixels more outward so pucks don't clip through the side posts anymore, or seeing if we can edit the location of the puck in net. (so goals that are shot from angles near the edge of the goal end up in the side or corner netting instead of in the center of the net) Those things should be possible which can be accomplished simply by editing the artwork, just moving the side posts a few pixels farther out so it lines up with where the side net puck collision is. Perhaps one of the art editing experts can point us in the right direction if we wanted to try to edit the location / width of the posts so we can try to align the side posts with the actual puck collision boundary of the side net. I know there's a topic about editing the goal artwork, maybe there's somewhere where we can edit the puck location in the net on goals as well.